(Version 1.0?) CA/0000: FF CA/0001: 49 If dialogue window is up, wait for keypress then dismiss CA/0002: FE Return CA/0003: B2 Call subroutine $CA5E33 CA/0007: FE Return CA/0008: 4B Display dialogue message $0B85, wait for button press Received “”! CA/000B: FE Return CA/000C: 4B Display dialogue message $0B86, wait for button press Learned “”! CA/000F: FE Return CA/0010: 4B Display dialogue message $0B87, wait for button press Found GP! CA/0013: FE Return CA/0014: 4B Display dialogue message $0B88, wait for button press Empty! CA/0017: FE Return CA/0018: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/001A: D7 Center screen on character CA/001B: FF End queue CA/001C: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/001E: D7 Center screen on character CA/001F: FF End queue CA/0020: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CA/0022: D7 Center screen on character CA/0023: FF End queue CA/0024: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/0026: D7 Center screen on character CA/0027: FF End queue CA/0028: 4E Invoke battle, random encounter as determined by zone CA/0029: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CA0032 CA/002E: B2 Call subroutine $CCE566 CA/0032: 47 Make character in slot 0 the lead character CA/0033: FE Return CA/0034: B2 Call subroutine $CA00EA CA/0038: FE Return CA/0039: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA0108 CA/003F: FE Return CA/0040: 4B Display dialogue message $0B90, wait for button press Monster-in-a-box! CA/0043: B2 Call subroutine $CB0E1C CA/0047: 8E Invoke battle: enemy set obtained from treasure chest's monster-in-a-box, background is area's default CA/0048: B2 Call subroutine $CA5EA9 CA/004C: 47 Make character in slot 0 the lead character CA/004D: 96 Restore screen from fade CA/004E: FE Return CA/004F: D9 Fade screen CA/0050: E0 Pause for 2 units CA/0052: D2 Load map $0003 (Darkness (briefly on many occasions, inc. Tent use on the world map)), position (08, 08), mode $00 CA/0058: FE Return CA/0059: B9 If ($1E80($09D) [$1E93, bit 5] is set) and ($1E80($09E) [$1E93, bit 6] is clear), branch to $CA5AD4 CA/0061: D2 Load map $0007 (Blackjack, below decks, all rooms except Celes' prison), position (08, 35), mode $00 CA/0067: FE Return CA/0068: C8 Set bit $1E80($0246) [$1EC8, bit 6] CA/006B: B0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA0078 CA/0071: D2 Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")), position (16, 06), mode $80 CA/0077: FE Return CA/0078: D2 Load map $000B (Falcon, upper deck (general use / with Daryl / buried / homing pigeon)), position (16, 08), mode $80 CA/007E: FE Return CA/007F: 20 Move vehicle as follows: (go up), 64 units CA/0081: D2 Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)), position (15, 08), mode $00 CA/0087: FE Return CA/0088: D2 Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)), position (16, 08), mode $00 CA/008E: FE Return CA/008F: D2 Load map $0114 (Gogo's Lair, entrance / guarded bridges / below bridges), position (10, 12), mode $80 CA/0095: FE Return CA/0096: D2 Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)), position (17, 08), mode $01 CA/009C: FE Return CA/009D: 3D Create object $12 CA/009F: 41 Show object $12 CA/00A1: 45 Refresh objects CA/00A2: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/00A4: CF Turn character left CA/00A5: C2 Set character's event speed to normal CA/00A6: FF End queue CA/00A7: 12 Begin action queue for character $12 (NPC $12), 14 bytes long (Wait until complete) CA/00A9: C4 Set character's event speed to faster CA/00AA: A6 Move character right/down 2x1 tiles CA/00AB: A6 Move character right/down 2x1 tiles CA/00AC: A6 Move character right/down 2x1 tiles CA/00AD: A6 Move character right/down 2x1 tiles CA/00AE: A6 Move character right/down 2x1 tiles CA/00AF: A6 Move character right/down 2x1 tiles CA/00B0: C2 Set character's event speed to normal CA/00B1: DD Make character jump (high) CA/00B2: 85 Move character right 2 tiles CA/00B3: C1 Set character's event speed to slow CA/00B4: DC Make character jump (low) CA/00B5: 81 Move character right 1 tile CA/00B6: FF End queue CA/00B7: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/00B9: CD Turn character right CA/00BA: FF End queue CA/00BB: 94 Pause for 60 units CA/00BC: B3 Call subroutine $CAC810, 3 times CA/00C1: 93 Pause for 45 units CA/00C2: 4B Display dialogue message $0B9E, wait for button press A piece of Magicite popped out of Doom Gaze's mouth! CA/00C5: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/00C7: 85 Move character right 2 tiles CA/00C8: CE Turn character down CA/00C9: FF End queue CA/00CA: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/00CC: 78 Enable ability to pass through other objects for object $12 (NPC $12) CA/00CE: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CA/00D0: C0 Set character's event speed to slowest CA/00D1: 80 Move character up 1 tile CA/00D2: D1 Make character disappear CA/00D3: FF End queue CA/00D4: F4 Play sound effect 141 CA/00D6: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CA/00D8: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/00DA: 10 Do character graphical action $10 CA/00DB: FF End queue CA/00DC: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CA/00DE: 4B Display dialogue message $0B9F, wait for button press Received the Magicite “Bahamut.” CA/00E1: 86 Give esper $43 (Bahamut ) to party CA/00E3: 6A Load map $01FF (world map) after fade out, (upper bits $2400), place party at (0, 0), facing down, party is in the airship CA/00E9: FF End vehicle script CA/00EA: 96 Restore screen from fade CA/00EB: F2 Fade out current song with transition time 48 CA/00ED: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long CA/00EF: 09 Do vehicle/entity graphical action $09 (kneeling) CA/00F0: E0 Pause for 4 * 6 (24) frames CA/00F2: 27 Do vehicle/entity graphical action $27 CA/00F3: FF End queue CA/00F4: F0 Play song 56 (Nighty Night), (high bit set), full volume CA/00F6: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CA/00FA: FA Stop temporarily played song CA/00FB: F3 Fade in previously faded out song with transition time 16 CA/00FD: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/00FF: 09 Do vehicle/entity graphical action $09 (kneeling) CA/0100: FF End queue CA/0101: 94 Pause for 60 units CA/0102: B3 Call subroutine $CAC7FE, 3 times CA/0107: FE Return CA/0108: F4 Play sound effect 76 CA/010A: B0 Execute the following commands until $B1 2 times CA/010C: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/010E: CD Turn vehicle/entity right CA/010F: FF End queue CA/0110: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/0112: CC Turn vehicle/entity up CA/0113: FF End queue CA/0114: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/0116: CF Turn vehicle/entity left CA/0117: FF End queue CA/0118: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/011A: CE Turn vehicle/entity down CA/011B: FF End queue CA/011C: B1 End block of repeating commands CA/011D: 97 Fade screen to black CA/011E: B0 Execute the following commands until $B1 2 times CA/0120: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/0122: CD Turn vehicle/entity right CA/0123: FF End queue CA/0124: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/0126: CC Turn vehicle/entity up CA/0127: FF End queue CA/0128: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/012A: CF Turn vehicle/entity left CA/012B: FF End queue CA/012C: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/012E: CE Turn vehicle/entity down CA/012F: FF End queue CA/0130: B1 End block of repeating commands CA/0131: 5C Pause execution until fade in or fade out is complete CA/0132: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/0134: D3 Clear event bit $1E80($1CD) [$1EB9, bit 5] CA/0136: D5 Clear event bit $1E80($2BC) [$1ED7, bit 4] CA/0138: C0 If ($1E80($2BF) [$1ED7, bit 7] is set), branch to $CA0154 CA/013E: C0 If ($1E80($2BE) [$1ED7, bit 6] is set), branch to $CA014F CA/0144: B2 Call subroutine $CA0159 CA/0148: 6B Load map $01FF (world map) instantly, (upper bits $2400), place party at (0, 0), facing down CA/014E: FF End map script CA/014F: B2 Call subroutine $CC0FF6 CA/0153: FE Return CA/0154: B2 Call subroutine $CC1001 CA/0158: FE Return CA/0159: D5 Clear event bit $1E80($2B4) [$1ED6, bit 4] CA/015B: D5 Clear event bit $1E80($2B6) [$1ED6, bit 6] CA/015D: FE Return CA/015E: D3 Clear event bit $1E80($1C2) [$1EB8, bit 2] CA/0160: F0 Play song 56 (Nighty Night), (high bit set), full volume CA/0162: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/0164: 09 Do vehicle/entity graphical action $09 (kneeling) CA/0165: E0 Pause for 4 * 6 (24) frames CA/0167: 27 Do vehicle/entity graphical action $27 CA/0168: FF End queue CA/0169: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CA/016D: FA Stop temporarily played song CA/016E: F3 Fade in previously faded out song with transition time 16 CA/0170: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/0172: 09 Do vehicle/entity graphical action $09 (kneeling) CA/0173: FF End queue CA/0174: 94 Pause for 60 units CA/0175: B3 Call subroutine $CAC7FE, 3 times CA/017A: 92 Pause for 30 units CA/017B: 6A Load map $01FE (previous world map, skipping reposition function) after fade out, (upper bits $2400), place party at (0, 0), facing down, flags $00 CA/0181: FF End map script CA/0182: 07 Begin action queue for character $07 (Actor in stot 7), 4 bytes long (Wait until complete) CA/0184: C1 Set vehicle/entity's event speed to slow CA/0185: 83 Move vehicle/entity left 1 tile CA/0186: 22 Do vehicle/entity graphical action $22 CA/0187: FF End queue CA/0188: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/018A: CD Turn vehicle/entity right CA/018B: FF End queue CA/018C: 4B Display dialogue message $0BA6, wait for button press (At bottom of screen) STRAGO: The Espers…and magic, too, will most definitely disappear from this world. CA/018F: FE Return CA/0190: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/0192: CE Turn vehicle/entity down CA/0193: FF End queue CA/0194: 4B Display dialogue message $0BA5, wait for button press (At bottom of screen) CELES: The Espers, and magic, too, will cease to exist. CA/0197: FE Return CA/0198: 4B Display dialogue message $0B8D, wait for button press Right. We're going in! CA/019B: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA02D5 CA/01A1: FE Return CA/01A2: C0 If ($1E80($029) [$1E85, bit 1] is set), branch to $CA0198 CA/01A8: 4B Display dialogue message $0B8D, wait for button press Right. We're going in! CA/01AB: 6A Load map $0001 (World of Ruin) after fade out, (upper bits $2400), place party at (137, 198), facing down, party is in the airship CA/01B1: C5 Set vehicle height to $7E (max is $7E), (unknown byte $00) CA/01B4: 40 Move vehicle as follows: (go down), 56 units CA/01B6: C7 Place airship at position (137, 199) CA/01B9: D2 Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)), position (15, 08), mode $40 CA/01BF: 38 Hold screen CA/01C0: B2 Call subroutine $CAC90B CA/01C4: B2 Call subroutine $CAC9ED CA/01C8: C0 If ($1E80($2F0) [$1EDE, bit 0] is clear), branch to $CA01D5 CA/01CE: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CA/01D0: D5 Set vehicle/entity's position to (21, 7) CA/01D3: CE Turn vehicle/entity down CA/01D4: FF End queue CA/01D5: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA01E2 CA/01DB: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CA/01DD: D5 Set vehicle/entity's position to (23, 9) CA/01E0: CF Turn vehicle/entity left CA/01E1: FF End queue CA/01E2: C0 If ($1E80($2F2) [$1EDE, bit 2] is clear), branch to $CA01EF CA/01E8: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long CA/01EA: D5 Set vehicle/entity's position to (24, 7) CA/01ED: CF Turn vehicle/entity left CA/01EE: FF End queue CA/01EF: C0 If ($1E80($2F3) [$1EDE, bit 3] is clear), branch to $CA01FC CA/01F5: 03 Begin action queue for character $03 (Actor in stot 3), 5 bytes long CA/01F7: D5 Set vehicle/entity's position to (25, 9) CA/01FA: CF Turn vehicle/entity left CA/01FB: FF End queue CA/01FC: C0 If ($1E80($2F4) [$1EDE, bit 4] is clear), branch to $CA0209 CA/0202: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/0204: D5 Set vehicle/entity's position to (16, 8) CA/0207: CE Turn vehicle/entity down CA/0208: FF End queue CA/0209: C0 If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA0216 CA/020F: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long CA/0211: D5 Set vehicle/entity's position to (14, 6) CA/0214: CF Turn vehicle/entity left CA/0215: FF End queue CA/0216: C0 If ($1E80($2F6) [$1EDE, bit 6] is clear), branch to $CA0223 CA/021C: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/021E: D5 Set vehicle/entity's position to (17, 8) CA/0221: CF Turn vehicle/entity left CA/0222: FF End queue CA/0223: C0 If ($1E80($2F7) [$1EDE, bit 7] is clear), branch to $CA0230 CA/0229: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long CA/022B: D5 Set vehicle/entity's position to (18, 9) CA/022E: CE Turn vehicle/entity down CA/022F: FF End queue CA/0230: C0 If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CA023D CA/0236: 08 Begin action queue for character $08 (Actor in stot 8), 5 bytes long CA/0238: D5 Set vehicle/entity's position to (11, 7) CA/023B: CF Turn vehicle/entity left CA/023C: FF End queue CA/023D: C0 If ($1E80($2F9) [$1EDF, bit 1] is clear), branch to $CA024A CA/0243: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long CA/0245: D5 Set vehicle/entity's position to (15, 8) CA/0248: 0A Do vehicle/entity graphical action $0A CA/0249: FF End queue CA/024A: 42 Hide object $0A CA/024C: 42 Hide object $0B CA/024E: 42 Hide object $0C CA/0250: 42 Hide object $0D CA/0252: 95 Pause for 120 units CA/0253: 96 Restore screen from fade CA/0254: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/0256: CE Turn vehicle/entity down CA/0257: FF End queue CA/0258: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CA/025A: C2 Set vehicle/entity's event speed to normal CA/025B: 82 Move vehicle/entity down 1 tile CA/025C: E0 Pause for 4 * 8 (32) frames CA/025E: 19 Do vehicle/entity graphical action $19 CA/025F: FF End queue CA/0260: 4B Display dialogue message $0BA0, wait for button press EDGAR: It's time to break into Kefka's domain! CA/0263: 92 Pause for 30 units CA/0264: 06 Begin action queue for character $06 (Actor in stot 6), 7 bytes long (Wait until complete) CA/0266: 20 Do vehicle/entity graphical action $20 CA/0267: E0 Pause for 4 * 8 (32) frames CA/0269: C1 Set vehicle/entity's event speed to slow CA/026A: 84 Move vehicle/entity up 2 tiles CA/026B: 1C Do vehicle/entity graphical action $1C CA/026C: FF End queue CA/026D: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long CA/026F: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/0270: FF End queue CA/0271: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/0273: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/0274: FF End queue CA/0275: 4B Display dialogue message $0BA1, wait for button press (At bottom of screen) SETZER: What's wrong? CELES…… CA/0278: B5 Pause for 15 * 6 (90) units CA/027A: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/027C: CF Turn vehicle/entity left CA/027D: FF End queue CA/027E: 94 Pause for 60 units CA/027F: 4B Display dialogue message $0BA2, wait for button press (At bottom of screen) CELES: The Statues give the Espers the magical energy they need to live. If we destroy the Statues… CA/0282: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/0284: 84 Move vehicle/entity up 2 tiles CA/0285: FF End queue CA/0286: 4B Display dialogue message $0BA3, wait for button press (At bottom of screen) EDGAR: What'll happen? CA/0289: 92 Pause for 30 units CA/028A: B0 Execute the following commands until $B1 3 times CA/028C: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/028E: 15 Do vehicle/entity graphical action $15 CA/028F: FF End queue CA/0290: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/0292: CF Turn vehicle/entity left CA/0293: FF End queue CA/0294: B1 End block of repeating commands CA/0295: 92 Pause for 30 units CA/0296: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/0298: 22 Do vehicle/entity graphical action $22 CA/0299: FF End queue CA/029A: 4B Display dialogue message $0BA4, wait for button press (At bottom of screen) CELES: I'm really not sure, but… CA/029D: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CA/029E: BE If character $07 (STRAGO) is in the current CaseWord, call subroutine $CA0182; else If character $06 (CELES ) is in the current CaseWord, call subroutine $CA0190 CA/02A6: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/02A8: CD Turn vehicle/entity right CA/02A9: FF End queue CA/02AA: 94 Pause for 60 units CA/02AB: B0 Execute the following commands until $B1 3 times CA/02AD: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/02AF: 55 Do vehicle/entity graphical action $15, flipped horizontally CA/02B0: FF End queue CA/02B1: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/02B3: CD Turn vehicle/entity right CA/02B4: FF End queue CA/02B5: B1 End block of repeating commands CA/02B6: 92 Pause for 30 units CA/02B7: 4B Display dialogue message $0BA7, wait for button press (At bottom of screen) EDGAR: And then… CA/02BA: 93 Pause for 45 units CA/02BB: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/02BD: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/02BE: FF End queue CA/02BF: 4B Display dialogue message $0BA8, wait for button press (At bottom of screen) CELES: What will happen to … TERRA…? CA/02C2: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CA02D5 CA/02C8: 30 Begin action queue for character $30 (Camera), 7 bytes long (Wait until complete) CA/02CA: C2 Set vehicle/entity's event speed to normal CA/02CB: 85 Move vehicle/entity right 2 tiles CA/02CC: C1 Set vehicle/entity's event speed to slow CA/02CD: 81 Move vehicle/entity right 1 tile CA/02CE: C0 Set vehicle/entity's event speed to slowest CA/02CF: 81 Move vehicle/entity right 1 tile CA/02D0: FF End queue CA/02D1: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/02D3: 20 Do vehicle/entity graphical action $20 CA/02D4: FF End queue CA/02D5: 95 Pause for 120 units CA/02D6: B2 Call subroutine $CACBAF CA/02DA: 99 Invoke party selection screen (3 groups) (force characters: [$0000] () CA/02DE: 6B Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $3400), place party at (15, 8), facing left CA/02E4: 79 Place party 3 on map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) CA/02E8: B2 Call subroutine $CA0429 CA/02EC: 46 Make party 3 the current party CA/02EE: 45 Refresh objects CA/02EF: 47 Make character in slot 0 the lead character CA/02F0: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/02F2: D5 Set vehicle/entity's position to (17, 10) CA/02F5: FF End queue CA/02F6: 41 Show object $31 CA/02F8: 47 Make character in slot 0 the lead character CA/02F9: B2 Call subroutine $CA0456 CA/02FD: 46 Make party 3 the current party CA/02FF: 45 Refresh objects CA/0300: B2 Call subroutine $CA0469 CA/0304: 97 Fade screen to black CA/0305: 5C Pause execution until fade in or fade out is complete CA/0306: 46 Make party 1 the current party CA/0308: 45 Refresh objects CA/0309: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/030B: 6B Load map $014E (Kefka's Tower, exterior) instantly, (upper bits $3400), place party at (11, 7), facing left CA/0311: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/0313: 38 Hold screen CA/0314: 42 Hide object $31 CA/0316: 79 Place party 2 on map $014E (Kefka's Tower, exterior) CA/031A: 79 Place party 3 on map $014E (Kefka's Tower, exterior) CA/031E: 46 Make party 2 the current party CA/0320: 45 Refresh objects CA/0321: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/0323: D5 Set vehicle/entity's position to (43, 7) CA/0326: FF End queue CA/0327: 41 Show object $31 CA/0329: 45 Refresh objects CA/032A: 47 Make character in slot 0 the lead character CA/032B: 46 Make party 3 the current party CA/032D: 45 Refresh objects CA/032E: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/0330: D5 Set vehicle/entity's position to (56, 9) CA/0333: FF End queue CA/0334: 41 Show object $31 CA/0336: 45 Refresh objects CA/0337: 47 Make character in slot 0 the lead character CA/0338: 46 Make party 1 the current party CA/033A: 45 Refresh objects CA/033B: 41 Show object $31 CA/033D: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CA/033F: D5 Set vehicle/entity's position to (11, 0) CA/0342: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/0343: C3 Set vehicle/entity's event speed to fast CA/0344: FF End queue CA/0345: 47 Make character in slot 0 the lead character CA/0346: 96 Restore screen from fade CA/0347: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/0349: C2 Set vehicle/entity's event speed to normal CA/034A: 9A Move vehicle/entity down 7 tiles CA/034B: FF End queue CA/034C: 31 Begin action queue for character $31 (Party Character 0), 18 bytes long (Wait until complete) CA/034E: C7 Set vehicle/entity to stay still when moving CA/034F: C8 Set object layering priority to 2 (low nibble 2) CA/0351: 9E Move vehicle/entity down 8 tiles CA/0352: 86 Move vehicle/entity down 2 tiles CA/0353: 1F Do vehicle/entity graphical action $1F CA/0354: C3 Set vehicle/entity's event speed to fast CA/0355: DD Make vehicle/entity jump (high) CA/0356: A8 Move vehicle/entity left/down 1x2 tiles CA/0357: A8 Move vehicle/entity left/down 1x2 tiles CA/0358: C2 Set vehicle/entity's event speed to normal CA/0359: DD Make vehicle/entity jump (high) CA/035A: 86 Move vehicle/entity down 2 tiles CA/035B: 09 Do vehicle/entity graphical action $09 (kneeling) CA/035C: C6 Set vehicle/entity to walk when moving CA/035D: C8 Set object layering priority to 0 (low nibble 0) CA/035F: FF End queue CA/0360: 46 Make party 2 the current party CA/0362: 45 Refresh objects CA/0363: 47 Make character in slot 0 the lead character CA/0364: 35 Pause execution until action queue for object $30 (Camera) is complete CA/0366: 30 Begin action queue for character $30 (Camera), 9 bytes long CA/0368: C3 Set vehicle/entity's event speed to fast CA/0369: 9D Move vehicle/entity right 8 tiles CA/036A: 9D Move vehicle/entity right 8 tiles CA/036B: 9D Move vehicle/entity right 8 tiles CA/036C: 85 Move vehicle/entity right 2 tiles CA/036D: A6 Move vehicle/entity right/down 2x1 tiles CA/036E: A6 Move vehicle/entity right/down 2x1 tiles CA/036F: A6 Move vehicle/entity right/down 2x1 tiles CA/0370: FF End queue CA/0371: B5 Pause for 15 * 14 (210) units CA/0373: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete) CA/0375: C4 Set vehicle/entity's event speed to faster CA/0376: C8 Set object layering priority to 2 (low nibble 2) CA/0378: 1F Do vehicle/entity graphical action $1F CA/0379: C7 Set vehicle/entity to stay still when moving CA/037A: 9E Move vehicle/entity down 8 tiles CA/037B: 96 Move vehicle/entity down 6 tiles CA/037C: 09 Do vehicle/entity graphical action $09 (kneeling) CA/037D: C6 Set vehicle/entity to walk when moving CA/037E: C8 Set object layering priority to 0 (low nibble 0) CA/0380: FF End queue CA/0381: 35 Pause execution until action queue for object $30 (Camera) is complete CA/0383: 46 Make party 3 the current party CA/0385: 45 Refresh objects CA/0386: 47 Make character in slot 0 the lead character CA/0387: F2 Fade out current song with transition time 64 CA/0389: 30 Begin action queue for character $30 (Camera), 7 bytes long CA/038B: 9D Move vehicle/entity right 8 tiles CA/038C: A1 Move vehicle/entity right/down 1x1 tiles CA/038D: A1 Move vehicle/entity right/down 1x1 tiles CA/038E: A1 Move vehicle/entity right/down 1x1 tiles CA/038F: A1 Move vehicle/entity right/down 1x1 tiles CA/0390: A1 Move vehicle/entity right/down 1x1 tiles CA/0391: FF End queue CA/0392: 93 Pause for 45 units CA/0393: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/0395: 9E Move vehicle/entity down 8 tiles CA/0396: 92 Move vehicle/entity down 5 tiles CA/0397: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/0398: C6 Set vehicle/entity to walk when moving CA/0399: FF End queue CA/039A: 35 Pause execution until action queue for object $30 (Camera) is complete CA/039C: 46 Make party 1 the current party CA/039E: 45 Refresh objects CA/039F: 47 Make character in slot 0 the lead character CA/03A0: 6A Load map $014E (Kefka's Tower, exterior) after fade out, (upper bits $3400), place party at (9, 16), facing left CA/03A6: 39 Free screen CA/03A7: C0 If ($1E80($029) [$1E85, bit 1] is set), branch to $CA03B0 CA/03AD: 4B Display dialogue message $0B92, wait for button press The Statues are up ahead… CA/03B0: 4B Display dialogue message $0B93, wait for button press (Show text only) (At bottom of screen) Divide into 3 groups. Use the Y Button to switch between them. CA/03B3: D2 Set event bit $1E80($1CE) [$1EB9, bit 6] (Enables party switching with the Y button) CA/03B5: D4 Set event bit $1E80($2BE) [$1ED7, bit 6] CA/03B7: D0 Set event bit $1E80($029) [$1E85, bit 1] CA/03B9: FE Return CA/03BA: C2 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CA5EB3 (simply returns) CA/03C4: B2 Call subroutine $CA03E7 CA/03C8: FE Return CA/03C9: C2 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1F1) [$1EBE, bit 1] is clear), branch to $CA5EB3 (simply returns) CA/03D3: B2 Call subroutine $CA03E7 CA/03D7: FE Return CA/03D8: C2 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1F2) [$1EBE, bit 2] is clear), branch to $CA5EB3 (simply returns) CA/03E2: B2 Call subroutine $CA03E7 CA/03E6: FE Return CA/03E7: 38 Hold screen CA/03E8: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CA/03EA: E0 Pause for 4 * 1 (4) frames CA/03EC: FF End queue CA/03ED: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/03EF: DC Make vehicle/entity jump (low) CA/03F0: 80 Move vehicle/entity up 1 tile CA/03F1: 0F Do vehicle/entity graphical action $0F CA/03F2: C7 Set vehicle/entity to stay still when moving CA/03F3: FF End queue CA/03F4: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/03F6: 9C Move vehicle/entity up 8 tiles CA/03F7: FF End queue CA/03F8: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/03FA: C1 Set vehicle/entity's event speed to slow CA/03FB: 9C Move vehicle/entity up 8 tiles CA/03FC: C6 Set vehicle/entity to walk when moving CA/03FD: FF End queue CA/03FE: 97 Fade screen to black CA/03FF: 5C Pause execution until fade in or fade out is complete CA/0400: B2 Call subroutine $CC2109 CA/0404: FE Return CA/0405: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/0407: 86 Move vehicle/entity down 2 tiles CA/0408: FF End queue CA/0409: 4B Display dialogue message $0B8D, wait for button press Right. We're going in! CA/040C: B2 Call subroutine $CACBAF CA/0410: 99 Invoke party selection screen (2 groups) (force characters: [$0000] () CA/0414: B2 Call subroutine $CA0429 CA/0418: B2 Call subroutine $CA0456 CA/041C: 6A Load map $013E (Phoenix Cave, outside entrance) after fade out, (upper bits $2000), place party at (8, 7), facing down CA/0422: B2 Call subroutine $CC2090 CA/0426: D4 Set event bit $1E80($2BF) [$1ED7, bit 7] CA/0428: FE Return CA/0429: B2 Call subroutine $CACCA4 CA/042D: 42 Hide object $31 CA/042F: 79 Place party 1 on map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) CA/0433: 79 Place party 2 on map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) CA/0437: 45 Refresh objects CA/0438: 38 Hold screen CA/0439: 46 Make party 1 the current party CA/043B: 45 Refresh objects CA/043C: 47 Make character in slot 0 the lead character CA/043D: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/043F: D5 Set vehicle/entity's position to (15, 10) CA/0442: CE Turn vehicle/entity down CA/0443: FF End queue CA/0444: 41 Show object $31 CA/0446: 47 Make character in slot 0 the lead character CA/0447: 46 Make party 2 the current party CA/0449: 45 Refresh objects CA/044A: 47 Make character in slot 0 the lead character CA/044B: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/044D: D5 Set vehicle/entity's position to (16, 10) CA/0450: CE Turn vehicle/entity down CA/0451: FF End queue CA/0452: 41 Show object $31 CA/0454: 47 Make character in slot 0 the lead character CA/0455: FE Return CA/0456: 46 Make party 1 the current party CA/0458: 45 Refresh objects CA/0459: 47 Make character in slot 0 the lead character CA/045A: 96 Restore screen from fade CA/045B: 5C Pause execution until fade in or fade out is complete CA/045C: B2 Call subroutine $CA0469 CA/0460: 46 Make party 2 the current party CA/0462: 45 Refresh objects CA/0463: 47 Make character in slot 0 the lead character CA/0464: B2 Call subroutine $CA0469 CA/0468: FE Return CA/0469: 47 Make character in slot 0 the lead character CA/046A: 31 Begin action queue for character $31 (Party Character 0), 16 bytes long (Wait until complete) CA/046C: 09 Do vehicle/entity graphical action $09 (kneeling) CA/046D: E0 Pause for 4 * 3 (12) frames CA/046F: C8 Set object layering priority to 2 (low nibble 2) CA/0471: C2 Set vehicle/entity's event speed to normal CA/0472: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/0473: C7 Set vehicle/entity to stay still when moving CA/0474: DD Make vehicle/entity jump (high) CA/0475: 86 Move vehicle/entity down 2 tiles CA/0476: C4 Set vehicle/entity's event speed to faster CA/0477: 9A Move vehicle/entity down 7 tiles CA/0478: C6 Set vehicle/entity to walk when moving CA/0479: C8 Set object layering priority to 0 (low nibble 0) CA/047B: FF End queue CA/047C: FE Return CA/047D: B2 Call subroutine $CACB9F CA/0481: 3B Position character in a "ready-to-go" stance CA/0482: 47 Make character in slot 0 the lead character CA/0483: 6B Load map $000B (Falcon, upper deck (general use / with Daryl / buried / homing pigeon)) instantly, (upper bits $3000), place party at (16, 8), facing left CA/0489: FE Return CA/048A: 73 Replace current map's Layer 1 at (8, 19) with the following (13 x 15) chunk, refresh immediately CA/048F: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/049C: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/04A9: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/04B6: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/04C3: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/04D0: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/04DD: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/04EA: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/04F7: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/0504: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/0511: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/051E: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/052B: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/0538: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/0545: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/0552: FE Return CA/0553: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/0555: D5 Set vehicle/entity's position to (15, 27) CA/0558: FF End queue CA/0559: 41 Show object $31 CA/055B: 45 Refresh objects CA/055C: FE Return CA/055D: B2 Call subroutine $CAC6AC CA/0561: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long CA/0563: C2 Set vehicle/entity's event speed to normal CA/0564: CC Turn vehicle/entity up CA/0565: FF End queue CA/0566: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CA/0568: C2 Set vehicle/entity's event speed to normal CA/0569: 83 Move vehicle/entity left 1 tile CA/056A: CC Turn vehicle/entity up CA/056B: FF End queue CA/056C: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CA/056E: C2 Set vehicle/entity's event speed to normal CA/056F: 81 Move vehicle/entity right 1 tile CA/0570: CC Turn vehicle/entity up CA/0571: FF End queue CA/0572: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CA/0574: C2 Set vehicle/entity's event speed to normal CA/0575: 82 Move vehicle/entity down 1 tile CA/0576: CC Turn vehicle/entity up CA/0577: FF End queue CA/0578: 93 Pause for 45 units CA/0579: 46 Make party 3 the current party CA/057B: 45 Refresh objects CA/057C: FE Return CA/057D: 6B Load map $0150 (Kefka's Tower, Kefka's lair, red background) instantly, (upper bits $2400), place party at (15, 20), facing down CA/0583: 38 Hold screen CA/0584: F0 Play song 0 (Silence), (high bit clear), full volume CA/0586: F6 Subcommand $11: Play song $4D (Fanatics) at volume $A0 (with unknown other effects) CA/058A: F4 Play sound effect 251 CA/058C: F6 Subcommand $82: Change volume of currently playing sound effect to $60, transition time 32 CA/0590: 51 Modify background color range from [05, 07]: Subtract (Black) at intensity 0 CA/0594: 79 Place party 1 on map $0150 (Kefka's Tower, Kefka's lair, red background) CA/0598: 79 Place party 2 on map $0150 (Kefka's Tower, Kefka's lair, red background) CA/059C: 79 Place party 3 on map $0150 (Kefka's Tower, Kefka's lair, red background) CA/05A0: 42 Hide object $31 CA/05A2: 42 Hide object $32 CA/05A4: 42 Hide object $33 CA/05A6: 42 Hide object $34 CA/05A8: 46 Make party 3 the current party CA/05AA: 45 Refresh objects CA/05AB: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/05AD: D5 Set vehicle/entity's position to (0, 0) CA/05B0: FF End queue CA/05B1: 41 Show object $31 CA/05B3: 45 Refresh objects CA/05B4: 46 Make party 2 the current party CA/05B6: 45 Refresh objects CA/05B7: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/05B9: D5 Set vehicle/entity's position to (0, 0) CA/05BC: FF End queue CA/05BD: 41 Show object $31 CA/05BF: 45 Refresh objects CA/05C0: 46 Make party 1 the current party CA/05C2: 45 Refresh objects CA/05C3: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/05C5: D5 Set vehicle/entity's position to (15, 27) CA/05C8: FF End queue CA/05C9: 41 Show object $31 CA/05CB: 45 Refresh objects CA/05CC: 96 Restore screen from fade CA/05CD: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/05CF: C2 Set vehicle/entity's event speed to normal CA/05D0: 90 Move vehicle/entity up 5 tiles CA/05D1: FF End queue CA/05D2: B2 Call subroutine $CAC6AC CA/05D6: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long CA/05D8: C2 Set vehicle/entity's event speed to normal CA/05D9: 80 Move vehicle/entity up 1 tile CA/05DA: FF End queue CA/05DB: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CA/05DD: C2 Set vehicle/entity's event speed to normal CA/05DE: 83 Move vehicle/entity left 1 tile CA/05DF: CC Turn vehicle/entity up CA/05E0: FF End queue CA/05E1: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CA/05E3: C2 Set vehicle/entity's event speed to normal CA/05E4: 81 Move vehicle/entity right 1 tile CA/05E5: CC Turn vehicle/entity up CA/05E6: FF End queue CA/05E7: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CA/05E9: C2 Set vehicle/entity's event speed to normal CA/05EA: CC Turn vehicle/entity up CA/05EB: FF End queue CA/05EC: 93 Pause for 45 units CA/05ED: 38 Hold screen CA/05EE: 46 Make party 2 the current party CA/05F0: 45 Refresh objects CA/05F1: B2 Call subroutine $CA0553 CA/05F5: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/05F7: C2 Set vehicle/entity's event speed to normal CA/05F8: 88 Move vehicle/entity up 3 tiles CA/05F9: AA Move vehicle/entity left/up 2x1 tiles CA/05FA: A3 Move vehicle/entity left/up 1x1 tiles CA/05FB: FF End queue CA/05FC: B2 Call subroutine $CA055D CA/0600: B2 Call subroutine $CA0553 CA/0604: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/0606: C2 Set vehicle/entity's event speed to normal CA/0607: 88 Move vehicle/entity up 3 tiles CA/0608: A5 Move vehicle/entity right/up 2x1 tiles CA/0609: A0 Move vehicle/entity right/up 1x1 tiles CA/060A: FF End queue CA/060B: B2 Call subroutine $CA055D CA/060F: B2 Call subroutine $CAF28D CA/0613: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CA/0615: C1 Set vehicle/entity's event speed to slow CA/0616: 9C Move vehicle/entity up 8 tiles CA/0617: 94 Move vehicle/entity up 6 tiles CA/0618: FF End queue CA/0619: 94 Pause for 60 units CA/061A: F6 Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0 CA/061E: F4 Play sound effect 205 CA/0620: 4B Display dialogue message $0BA9, wait for button press (Show text only) Welcome, friends! CA/0623: 30 Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete) CA/0625: 8A Move vehicle/entity down 3 tiles CA/0626: FF End queue CA/0627: F4 Play sound effect 212 CA/0629: A7 Create a rotating pyramid around character $10 (NPC $10) CA/062B: 56 Increase color component(s) 130 (Blue), at intensity 2 CA/062D: 91 Pause for 15 units CA/062E: B0 Execute the following commands until $B1 31 times CA/0630: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CA/0634: B4 Pause for 2 units CA/0636: B1 End block of repeating commands CA/0637: 53 Modify object color range from [30, 3F]: Subtract (Black) at intensity 0 CA/063B: 3D Create object $10 CA/063D: 41 Show object $10 CA/063F: 45 Refresh objects CA/0640: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/0642: 1D Do vehicle/entity graphical action $1D CA/0643: FF End queue CA/0644: 92 Pause for 30 units CA/0645: B0 Execute the following commands until $B1 31 times CA/0647: 53 Modify object color range from [30, 3F]: Do unknown operation (Black) at intensity 0 CA/064B: B4 Pause for 2 units CA/064D: B1 End block of repeating commands CA/064E: F4 Play sound effect 251 CA/0650: F6 Subcommand $82: Change volume of currently playing sound effect to $60, transition time 32 CA/0654: 92 Pause for 30 units CA/0655: 4B Display dialogue message $0BAA, wait for button press (Show text only) I knew you'd make it here, so I've prepared some suitable entertainment for you! CA/0658: 30 Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete) CA/065A: 9A Move vehicle/entity down 7 tiles CA/065B: FF End queue CA/065C: 4B Display dialogue message $0BAB, wait for button press (Show text only) (At bottom of screen) How long are you going to let the destruction continue? KEFKA: I've tapped into the ultimate power. Observe…! CA/065F: B2 Call subroutine $CAC819 CA/0663: B2 Call subroutine $CAC853 CA/0667: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/0669: 78 Enable ability to pass through other objects for object $12 (NPC $12) CA/066B: 78 Enable ability to pass through other objects for object $13 (NPC $13) CA/066D: 78 Enable ability to pass through other objects for object $14 (NPC $14) CA/066F: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/0671: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/0672: E0 Pause for 4 * 3 (12) frames CA/0674: 10 Do vehicle/entity graphical action $10 CA/0675: FF End queue CA/0676: 31 Begin action queue for character $31 (Party Character 0), 15 bytes long CA/0678: C4 Set vehicle/entity's event speed to faster CA/0679: 1F Do vehicle/entity graphical action $1F CA/067A: C7 Set vehicle/entity to stay still when moving CA/067B: AA Move vehicle/entity left/up 2x1 tiles CA/067C: AA Move vehicle/entity left/up 2x1 tiles CA/067D: A3 Move vehicle/entity left/up 1x1 tiles CA/067E: AB Move vehicle/entity left/up 1x2 tiles CA/067F: AB Move vehicle/entity left/up 1x2 tiles CA/0680: 0B Do vehicle/entity graphical action $0B CA/0681: C0 Set vehicle/entity's event speed to slowest CA/0682: 80 Move vehicle/entity up 1 tile CA/0683: 82 Move vehicle/entity down 1 tile CA/0684: FC Branch 2 bytes backwards ($CA0682) CA/0686: FF End queue CA/0687: 91 Pause for 15 units CA/0688: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/068A: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/068B: FF End queue CA/068C: 4B Display dialogue message $0BAC, wait for button press (Show text only) (At bottom of screen) KEFKA: Such magnificent power! You are like insects to me! CA/068F: 46 Make party 2 the current party CA/0691: 45 Refresh objects CA/0692: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/0694: 09 Do vehicle/entity graphical action $09 (kneeling) CA/0695: E0 Pause for 4 * 3 (12) frames CA/0697: 50 Do vehicle/entity graphical action $10, flipped horizontally CA/0698: FF End queue CA/0699: 31 Begin action queue for character $31 (Party Character 0), 15 bytes long CA/069B: C4 Set vehicle/entity's event speed to faster CA/069C: 1F Do vehicle/entity graphical action $1F CA/069D: C7 Set vehicle/entity to stay still when moving CA/069E: A5 Move vehicle/entity right/up 2x1 tiles CA/069F: A5 Move vehicle/entity right/up 2x1 tiles CA/06A0: A0 Move vehicle/entity right/up 1x1 tiles CA/06A1: A4 Move vehicle/entity right/up 1x2 tiles CA/06A2: A4 Move vehicle/entity right/up 1x2 tiles CA/06A3: 0B Do vehicle/entity graphical action $0B CA/06A4: C0 Set vehicle/entity's event speed to slowest CA/06A5: 80 Move vehicle/entity up 1 tile CA/06A6: 82 Move vehicle/entity down 1 tile CA/06A7: FC Branch 2 bytes backwards ($CA06A5) CA/06A9: FF End queue CA/06AA: 91 Pause for 15 units CA/06AB: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/06AD: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/06AE: FF End queue CA/06AF: 4B Display dialogue message $0BAD, wait for button press (Show text only) (At bottom of screen) KEFKA: I will exterminate everyone, and everything! CA/06B2: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/06B4: 19 Do vehicle/entity graphical action $19 CA/06B5: E0 Pause for 4 * 2 (8) frames CA/06B7: 10 Do vehicle/entity graphical action $10 CA/06B8: FF End queue CA/06B9: 31 Begin action queue for character $31 (Party Character 0), 13 bytes long (Wait until complete) CA/06BB: C4 Set vehicle/entity's event speed to faster CA/06BC: 1F Do vehicle/entity graphical action $1F CA/06BD: A8 Move vehicle/entity left/down 1x2 tiles CA/06BE: 0B Do vehicle/entity graphical action $0B CA/06BF: C3 Set vehicle/entity's event speed to fast CA/06C0: DD Make vehicle/entity jump (high) CA/06C1: A8 Move vehicle/entity left/down 1x2 tiles CA/06C2: A8 Move vehicle/entity left/down 1x2 tiles CA/06C3: DD Make vehicle/entity jump (high) CA/06C4: 8E Move vehicle/entity down 4 tiles CA/06C5: 28 Do vehicle/entity graphical action $28 CA/06C6: C6 Set vehicle/entity to walk when moving CA/06C7: FF End queue CA/06C8: 46 Make party 3 the current party CA/06CA: 45 Refresh objects CA/06CB: 10 Begin action queue for character $10 (NPC $10), 8 bytes long (Wait until complete) CA/06CD: 09 Do vehicle/entity graphical action $09 (kneeling) CA/06CE: E0 Pause for 4 * 2 (8) frames CA/06D0: 59 Do vehicle/entity graphical action $19, flipped horizontally CA/06D1: E0 Pause for 4 * 2 (8) frames CA/06D3: 50 Do vehicle/entity graphical action $10, flipped horizontally CA/06D4: FF End queue CA/06D5: 31 Begin action queue for character $31 (Party Character 0), 13 bytes long (Wait until complete) CA/06D7: C4 Set vehicle/entity's event speed to faster CA/06D8: 1F Do vehicle/entity graphical action $1F CA/06D9: A7 Move vehicle/entity right/down 1x2 tiles CA/06DA: 0B Do vehicle/entity graphical action $0B CA/06DB: C3 Set vehicle/entity's event speed to fast CA/06DC: DD Make vehicle/entity jump (high) CA/06DD: A7 Move vehicle/entity right/down 1x2 tiles CA/06DE: A7 Move vehicle/entity right/down 1x2 tiles CA/06DF: DD Make vehicle/entity jump (high) CA/06E0: 8E Move vehicle/entity down 4 tiles CA/06E1: 28 Do vehicle/entity graphical action $28 CA/06E2: C6 Set vehicle/entity to walk when moving CA/06E3: FF End queue CA/06E4: 46 Make party 1 the current party CA/06E6: 45 Refresh objects CA/06E7: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/06E9: 84 Move vehicle/entity up 2 tiles CA/06EA: FF End queue CA/06EB: 4B Display dialogue message $0BAE, wait for button press (Show text only) (At bottom of screen) People will keep rebuilding the things you take from them! CA/06EE: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/06F0: 9C Move vehicle/entity up 8 tiles CA/06F1: FF End queue CA/06F2: 94 Pause for 60 units CA/06F3: 56 Increase color component(s) 2 (Black), at intensity 2 CA/06F5: B0 Execute the following commands until $B1 31 times CA/06F7: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CA/06FB: B1 End block of repeating commands CA/06FC: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/06FE: CD Turn vehicle/entity right CA/06FF: E0 Pause for 4 * 4 (16) frames CA/0701: 17 Do vehicle/entity graphical action $17 CA/0702: FF End queue CA/0703: 48 Display dialogue message $0BAF, continue executing commands (Show text only) KEFKA: Then I'll destroy those too. Why do people rebuild things they know are going to be destroyed? Why do people cling to life when they know they can't live forever? Think how meaningless each of your lives is! CA/0706: 93 Pause for 45 units CA/0707: 35 Pause execution until action queue for object $30 (Camera) is complete CA/0709: B0 Execute the following commands until $B1 31 times CA/070B: 51 Modify background color range from [50, 5F]: Do (Black) at intensity 3 CA/070F: B4 Pause for 1 units CA/0711: B1 End block of repeating commands CA/0712: 51 Modify background color range from [5E, 5E]: Add (Black) at intensity 3 CA/0716: B0 Execute the following commands until $B1 2 times CA/0718: 51 Modify background color range from [5D, 5D]: Add (Black) at intensity 3 CA/071C: B1 End block of repeating commands CA/071D: B0 Execute the following commands until $B1 3 times CA/071F: 51 Modify background color range from [5C, 5C]: Add (Black) at intensity 3 CA/0723: B1 End block of repeating commands CA/0724: B0 Execute the following commands until $B1 4 times CA/0726: 51 Modify background color range from [5B, 5B]: Add (Black) at intensity 3 CA/072A: B1 End block of repeating commands CA/072B: B0 Execute the following commands until $B1 5 times CA/072D: 51 Modify background color range from [5A, 5A]: Add (Black) at intensity 3 CA/0731: B1 End block of repeating commands CA/0732: B0 Execute the following commands until $B1 6 times CA/0734: 51 Modify background color range from [59, 59]: Add (Black) at intensity 3 CA/0738: B1 End block of repeating commands CA/0739: B0 Execute the following commands until $B1 7 times CA/073B: 51 Modify background color range from [58, 58]: Add (Black) at intensity 3 CA/073F: B1 End block of repeating commands CA/0740: B0 Execute the following commands until $B1 8 times CA/0742: 51 Modify background color range from [57, 57]: Add (Black) at intensity 3 CA/0746: B1 End block of repeating commands CA/0747: B0 Execute the following commands until $B1 9 times CA/0749: 51 Modify background color range from [56, 56]: Add (Black) at intensity 3 CA/074D: B1 End block of repeating commands CA/074E: B0 Execute the following commands until $B1 10 times CA/0750: 51 Modify background color range from [55, 55]: Add (Black) at intensity 3 CA/0754: B1 End block of repeating commands CA/0755: B0 Execute the following commands until $B1 11 times CA/0757: 51 Modify background color range from [54, 54]: Add (Black) at intensity 3 CA/075B: B1 End block of repeating commands CA/075C: B0 Execute the following commands until $B1 12 times CA/075E: 51 Modify background color range from [53, 53]: Add (Black) at intensity 3 CA/0762: B1 End block of repeating commands CA/0763: B0 Execute the following commands until $B1 13 times CA/0765: 51 Modify background color range from [52, 52]: Add (Black) at intensity 3 CA/0769: B1 End block of repeating commands CA/076A: B0 Execute the following commands until $B1 14 times CA/076C: 51 Modify background color range from [51, 51]: Add (Black) at intensity 3 CA/0770: B1 End block of repeating commands CA/0771: B0 Execute the following commands until $B1 15 times CA/0773: 51 Modify background color range from [5F, 5F]: Add (Black) at intensity 3 CA/0777: B1 End block of repeating commands CA/0778: 49 If dialogue window is up, wait for keypress then dismiss CA/0779: 56 Increase color component(s) 162 (Magenta [Red + Blue]), at intensity 2 CA/077B: 91 Pause for 15 units CA/077C: B0 Execute the following commands until $B1 31 times CA/077E: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CA/0782: B4 Pause for 2 units CA/0784: B1 End block of repeating commands CA/0785: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/0787: E0 Pause for 4 * 8 (32) frames CA/0789: CD Turn vehicle/entity right CA/078A: FF End queue CA/078B: E3 Load CaseWord with available characters? CA/078C: BE If character $00 (TERRA ) is in the current CaseWord, call subroutine $CA3A0A; else If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CA3A18; else If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA3A26; else If character $06 (CELES ) is in the current CaseWord, call subroutine $CA3A34; else If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA3A42; else If character $02 (CYAN ) is in the current CaseWord, call subroutine $CA3A50; else If character $03 (SHADOW) is in the current CaseWord, call subroutine $CA3A5E; else If character $07 (STRAGO) is in the current CaseWord, call subroutine $CA3A6C; else If character $08 (RELM ) is in the current CaseWord, call subroutine $CA3A7A; else If character $09 (SETZER) is in the current CaseWord, call subroutine $CA3A88; else If character $0A (MOG ) is in the current CaseWord, call subroutine $CA3A96; else If character $0B (GAU ) is in the current CaseWord, call subroutine $CA3AA4; else If character $0C (GOGO ) is in the current CaseWord, call subroutine $CA3AB2; else If character $0D (UMARO ) is in the current CaseWord, call subroutine $CA3AC0 CA/07B8: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/07BA: 50 Do vehicle/entity graphical action $10, flipped horizontally CA/07BB: FF End queue CA/07BC: 94 Pause for 60 units CA/07BD: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/07BF: 1B Do vehicle/entity graphical action $1B CA/07C0: E0 Pause for 4 * 1 (4) frames CA/07C2: CF Turn vehicle/entity left CA/07C3: FF End queue CA/07C4: BE If character $00 (TERRA ) is in the current CaseWord, call subroutine $CA3ACE; else If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CA3AE8; else If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA3B02; else If character $06 (CELES ) is in the current CaseWord, call subroutine $CA3B1C; else If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA3B36; else If character $02 (CYAN ) is in the current CaseWord, call subroutine $CA3B50; else If character $03 (SHADOW) is in the current CaseWord, call subroutine $CA3B6A; else If character $07 (STRAGO) is in the current CaseWord, call subroutine $CA3B84; else If character $08 (RELM ) is in the current CaseWord, call subroutine $CA3B9E; else If character $09 (SETZER) is in the current CaseWord, call subroutine $CA3BB8; else If character $0A (MOG ) is in the current CaseWord, call subroutine $CA3BD2; else If character $0B (GAU ) is in the current CaseWord, call subroutine $CA3BEC; else If character $0C (GOGO ) is in the current CaseWord, call subroutine $CA3C06; else If character $0D (UMARO ) is in the current CaseWord, call subroutine $CA3C20 CA/07F0: 56 Increase color component(s) 2 (Black), at intensity 2 CA/07F2: B0 Execute the following commands until $B1 4 times CA/07F4: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/07F6: 15 Do vehicle/entity graphical action $15 CA/07F7: FF End queue CA/07F8: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/07FA: CF Turn vehicle/entity left CA/07FB: FF End queue CA/07FC: B1 End block of repeating commands CA/07FD: 4B Display dialogue message $0BB2, wait for button press (Show text only) KEFKA: And have you found your “joy”, in this nearly dead world of ours? CA/0800: 94 Pause for 60 units CA/0801: 56 Increase color component(s) 66 (Green), at intensity 2 CA/0803: BE If character $00 (TERRA ) is in the current CaseWord, call subroutine $CA3C3A; else If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CA3C4E; else If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA3C62; else If character $06 (CELES ) is in the current CaseWord, call subroutine $CA3C76; else If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA3C8A; else If character $02 (CYAN ) is in the current CaseWord, call subroutine $CA3C9E; else If character $03 (SHADOW) is in the current CaseWord, call subroutine $CA3CB2; else If character $07 (STRAGO) is in the current CaseWord, call subroutine $CA3CC6; else If character $08 (RELM ) is in the current CaseWord, call subroutine $CA3CDA; else If character $09 (SETZER) is in the current CaseWord, call subroutine $CA3CEE; else If character $0A (MOG ) is in the current CaseWord, call subroutine $CA3D02; else If character $0B (GAU ) is in the current CaseWord, call subroutine $CA3D16; else If character $0C (GOGO ) is in the current CaseWord, call subroutine $CA3D2A; else If character $0D (UMARO ) is in the current CaseWord, call subroutine $CA3D3E CA/082F: 46 Make party 2 the current party CA/0831: 45 Refresh objects CA/0832: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/0834: D5 Set vehicle/entity's position to (18, 22) CA/0837: CC Turn vehicle/entity up CA/0838: FF End queue CA/0839: 46 Make party 3 the current party CA/083B: 45 Refresh objects CA/083C: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/083E: D5 Set vehicle/entity's position to (12, 22) CA/0841: CC Turn vehicle/entity up CA/0842: FF End queue CA/0843: 46 Make party 1 the current party CA/0845: 45 Refresh objects CA/0846: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/0848: D5 Set vehicle/entity's position to (15, 21) CA/084B: CC Turn vehicle/entity up CA/084C: FF End queue CA/084D: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/084F: CE Turn vehicle/entity down CA/0850: FF End queue CA/0851: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CA/0853: C1 Set vehicle/entity's event speed to slow CA/0854: 9E Move vehicle/entity down 8 tiles CA/0855: 82 Move vehicle/entity down 1 tile CA/0856: FF End queue CA/0857: BE If character $00 (TERRA ) is in the current CaseWord, call subroutine $CA3D52 CA/085C: BE If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CA3D56 CA/0861: BE If character $02 (CYAN ) is in the current CaseWord, call subroutine $CA3D5A CA/0866: BE If character $03 (SHADOW) is in the current CaseWord, call subroutine $CA3D5E CA/086B: BE If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA3D62 CA/0870: BE If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA3D66 CA/0875: BE If character $06 (CELES ) is in the current CaseWord, call subroutine $CA3D6A CA/087A: BE If character $07 (STRAGO) is in the current CaseWord, call subroutine $CA3D6E CA/087F: BE If character $08 (RELM ) is in the current CaseWord, call subroutine $CA3D72 CA/0884: BE If character $09 (SETZER) is in the current CaseWord, call subroutine $CA3D76 CA/0889: BE If character $0A (MOG ) is in the current CaseWord, call subroutine $CA3D7A CA/088E: BE If character $0B (GAU ) is in the current CaseWord, call subroutine $CA3D7E CA/0893: 56 Increase color component(s) 26 (Black), at intensity 10 CA/0895: B0 Execute the following commands until $B1 31 times CA/0897: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CA/089B: B1 End block of repeating commands CA/089C: F6 Subcommand $82: Change volume of currently playing sound effect to $00, transition time 128 CA/08A0: 10 Begin action queue for character $10 (NPC $10), 17 bytes long (Wait until complete) CA/08A2: 20 Do vehicle/entity graphical action $20 CA/08A3: E0 Pause for 4 * 6 (24) frames CA/08A5: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/08A6: E0 Pause for 4 * 6 (24) frames CA/08A8: 21 Do vehicle/entity graphical action $21 CA/08A9: E0 Pause for 4 * 12 (48) frames CA/08AB: CF Turn vehicle/entity left CA/08AC: E0 Pause for 4 * 1 (4) frames CA/08AE: 20 Do vehicle/entity graphical action $20 CA/08AF: E0 Pause for 4 * 1 (4) frames CA/08B1: 09 Do vehicle/entity graphical action $09 (kneeling) CA/08B2: FF End queue CA/08B3: 94 Pause for 60 units CA/08B4: F0 Play song 22 (Kefka), (high bit clear), full volume CA/08B6: 92 Pause for 30 units CA/08B7: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/08B9: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/08BA: E0 Pause for 4 * 1 (4) frames CA/08BC: 18 Do vehicle/entity graphical action $18 CA/08BD: FF End queue CA/08BE: 4B Display dialogue message $0BC0, wait for button press (Show text only) (At bottom of screen) KEFKA: This is sickening… You sound like chapters from a self-help booklet! Prepare yourselves! CA/08C1: B0 Execute the following commands until $B1 31 times CA/08C3: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CA/08C7: B1 End block of repeating commands CA/08C8: 92 Pause for 30 units CA/08C9: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/08CB: 0B Do vehicle/entity graphical action $0B CA/08CC: E0 Pause for 4 * 3 (12) frames CA/08CE: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/08CF: FF End queue CA/08D0: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CA/08D4: 56 Increase color component(s) 43 (Red), at intensity 11 CA/08D6: 5F Scroll Layer 3, speed 0 x 48 CA/08D9: 93 Pause for 45 units CA/08DA: 4B Display dialogue message $0BC1, wait for button press (Show text only) (At bottom of screen) KEFKA: Now, for my next trick, I will make you all…disappear! CA/08DD: 4B Display dialogue message $0BC2, wait for button press (Show text only) (At bottom of screen) Kefka, you don't know what you're doing! Stop! CA/08E0: F6 Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0 CA/08E4: F4 Play sound effect 196 CA/08E6: 30 Begin action queue for character $30 (Camera), 7 bytes long CA/08E8: C3 Set vehicle/entity's event speed to fast CA/08E9: 98 Move vehicle/entity up 7 tiles CA/08EA: C2 Set vehicle/entity's event speed to normal CA/08EB: 84 Move vehicle/entity up 2 tiles CA/08EC: C1 Set vehicle/entity's event speed to slow CA/08ED: 80 Move vehicle/entity up 1 tile CA/08EE: FF End queue CA/08EF: 92 Pause for 30 units CA/08F0: 11 Begin action queue for character $11 (NPC $11), 17 bytes long CA/08F2: D5 Set vehicle/entity's position to (14, 10) CA/08F5: C4 Set vehicle/entity's event speed to faster CA/08F6: A0 Move vehicle/entity right/up 1x1 tiles CA/08F7: A0 Move vehicle/entity right/up 1x1 tiles CA/08F8: A4 Move vehicle/entity right/up 1x2 tiles CA/08F9: A3 Move vehicle/entity left/up 1x1 tiles CA/08FA: A3 Move vehicle/entity left/up 1x1 tiles CA/08FB: C3 Set vehicle/entity's event speed to fast CA/08FC: A3 Move vehicle/entity left/up 1x1 tiles CA/08FD: A1 Move vehicle/entity right/down 1x1 tiles CA/08FE: A1 Move vehicle/entity right/down 1x1 tiles CA/08FF: A3 Move vehicle/entity left/up 1x1 tiles CA/0900: FC Branch 4 bytes backwards ($CA08FC) CA/0902: FF End queue CA/0903: 12 Begin action queue for character $12 (NPC $12), 17 bytes long CA/0905: D5 Set vehicle/entity's position to (16, 10) CA/0908: C4 Set vehicle/entity's event speed to faster CA/0909: A3 Move vehicle/entity left/up 1x1 tiles CA/090A: A3 Move vehicle/entity left/up 1x1 tiles CA/090B: AB Move vehicle/entity left/up 1x2 tiles CA/090C: A0 Move vehicle/entity right/up 1x1 tiles CA/090D: A0 Move vehicle/entity right/up 1x1 tiles CA/090E: C3 Set vehicle/entity's event speed to fast CA/090F: A0 Move vehicle/entity right/up 1x1 tiles CA/0910: A2 Move vehicle/entity left/down 1x1 tiles CA/0911: A2 Move vehicle/entity left/down 1x1 tiles CA/0912: A0 Move vehicle/entity right/up 1x1 tiles CA/0913: FC Branch 4 bytes backwards ($CA090F) CA/0915: FF End queue CA/0916: 13 Begin action queue for character $13 (NPC $13), 17 bytes long CA/0918: D5 Set vehicle/entity's position to (13, 11) CA/091B: C4 Set vehicle/entity's event speed to faster CA/091C: A5 Move vehicle/entity right/up 2x1 tiles CA/091D: A5 Move vehicle/entity right/up 2x1 tiles CA/091E: A4 Move vehicle/entity right/up 1x2 tiles CA/091F: AA Move vehicle/entity left/up 2x1 tiles CA/0920: AB Move vehicle/entity left/up 1x2 tiles CA/0921: C3 Set vehicle/entity's event speed to fast CA/0922: A5 Move vehicle/entity right/up 2x1 tiles CA/0923: A9 Move vehicle/entity left/down 2x1 tiles CA/0924: A9 Move vehicle/entity left/down 2x1 tiles CA/0925: A5 Move vehicle/entity right/up 2x1 tiles CA/0926: FC Branch 4 bytes backwards ($CA0922) CA/0928: FF End queue CA/0929: 14 Begin action queue for character $14 (NPC $14), 17 bytes long CA/092B: D5 Set vehicle/entity's position to (17, 11) CA/092E: C4 Set vehicle/entity's event speed to faster CA/092F: AA Move vehicle/entity left/up 2x1 tiles CA/0930: AA Move vehicle/entity left/up 2x1 tiles CA/0931: AB Move vehicle/entity left/up 1x2 tiles CA/0932: A5 Move vehicle/entity right/up 2x1 tiles CA/0933: A4 Move vehicle/entity right/up 1x2 tiles CA/0934: C3 Set vehicle/entity's event speed to fast CA/0935: AA Move vehicle/entity left/up 2x1 tiles CA/0936: A6 Move vehicle/entity right/down 2x1 tiles CA/0937: A6 Move vehicle/entity right/down 2x1 tiles CA/0938: AA Move vehicle/entity left/up 2x1 tiles CA/0939: FC Branch 4 bytes backwards ($CA0935) CA/093B: FF End queue CA/093C: 94 Pause for 60 units CA/093D: 56 Increase color component(s) 18 (Black), at intensity 2 CA/093F: 51 Modify background color range from [05, 07]: Subtract (Black) at intensity 0 CA/0943: 60 Change background layer $05 to palette $17 CA/0946: 35 Pause execution until action queue for object $30 (Camera) is complete CA/0948: B3 Call subroutine $CA37D4, 3 times CA/094D: D6 Set event bit $1E80($39A) [$1EF3, bit 2] CA/094F: A6 Delete any rotating pyramids CA/0950: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/0952: 6A Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (26, 55), facing up, party is in the airship CA/0958: F5 Show part of world getting zapped CA/0959: D2 Load map $0165 (Kefka's Tower, Kefka's lair, black background), position (15, 17), mode $40 CA/095F: 58 Shake screen ($FA): (Intensity: 2)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/0961: 51 Modify background color range from [05, 07]: Subtract (Black) at intensity 0 CA/0965: 79 Place party 1 on map $0165 (Kefka's Tower, Kefka's lair, black background) CA/0969: 79 Place party 2 on map $0165 (Kefka's Tower, Kefka's lair, black background) CA/096D: 79 Place party 3 on map $0165 (Kefka's Tower, Kefka's lair, black background) CA/0971: B2 Call subroutine $CA3D82 CA/0975: B2 Call subroutine $CAF290 CA/0979: 96 Restore screen from fade CA/097A: F4 Play sound effect 6 CA/097C: B5 Pause for 15 * 6 (90) units CA/097E: 58 Shake screen ($F9): (Intensity: 1)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/0980: B5 Pause for 15 * 4 (60) units CA/0982: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/0984: 4B Display dialogue message $0BC3, wait for button press (Show text only) (At bottom of screen) KEFKA: I command the greatest power in the universe! You are all helpless before me! CA/0987: 30 Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete) CA/0989: C3 Set vehicle/entity's event speed to fast CA/098A: 98 Move vehicle/entity up 7 tiles CA/098B: C2 Set vehicle/entity's event speed to normal CA/098C: 84 Move vehicle/entity up 2 tiles CA/098D: FF End queue CA/098E: B3 Call subroutine $CAD033, 2 times CA/0993: 74 Replace current map's Layer 2 at (13, 4) with the following (4 x 2) chunk CA/0998: $00, $00, $00, $00 CA/099C: $00, $06, $69, $62 CA/09A0: 74 Replace current map's Layer 2 at (17, 2) with the following (8 x 3) chunk CA/09A5: $00, $00, $00, $00, $00, $00, $00, $00 CA/09AD: $00, $00, $00, $00, $F9, $00, $00, $F9 CA/09B5: $00, $00, $3B, $00, $00, $9F, $69, $33 CA/09BD: 74 Replace current map's Layer 2 at (13, 68) with the following (5 x 2) chunk CA/09C2: $0E, $0F, $1E, $1F, $2E CA/09C7: $3F, $FD, $97, $CB, $A7 CA/09CC: 74 Replace current map's Layer 2 at (16, 66) with the following (8 x 4) chunk CA/09D1: $00, $0E, $0F, $00, $00, $1E, $1F, $00 CA/09D9: $00, $5D, $2F, $00, $00, $FD, $2F, $00 CA/09E1: $0E, $A6, $3D, $5E, $1E, $B6, $87, $3F CA/09E9: $2E, $B3, $97, $2F, $3E, $BF, $A7, $3D CA/09F1: 75 Refresh map after alteration CA/09F2: F4 Play sound effect 6 CA/09F4: B2 Call subroutine $CA048A CA/09F8: 5E Scroll Layer 2, speed 0 x 2 CA/09FB: 92 Pause for 30 units CA/09FC: 5E Scroll Layer 2, speed 0 x 248 CA/09FF: 5D Scroll Layer 1, speed 0 x 2 CA/0A02: 5F Scroll Layer 3, speed 0 x 2 CA/0A05: 92 Pause for 30 units CA/0A06: 5E Scroll Layer 2, speed 0 x 224 CA/0A09: 94 Pause for 60 units CA/0A0A: 5D Scroll Layer 1, speed 0 x 1 CA/0A0D: 5F Scroll Layer 3, speed 0 x 1 CA/0A10: 94 Pause for 60 units CA/0A11: 5D Scroll Layer 1, speed 0 x 0 CA/0A14: 5F Scroll Layer 3, speed 0 x 0 CA/0A17: 5E Scroll Layer 2, speed 0 x 0 CA/0A1A: B4 Pause for 1 units CA/0A1C: B2 Call subroutine $CA3E3A CA/0A20: B4 Pause for 1 units CA/0A22: 5D Scroll Layer 1, speed 0 x 248 CA/0A25: 5F Scroll Layer 3, speed 0 x 248 CA/0A28: 5E Scroll Layer 2, speed 0 x 120 CA/0A2B: 92 Pause for 30 units CA/0A2C: 5D Scroll Layer 1, speed 0 x 0 CA/0A2F: 5F Scroll Layer 3, speed 0 x 0 CA/0A32: 5E Scroll Layer 2, speed 0 x 0 CA/0A35: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CA/0A37: 74 Replace current map's Layer 2 at (8, 65) with the following (13 x 15) chunk CA/0A3C: $00, $00, $00, $00, $00, $00, $00, $0E, $0F, $00, $00, $00, $00 CA/0A49: $00, $00, $00, $00, $00, $00, $00, $00, $00, $1E, $1F, $00, $00 CA/0A56: $00, $00, $00, $00, $00, $00, $00, $0E, $0F, $00, $00, $2E, $2F CA/0A63: $00, $00, $00, $00, $00, $00, $00, $00, $00, $1E, $1F, $00, $00 CA/0A70: $3E, $3F, $00, $00, $00, $00, $00, $00, $00, $00, $00, $2E, $3F CA/0A7D: $00, $00, $5D, $3D, $00, $00, $00, $0E, $0F, $00, $00, $00, $42 CA/0A8A: $BF, $2F, $00, $5D, $FD, $97, $2D, $00, $00, $1E, $1F, $00, $0E CA/0A97: $0F, $1E, $97, $3D, $55, $62, $A6, $94, $2D, $00, $00, $2E, $2F CA/0AA4: $00, $1E, $1F, $2E, $A7, $9A, $CB, $A7, $B6, $A4, $3B, $00, $00 CA/0AB1: $3C, $3D, $00, $2E, $2F, $FD, $97, $AA, $BB, $84, $C7, $BF, $BF CA/0ABE: $55, $33, $96, $97, $0F, $3E, $97, $A6, $7B, $CA, $CB, $CB, $D7 CA/0ACB: $C4, $C4, $BC, $9E, $8B, $A7, $1F, $FD, $A7, $B6, $BB, $53, $D7 CA/0AD8: $DB, $E7, $D3, $C3, $C4, $94, $9B, $C5, $2F, $A6, $7E, $7F, $BF CA/0AE5: $AB, $AC, $36, $37, $38, $A2, $A3, $A4, $AB, $C4, $3D, $B6, $8E CA/0AF2: $8F, $BF, $BB, $BC, $01, $01, $01, $B2, $B3, $B4, $BB, $1B, $1A CA/0AFF: 74 Replace current map's Layer 2 at (8, 1) with the following (24 x 15) chunk CA/0B04: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/0B1C: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/0B34: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/0B4C: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/0B64: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/0B7C: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/0B94: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/0BAC: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $06, $0F, $00, $00, $00 CA/0BC4: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $16, $1F, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/0BDC: $00, $96, $2F, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $0E, $A6, $3F, $00, $00, $00, $00, $00, $00 CA/0BF4: $00, $00, $00, $00, $00, $00, $1E, $96, $2D, $07, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $2E, $A6, $97 CA/0C0C: $3F, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $3E, $A6, $A2, $2F, $00, $00, $00, $00, $00, $00, $00, $00 CA/0C24: $00, $00, $0E, $16, $B6, $9B, $2D, $4C, $00, $00, $00, $00, $00, $00, $00, $00, $00, $1E, $96, $C7, $AB, $9F, $5C, $00 CA/0C3C: $00, $00, $00, $00, $00, $00, $00, $00, $2E, $CB, $D7, $BB, $C4, $6C, $00, $00, $00, $00, $00, $00, $00, $00, $00, $3E CA/0C54: $DA, $DB, $D4, $C4, $4B, $00, $00, $00, $00, $00, $00, $00, $00, $00, $3E, $EA, $EB, $E4, $39, $5B, $00, $00, $00, $00 CA/0C6C: 74 Replace current map's Layer 2 at (14, 143) with the following (10 x 4) chunk CA/0C71: $00, $00, $01, $00, $00, $83, $04, $00, $00, $03 CA/0C7B: $02, $00, $00, $01, $05, $43, $00, $04, $00, $00 CA/0C85: $02, $43, $42, $43, $45, $02, $00, $41, $03, $05 CA/0C8F: $43, $04, $03, $00, $02, $00, $00, $03, $05, $43 CA/0C99: 75 Refresh map after alteration CA/0C9A: 42 Hide object $11 CA/0C9C: 42 Hide object $12 CA/0C9E: 42 Hide object $13 CA/0CA0: 42 Hide object $14 CA/0CA2: 42 Hide object $00 CA/0CA4: 42 Hide object $01 CA/0CA6: 42 Hide object $02 CA/0CA8: 42 Hide object $03 CA/0CAA: 42 Hide object $04 CA/0CAC: 42 Hide object $05 CA/0CAE: 42 Hide object $06 CA/0CB0: 42 Hide object $07 CA/0CB2: 42 Hide object $08 CA/0CB4: 42 Hide object $09 CA/0CB6: 42 Hide object $0A CA/0CB8: 42 Hide object $0B CA/0CBA: 42 Hide object $0C CA/0CBC: 42 Hide object $0D CA/0CBE: 45 Refresh objects CA/0CBF: F4 Play sound effect 6 CA/0CC1: 51 Modify background color range from [05, 07]: Subtract (Black) at intensity 0 CA/0CC5: 5E Scroll Layer 2, speed 0 x 248 CA/0CC8: 5D Scroll Layer 1, speed 0 x 32 CA/0CCB: 5F Scroll Layer 3, speed 0 x 32 CA/0CCE: 94 Pause for 60 units CA/0CCF: 5E Scroll Layer 2, speed 0 x 240 CA/0CD2: 5D Scroll Layer 1, speed 0 x 16 CA/0CD5: 5F Scroll Layer 3, speed 0 x 16 CA/0CD8: B0 Execute the following commands until $B1 31 times CA/0CDA: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CA/0CDE: B1 End block of repeating commands CA/0CDF: 5D Scroll Layer 1, speed 0 x 2 CA/0CE2: 5F Scroll Layer 3, speed 0 x 2 CA/0CE5: 94 Pause for 60 units CA/0CE6: 5D Scroll Layer 1, speed 0 x 0 CA/0CE9: 5F Scroll Layer 3, speed 0 x 0 CA/0CEC: 92 Pause for 30 units CA/0CED: 5E Scroll Layer 2, speed 0 x 224 CA/0CF0: 5D Scroll Layer 1, speed 0 x 252 CA/0CF3: 5F Scroll Layer 3, speed 0 x 252 CA/0CF6: 94 Pause for 60 units CA/0CF7: 5E Scroll Layer 2, speed 0 x 0 CA/0CFA: 94 Pause for 60 units CA/0CFB: 5D Scroll Layer 1, speed 0 x 0 CA/0CFE: 5F Scroll Layer 3, speed 0 x 0 CA/0D01: 10 Begin action queue for character $10 (NPC $10), 9 bytes long CA/0D03: 24 Do vehicle/entity graphical action $24 CA/0D04: E0 Pause for 4 * 1 (4) frames CA/0D06: 25 Do vehicle/entity graphical action $25 CA/0D07: E0 Pause for 4 * 1 (4) frames CA/0D09: FC Branch 6 bytes backwards ($CA0D03) CA/0D0B: FF End queue CA/0D0C: 4B Display dialogue message $0BC4, wait for button press (Show text only) KEFKA: I will destroy everything… I will create a monument to non-existence! CA/0D0F: B2 Call subroutine $CA3E3A CA/0D13: 74 Replace current map's Layer 2 at (19, 69) with the following (7 x 4) chunk CA/0D18: $00, $5D, $0F, $00, $00, $FD, $1F CA/0D1F: $00, $2C, $66, $2F, $00, $2C, $BF CA/0D26: $2F, $00, $0E, $A6, $3D, $5E, $1E CA/0D2D: $B6, $87, $3F, $2E, $B3, $97, $2F CA/0D34: 75 Refresh map after alteration CA/0D35: BE If character $00 (TERRA ) is in the current CaseWord, call subroutine $CA38D7; else If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA3901; else If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA392B; else If character $03 (SHADOW) is in the current CaseWord, call subroutine $CA3955; else If character $08 (RELM ) is in the current CaseWord, call subroutine $CA397F; else If character $0A (MOG ) is in the current CaseWord, call subroutine $CA39A9; else If character $0C (GOGO ) is in the current CaseWord, call subroutine $CA39D3; else If character $0D (UMARO ) is in the current CaseWord, call subroutine $CA39E8; else If character $0B (GAU ) is in the current CaseWord, call subroutine $CA39BE; else If character $09 (SETZER) is in the current CaseWord, call subroutine $CA3994; else If character $07 (STRAGO) is in the current CaseWord, call subroutine $CA396A; else If character $02 (CYAN ) is in the current CaseWord, call subroutine $CA3940; else If character $06 (CELES ) is in the current CaseWord, call subroutine $CA3916; else If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CA38EC CA/0D61: F4 Play sound effect 6 CA/0D63: 5E Scroll Layer 2, speed 0 x 32 CA/0D66: B5 Pause for 15 * 6 (90) units CA/0D68: 5E Scroll Layer 2, speed 0 x 16 CA/0D6B: 92 Pause for 30 units CA/0D6C: 5E Scroll Layer 2, speed 0 x 4 CA/0D6F: 94 Pause for 60 units CA/0D70: 5E Scroll Layer 2, speed 0 x 252 CA/0D73: 92 Pause for 30 units CA/0D74: 5E Scroll Layer 2, speed 0 x 0 CA/0D77: 74 Replace current map's Layer 2 at (19, 17) with the following (7 x 4) chunk CA/0D7C: $00, $06, $0F, $00, $00, $16, $1F CA/0D83: $00, $F8, $96, $2F, $00, $F8, $9F CA/0D8A: $2F, $00, $0E, $A6, $2D, $07, $1E CA/0D91: $B6, $87, $3F, $2E, $B3, $97, $2F CA/0D98: 75 Refresh map after alteration CA/0D99: B2 Call subroutine $CA3E3A CA/0D9D: 4B Display dialogue message $0BC5, wait for button press (Show text only) Life will go on! There will always be people, and dreams! CA/0DA0: 10 Begin action queue for character $10 (NPC $10), 9 bytes long CA/0DA2: C7 Set vehicle/entity to stay still when moving CA/0DA3: DC Make vehicle/entity jump (low) CA/0DA4: CE Turn vehicle/entity down CA/0DA5: 18 Do vehicle/entity graphical action $18 CA/0DA6: E0 Pause for 4 * 2 (8) frames CA/0DA8: FC Branch 5 bytes backwards ($CA0DA3) CA/0DAA: FF End queue CA/0DAB: 4B Display dialogue message $0BC6, wait for button press (Show text only) KEFKA: No! I will hunt them down. I will destroy it all! Destroy! Destroy! Destroy!! CA/0DAE: 74 Replace current map's Layer 2 at (10, 75) with the following (5 x 4) chunk CA/0DB3: $00, $5D, $0F, $00, $00 CA/0DB8: $FD, $1F, $00, $2C, $66 CA/0DBD: $2F, $00, $2C, $BF, $2F CA/0DC2: $00, $0E, $A6, $3D, $5E CA/0DC7: 75 Refresh map after alteration CA/0DC8: BE If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CA3893; else If character $06 (CELES ) is in the current CaseWord, call subroutine $CA3871; else If character $02 (CYAN ) is in the current CaseWord, call subroutine $CA384F; else If character $07 (STRAGO) is in the current CaseWord, call subroutine $CA382D; else If character $09 (SETZER) is in the current CaseWord, call subroutine $CA380B; else If character $0B (GAU ) is in the current CaseWord, call subroutine $CA37E9; else If character $0D (UMARO ) is in the current CaseWord, call subroutine $CA38C6; else If character $0C (GOGO ) is in the current CaseWord, call subroutine $CA38B5; else If character $0A (MOG ) is in the current CaseWord, call subroutine $CA37FA; else If character $08 (RELM ) is in the current CaseWord, call subroutine $CA381C; else If character $03 (SHADOW) is in the current CaseWord, call subroutine $CA383E; else If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA3860; else If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA3882; else If character $00 (TERRA ) is in the current CaseWord, call subroutine $CA38A4 CA/0DF4: 91 Pause for 15 units CA/0DF5: F4 Play sound effect 6 CA/0DF7: 5E Scroll Layer 2, speed 0 x 32 CA/0DFA: 92 Pause for 30 units CA/0DFB: 5E Scroll Layer 2, speed 0 x 4 CA/0DFE: 94 Pause for 60 units CA/0DFF: 5E Scroll Layer 2, speed 0 x 254 CA/0E02: 92 Pause for 30 units CA/0E03: 5E Scroll Layer 2, speed 0 x 0 CA/0E06: 4B Display dialogue message $0BC7, wait for button press (Show text only) We will not allow you to harm another living thing. CA/0E09: 93 Pause for 45 units CA/0E0A: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/0E0C: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/0E0D: E0 Pause for 4 * 3 (12) frames CA/0E0F: 10 Do vehicle/entity graphical action $10 CA/0E10: FF End queue CA/0E11: 4B Display dialogue message $0BC8, wait for button press (Show text only) KEFKA: Hee, hee, hee!! But what fun is destruction if no “precious” lives are lost! CA/0E14: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/0E16: 09 Do vehicle/entity graphical action $09 (kneeling) CA/0E17: E0 Pause for 4 * 4 (16) frames CA/0E19: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/0E1A: FF End queue CA/0E1B: F4 Play sound effect 196 CA/0E1D: B0 Execute the following commands until $B1 31 times CA/0E1F: 50 Tint screen (cumulative) with color $3F CA/0E21: B4 Pause for 1 units CA/0E23: B1 End block of repeating commands CA/0E24: D6 Set event bit $1E80($39E) [$1EF3, bit 6] CA/0E26: D7 Clear event bit $1E80($3F5) [$1EFE, bit 5] CA/0E28: 6A Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (63, 104), facing up, party is in the airship CA/0E2E: F3 Show part of world getting zapped CA/0E2F: D2 Load map $0164 (Kefka's Tower, Kefka's lair, blue background), position (15, 02), mode $40 CA/0E35: B2 Call subroutine $CAC9F3 CA/0E39: 79 Place party 1 on map $0164 (Kefka's Tower, Kefka's lair, blue background) CA/0E3D: 79 Place party 2 on map $0164 (Kefka's Tower, Kefka's lair, blue background) CA/0E41: 79 Place party 3 on map $0164 (Kefka's Tower, Kefka's lair, blue background) CA/0E45: 45 Refresh objects CA/0E46: F4 Play sound effect 6 CA/0E48: B2 Call subroutine $CA3D82 CA/0E4C: 60 Change background layer $05 to palette $18 CA/0E4F: 51 Modify background color range from [10, 7F]: Subtract (Black) at intensity 0 CA/0E53: 51 Modify background color range from [05, 0F]: Subtract (Black) at intensity 0 CA/0E57: 58 Shake screen ($FB): (Intensity: 3)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/0E59: 96 Restore screen from fade CA/0E5A: 30 Begin action queue for character $30 (Camera), 4 bytes long CA/0E5C: C1 Set vehicle/entity's event speed to slow CA/0E5D: 9E Move vehicle/entity down 8 tiles CA/0E5E: 9A Move vehicle/entity down 7 tiles CA/0E5F: FF End queue CA/0E60: B5 Pause for 15 * 8 (120) units CA/0E62: 58 Shake screen ($F9): (Intensity: 1)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/0E64: B0 Execute the following commands until $B1 31 times CA/0E66: 51 Modify background color range from [10, 7F]: Do (Black) at intensity 0 CA/0E6A: B4 Pause for 2 units CA/0E6C: B1 End block of repeating commands CA/0E6D: B5 Pause for 15 * 8 (120) units CA/0E6F: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/0E71: F4 Play sound effect 212 CA/0E73: A7 Create a rotating pyramid around character $10 (NPC $10) CA/0E75: 56 Increase color component(s) 130 (Blue), at intensity 2 CA/0E77: B0 Execute the following commands until $B1 31 times CA/0E79: 51 Modify background color range from [05, 0F]: Do (Black) at intensity 0 CA/0E7D: B4 Pause for 2 units CA/0E7F: B1 End block of repeating commands CA/0E80: 35 Pause execution until action queue for object $30 (Camera) is complete CA/0E82: 4B Display dialogue message $0BC9, wait for button press (Show text only) (At bottom of screen) It's over, Kefka! CA/0E85: 51 Modify background color range from [05, 07]: Subtract (Black) at intensity 0 CA/0E89: C0 If ($1E80($2F0) [$1EDE, bit 0] is set), branch to $CA0F4B CA/0E8F: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/0E91: B2 Call subroutine $CAC97C CA/0E95: 97 Fade screen to black CA/0E96: 5C Pause execution until fade in or fade out is complete CA/0E97: A6 Delete any rotating pyramids CA/0E98: 54 End effects of commands for modifed color components and screen flashes CA/0E99: 6B Load map $00B7 (Mobliz, children's cave (ending)) instantly, (upper bits $0400), place party at (50, 46), facing up CA/0E9F: 73 Replace current map's Layer 1 at (50, 51) with the following (2 x 1) chunk, refresh immediately CA/0EA4: $04, $14 CA/0EA6: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/0EA8: 78 Enable ability to pass through other objects for object $10 (NPC $10) CA/0EAA: 42 Hide object $31 CA/0EAC: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/0EAE: 20 Do vehicle/entity graphical action $20 CA/0EAF: FF End queue CA/0EB0: 96 Restore screen from fade CA/0EB1: 95 Pause for 120 units CA/0EB2: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/0EB4: CE Turn vehicle/entity down CA/0EB5: FF End queue CA/0EB6: 93 Pause for 45 units CA/0EB7: B0 Execute the following commands until $B1 3 times CA/0EB9: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/0EBB: 13 Do vehicle/entity graphical action $13 CA/0EBC: FF End queue CA/0EBD: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/0EBF: CE Turn vehicle/entity down CA/0EC0: FF End queue CA/0EC1: B1 End block of repeating commands CA/0EC2: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/0EC4: 9E Move vehicle/entity down 8 tiles CA/0EC5: 86 Move vehicle/entity down 2 tiles CA/0EC6: 85 Move vehicle/entity right 2 tiles CA/0EC7: 92 Move vehicle/entity down 5 tiles CA/0EC8: FF End queue CA/0EC9: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/0ECB: C3 Set vehicle/entity's event speed to fast CA/0ECC: 9E Move vehicle/entity down 8 tiles CA/0ECD: FF End queue CA/0ECE: 94 Pause for 60 units CA/0ECF: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CA/0ED1: 85 Move vehicle/entity right 2 tiles CA/0ED2: 82 Move vehicle/entity down 1 tile CA/0ED3: FF End queue CA/0ED4: 35 Pause execution until action queue for object $10 (NPC $10) is complete CA/0ED6: 35 Pause execution until action queue for object $30 (Camera) is complete CA/0ED8: 4B Display dialogue message $0BD3, wait for button press TERRA!!!! CA/0EDB: 6A Load map $00B8 (Mobliz, outdoors (ending)) after fade out, (upper bits $0400), place party at (11, 18), facing up CA/0EE1: 73 Replace current map's Layer 1 at (16, 15) with the following (2 x 1) chunk, refresh immediately CA/0EE6: $04, $14 CA/0EE8: 78 Enable ability to pass through other objects for object $10 (NPC $10) CA/0EEA: 60 Change background layer $0E to palette $08 CA/0EED: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/0EEF: C1 Set vehicle/entity's event speed to slow CA/0EF0: 92 Move vehicle/entity down 5 tiles CA/0EF1: FF End queue CA/0EF2: 10 Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete) CA/0EF4: 8E Move vehicle/entity down 4 tiles CA/0EF5: A2 Move vehicle/entity left/down 1x1 tiles CA/0EF6: A2 Move vehicle/entity left/down 1x1 tiles CA/0EF7: 8B Move vehicle/entity left 3 tiles CA/0EF8: 86 Move vehicle/entity down 2 tiles CA/0EF9: FF End queue CA/0EFA: 4B Display dialogue message $0BD4, wait for button press TERRA: Everyone's calling me. CA/0EFD: 35 Pause execution until action queue for object $30 (Camera) is complete CA/0EFF: 92 Pause for 30 units CA/0F00: 3D Create object $11 CA/0F02: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/0F04: 09 Do vehicle/entity graphical action $09 (kneeling) CA/0F05: FF End queue CA/0F06: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/0F08: 09 Do vehicle/entity graphical action $09 (kneeling) CA/0F09: FF End queue CA/0F0A: B0 Execute the following commands until $B1 31 times CA/0F0C: 52 Tint characters (cumulative) with color $2F CA/0F0E: B1 End block of repeating commands CA/0F0F: 41 Show object $11 CA/0F11: 3E Delete object $10 CA/0F13: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/0F15: B0 Execute the following commands until $B1 31 times CA/0F17: 52 Tint characters (cumulative) with color $6F CA/0F19: B1 End block of repeating commands CA/0F1A: 94 Pause for 60 units CA/0F1B: F4 Play sound effect 24 CA/0F1D: 30 Begin action queue for character $30 (Camera), 4 bytes long CA/0F1F: C4 Set vehicle/entity's event speed to faster CA/0F20: 9C Move vehicle/entity up 8 tiles CA/0F21: 9C Move vehicle/entity up 8 tiles CA/0F22: FF End queue CA/0F23: 11 Begin action queue for character $11 (NPC $11), 9 bytes long (Wait until complete) CA/0F25: C7 Set vehicle/entity to stay still when moving CA/0F26: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/0F27: C8 Set object layering priority to 2 (low nibble 2) CA/0F29: C4 Set vehicle/entity's event speed to faster CA/0F2A: 9C Move vehicle/entity up 8 tiles CA/0F2B: 9C Move vehicle/entity up 8 tiles CA/0F2C: 98 Move vehicle/entity up 7 tiles CA/0F2D: FF End queue CA/0F2E: 35 Pause execution until action queue for object $30 (Camera) is complete CA/0F30: 6A Load map $0164 (Kefka's Tower, Kefka's lair, blue background) after fade out, (upper bits $0400), place party at (15, 15), facing up CA/0F36: B2 Call subroutine $CAC90B CA/0F3A: B2 Call subroutine $CAC9F3 CA/0F3E: B2 Call subroutine $CA3D82 CA/0F42: A7 Create a rotating pyramid around character $10 (NPC $10) CA/0F44: 56 Increase color component(s) 195 (Cyan [Green + Blue]), at intensity 3 CA/0F46: 96 Restore screen from fade CA/0F47: 95 Pause for 120 units CA/0F48: 4B Display dialogue message $0BCA, wait for button press (Show text only) (At bottom of screen) KEFKA: Oh! But it hasn't yet begun! And I'm giving you a front-row seat! CA/0F4B: 9D Invoke party fighting order screen (from final battle) CA/0F4C: F0 Play song 0 (Silence), (high bit clear), full volume CA/0F4E: 96 Restore screen from fade CA/0F4F: A7 Create a rotating pyramid around character $10 (NPC $10) CA/0F51: 56 Increase color component(s) 195 (Cyan [Green + Blue]), at intensity 3 CA/0F53: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/0F55: 09 Do vehicle/entity graphical action $09 (kneeling) CA/0F56: FF End queue CA/0F57: 94 Pause for 60 units CA/0F58: F4 Play sound effect 196 CA/0F5A: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/0F5C: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/0F5D: FF End queue CA/0F5E: 38 Hold screen CA/0F5F: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/0F61: C4 Set vehicle/entity's event speed to faster CA/0F62: 94 Move vehicle/entity up 6 tiles CA/0F63: FF End queue CA/0F64: B3 Call subroutine $CA37D4, 4 times CA/0F69: 35 Pause execution until action queue for object $30 (Camera) is complete CA/0F6B: A6 Delete any rotating pyramids CA/0F6C: 54 End effects of commands for modifed color components and screen flashes CA/0F6D: 4D Invoke battle, enemy set $65, background $33 (Statue 1), (mosaic effect enabled), (swoosh sound enabled) CA/0F70: B2 Call subroutine $CA5EA9 CA/0F74: 3E Delete object $10 CA/0F76: F0 Play song 0 (Silence), (high bit clear), full volume CA/0F78: 60 Change background layer $0E to palette $08 CA/0F7B: 60 Change background layer $0F to palette $1A CA/0F7E: F4 Play sound effect 165 CA/0F80: F6 Subcommand $82: Change volume of currently playing sound effect to $00, transition time 0 CA/0F84: F6 Subcommand $82: Change volume of currently playing sound effect to $90, transition time 96 CA/0F88: 58 Shake screen ($F9): (Intensity: 1)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/0F8A: E3 Load CaseWord with available characters? CA/0F8B: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CA0F9B CA/0F91: 41 Show object $00 CA/0F93: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete) CA/0F95: D5 Set vehicle/entity's position to (15, 20) CA/0F98: CE Turn vehicle/entity down CA/0F99: C6 Set vehicle/entity to walk when moving CA/0F9A: FF End queue CA/0F9B: C0 If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CA0FAB CA/0FA1: 41 Show object $01 CA/0FA3: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete) CA/0FA5: D5 Set vehicle/entity's position to (13, 21) CA/0FA8: CD Turn vehicle/entity right CA/0FA9: C6 Set vehicle/entity to walk when moving CA/0FAA: FF End queue CA/0FAB: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CA0FBB CA/0FB1: 41 Show object $02 CA/0FB3: 02 Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete) CA/0FB5: D5 Set vehicle/entity's position to (17, 21) CA/0FB8: CF Turn vehicle/entity left CA/0FB9: C6 Set vehicle/entity to walk when moving CA/0FBA: FF End queue CA/0FBB: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CA0FCB CA/0FC1: 41 Show object $03 CA/0FC3: 03 Begin action queue for character $03 (Actor in stot 3), 6 bytes long (Wait until complete) CA/0FC5: D5 Set vehicle/entity's position to (14, 20) CA/0FC8: CD Turn vehicle/entity right CA/0FC9: C6 Set vehicle/entity to walk when moving CA/0FCA: FF End queue CA/0FCB: C0 If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CA0FDB CA/0FD1: 41 Show object $04 CA/0FD3: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CA/0FD5: D5 Set vehicle/entity's position to (16, 20) CA/0FD8: 0A Do vehicle/entity graphical action $0A CA/0FD9: C6 Set vehicle/entity to walk when moving CA/0FDA: FF End queue CA/0FDB: C0 If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CA0FEB CA/0FE1: 41 Show object $05 CA/0FE3: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete) CA/0FE5: D5 Set vehicle/entity's position to (13, 23) CA/0FE8: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/0FE9: C6 Set vehicle/entity to walk when moving CA/0FEA: FF End queue CA/0FEB: C0 If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CA0FFB CA/0FF1: 41 Show object $06 CA/0FF3: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete) CA/0FF5: D5 Set vehicle/entity's position to (17, 23) CA/0FF8: CF Turn vehicle/entity left CA/0FF9: C6 Set vehicle/entity to walk when moving CA/0FFA: FF End queue CA/0FFB: C0 If ($1E80($1A7) [$1EB4, bit 7] is clear), branch to $CA100B CA/1001: 41 Show object $07 CA/1003: 07 Begin action queue for character $07 (Actor in stot 7), 6 bytes long (Wait until complete) CA/1005: D5 Set vehicle/entity's position to (12, 20) CA/1008: CD Turn vehicle/entity right CA/1009: C6 Set vehicle/entity to walk when moving CA/100A: FF End queue CA/100B: C0 If ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CA101B CA/1011: 41 Show object $08 CA/1013: 08 Begin action queue for character $08 (Actor in stot 8), 6 bytes long (Wait until complete) CA/1015: D5 Set vehicle/entity's position to (18, 20) CA/1018: 09 Do vehicle/entity graphical action $09 (kneeling) CA/1019: C6 Set vehicle/entity to walk when moving CA/101A: FF End queue CA/101B: C0 If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CA102B CA/1021: 41 Show object $09 CA/1023: 09 Begin action queue for character $09 (Actor in stot 9), 6 bytes long (Wait until complete) CA/1025: D5 Set vehicle/entity's position to (12, 24) CA/1028: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/1029: C6 Set vehicle/entity to walk when moving CA/102A: FF End queue CA/102B: C0 If ($1E80($1AA) [$1EB5, bit 2] is clear), branch to $CA103B CA/1031: 41 Show object $0A CA/1033: 0A Begin action queue for character $0A (Actor in stot 10), 6 bytes long (Wait until complete) CA/1035: D5 Set vehicle/entity's position to (18, 24) CA/1038: CF Turn vehicle/entity left CA/1039: C6 Set vehicle/entity to walk when moving CA/103A: FF End queue CA/103B: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CA104B CA/1041: 41 Show object $0B CA/1043: 0B Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete) CA/1045: D5 Set vehicle/entity's position to (19, 22) CA/1048: 09 Do vehicle/entity graphical action $09 (kneeling) CA/1049: C6 Set vehicle/entity to walk when moving CA/104A: FF End queue CA/104B: C0 If ($1E80($1AC) [$1EB5, bit 4] is clear), branch to $CA105B CA/1051: 41 Show object $0C CA/1053: 0C Begin action queue for character $0C (Actor in stot 12), 6 bytes long (Wait until complete) CA/1055: D5 Set vehicle/entity's position to (11, 22) CA/1058: CD Turn vehicle/entity right CA/1059: C6 Set vehicle/entity to walk when moving CA/105A: FF End queue CA/105B: C0 If ($1E80($1AD) [$1EB5, bit 5] is clear), branch to $CA106B CA/1061: 41 Show object $0D CA/1063: 0D Begin action queue for character $0D (Actor in stot 13), 6 bytes long (Wait until complete) CA/1065: D5 Set vehicle/entity's position to (10, 20) CA/1068: CF Turn vehicle/entity left CA/1069: C6 Set vehicle/entity to walk when moving CA/106A: FF End queue CA/106B: 96 Restore screen from fade CA/106C: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CA/106E: C2 Set vehicle/entity's event speed to normal CA/106F: 9E Move vehicle/entity down 8 tiles CA/1070: 82 Move vehicle/entity down 1 tile CA/1071: FF End queue CA/1072: 4B Display dialogue message $0BCB, wait for button press It's breaking up! CA/1075: B2 Call subroutine $CAC819 CA/1079: C1 If ($1E80($1A0) [$1EB4, bit 0] is set) or ($1E80($2F0) [$1EDE, bit 0] is clear), branch to $CA1090 CA/1081: 3D Create object $00 CA/1083: 41 Show object $00 CA/1085: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete) CA/1087: D5 Set vehicle/entity's position to (15, 27) CA/108A: C3 Set vehicle/entity's event speed to fast CA/108B: 94 Move vehicle/entity up 6 tiles CA/108C: CE Turn vehicle/entity down CA/108D: FF End queue CA/108E: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/1090: C1 If ($1E80($1A1) [$1EB4, bit 1] is set) or ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA10A9 CA/1098: 3D Create object $01 CA/109A: 41 Show object $01 CA/109C: 01 Begin action queue for character $01 (Actor in stot 1), 9 bytes long CA/109E: D5 Set vehicle/entity's position to (15, 27) CA/10A1: C3 Set vehicle/entity's event speed to fast CA/10A2: 8C Move vehicle/entity up 4 tiles CA/10A3: A3 Move vehicle/entity left/up 1x1 tiles CA/10A4: A3 Move vehicle/entity left/up 1x1 tiles CA/10A5: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/10A6: FF End queue CA/10A7: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/10A9: C1 If ($1E80($1A2) [$1EB4, bit 2] is set) or ($1E80($2F2) [$1EDE, bit 2] is clear), branch to $CA10C2 CA/10B1: 3D Create object $02 CA/10B3: 41 Show object $02 CA/10B5: 02 Begin action queue for character $02 (Actor in stot 2), 9 bytes long CA/10B7: D5 Set vehicle/entity's position to (15, 27) CA/10BA: C3 Set vehicle/entity's event speed to fast CA/10BB: 8C Move vehicle/entity up 4 tiles CA/10BC: A0 Move vehicle/entity right/up 1x1 tiles CA/10BD: A0 Move vehicle/entity right/up 1x1 tiles CA/10BE: CF Turn vehicle/entity left CA/10BF: FF End queue CA/10C0: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/10C2: C1 If ($1E80($1A3) [$1EB4, bit 3] is set) or ($1E80($2F3) [$1EDE, bit 3] is clear), branch to $CA10DA CA/10CA: 3D Create object $03 CA/10CC: 41 Show object $03 CA/10CE: 03 Begin action queue for character $03 (Actor in stot 3), 8 bytes long CA/10D0: D5 Set vehicle/entity's position to (15, 27) CA/10D3: C3 Set vehicle/entity's event speed to fast CA/10D4: 94 Move vehicle/entity up 6 tiles CA/10D5: A3 Move vehicle/entity left/up 1x1 tiles CA/10D6: CD Turn vehicle/entity right CA/10D7: FF End queue CA/10D8: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/10DA: C1 If ($1E80($1A4) [$1EB4, bit 4] is set) or ($1E80($2F4) [$1EDE, bit 4] is clear), branch to $CA10F2 CA/10E2: 3D Create object $04 CA/10E4: 41 Show object $04 CA/10E6: 04 Begin action queue for character $04 (Actor in stot 4), 8 bytes long CA/10E8: D5 Set vehicle/entity's position to (15, 27) CA/10EB: C3 Set vehicle/entity's event speed to fast CA/10EC: 94 Move vehicle/entity up 6 tiles CA/10ED: A0 Move vehicle/entity right/up 1x1 tiles CA/10EE: 0A Do vehicle/entity graphical action $0A CA/10EF: FF End queue CA/10F0: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/10F2: C1 If ($1E80($1A5) [$1EB4, bit 5] is set) or ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA110A CA/10FA: 3D Create object $05 CA/10FC: 41 Show object $05 CA/10FE: 05 Begin action queue for character $05 (Actor in stot 5), 8 bytes long CA/1100: D5 Set vehicle/entity's position to (15, 27) CA/1103: C3 Set vehicle/entity's event speed to fast CA/1104: 88 Move vehicle/entity up 3 tiles CA/1105: AA Move vehicle/entity left/up 2x1 tiles CA/1106: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/1107: FF End queue CA/1108: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/110A: C1 If ($1E80($1A6) [$1EB4, bit 6] is set) or ($1E80($2F6) [$1EDE, bit 6] is clear), branch to $CA1122 CA/1112: 3D Create object $06 CA/1114: 41 Show object $06 CA/1116: 06 Begin action queue for character $06 (Actor in stot 6), 8 bytes long CA/1118: D5 Set vehicle/entity's position to (15, 27) CA/111B: C3 Set vehicle/entity's event speed to fast CA/111C: 88 Move vehicle/entity up 3 tiles CA/111D: A5 Move vehicle/entity right/up 2x1 tiles CA/111E: CF Turn vehicle/entity left CA/111F: FF End queue CA/1120: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/1122: C1 If ($1E80($1A7) [$1EB4, bit 7] is set) or ($1E80($2F7) [$1EDE, bit 7] is clear), branch to $CA113A CA/112A: 3D Create object $07 CA/112C: 41 Show object $07 CA/112E: 07 Begin action queue for character $07 (Actor in stot 7), 8 bytes long CA/1130: D5 Set vehicle/entity's position to (15, 27) CA/1133: C3 Set vehicle/entity's event speed to fast CA/1134: 98 Move vehicle/entity up 7 tiles CA/1135: 8B Move vehicle/entity left 3 tiles CA/1136: CD Turn vehicle/entity right CA/1137: FF End queue CA/1138: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/113A: C1 If ($1E80($1A8) [$1EB5, bit 0] is set) or ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CA1152 CA/1142: 3D Create object $08 CA/1144: 41 Show object $08 CA/1146: 08 Begin action queue for character $08 (Actor in stot 8), 8 bytes long CA/1148: D5 Set vehicle/entity's position to (15, 27) CA/114B: C3 Set vehicle/entity's event speed to fast CA/114C: 98 Move vehicle/entity up 7 tiles CA/114D: 89 Move vehicle/entity right 3 tiles CA/114E: 09 Do vehicle/entity graphical action $09 (kneeling) CA/114F: FF End queue CA/1150: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/1152: C1 If ($1E80($1A9) [$1EB5, bit 1] is set) or ($1E80($2F9) [$1EDF, bit 1] is clear), branch to $CA116A CA/115A: 3D Create object $09 CA/115C: 41 Show object $09 CA/115E: 09 Begin action queue for character $09 (Actor in stot 9), 8 bytes long CA/1160: D5 Set vehicle/entity's position to (15, 27) CA/1163: C3 Set vehicle/entity's event speed to fast CA/1164: 88 Move vehicle/entity up 3 tiles CA/1165: 8B Move vehicle/entity left 3 tiles CA/1166: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/1167: FF End queue CA/1168: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/116A: C1 If ($1E80($1AA) [$1EB5, bit 2] is set) or ($1E80($2FA) [$1EDF, bit 2] is clear), branch to $CA1182 CA/1172: 3D Create object $0A CA/1174: 41 Show object $0A CA/1176: 0A Begin action queue for character $0A (Actor in stot 10), 8 bytes long CA/1178: D5 Set vehicle/entity's position to (15, 27) CA/117B: C3 Set vehicle/entity's event speed to fast CA/117C: 88 Move vehicle/entity up 3 tiles CA/117D: 89 Move vehicle/entity right 3 tiles CA/117E: 0A Do vehicle/entity graphical action $0A CA/117F: FF End queue CA/1180: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/1182: C1 If ($1E80($1AB) [$1EB5, bit 3] is set) or ($1E80($2FB) [$1EDF, bit 3] is clear), branch to $CA119A CA/118A: 3D Create object $0B CA/118C: 41 Show object $0B CA/118E: 0B Begin action queue for character $0B (Actor in stot 11), 8 bytes long CA/1190: D5 Set vehicle/entity's position to (15, 27) CA/1193: C3 Set vehicle/entity's event speed to fast CA/1194: 90 Move vehicle/entity up 5 tiles CA/1195: 8D Move vehicle/entity right 4 tiles CA/1196: 09 Do vehicle/entity graphical action $09 (kneeling) CA/1197: FF End queue CA/1198: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/119A: C1 If ($1E80($1AC) [$1EB5, bit 4] is set) or ($1E80($2FC) [$1EDF, bit 4] is clear), branch to $CA11B2 CA/11A2: 3D Create object $0C CA/11A4: 41 Show object $0C CA/11A6: 0C Begin action queue for character $0C (Actor in stot 12), 8 bytes long CA/11A8: D5 Set vehicle/entity's position to (15, 27) CA/11AB: C3 Set vehicle/entity's event speed to fast CA/11AC: 90 Move vehicle/entity up 5 tiles CA/11AD: 8F Move vehicle/entity left 4 tiles CA/11AE: CD Turn vehicle/entity right CA/11AF: FF End queue CA/11B0: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/11B2: C1 If ($1E80($1AD) [$1EB5, bit 5] is set) or ($1E80($2FD) [$1EDF, bit 5] is clear), branch to $CA11CB CA/11BA: 3D Create object $0D CA/11BC: 41 Show object $0D CA/11BE: 0D Begin action queue for character $0D (Actor in stot 13), 9 bytes long CA/11C0: D5 Set vehicle/entity's position to (15, 27) CA/11C3: C3 Set vehicle/entity's event speed to fast CA/11C4: 90 Move vehicle/entity up 5 tiles CA/11C5: 8F Move vehicle/entity left 4 tiles CA/11C6: 80 Move vehicle/entity up 1 tile CA/11C7: CD Turn vehicle/entity right CA/11C8: FF End queue CA/11C9: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/11CB: B5 Pause for 15 * 6 (90) units CA/11CD: C0 If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CA11D6 CA/11D3: 4B Display dialogue message $0BCC, wait for button press There's no time to lose! Airship's just ahead. CA/11D6: 3D Create object $11 CA/11D8: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/11DA: C0 If ($1E80($2F0) [$1EDE, bit 0] is set), branch to $CA120E CA/11E0: 93 Pause for 45 units CA/11E1: 41 Show object $11 CA/11E3: F4 Play sound effect 24 CA/11E5: 11 Begin action queue for character $11 (NPC $11), 10 bytes long (Wait until complete) CA/11E7: C7 Set vehicle/entity to stay still when moving CA/11E8: C4 Set vehicle/entity's event speed to faster CA/11E9: 0A Do vehicle/entity graphical action $0A CA/11EA: A8 Move vehicle/entity left/down 1x2 tiles CA/11EB: A8 Move vehicle/entity left/down 1x2 tiles CA/11EC: A8 Move vehicle/entity left/down 1x2 tiles CA/11ED: A8 Move vehicle/entity left/down 1x2 tiles CA/11EE: 09 Do vehicle/entity graphical action $09 (kneeling) CA/11EF: C6 Set vehicle/entity to walk when moving CA/11F0: FF End queue CA/11F1: F4 Play sound effect 181 CA/11F3: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/11F5: 1F Do vehicle/entity graphical action $1F CA/11F6: E0 Pause for 4 * 4 (16) frames CA/11F8: CF Turn vehicle/entity left CA/11F9: FF End queue CA/11FA: F4 Play sound effect 165 CA/11FC: F6 Subcommand $82: Change volume of currently playing sound effect to $00, transition time 0 CA/1200: F6 Subcommand $82: Change volume of currently playing sound effect to $90, transition time 96 CA/1204: 92 Pause for 30 units CA/1205: 4B Display dialogue message $0BD5, wait for button press CELES: TERRA! You're back! CA/1208: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA1230 CA/120E: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CA1218 CA/1214: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/1216: 82 Move vehicle/entity down 1 tile CA/1217: FF End queue CA/1218: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CA/121A: D5 Set vehicle/entity's position to (15, 21) CA/121D: CE Turn vehicle/entity down CA/121E: FF End queue CA/121F: B0 Execute the following commands until $B1 48 times CA/1221: 42 Hide object $11 CA/1223: 41 Show object $00 CA/1225: B4 Pause for 2 units CA/1227: 41 Show object $11 CA/1229: 42 Hide object $00 CA/122B: B4 Pause for 2 units CA/122D: B1 End block of repeating commands CA/122E: 3E Delete object $00 CA/1230: 92 Pause for 30 units CA/1231: 4B Display dialogue message $0BD0, wait for button press CELES: Come on, everybody! We have to work together! CA/1234: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CA/1236: C2 Set vehicle/entity's event speed to normal CA/1237: 86 Move vehicle/entity down 2 tiles CA/1238: 28 Do vehicle/entity graphical action $28 CA/1239: FF End queue CA/123A: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CA/123C: C2 Set vehicle/entity's event speed to normal CA/123D: 83 Move vehicle/entity left 1 tile CA/123E: 09 Do vehicle/entity graphical action $09 (kneeling) CA/123F: FF End queue CA/1240: 4B Display dialogue message $0BCD, wait for button press CELES: TERRA! What's wrong? CA/1243: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CA/1245: C2 Set vehicle/entity's event speed to normal CA/1246: 83 Move vehicle/entity left 1 tile CA/1247: 82 Move vehicle/entity down 1 tile CA/1248: FF End queue CA/1249: 3D Create object $12 CA/124B: 41 Show object $12 CA/124D: B2 Call subroutine $CAC819 CA/1251: 78 Enable ability to pass through other objects for object $12 (NPC $12) CA/1253: B0 Execute the following commands until $B1 31 times CA/1255: 51 Modify background color range from [50, 5F]: Do (Black) at intensity 3 CA/1259: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CA/125D: B1 End block of repeating commands CA/125E: F4 Play sound effect 24 CA/1260: 12 Begin action queue for character $12 (NPC $12), 9 bytes long CA/1262: C4 Set vehicle/entity's event speed to faster CA/1263: 9C Move vehicle/entity up 8 tiles CA/1264: 9C Move vehicle/entity up 8 tiles CA/1265: 88 Move vehicle/entity up 3 tiles CA/1266: C2 Set vehicle/entity's event speed to normal CA/1267: 80 Move vehicle/entity up 1 tile CA/1268: C1 Set vehicle/entity's event speed to slow CA/1269: 80 Move vehicle/entity up 1 tile CA/126A: FF End queue CA/126B: 30 Begin action queue for character $30 (Camera), 8 bytes long (Wait until complete) CA/126D: C4 Set vehicle/entity's event speed to faster CA/126E: 9C Move vehicle/entity up 8 tiles CA/126F: 94 Move vehicle/entity up 6 tiles CA/1270: C2 Set vehicle/entity's event speed to normal CA/1271: 80 Move vehicle/entity up 1 tile CA/1272: C1 Set vehicle/entity's event speed to slow CA/1273: 80 Move vehicle/entity up 1 tile CA/1274: FF End queue CA/1275: 3D Create object $13 CA/1277: 41 Show object $13 CA/1279: 3D Create object $14 CA/127B: 41 Show object $14 CA/127D: F4 Play sound effect 24 CA/127F: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CA/1281: 94 Move vehicle/entity up 6 tiles CA/1282: C1 Set vehicle/entity's event speed to slow CA/1283: 80 Move vehicle/entity up 1 tile CA/1284: FF End queue CA/1285: 91 Pause for 15 units CA/1286: F4 Play sound effect 24 CA/1288: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CA/128A: 90 Move vehicle/entity up 5 tiles CA/128B: C1 Set vehicle/entity's event speed to slow CA/128C: 80 Move vehicle/entity up 1 tile CA/128D: FF End queue CA/128E: 15 Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete) CA/1290: D5 Set vehicle/entity's position to (15, 1) CA/1293: FF End queue CA/1294: F4 Play sound effect 28 CA/1296: 3E Delete object $12 CA/1298: 45 Refresh objects CA/1299: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CA/129B: 81 Move vehicle/entity right 1 tile CA/129C: D5 Set vehicle/entity's position to (0, 0) CA/129F: FF End queue CA/12A0: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CA/12A2: E0 Pause for 4 * 1 (4) frames CA/12A4: D5 Set vehicle/entity's position to (16, 1) CA/12A7: FC Branch 12 bytes backwards ($CA129B) CA/12A9: FF End queue CA/12AA: 17 Begin action queue for character $17 (NPC $17), 8 bytes long (Wait until complete) CA/12AC: E0 Pause for 4 * 2 (8) frames CA/12AE: D5 Set vehicle/entity's position to (17, 1) CA/12B1: FC Branch 10 bytes backwards ($CA12A7) CA/12B3: FF End queue CA/12B4: 15 Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete) CA/12B6: D5 Set vehicle/entity's position to (12, 5) CA/12B9: FF End queue CA/12BA: F4 Play sound effect 28 CA/12BC: 3E Delete object $13 CA/12BE: 45 Refresh objects CA/12BF: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CA/12C1: 81 Move vehicle/entity right 1 tile CA/12C2: D5 Set vehicle/entity's position to (0, 0) CA/12C5: FF End queue CA/12C6: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CA/12C8: E0 Pause for 4 * 1 (4) frames CA/12CA: D5 Set vehicle/entity's position to (13, 5) CA/12CD: FC Branch 12 bytes backwards ($CA12C1) CA/12CF: FF End queue CA/12D0: 17 Begin action queue for character $17 (NPC $17), 8 bytes long (Wait until complete) CA/12D2: E0 Pause for 4 * 2 (8) frames CA/12D4: D5 Set vehicle/entity's position to (14, 5) CA/12D7: FC Branch 10 bytes backwards ($CA12CD) CA/12D9: FF End queue CA/12DA: 15 Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete) CA/12DC: D5 Set vehicle/entity's position to (18, 6) CA/12DF: FF End queue CA/12E0: F4 Play sound effect 28 CA/12E2: 3E Delete object $14 CA/12E4: 45 Refresh objects CA/12E5: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CA/12E7: 81 Move vehicle/entity right 1 tile CA/12E8: D5 Set vehicle/entity's position to (0, 0) CA/12EB: FF End queue CA/12EC: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CA/12EE: E0 Pause for 4 * 1 (4) frames CA/12F0: D5 Set vehicle/entity's position to (19, 6) CA/12F3: FC Branch 12 bytes backwards ($CA12E7) CA/12F5: FF End queue CA/12F6: 17 Begin action queue for character $17 (NPC $17), 8 bytes long (Wait until complete) CA/12F8: E0 Pause for 4 * 2 (8) frames CA/12FA: D5 Set vehicle/entity's position to (20, 6) CA/12FD: FC Branch 10 bytes backwards ($CA12F3) CA/12FF: FF End queue CA/1300: F4 Play sound effect 165 CA/1302: F6 Subcommand $82: Change volume of currently playing sound effect to $00, transition time 0 CA/1306: F6 Subcommand $82: Change volume of currently playing sound effect to $90, transition time 128 CA/130A: 30 Begin action queue for character $30 (Camera), 8 bytes long CA/130C: C4 Set vehicle/entity's event speed to faster CA/130D: 9E Move vehicle/entity down 8 tiles CA/130E: 96 Move vehicle/entity down 6 tiles CA/130F: C2 Set vehicle/entity's event speed to normal CA/1310: 82 Move vehicle/entity down 1 tile CA/1311: C1 Set vehicle/entity's event speed to slow CA/1312: 82 Move vehicle/entity down 1 tile CA/1313: FF End queue CA/1314: B0 Execute the following commands until $B1 31 times CA/1316: 51 Modify background color range from [50, 5F]: Do (Black) at intensity 3 CA/131A: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CA/131E: B1 End block of repeating commands CA/131F: 35 Pause execution until action queue for object $30 (Camera) is complete CA/1321: 4B Display dialogue message $0BD1, wait for button press The Magicite… Magic is disappearing from this world… CA/1324: 4B Display dialogue message $0BCE, wait for button press EDGAR: The Espers… They no longer exist… CA/1327: 92 Pause for 30 units CA/1328: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/132A: CC Turn vehicle/entity up CA/132B: FF End queue CA/132C: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/132E: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/132F: FF End queue CA/1330: 4B Display dialogue message $0BD2, wait for button press CELES: You mean TERRA too? CA/1333: 94 Pause for 60 units CA/1334: 11 Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete) CA/1336: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/1337: E0 Pause for 4 * 16 (64) frames CA/1339: 20 Do vehicle/entity graphical action $20 CA/133A: E0 Pause for 4 * 8 (32) frames CA/133C: CE Turn vehicle/entity down CA/133D: FF End queue CA/133E: 4B Display dialogue message $0BCF, wait for button press TERRA: Come with me. I can lead you out with my last ounce of strength. CA/1341: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CA/1343: CE Turn vehicle/entity down CA/1344: FF End queue CA/1345: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/1347: CE Turn vehicle/entity down CA/1348: FF End queue CA/1349: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/134B: 96 Move vehicle/entity down 6 tiles CA/134C: D1 Make vehicle/entity disappear CA/134D: FF End queue CA/134E: F6 Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 48 CA/1352: B0 Execute the following commands until $B1 31 times CA/1354: 52 Tint characters (cumulative) with color $3F CA/1356: 50 Tint screen (cumulative) with color $3F CA/1358: B4 Pause for 2 units CA/135A: B1 End block of repeating commands CA/135B: B5 Pause for 15 * 6 (90) units CA/135D: F4 Play sound effect 196 CA/135F: 97 Fade screen to black CA/1360: B5 Pause for 15 * 16 (240) units CA/1362: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1364: 46 Make party 3 the current party CA/1366: 45 Refresh objects CA/1367: B2 Call subroutine $CAC8E1 CA/136B: 46 Make party 2 the current party CA/136D: 45 Refresh objects CA/136E: B2 Call subroutine $CAC8E1 CA/1372: 46 Make party 1 the current party CA/1374: 45 Refresh objects CA/1375: B2 Call subroutine $CAC8E1 CA/1379: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/137B: 38 Hold screen CA/137C: B2 Call subroutine $CAF61A CA/1380: B2 Call subroutine $CAC97C CA/1384: 3F Assign character $00 (Actor in stot 0) to party 1 CA/1387: F0 Play song 83 (Ending Theme #1), (high bit clear), full volume CA/1389: D4 Set event bit $1E80($2E3) [$1EDC, bit 3] CA/138B: B5 Pause for 15 * 26 (390) units CA/138D: BA Play ending cinematic $2D CA/138F: 6B Load map $0003 (Darkness (briefly on many occasions, inc. Tent use on the world map)) instantly, (upper bits $0400), place party at (8, 8), facing up CA/1395: D4 Set event bit $1E80($2C0) [$1ED8, bit 0] CA/1397: D6 Set event bit $1E80($3A0) [$1EF4, bit 0] CA/1399: F9 Pause execution until the music passes through predetermined point $01 CA/139B: BA Play ending cinematic $32 CA/139D: C0 If ($1E80($2F2) [$1EDE, bit 2] is clear), branch to $CA149A CA/13A3: E7 Unknown command, parameter $02 CA/13A5: 6B Load map $00FE (Ending - Cyan's / Mog's / Gogo's scenes) instantly, (upper bits $0400), place party at (37, 6), facing up CA/13AB: B2 Call subroutine $CC114E CA/13AF: 61 Colorize color range [$04, $FF] to color $07 CA/13B3: 3D Create object $02 CA/13B5: 3D Create object $04 CA/13B7: 3D Create object $06 CA/13B9: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long CA/13BB: D5 Set vehicle/entity's position to (39, 4) CA/13BE: C2 Set vehicle/entity's event speed to normal CA/13BF: FF End queue CA/13C0: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/13C2: D5 Set vehicle/entity's position to (39, 4) CA/13C5: C2 Set vehicle/entity's event speed to normal CA/13C6: FF End queue CA/13C7: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/13C9: D5 Set vehicle/entity's position to (39, 4) CA/13CC: C2 Set vehicle/entity's event speed to normal CA/13CD: FF End queue CA/13CE: 96 Restore screen from fade CA/13CF: 41 Show object $06 CA/13D1: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long CA/13D3: 9E Move vehicle/entity down 8 tiles CA/13D4: 9E Move vehicle/entity down 8 tiles CA/13D5: FF End queue CA/13D6: 94 Pause for 60 units CA/13D7: 41 Show object $02 CA/13D9: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/13DB: C2 Set vehicle/entity's event speed to normal CA/13DC: 86 Move vehicle/entity down 2 tiles CA/13DD: FF End queue CA/13DE: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CA/13E0: 96 Move vehicle/entity down 6 tiles CA/13E1: FF End queue CA/13E2: 93 Pause for 45 units CA/13E3: 41 Show object $04 CA/13E5: 04 Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete) CA/13E7: 82 Move vehicle/entity down 1 tile CA/13E8: E0 Pause for 4 * 2 (8) frames CA/13EA: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/13EB: E0 Pause for 4 * 4 (16) frames CA/13ED: 23 Do vehicle/entity graphical action $23 CA/13EE: FF End queue CA/13EF: 94 Pause for 60 units CA/13F0: 35 Pause execution until action queue for object $30 (Camera) is complete CA/13F2: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/13F4: 73 Replace current map's Layer 1 at (38, 5) with the following (4 x 3) chunk, refresh immediately CA/13F9: $74, $75, $66, $B2 CA/13FD: $85, $74, $D2, $74 CA/1401: $84, $4A, $4A, $4A CA/1405: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/1407: 86 Move vehicle/entity down 2 tiles CA/1408: FF End queue CA/1409: 04 Begin action queue for character $04 (Actor in stot 4), 7 bytes long (Wait until complete) CA/140B: 1F Do vehicle/entity graphical action $1F CA/140C: E0 Pause for 4 * 2 (8) frames CA/140E: C4 Set vehicle/entity's event speed to faster CA/140F: 82 Move vehicle/entity down 1 tile CA/1410: 17 Do vehicle/entity graphical action $17 CA/1411: FF End queue CA/1412: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CA/1414: CD Turn vehicle/entity right CA/1415: FF End queue CA/1416: 4B Display dialogue message $0BE4, wait for button press (Show text only) (At bottom of screen) EDGAR: CYAN! Think you can handle that switch?! CYAN: Machines… I HATE machines! CA/1419: 35 Pause execution until action queue for object $30 (Camera) is complete CA/141B: 02 Begin action queue for character $02 (Actor in stot 2), 9 bytes long (Wait until complete) CA/141D: A3 Move vehicle/entity left/up 1x1 tiles CA/141E: CD Turn vehicle/entity right CA/141F: E0 Pause for 4 * 5 (20) frames CA/1421: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/1422: E0 Pause for 4 * 8 (32) frames CA/1424: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/1425: FF End queue CA/1426: 94 Pause for 60 units CA/1427: B0 Execute the following commands until $B1 3 times CA/1429: 02 Begin action queue for character $02 (Actor in stot 2), 12 bytes long (Wait until complete) CA/142B: C4 Set vehicle/entity's event speed to faster CA/142C: 85 Move vehicle/entity right 2 tiles CA/142D: 09 Do vehicle/entity graphical action $09 (kneeling) CA/142E: E0 Pause for 4 * 3 (12) frames CA/1430: A2 Move vehicle/entity left/down 1x1 tiles CA/1431: 1C Do vehicle/entity graphical action $1C CA/1432: E0 Pause for 4 * 3 (12) frames CA/1434: A3 Move vehicle/entity left/up 1x1 tiles CA/1435: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/1436: FF End queue CA/1437: B1 End block of repeating commands CA/1438: B5 Pause for 15 * 6 (90) units CA/143A: 02 Begin action queue for character $02 (Actor in stot 2), 19 bytes long (Wait until complete) CA/143C: 18 Do vehicle/entity graphical action $18 CA/143D: E0 Pause for 4 * 8 (32) frames CA/143F: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/1440: E0 Pause for 4 * 8 (32) frames CA/1442: C2 Set vehicle/entity's event speed to normal CA/1443: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/1444: E0 Pause for 4 * 4 (16) frames CA/1446: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/1447: E0 Pause for 4 * 4 (16) frames CA/1449: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/144A: C7 Set vehicle/entity to stay still when moving CA/144B: DC Make vehicle/entity jump (low) CA/144C: 81 Move vehicle/entity right 1 tile CA/144D: 09 Do vehicle/entity graphical action $09 (kneeling) CA/144E: FF End queue CA/144F: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CA/1451: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1453: B2 Call subroutine $CC114E CA/1457: 04 Begin action queue for character $04 (Actor in stot 4), 7 bytes long CA/1459: 0B Do vehicle/entity graphical action $0B CA/145A: C7 Set vehicle/entity to stay still when moving CA/145B: 28 Do vehicle/entity graphical action $28 CA/145C: DD Make vehicle/entity jump (high) CA/145D: 82 Move vehicle/entity down 1 tile CA/145E: C6 Set vehicle/entity to walk when moving CA/145F: FF End queue CA/1460: 02 Begin action queue for character $02 (Actor in stot 2), 9 bytes long (Wait until complete) CA/1462: 0B Do vehicle/entity graphical action $0B CA/1463: DC Make vehicle/entity jump (low) CA/1464: 81 Move vehicle/entity right 1 tile CA/1465: 28 Do vehicle/entity graphical action $28 CA/1466: E0 Pause for 4 * 3 (12) frames CA/1468: CF Turn vehicle/entity left CA/1469: C6 Set vehicle/entity to walk when moving CA/146A: FF End queue CA/146B: 94 Pause for 60 units CA/146C: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/146E: CE Turn vehicle/entity down CA/146F: FF End queue CA/1470: 02 Begin action queue for character $02 (Actor in stot 2), 9 bytes long (Wait until complete) CA/1472: 83 Move vehicle/entity left 1 tile CA/1473: 82 Move vehicle/entity down 1 tile CA/1474: E0 Pause for 4 * 2 (8) frames CA/1476: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/1477: E0 Pause for 4 * 3 (12) frames CA/1479: 18 Do vehicle/entity graphical action $18 CA/147A: FF End queue CA/147B: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/147D: C2 Set vehicle/entity's event speed to normal CA/147E: 82 Move vehicle/entity down 1 tile CA/147F: A1 Move vehicle/entity right/down 1x1 tiles CA/1480: 23 Do vehicle/entity graphical action $23 CA/1481: FF End queue CA/1482: 4B Display dialogue message $0BE5, wait for button press (Show text only) (At bottom of screen) CYAN: You just have to show technology who's boss!! CA/1485: 02 Begin action queue for character $02 (Actor in stot 2), 9 bytes long CA/1487: 1D Do vehicle/entity graphical action $1D CA/1488: E0 Pause for 4 * 1 (4) frames CA/148A: 1E Do vehicle/entity graphical action $1E CA/148B: E0 Pause for 4 * 1 (4) frames CA/148D: FC Branch 6 bytes backwards ($CA1487) CA/148F: FF End queue CA/1490: B5 Pause for 15 * 4 (60) units CA/1492: 5A Fade screen at speed $08 CA/1494: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA14D6 CA/149A: E7 Unknown command, parameter $02 CA/149C: D2 Set event bit $1E80($1C6) [$1EB8, bit 6] CA/149E: 6B Load map $00D2 (Doma Castle, dark (ending without Cyan)) instantly, (upper bits $0400), place party at (18, 43), facing up CA/14A4: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/14A6: 81 Move vehicle/entity right 1 tile CA/14A7: FC Branch 1 bytes backwards ($CA14A6) CA/14A9: FF End queue CA/14AA: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/14AC: FC Branch 5 bytes backwards ($CA14A7) CA/14AE: FF End queue CA/14AF: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/14B1: FC Branch 5 bytes backwards ($CA14AC) CA/14B3: FF End queue CA/14B4: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/14B6: FC Branch 5 bytes backwards ($CA14B1) CA/14B8: FF End queue CA/14B9: 61 Colorize color range [$04, $77] to color $07 CA/14BD: B0 Execute the following commands until $B1 6 times CA/14BF: 50 Tint screen (cumulative) with color $9F CA/14C1: B1 End block of repeating commands CA/14C2: 96 Restore screen from fade CA/14C3: 30 Begin action queue for character $30 (Camera), 6 bytes long CA/14C5: C0 Set vehicle/entity's event speed to slowest CA/14C6: 9D Move vehicle/entity right 8 tiles CA/14C7: 9D Move vehicle/entity right 8 tiles CA/14C8: 9D Move vehicle/entity right 8 tiles CA/14C9: 8D Move vehicle/entity right 4 tiles CA/14CA: FF End queue CA/14CB: B5 Pause for 15 * 103 (1545) units CA/14CD: B0 Execute the following commands until $B1 25 times CA/14CF: 50 Tint screen (cumulative) with color $9F CA/14D1: B1 End block of repeating commands CA/14D2: 95 Pause for 120 units CA/14D3: 97 Fade screen to black CA/14D4: D3 Clear event bit $1E80($1C6) [$1EB8, bit 6] CA/14D6: 5C Pause execution until fade in or fade out is complete CA/14D7: 35 Pause execution until action queue for object $30 (Camera) is complete CA/14D9: B2 Call subroutine $CAC97C CA/14DD: F9 Pause execution until the music passes through predetermined point $02 CA/14DF: BA Play ending cinematic $82 CA/14E1: 6B Load map $00FF (Ending - Setzer's scene) instantly, (upper bits $0400), place party at (12, 15), facing up CA/14E7: 61 Colorize color range [$04, $FF] to color $07 CA/14EB: 3D Create object $09 CA/14ED: 41 Show object $09 CA/14EF: 3D Create object $06 CA/14F1: 41 Show object $06 CA/14F3: 3D Create object $04 CA/14F5: 41 Show object $04 CA/14F7: B2 Call subroutine $CAC819 CA/14FB: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/14FD: D5 Set vehicle/entity's position to (12, 17) CA/1500: C3 Set vehicle/entity's event speed to fast CA/1501: FF End queue CA/1502: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/1504: D5 Set vehicle/entity's position to (12, 17) CA/1507: C3 Set vehicle/entity's event speed to fast CA/1508: FF End queue CA/1509: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/150B: D5 Set vehicle/entity's position to (12, 17) CA/150E: C3 Set vehicle/entity's event speed to fast CA/150F: FF End queue CA/1510: 96 Restore screen from fade CA/1511: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/1513: C2 Set vehicle/entity's event speed to normal CA/1514: 84 Move vehicle/entity up 2 tiles CA/1515: FF End queue CA/1516: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long CA/1518: E0 Pause for 4 * 5 (20) frames CA/151A: 84 Move vehicle/entity up 2 tiles CA/151B: FF End queue CA/151C: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/151E: 94 Move vehicle/entity up 6 tiles CA/151F: FF End queue CA/1520: 35 Pause execution until action queue for object $30 (Camera) is complete CA/1522: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1524: 73 Replace current map's Layer 1 at (12, 5) with the following (6 x 1) chunk, refresh immediately CA/1529: $41, $52, $62, $72, $62, $72 CA/152F: 09 Begin action queue for character $09 (Actor in stot 9), 7 bytes long (Wait until complete) CA/1531: C7 Set vehicle/entity to stay still when moving CA/1532: 0B Do vehicle/entity graphical action $0B CA/1533: DD Make vehicle/entity jump (high) CA/1534: 86 Move vehicle/entity down 2 tiles CA/1535: 28 Do vehicle/entity graphical action $28 CA/1536: C6 Set vehicle/entity to walk when moving CA/1537: FF End queue CA/1538: 92 Pause for 30 units CA/1539: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/153B: 73 Replace current map's Layer 1 at (8, 12) with the following (2 x 3) chunk, refresh immediately CA/1540: $56, $57 CA/1542: $56, $51 CA/1544: $51, $51 CA/1546: 91 Pause for 15 units CA/1547: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1549: 73 Replace current map's Layer 1 at (14, 12) with the following (2 x 3) chunk, refresh immediately CA/154E: $56, $56 CA/1550: $57, $51 CA/1552: $51, $51 CA/1554: 92 Pause for 30 units CA/1555: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long CA/1557: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/1558: E0 Pause for 4 * 5 (20) frames CA/155A: 09 Do vehicle/entity graphical action $09 (kneeling) CA/155B: FF End queue CA/155C: 92 Pause for 30 units CA/155D: B0 Execute the following commands until $B1 3 times CA/155F: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/1561: 13 Do vehicle/entity graphical action $13 CA/1562: FF End queue CA/1563: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/1565: CE Turn vehicle/entity down CA/1566: FF End queue CA/1567: B1 End block of repeating commands CA/1568: 92 Pause for 30 units CA/1569: 09 Begin action queue for character $09 (Actor in stot 9), 6 bytes long (Wait until complete) CA/156B: 82 Move vehicle/entity down 1 tile CA/156C: 20 Do vehicle/entity graphical action $20 CA/156D: E0 Pause for 4 * 8 (32) frames CA/156F: 19 Do vehicle/entity graphical action $19 CA/1570: FF End queue CA/1571: 3D Create object $10 CA/1573: 45 Refresh objects CA/1574: 41 Show object $10 CA/1576: 78 Enable ability to pass through other objects for object $10 (NPC $10) CA/1578: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CA/157A: DD Make vehicle/entity jump (high) CA/157B: 84 Move vehicle/entity up 2 tiles CA/157C: DC Make vehicle/entity jump (low) CA/157D: 83 Move vehicle/entity left 1 tile CA/157E: C0 Set vehicle/entity's event speed to slowest CA/157F: 83 Move vehicle/entity left 1 tile CA/1580: FF End queue CA/1581: 91 Pause for 15 units CA/1582: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/1584: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/1585: E0 Pause for 4 * 2 (8) frames CA/1587: 1B Do vehicle/entity graphical action $1B CA/1588: FF End queue CA/1589: 93 Pause for 45 units CA/158A: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/158C: 88 Move vehicle/entity up 3 tiles CA/158D: E0 Pause for 4 * 1 (4) frames CA/158F: CE Turn vehicle/entity down CA/1590: FF End queue CA/1591: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long CA/1593: 88 Move vehicle/entity up 3 tiles CA/1594: 8B Move vehicle/entity left 3 tiles CA/1595: FF End queue CA/1596: 04 Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete) CA/1598: 90 Move vehicle/entity up 5 tiles CA/1599: 87 Move vehicle/entity left 2 tiles CA/159A: C7 Set vehicle/entity to stay still when moving CA/159B: DD Make vehicle/entity jump (high) CA/159C: CF Turn vehicle/entity left CA/159D: 1F Do vehicle/entity graphical action $1F CA/159E: C6 Set vehicle/entity to walk when moving CA/159F: FF End queue CA/15A0: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/15A2: 18 Do vehicle/entity graphical action $18 CA/15A3: FF End queue CA/15A4: 4B Display dialogue message $0BE6, wait for button press (Show text only) (At bottom of screen) SETZER: Wait! CA/15A7: 3E Delete object $10 CA/15A9: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/15AB: CD Turn vehicle/entity right CA/15AC: FF End queue CA/15AD: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/15AF: CD Turn vehicle/entity right CA/15B0: FF End queue CA/15B1: 09 Begin action queue for character $09 (Actor in stot 9), 9 bytes long (Wait until complete) CA/15B3: 82 Move vehicle/entity down 1 tile CA/15B4: CF Turn vehicle/entity left CA/15B5: E0 Pause for 4 * 4 (16) frames CA/15B7: 19 Do vehicle/entity graphical action $19 CA/15B8: E0 Pause for 4 * 3 (12) frames CA/15BA: 1A Do vehicle/entity graphical action $1A CA/15BB: FF End queue CA/15BC: 93 Pause for 45 units CA/15BD: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long CA/15BF: 80 Move vehicle/entity up 1 tile CA/15C0: CE Turn vehicle/entity down CA/15C1: FF End queue CA/15C2: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CA/15C4: 9D Move vehicle/entity right 8 tiles CA/15C5: 80 Move vehicle/entity up 1 tile CA/15C6: FF End queue CA/15C7: 92 Pause for 30 units CA/15C8: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long CA/15CA: 89 Move vehicle/entity right 3 tiles CA/15CB: CC Turn vehicle/entity up CA/15CC: FF End queue CA/15CD: 35 Pause execution until action queue for object $04 (Actor in stot 4) is complete CA/15CF: 73 Replace current map's Layer 1 at (17, 9) with the following (2 x 3) chunk, refresh immediately CA/15D4: $08, $09 CA/15D6: $0A, $18 CA/15D8: $19, $1A CA/15DA: 92 Pause for 30 units CA/15DB: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/15DD: CF Turn vehicle/entity left CA/15DE: FF End queue CA/15DF: 92 Pause for 30 units CA/15E0: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/15E2: 85 Move vehicle/entity right 2 tiles CA/15E3: FF End queue CA/15E4: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/15E6: 3D Create object $11 CA/15E8: 3D Create object $12 CA/15EA: 3D Create object $13 CA/15EC: 3D Create object $14 CA/15EE: 45 Refresh objects CA/15EF: 41 Show object $11 CA/15F1: 41 Show object $12 CA/15F3: 41 Show object $13 CA/15F5: 41 Show object $14 CA/15F7: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CA/15F9: 73 Replace current map's Layer 1 at (5, 9) with the following (2 x 3) chunk, refresh immediately CA/15FE: $08, $09 CA/1600: $0A, $18 CA/1602: $19, $1A CA/1604: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/1606: 1F Do vehicle/entity graphical action $1F CA/1607: E0 Pause for 4 * 8 (32) frames CA/1609: CF Turn vehicle/entity left CA/160A: FF End queue CA/160B: 11 Begin action queue for character $11 (NPC $11), 13 bytes long CA/160D: A2 Move vehicle/entity left/down 1x1 tiles CA/160E: A2 Move vehicle/entity left/down 1x1 tiles CA/160F: D5 Set vehicle/entity's position to (6, 10) CA/1612: A5 Move vehicle/entity right/up 2x1 tiles CA/1613: A5 Move vehicle/entity right/up 2x1 tiles CA/1614: D5 Set vehicle/entity's position to (6, 10) CA/1617: FC Branch 10 bytes backwards ($CA160D) CA/1619: FF End queue CA/161A: 12 Begin action queue for character $12 (NPC $12), 8 bytes long CA/161C: A7 Move vehicle/entity right/down 1x2 tiles CA/161D: A7 Move vehicle/entity right/down 1x2 tiles CA/161E: D5 Set vehicle/entity's position to (6, 10) CA/1621: FC Branch 5 bytes backwards ($CA161C) CA/1623: FF End queue CA/1624: 13 Begin action queue for character $13 (NPC $13), 11 bytes long CA/1626: AA Move vehicle/entity left/up 2x1 tiles CA/1627: D5 Set vehicle/entity's position to (6, 10) CA/162A: 85 Move vehicle/entity right 2 tiles CA/162B: D5 Set vehicle/entity's position to (6, 10) CA/162E: FC Branch 8 bytes backwards ($CA1626) CA/1630: FF End queue CA/1631: 14 Begin action queue for character $14 (NPC $14), 7 bytes long CA/1633: 87 Move vehicle/entity left 2 tiles CA/1634: D5 Set vehicle/entity's position to (6, 10) CA/1637: FC Branch 4 bytes backwards ($CA1633) CA/1639: FF End queue CA/163A: 58 Shake screen ($F7): (Intensity: 3)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/163C: B5 Pause for 15 * 8 (120) units CA/163E: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1640: 3E Delete object $11 CA/1642: 3E Delete object $12 CA/1644: 3E Delete object $13 CA/1646: 3E Delete object $14 CA/1648: 09 Begin action queue for character $09 (Actor in stot 9), 9 bytes long CA/164A: 24 Do vehicle/entity graphical action $24 CA/164B: E0 Pause for 4 * 1 (4) frames CA/164D: 25 Do vehicle/entity graphical action $25 CA/164E: E0 Pause for 4 * 1 (4) frames CA/1650: FC Branch 6 bytes backwards ($CA164A) CA/1652: FF End queue CA/1653: 4B Display dialogue message $0BE7, wait for button press (Show text only) (At bottom of screen) SETZER: Let's go that way!! Sometimes in life you just have to FEEL your way through a situation! CA/1656: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CA/1658: 84 Move vehicle/entity up 2 tiles CA/1659: D1 Make vehicle/entity disappear CA/165A: FF End queue CA/165B: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CA/165D: 8D Move vehicle/entity right 4 tiles CA/165E: 88 Move vehicle/entity up 3 tiles CA/165F: D1 Make vehicle/entity disappear CA/1660: FF End queue CA/1661: 92 Pause for 30 units CA/1662: 09 Begin action queue for character $09 (Actor in stot 9), 4 bytes long (Wait until complete) CA/1664: C2 Set vehicle/entity's event speed to normal CA/1665: 82 Move vehicle/entity down 1 tile CA/1666: 18 Do vehicle/entity graphical action $18 CA/1667: FF End queue CA/1668: 4B Display dialogue message $0BE8, wait for button press (Show text only) (At bottom of screen) SETZER: Daryl…I'm starting to sound just like you! CA/166B: B5 Pause for 15 * 6 (90) units CA/166D: 5A Fade screen at speed $08 CA/166F: 5C Pause execution until fade in or fade out is complete CA/1670: B2 Call subroutine $CAC97C CA/1674: F9 Pause execution until the music passes through predetermined point $03 CA/1676: BA Play ending cinematic $40 CA/1678: 6B Load map $0102 (Ending - Edgar and Sabin's scene (with or without Sabin)) instantly, (upper bits $0400), place party at (4, 9), facing up CA/167E: 61 Colorize color range [$04, $FF] to color $07 CA/1682: 96 Restore screen from fade CA/1683: 3D Create object $04 CA/1685: 41 Show object $04 CA/1687: 3D Create object $06 CA/1689: 41 Show object $06 CA/168B: 3D Create object $09 CA/168D: 41 Show object $09 CA/168F: B2 Call subroutine $CAC819 CA/1693: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/1695: D5 Set vehicle/entity's position to (7, 13) CA/1698: C3 Set vehicle/entity's event speed to fast CA/1699: FF End queue CA/169A: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/169C: D5 Set vehicle/entity's position to (7, 13) CA/169F: C3 Set vehicle/entity's event speed to fast CA/16A0: FF End queue CA/16A1: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/16A3: D5 Set vehicle/entity's position to (7, 13) CA/16A6: C3 Set vehicle/entity's event speed to fast CA/16A7: FF End queue CA/16A8: C0 If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA16BC CA/16AE: 3D Create object $05 CA/16B0: 41 Show object $05 CA/16B2: 05 Begin action queue for character $05 (Actor in stot 5), 8 bytes long CA/16B4: D5 Set vehicle/entity's position to (7, 14) CA/16B7: C3 Set vehicle/entity's event speed to fast CA/16B8: E0 Pause for 4 * 15 (60) frames CA/16BA: 88 Move vehicle/entity up 3 tiles CA/16BB: FF End queue CA/16BC: 04 Begin action queue for character $04 (Actor in stot 4), 10 bytes long CA/16BE: 98 Move vehicle/entity up 7 tiles CA/16BF: 1B Do vehicle/entity graphical action $1B CA/16C0: E0 Pause for 4 * 1 (4) frames CA/16C2: 1C Do vehicle/entity graphical action $1C CA/16C3: E0 Pause for 4 * 1 (4) frames CA/16C5: FC Branch 6 bytes backwards ($CA16BF) CA/16C7: FF End queue CA/16C8: 92 Pause for 30 units CA/16C9: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CA/16CB: 80 Move vehicle/entity up 1 tile CA/16CC: A4 Move vehicle/entity right/up 1x2 tiles CA/16CD: CC Turn vehicle/entity up CA/16CE: FF End queue CA/16CF: 09 Begin action queue for character $09 (Actor in stot 9), 4 bytes long (Wait until complete) CA/16D1: 84 Move vehicle/entity up 2 tiles CA/16D2: AB Move vehicle/entity left/up 1x2 tiles CA/16D3: CD Turn vehicle/entity right CA/16D4: FF End queue CA/16D5: 93 Pause for 45 units CA/16D6: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/16D8: 1F Do vehicle/entity graphical action $1F CA/16D9: FF End queue CA/16DA: C0 If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA16EA CA/16E0: 05 Begin action queue for character $05 (Actor in stot 5), 8 bytes long CA/16E2: 1F Do vehicle/entity graphical action $1F CA/16E3: E0 Pause for 4 * 10 (40) frames CA/16E5: 88 Move vehicle/entity up 3 tiles CA/16E6: A3 Move vehicle/entity left/up 1x1 tiles CA/16E7: 80 Move vehicle/entity up 1 tile CA/16E8: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/16E9: FF End queue CA/16EA: B0 Execute the following commands until $B1 2 times CA/16EC: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/16EE: 92 Pause for 30 units CA/16EF: B1 End block of repeating commands CA/16F0: 5E Scroll Layer 2, speed 0 x 230 CA/16F3: C0 If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA1775 CA/16F9: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/16FB: 28 Do vehicle/entity graphical action $28 CA/16FC: FF End queue CA/16FD: 94 Pause for 60 units CA/16FE: 5E Scroll Layer 2, speed 0 x 0 CA/1701: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1703: 5E Scroll Layer 2, speed 0 x 8 CA/1706: 92 Pause for 30 units CA/1707: 5E Scroll Layer 2, speed 0 x 0 CA/170A: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/170C: 09 Do vehicle/entity graphical action $09 (kneeling) CA/170D: FF End queue CA/170E: 92 Pause for 30 units CA/170F: 04 Begin action queue for character $04 (Actor in stot 4), 9 bytes long CA/1711: 1B Do vehicle/entity graphical action $1B CA/1712: E0 Pause for 4 * 1 (4) frames CA/1714: 1C Do vehicle/entity graphical action $1C CA/1715: E0 Pause for 4 * 1 (4) frames CA/1717: FC Branch 6 bytes backwards ($CA1711) CA/1719: FF End queue CA/171A: 92 Pause for 30 units CA/171B: 4B Display dialogue message $0BEE, wait for button press (Show text only) (At bottom of screen) SABIN: I didn't turn my back on the kingdom, big brother… I knew you'd be a better king. I trained hard knowing I might have to help you one day… Now I know why I have these stupid muscles! CA/171E: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1720: 73 Replace current map's Layer 1 at (6, 5) with the following (1 x 3) chunk, refresh immediately CA/1725: $18 CA/1726: $19 CA/1727: $1A CA/1728: 91 Pause for 15 units CA/1729: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CA/172B: 82 Move vehicle/entity down 1 tile CA/172C: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/172D: E0 Pause for 4 * 1 (4) frames CA/172F: 1B Do vehicle/entity graphical action $1B CA/1730: FF End queue CA/1731: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete) CA/1733: DC Make vehicle/entity jump (low) CA/1734: CE Turn vehicle/entity down CA/1735: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/1736: FF End queue CA/1737: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CA/1739: 09 Do vehicle/entity graphical action $09 (kneeling) CA/173A: FF End queue CA/173B: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/173D: 09 Do vehicle/entity graphical action $09 (kneeling) CA/173E: FF End queue CA/173F: 73 Replace current map's Layer 1 at (6, 4) with the following (1 x 3) chunk, refresh immediately CA/1744: $08 CA/1745: $09 CA/1746: $0A CA/1747: 5E Scroll Layer 2, speed 24 x 216 CA/174A: 94 Pause for 60 units CA/174B: 5E Scroll Layer 2, speed 0 x 0 CA/174E: 92 Pause for 30 units CA/174F: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CA/1751: 80 Move vehicle/entity up 1 tile CA/1752: 81 Move vehicle/entity right 1 tile CA/1753: CF Turn vehicle/entity left CA/1754: FF End queue CA/1755: 09 Begin action queue for character $09 (Actor in stot 9), 4 bytes long (Wait until complete) CA/1757: A0 Move vehicle/entity right/up 1x1 tiles CA/1758: 88 Move vehicle/entity up 3 tiles CA/1759: D1 Make vehicle/entity disappear CA/175A: FF End queue CA/175B: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long CA/175D: 81 Move vehicle/entity right 1 tile CA/175E: 80 Move vehicle/entity up 1 tile CA/175F: D1 Make vehicle/entity disappear CA/1760: FF End queue CA/1761: 91 Pause for 15 units CA/1762: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CA/1764: A3 Move vehicle/entity left/up 1x1 tiles CA/1765: 8C Move vehicle/entity up 4 tiles CA/1766: D1 Make vehicle/entity disappear CA/1767: FF End queue CA/1768: 92 Pause for 30 units CA/1769: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/176B: 83 Move vehicle/entity left 1 tile CA/176C: 24 Do vehicle/entity graphical action $24 CA/176D: FF End queue CA/176E: 92 Pause for 30 units CA/176F: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA1834 CA/1775: 04 Begin action queue for character $04 (Actor in stot 4), 11 bytes long CA/1777: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/1778: E0 Pause for 4 * 5 (20) frames CA/177A: C8 Set object layering priority to 2 (low nibble 2) CA/177C: 1F Do vehicle/entity graphical action $1F CA/177D: C7 Set vehicle/entity to stay still when moving CA/177E: C3 Set vehicle/entity's event speed to fast CA/177F: 86 Move vehicle/entity down 2 tiles CA/1780: C6 Set vehicle/entity to walk when moving CA/1781: FF End queue CA/1782: B5 Pause for 15 * 5 (75) units CA/1784: 5E Scroll Layer 2, speed 0 x 0 CA/1787: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1789: 92 Pause for 30 units CA/178A: 09 Begin action queue for character $09 (Actor in stot 9), 7 bytes long (Wait until complete) CA/178C: C8 Set object layering priority to 2 (low nibble 2) CA/178E: 80 Move vehicle/entity up 1 tile CA/178F: 17 Do vehicle/entity graphical action $17 CA/1790: C7 Set vehicle/entity to stay still when moving CA/1791: C0 Set vehicle/entity's event speed to slowest CA/1792: FF End queue CA/1793: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CA/1795: FC Branch 6 bytes backwards ($CA178F) CA/1797: FF End queue CA/1798: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CA/179A: 80 Move vehicle/entity up 1 tile CA/179B: FC Branch 15 bytes backwards ($CA178C) CA/179D: FF End queue CA/179E: 91 Pause for 15 units CA/179F: 48 Display dialogue message $0BED, continue executing commands (Show text only) (At bottom of screen) EDGAR: Where's SABIN when you need him…? CA/17A2: B0 Execute the following commands until $B1 3 times CA/17A4: 5E Scroll Layer 2, speed 4 x 0 CA/17A7: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long CA/17A9: 83 Move vehicle/entity left 1 tile CA/17AA: FF End queue CA/17AB: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CA/17AD: 83 Move vehicle/entity left 1 tile CA/17AE: FF End queue CA/17AF: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/17B1: 83 Move vehicle/entity left 1 tile CA/17B2: FF End queue CA/17B3: 5E Scroll Layer 2, speed 0 x 0 CA/17B6: 09 Begin action queue for character $09 (Actor in stot 9), 7 bytes long CA/17B8: C3 Set vehicle/entity's event speed to fast CA/17B9: C6 Set vehicle/entity to walk when moving CA/17BA: 81 Move vehicle/entity right 1 tile CA/17BB: 17 Do vehicle/entity graphical action $17 CA/17BC: C0 Set vehicle/entity's event speed to slowest CA/17BD: C7 Set vehicle/entity to stay still when moving CA/17BE: FF End queue CA/17BF: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long CA/17C1: FC Branch 9 bytes backwards ($CA17B8) CA/17C3: FF End queue CA/17C4: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/17C6: FC Branch 5 bytes backwards ($CA17C1) CA/17C8: FF End queue CA/17C9: B1 End block of repeating commands CA/17CA: 49 If dialogue window is up, wait for keypress then dismiss CA/17CB: 09 Begin action queue for character $09 (Actor in stot 9), 6 bytes long CA/17CD: 0A Do vehicle/entity graphical action $0A CA/17CE: C6 Set vehicle/entity to walk when moving CA/17CF: C8 Set object layering priority to 0 (low nibble 0) CA/17D1: C2 Set vehicle/entity's event speed to normal CA/17D2: FF End queue CA/17D3: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long CA/17D5: FC Branch 8 bytes backwards ($CA17CD) CA/17D7: FF End queue CA/17D8: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/17DA: FC Branch 5 bytes backwards ($CA17D5) CA/17DC: FF End queue CA/17DD: 5E Scroll Layer 2, speed 32 x 0 CA/17E0: 92 Pause for 30 units CA/17E1: 5E Scroll Layer 2, speed 8 x 208 CA/17E4: 94 Pause for 60 units CA/17E5: 5E Scroll Layer 2, speed 0 x 0 CA/17E8: 92 Pause for 30 units CA/17E9: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/17EB: 84 Move vehicle/entity up 2 tiles CA/17EC: 1B Do vehicle/entity graphical action $1B CA/17ED: FF End queue CA/17EE: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/17F0: CF Turn vehicle/entity left CA/17F1: FF End queue CA/17F2: 91 Pause for 15 units CA/17F3: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/17F5: 1C Do vehicle/entity graphical action $1C CA/17F6: FF End queue CA/17F7: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/17F9: 73 Replace current map's Layer 1 at (6, 4) with the following (2 x 3) chunk, refresh immediately CA/17FE: $08, $09 CA/1800: $0A, $18 CA/1802: $19, $1A CA/1804: 91 Pause for 15 units CA/1805: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long (Wait until complete) CA/1807: 81 Move vehicle/entity right 1 tile CA/1808: 80 Move vehicle/entity up 1 tile CA/1809: FF End queue CA/180A: 91 Pause for 15 units CA/180B: 04 Begin action queue for character $04 (Actor in stot 4), 10 bytes long CA/180D: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/180E: E0 Pause for 4 * 1 (4) frames CA/1810: 64 Do vehicle/entity graphical action $24, flipped horizontally CA/1811: E0 Pause for 4 * 1 (4) frames CA/1813: 65 Do vehicle/entity graphical action $25, flipped horizontally CA/1814: FC Branch 6 bytes backwards ($CA180E) CA/1816: FF End queue CA/1817: 92 Pause for 30 units CA/1818: 4B Display dialogue message $0BEF, wait for button press (Show text only) (At bottom of screen) EDGAR: Ladies first! CA/181B: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/181D: 83 Move vehicle/entity left 1 tile CA/181E: 64 Do vehicle/entity graphical action $24, flipped horizontally CA/181F: FF End queue CA/1820: 92 Pause for 30 units CA/1821: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long CA/1823: 83 Move vehicle/entity left 1 tile CA/1824: CD Turn vehicle/entity right CA/1825: FF End queue CA/1826: 91 Pause for 15 units CA/1827: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CA/1829: 83 Move vehicle/entity left 1 tile CA/182A: 88 Move vehicle/entity up 3 tiles CA/182B: D1 Make vehicle/entity disappear CA/182C: FF End queue CA/182D: 09 Begin action queue for character $09 (Actor in stot 9), 4 bytes long (Wait until complete) CA/182F: 81 Move vehicle/entity right 1 tile CA/1830: 84 Move vehicle/entity up 2 tiles CA/1831: D1 Make vehicle/entity disappear CA/1832: FF End queue CA/1833: 92 Pause for 30 units CA/1834: 5A Fade screen at speed $08 CA/1836: 5C Pause execution until fade in or fade out is complete CA/1837: B2 Call subroutine $CAC97C CA/183B: F9 Pause execution until the music passes through predetermined point $04 CA/183D: BA Play ending cinematic $3C CA/183F: C0 If ($1E80($2FA) [$1EDF, bit 2] is clear), branch to $CA193D CA/1845: E7 Unknown command, parameter $0A CA/1847: 6B Load map $00FE (Ending - Cyan's / Mog's / Gogo's scenes) instantly, (upper bits $0400), place party at (64, 11), facing up CA/184D: 60 Change background layer $0E to palette $0C CA/1850: 61 Colorize color range [$04, $FF] to color $07 CA/1854: 3D Create object $0A CA/1856: 3D Create object $04 CA/1858: 41 Show object $0A CA/185A: 41 Show object $04 CA/185C: B2 Call subroutine $CAC819 CA/1860: 0A Begin action queue for character $0A (Actor in stot 10), 5 bytes long CA/1862: D5 Set vehicle/entity's position to (64, 7) CA/1865: C2 Set vehicle/entity's event speed to normal CA/1866: FF End queue CA/1867: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/1869: D5 Set vehicle/entity's position to (64, 7) CA/186C: C2 Set vehicle/entity's event speed to normal CA/186D: FF End queue CA/186E: 96 Restore screen from fade CA/186F: 94 Pause for 60 units CA/1870: 0A Begin action queue for character $0A (Actor in stot 10), 2 bytes long (Wait until complete) CA/1872: 8A Move vehicle/entity down 3 tiles CA/1873: FF End queue CA/1874: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/1876: 82 Move vehicle/entity down 1 tile CA/1877: FF End queue CA/1878: 91 Pause for 15 units CA/1879: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/187B: 73 Replace current map's Layer 1 at (63, 10) with the following (4 x 3) chunk, refresh immediately CA/1880: $00, $00, $00, $00 CA/1884: $00, $00, $00, $00 CA/1888: $00, $00, $00, $00 CA/188C: 73 Replace current map's Layer 1 at (63, 76) with the following (5 x 3) chunk, refresh immediately CA/1891: $00, $00, $00, $00, $00 CA/1896: $00, $00, $00, $00, $00 CA/189B: $00, $00, $00, $00, $00 CA/18A0: 0A Begin action queue for character $0A (Actor in stot 10), 8 bytes long CA/18A2: 1F Do vehicle/entity graphical action $1F CA/18A3: C7 Set vehicle/entity to stay still when moving CA/18A4: DC Make vehicle/entity jump (low) CA/18A5: 83 Move vehicle/entity left 1 tile CA/18A6: 0F Do vehicle/entity graphical action $0F CA/18A7: C3 Set vehicle/entity's event speed to fast CA/18A8: 82 Move vehicle/entity down 1 tile CA/18A9: FF End queue CA/18AA: 04 Begin action queue for character $04 (Actor in stot 4), 7 bytes long (Wait until complete) CA/18AC: 1F Do vehicle/entity graphical action $1F CA/18AD: C7 Set vehicle/entity to stay still when moving CA/18AE: C3 Set vehicle/entity's event speed to fast CA/18AF: 82 Move vehicle/entity down 1 tile CA/18B0: 17 Do vehicle/entity graphical action $17 CA/18B1: C6 Set vehicle/entity to walk when moving CA/18B2: FF End queue CA/18B3: B5 Pause for 15 * 6 (90) units CA/18B5: 04 Begin action queue for character $04 (Actor in stot 4), 10 bytes long (Wait until complete) CA/18B7: C2 Set vehicle/entity's event speed to normal CA/18B8: C8 Set object layering priority to 2 (low nibble 2) CA/18BA: DD Make vehicle/entity jump (high) CA/18BB: 84 Move vehicle/entity up 2 tiles CA/18BC: 09 Do vehicle/entity graphical action $09 (kneeling) CA/18BD: E0 Pause for 4 * 8 (32) frames CA/18BF: CE Turn vehicle/entity down CA/18C0: FF End queue CA/18C1: 94 Pause for 60 units CA/18C2: 4B Display dialogue message $0BE9, wait for button press (Show text only) (At bottom of screen) MOG: Heeeeelp! Save me! CA/18C5: 04 Begin action queue for character $04 (Actor in stot 4), 36 bytes long CA/18C7: 09 Do vehicle/entity graphical action $09 (kneeling) CA/18C8: E0 Pause for 4 * 3 (12) frames CA/18CA: 24 Do vehicle/entity graphical action $24 CA/18CB: E0 Pause for 4 * 4 (16) frames CA/18CD: 80 Move vehicle/entity up 1 tile CA/18CE: 81 Move vehicle/entity right 1 tile CA/18CF: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/18D0: E0 Pause for 4 * 4 (16) frames CA/18D2: C6 Set vehicle/entity to walk when moving CA/18D3: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/18D4: C3 Set vehicle/entity's event speed to fast CA/18D5: DD Make vehicle/entity jump (high) CA/18D6: 85 Move vehicle/entity right 2 tiles CA/18D7: C8 Set object layering priority to 3 (low nibble 3) CA/18D9: A6 Move vehicle/entity right/down 2x1 tiles CA/18DA: 81 Move vehicle/entity right 1 tile CA/18DB: E0 Pause for 4 * 1 (4) frames CA/18DD: 83 Move vehicle/entity left 1 tile CA/18DE: C6 Set vehicle/entity to walk when moving CA/18DF: C8 Set object layering priority to 0 (low nibble 0) CA/18E1: E0 Pause for 4 * 3 (12) frames CA/18E3: CC Turn vehicle/entity up CA/18E4: E0 Pause for 4 * 2 (8) frames CA/18E6: 1B Do vehicle/entity graphical action $1B CA/18E7: E0 Pause for 4 * 4 (16) frames CA/18E9: 1C Do vehicle/entity graphical action $1C CA/18EA: FF End queue CA/18EB: 35 Pause execution until action queue for object $04 (Actor in stot 4) is complete CA/18ED: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/18EF: 8F Move vehicle/entity left 4 tiles CA/18F0: FF End queue CA/18F1: 91 Pause for 15 units CA/18F2: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/18F4: FC Branch 19 bytes backwards ($CA18E1) CA/18F6: FF End queue CA/18F7: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/18F9: 8E Move vehicle/entity down 4 tiles CA/18FA: FF End queue CA/18FB: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CA/18FD: 88 Move vehicle/entity up 3 tiles CA/18FE: E0 Pause for 4 * 2 (8) frames CA/1900: 99 Move vehicle/entity right 7 tiles CA/1901: FF End queue CA/1902: 0A Begin action queue for character $0A (Actor in stot 10), 9 bytes long (Wait until complete) CA/1904: C8 Set object layering priority to 2 (low nibble 2) CA/1906: 1F Do vehicle/entity graphical action $1F CA/1907: C1 Set vehicle/entity's event speed to slow CA/1908: 88 Move vehicle/entity up 3 tiles CA/1909: E0 Pause for 4 * 2 (8) frames CA/190B: 99 Move vehicle/entity right 7 tiles CA/190C: FF End queue CA/190D: 0A Begin action queue for character $0A (Actor in stot 10), 9 bytes long CA/190F: 1F Do vehicle/entity graphical action $1F CA/1910: E0 Pause for 4 * 1 (4) frames CA/1912: CE Turn vehicle/entity down CA/1913: E0 Pause for 4 * 1 (4) frames CA/1915: FC Branch 6 bytes backwards ($CA190F) CA/1917: FF End queue CA/1918: 91 Pause for 15 units CA/1919: 4B Display dialogue message $0BEA, wait for button press (Show text only) (At bottom of screen) MOG: The hair!! Watch the hair!!! CA/191C: 92 Pause for 30 units CA/191D: 0A Begin action queue for character $0A (Actor in stot 10), 8 bytes long (Wait until complete) CA/191F: C8 Set object layering priority to 0 (low nibble 0) CA/1921: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/1922: E0 Pause for 4 * 3 (12) frames CA/1924: 18 Do vehicle/entity graphical action $18 CA/1925: C6 Set vehicle/entity to walk when moving CA/1926: FF End queue CA/1927: 92 Pause for 30 units CA/1928: 04 Begin action queue for character $04 (Actor in stot 4), 9 bytes long CA/192A: 1D Do vehicle/entity graphical action $1D CA/192B: E0 Pause for 4 * 1 (4) frames CA/192D: 1E Do vehicle/entity graphical action $1E CA/192E: E0 Pause for 4 * 1 (4) frames CA/1930: FC Branch 6 bytes backwards ($CA192A) CA/1932: FF End queue CA/1933: B5 Pause for 15 * 4 (60) units CA/1935: 5A Fade screen at speed $08 CA/1937: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA197A CA/193D: E7 Unknown command, parameter $0A CA/193F: D2 Set event bit $1E80($1C6) [$1EB8, bit 6] CA/1941: 6B Load map $00D3 (Narshe, mountaintop, dark (ending without Mog / without Umaro)) instantly, (upper bits $0400), place party at (12, 7), facing up CA/1947: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/1949: 82 Move vehicle/entity down 1 tile CA/194A: FC Branch 1 bytes backwards ($CA1949) CA/194C: FF End queue CA/194D: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/194F: FC Branch 5 bytes backwards ($CA194A) CA/1951: FF End queue CA/1952: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/1954: FC Branch 5 bytes backwards ($CA194F) CA/1956: FF End queue CA/1957: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/1959: FC Branch 5 bytes backwards ($CA1954) CA/195B: FF End queue CA/195C: 61 Colorize color range [$04, $77] to color $07 CA/1960: B0 Execute the following commands until $B1 6 times CA/1962: 50 Tint screen (cumulative) with color $9F CA/1964: B1 End block of repeating commands CA/1965: 96 Restore screen from fade CA/1966: 30 Begin action queue for character $30 (Camera), 6 bytes long CA/1968: C0 Set vehicle/entity's event speed to slowest CA/1969: 9E Move vehicle/entity down 8 tiles CA/196A: 9E Move vehicle/entity down 8 tiles CA/196B: 9E Move vehicle/entity down 8 tiles CA/196C: 8E Move vehicle/entity down 4 tiles CA/196D: FF End queue CA/196E: B5 Pause for 15 * 96 (1440) units CA/1970: B0 Execute the following commands until $B1 25 times CA/1972: 50 Tint screen (cumulative) with color $9F CA/1974: B1 End block of repeating commands CA/1975: B5 Pause for 15 * 18 (270) units CA/1977: 97 Fade screen to black CA/1978: D3 Clear event bit $1E80($1C6) [$1EB8, bit 6] CA/197A: 5C Pause execution until fade in or fade out is complete CA/197B: 35 Pause execution until action queue for object $30 (Camera) is complete CA/197D: B2 Call subroutine $CAC97C CA/1981: F9 Pause execution until the music passes through predetermined point $05 CA/1983: BA Play ending cinematic $87 CA/1985: C0 If ($1E80($2FD) [$1EDF, bit 5] is clear), branch to $CA1ABD CA/198B: E7 Unknown command, parameter $0D CA/198D: 6B Load map $0100 (Ending - Umaro's scene) instantly, (upper bits $0400), place party at (36, 49), facing up CA/1993: 61 Colorize color range [$04, $FF] to color $07 CA/1997: 3D Create object $0D CA/1999: 3D Create object $06 CA/199B: 3D Create object $09 CA/199D: 41 Show object $0D CA/199F: 41 Show object $06 CA/19A1: 41 Show object $09 CA/19A3: B2 Call subroutine $CAC819 CA/19A7: 0D Begin action queue for character $0D (Actor in stot 13), 5 bytes long CA/19A9: C1 Set vehicle/entity's event speed to slow CA/19AA: D5 Set vehicle/entity's position to (37, 54) CA/19AD: FF End queue CA/19AE: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/19B0: C3 Set vehicle/entity's event speed to fast CA/19B1: D5 Set vehicle/entity's position to (37, 54) CA/19B4: FF End queue CA/19B5: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/19B7: C3 Set vehicle/entity's event speed to fast CA/19B8: D5 Set vehicle/entity's position to (37, 54) CA/19BB: FF End queue CA/19BC: 96 Restore screen from fade CA/19BD: 06 Begin action queue for character $06 (Actor in stot 6), 12 bytes long CA/19BF: 9C Move vehicle/entity up 8 tiles CA/19C0: E0 Pause for 4 * 8 (32) frames CA/19C2: 1B Do vehicle/entity graphical action $1B CA/19C3: E0 Pause for 4 * 1 (4) frames CA/19C5: 1C Do vehicle/entity graphical action $1C CA/19C6: E0 Pause for 4 * 1 (4) frames CA/19C8: FC Branch 6 bytes backwards ($CA19C2) CA/19CA: FF End queue CA/19CB: 93 Pause for 45 units CA/19CC: 09 Begin action queue for character $09 (Actor in stot 9), 7 bytes long (Wait until complete) CA/19CE: 98 Move vehicle/entity up 7 tiles CA/19CF: E0 Pause for 4 * 6 (24) frames CA/19D1: 82 Move vehicle/entity down 1 tile CA/19D2: 83 Move vehicle/entity left 1 tile CA/19D3: CD Turn vehicle/entity right CA/19D4: FF End queue CA/19D5: 0D Begin action queue for character $0D (Actor in stot 13), 5 bytes long CA/19D7: 8C Move vehicle/entity up 4 tiles CA/19D8: E0 Pause for 4 * 4 (16) frames CA/19DA: CE Turn vehicle/entity down CA/19DB: FF End queue CA/19DC: 06 Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete) CA/19DE: C2 Set vehicle/entity's event speed to normal CA/19DF: 86 Move vehicle/entity down 2 tiles CA/19E0: CC Turn vehicle/entity up CA/19E1: C7 Set vehicle/entity to stay still when moving CA/19E2: 0B Do vehicle/entity graphical action $0B CA/19E3: C3 Set vehicle/entity's event speed to fast CA/19E4: 84 Move vehicle/entity up 2 tiles CA/19E5: FF End queue CA/19E6: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/19E8: 06 Begin action queue for character $06 (Actor in stot 6), 7 bytes long (Wait until complete) CA/19EA: C2 Set vehicle/entity's event speed to normal CA/19EB: 82 Move vehicle/entity down 1 tile CA/19EC: C1 Set vehicle/entity's event speed to slow CA/19ED: 82 Move vehicle/entity down 1 tile CA/19EE: 09 Do vehicle/entity graphical action $09 (kneeling) CA/19EF: C6 Set vehicle/entity to walk when moving CA/19F0: FF End queue CA/19F1: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/19F3: C1 Set vehicle/entity's event speed to slow CA/19F4: 82 Move vehicle/entity down 1 tile CA/19F5: FF End queue CA/19F6: 91 Pause for 15 units CA/19F7: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CA/19F9: CE Turn vehicle/entity down CA/19FA: C6 Set vehicle/entity to walk when moving CA/19FB: FF End queue CA/19FC: 91 Pause for 15 units CA/19FD: 35 Pause execution until action queue for object $30 (Camera) is complete CA/19FF: 4B Display dialogue message $0BEB, wait for button press (Show text only) (At bottom of screen) CELES: It won't open! CA/1A02: 92 Pause for 30 units CA/1A03: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/1A05: CE Turn vehicle/entity down CA/1A06: FF End queue CA/1A07: 0D Begin action queue for character $0D (Actor in stot 13), 9 bytes long CA/1A09: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/1A0A: E0 Pause for 4 * 2 (8) frames CA/1A0C: 09 Do vehicle/entity graphical action $09 (kneeling) CA/1A0D: E0 Pause for 4 * 2 (8) frames CA/1A0F: FC Branch 6 bytes backwards ($CA1A09) CA/1A11: FF End queue CA/1A12: 4B Display dialogue message $0BEC, wait for button press (Show text only) (At bottom of screen) UMARO: U'ghaaaa! CA/1A15: 92 Pause for 30 units CA/1A16: B2 Call subroutine $CA1AA6 CA/1A1A: 73 Replace current map's Layer 1 at (35, 47) with the following (4 x 2) chunk, refresh immediately CA/1A1F: $BC, $DC, $CC, $70 CA/1A23: $DC, $20, $FB, $FB CA/1A27: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/1A29: 1F Do vehicle/entity graphical action $1F CA/1A2A: FF End queue CA/1A2B: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/1A2D: 1F Do vehicle/entity graphical action $1F CA/1A2E: FF End queue CA/1A2F: B2 Call subroutine $CA1AB3 CA/1A33: B2 Call subroutine $CA1AA6 CA/1A37: 73 Replace current map's Layer 1 at (32, 48) with the following (3 x 3) chunk, refresh immediately CA/1A3C: $AC, $CC, $C2 CA/1A3F: $BC, $DC, $D2 CA/1A42: $C3, $FB, $FB CA/1A45: B2 Call subroutine $CA1AB3 CA/1A49: B2 Call subroutine $CA1AA6 CA/1A4D: 73 Replace current map's Layer 1 at (30, 48) with the following (4 x 3) chunk, refresh immediately CA/1A52: $D2, $C2, $DA, $FB CA/1A56: $D2, $EA, $FB, $FB CA/1A5A: $FB, $FB, $FB, $32 CA/1A5E: B5 Pause for 15 * 4 (60) units CA/1A60: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/1A62: C2 Set vehicle/entity's event speed to normal CA/1A63: 8F Move vehicle/entity left 4 tiles CA/1A64: FF End queue CA/1A65: 0D Begin action queue for character $0D (Actor in stot 13), 3 bytes long (Wait until complete) CA/1A67: 93 Move vehicle/entity left 5 tiles CA/1A68: CD Turn vehicle/entity right CA/1A69: FF End queue CA/1A6A: 09 Begin action queue for character $09 (Actor in stot 9), 4 bytes long CA/1A6C: 86 Move vehicle/entity down 2 tiles CA/1A6D: 9B Move vehicle/entity left 7 tiles CA/1A6E: 88 Move vehicle/entity up 3 tiles CA/1A6F: FF End queue CA/1A70: 92 Pause for 30 units CA/1A71: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CA/1A73: C3 Set vehicle/entity's event speed to fast CA/1A74: 86 Move vehicle/entity down 2 tiles CA/1A75: 9F Move vehicle/entity left 8 tiles CA/1A76: FF End queue CA/1A77: 35 Pause execution until action queue for object $30 (Camera) is complete CA/1A79: 73 Replace current map's Layer 1 at (28, 45) with the following (2 x 3) chunk, refresh immediately CA/1A7E: $08, $09 CA/1A80: $0A, $18 CA/1A82: $19, $1A CA/1A84: 92 Pause for 30 units CA/1A85: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long CA/1A87: 84 Move vehicle/entity up 2 tiles CA/1A88: D1 Make vehicle/entity disappear CA/1A89: FF End queue CA/1A8A: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CA/1A8C: 94 Move vehicle/entity up 6 tiles CA/1A8D: D1 Make vehicle/entity disappear CA/1A8E: FF End queue CA/1A8F: 0D Begin action queue for character $0D (Actor in stot 13), 9 bytes long CA/1A91: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/1A92: E0 Pause for 4 * 1 (4) frames CA/1A94: 09 Do vehicle/entity graphical action $09 (kneeling) CA/1A95: E0 Pause for 4 * 1 (4) frames CA/1A97: FC Branch 6 bytes backwards ($CA1A91) CA/1A99: FF End queue CA/1A9A: 4B Display dialogue message $0BEC, wait for button press (Show text only) (At bottom of screen) UMARO: U'ghaaaa! CA/1A9D: 94 Pause for 60 units CA/1A9E: 5A Fade screen at speed $08 CA/1AA0: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA1AFA CA/1AA6: 0D Begin action queue for character $0D (Actor in stot 13), 8 bytes long (Wait until complete) CA/1AA8: 0A Do vehicle/entity graphical action $0A CA/1AA9: E0 Pause for 4 * 2 (8) frames CA/1AAB: C3 Set vehicle/entity's event speed to fast CA/1AAC: C7 Set vehicle/entity to stay still when moving CA/1AAD: 87 Move vehicle/entity left 2 tiles CA/1AAE: C6 Set vehicle/entity to walk when moving CA/1AAF: FF End queue CA/1AB0: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1AB2: FE Return CA/1AB3: 92 Pause for 30 units CA/1AB4: 0D Begin action queue for character $0D (Actor in stot 13), 5 bytes long (Wait until complete) CA/1AB6: 81 Move vehicle/entity right 1 tile CA/1AB7: E0 Pause for 4 * 1 (4) frames CA/1AB9: CF Turn vehicle/entity left CA/1ABA: FF End queue CA/1ABB: 91 Pause for 15 units CA/1ABC: FE Return CA/1ABD: E7 Unknown command, parameter $0D CA/1ABF: D2 Set event bit $1E80($1C6) [$1EB8, bit 6] CA/1AC1: 6B Load map $00D3 (Narshe, mountaintop, dark (ending without Mog / without Umaro)) instantly, (upper bits $0400), place party at (12, 7), facing up CA/1AC7: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/1AC9: 82 Move vehicle/entity down 1 tile CA/1ACA: FC Branch 1 bytes backwards ($CA1AC9) CA/1ACC: FF End queue CA/1ACD: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/1ACF: FC Branch 5 bytes backwards ($CA1ACA) CA/1AD1: FF End queue CA/1AD2: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/1AD4: FC Branch 5 bytes backwards ($CA1ACF) CA/1AD6: FF End queue CA/1AD7: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/1AD9: FC Branch 5 bytes backwards ($CA1AD4) CA/1ADB: FF End queue CA/1ADC: 61 Colorize color range [$04, $77] to color $07 CA/1AE0: B0 Execute the following commands until $B1 6 times CA/1AE2: 50 Tint screen (cumulative) with color $9F CA/1AE4: B1 End block of repeating commands CA/1AE5: 96 Restore screen from fade CA/1AE6: 30 Begin action queue for character $30 (Camera), 6 bytes long CA/1AE8: C0 Set vehicle/entity's event speed to slowest CA/1AE9: 9E Move vehicle/entity down 8 tiles CA/1AEA: 9E Move vehicle/entity down 8 tiles CA/1AEB: 9E Move vehicle/entity down 8 tiles CA/1AEC: 8E Move vehicle/entity down 4 tiles CA/1AED: FF End queue CA/1AEE: B5 Pause for 15 * 96 (1440) units CA/1AF0: B0 Execute the following commands until $B1 25 times CA/1AF2: 50 Tint screen (cumulative) with color $9F CA/1AF4: B1 End block of repeating commands CA/1AF5: B5 Pause for 15 * 14 (210) units CA/1AF7: 97 Fade screen to black CA/1AF8: D3 Clear event bit $1E80($1C6) [$1EB8, bit 6] CA/1AFA: 5C Pause execution until fade in or fade out is complete CA/1AFB: 35 Pause execution until action queue for object $30 (Camera) is complete CA/1AFD: B2 Call subroutine $CAC97C CA/1B01: F9 Pause execution until the music passes through predetermined point $06 CA/1B03: BA Play ending cinematic $46 CA/1B05: C0 If ($1E80($2FC) [$1EDF, bit 4] is clear), branch to $CA1D12 CA/1B0B: E7 Unknown command, parameter $0C CA/1B0D: 6B Load map $00FE (Ending - Cyan's / Mog's / Gogo's scenes) instantly, (upper bits $0400), place party at (85, 14), facing up CA/1B13: 60 Change background layer $0E to palette $0D CA/1B16: 61 Colorize color range [$04, $FF] to color $07 CA/1B1A: 73 Replace current map's Layer 1 at (82, 13) with the following (3 x 4) chunk, refresh immediately CA/1B1F: $C4, $C5, $C4 CA/1B22: $C5, $D4, $D5 CA/1B25: $D4, $D5, $42 CA/1B28: $40, $42, $60 CA/1B2B: 73 Replace current map's Layer 1 at (85, 11) with the following (2 x 1) chunk, refresh immediately CA/1B30: $60, $60 CA/1B32: 3D Create object $0C CA/1B34: 41 Show object $0C CA/1B36: 3D Create object $09 CA/1B38: 41 Show object $09 CA/1B3A: 3D Create object $04 CA/1B3C: 41 Show object $04 CA/1B3E: 3D Create object $06 CA/1B40: 41 Show object $06 CA/1B42: 1E Begin action queue for character $1E (NPC $1E), 2 bytes long CA/1B44: 32 Do vehicle/entity graphical action $32 CA/1B45: FF End queue CA/1B46: 0C Begin action queue for character $0C (Actor in stot 12), 5 bytes long CA/1B48: D5 Set vehicle/entity's position to (85, 18) CA/1B4B: C3 Set vehicle/entity's event speed to fast CA/1B4C: FF End queue CA/1B4D: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long CA/1B4F: FC Branch 7 bytes backwards ($CA1B48) CA/1B51: FF End queue CA/1B52: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long CA/1B54: FC Branch 5 bytes backwards ($CA1B4F) CA/1B56: FF End queue CA/1B57: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/1B59: FC Branch 5 bytes backwards ($CA1B54) CA/1B5B: FF End queue CA/1B5C: B2 Call subroutine $CAC819 CA/1B60: 96 Restore screen from fade CA/1B61: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/1B63: C1 Set vehicle/entity's event speed to slow CA/1B64: 80 Move vehicle/entity up 1 tile CA/1B65: FF End queue CA/1B66: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/1B68: 94 Move vehicle/entity up 6 tiles CA/1B69: 81 Move vehicle/entity right 1 tile CA/1B6A: 88 Move vehicle/entity up 3 tiles CA/1B6B: 81 Move vehicle/entity right 1 tile CA/1B6C: FF End queue CA/1B6D: 94 Pause for 60 units CA/1B6E: 0C Begin action queue for character $0C (Actor in stot 12), 2 bytes long CA/1B70: 98 Move vehicle/entity up 7 tiles CA/1B71: FF End queue CA/1B72: 91 Pause for 15 units CA/1B73: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/1B75: 8C Move vehicle/entity up 4 tiles CA/1B76: FF End queue CA/1B77: 91 Pause for 15 units CA/1B78: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long CA/1B7A: 88 Move vehicle/entity up 3 tiles CA/1B7B: A3 Move vehicle/entity left/up 1x1 tiles CA/1B7C: FF End queue CA/1B7D: 35 Pause execution until action queue for object $0C (Actor in stot 12) is complete CA/1B7F: 35 Pause execution until action queue for object $30 (Camera) is complete CA/1B81: 73 Replace current map's Layer 1 at (83, 11) with the following (4 x 4) chunk, refresh immediately CA/1B86: $21, $22, $00, $20 CA/1B8A: $00, $00, $00, $20 CA/1B8E: $00, $C4, $C5, $69 CA/1B92: $00, $D4, $D5, $69 CA/1B96: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1B98: 0C Begin action queue for character $0C (Actor in stot 12), 8 bytes long CA/1B9A: 1F Do vehicle/entity graphical action $1F CA/1B9B: C7 Set vehicle/entity to stay still when moving CA/1B9C: C2 Set vehicle/entity's event speed to normal CA/1B9D: DC Make vehicle/entity jump (low) CA/1B9E: A3 Move vehicle/entity left/up 1x1 tiles CA/1B9F: 28 Do vehicle/entity graphical action $28 CA/1BA0: C6 Set vehicle/entity to walk when moving CA/1BA1: FF End queue CA/1BA2: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long CA/1BA4: 1F Do vehicle/entity graphical action $1F CA/1BA5: FF End queue CA/1BA6: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/1BA8: 1F Do vehicle/entity graphical action $1F CA/1BA9: FF End queue CA/1BAA: 93 Pause for 45 units CA/1BAB: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete) CA/1BAD: 23 Do vehicle/entity graphical action $23 CA/1BAE: E0 Pause for 4 * 8 (32) frames CA/1BB0: 83 Move vehicle/entity left 1 tile CA/1BB1: 82 Move vehicle/entity down 1 tile CA/1BB2: FF End queue CA/1BB3: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/1BB5: C2 Set vehicle/entity's event speed to normal CA/1BB6: 86 Move vehicle/entity down 2 tiles CA/1BB7: FF End queue CA/1BB8: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long CA/1BBA: CC Turn vehicle/entity up CA/1BBB: FF End queue CA/1BBC: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/1BBE: CC Turn vehicle/entity up CA/1BBF: FF End queue CA/1BC0: 92 Pause for 30 units CA/1BC1: 30 Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete) CA/1BC3: 8C Move vehicle/entity up 4 tiles CA/1BC4: FF End queue CA/1BC5: 0C Begin action queue for character $0C (Actor in stot 12), 2 bytes long (Wait until complete) CA/1BC7: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/1BC8: FF End queue CA/1BC9: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/1BCB: 84 Move vehicle/entity up 2 tiles CA/1BCC: FF End queue CA/1BCD: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/1BCF: 5B Do vehicle/entity graphical action $1B, flipped horizontally CA/1BD0: FF End queue CA/1BD1: 91 Pause for 15 units CA/1BD2: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/1BD4: 5C Do vehicle/entity graphical action $1C, flipped horizontally CA/1BD5: FF End queue CA/1BD6: 0C Begin action queue for character $0C (Actor in stot 12), 2 bytes long CA/1BD8: CE Turn vehicle/entity down CA/1BD9: FF End queue CA/1BDA: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/1BDC: C2 Set vehicle/entity's event speed to normal CA/1BDD: 8A Move vehicle/entity down 3 tiles CA/1BDE: FF End queue CA/1BDF: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/1BE1: 86 Move vehicle/entity down 2 tiles CA/1BE2: FF End queue CA/1BE3: 4B Display dialogue message $0BF1, wait for button press (Show text only) (At bottom of screen) CELES: Both buttons have to be pressed simultaneously… CA/1BE6: 35 Pause execution until action queue for object $30 (Camera) is complete CA/1BE8: 09 Begin action queue for character $09 (Actor in stot 9), 8 bytes long CA/1BEA: 80 Move vehicle/entity up 1 tile CA/1BEB: DC Make vehicle/entity jump (low) CA/1BEC: CC Turn vehicle/entity up CA/1BED: E0 Pause for 4 * 6 (24) frames CA/1BEF: FC Branch 4 bytes backwards ($CA1BEB) CA/1BF1: FF End queue CA/1BF2: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/1BF4: 80 Move vehicle/entity up 1 tile CA/1BF5: FF End queue CA/1BF6: 4B Display dialogue message $0BF2, wait for button press (Show text only) (At bottom of screen) SETZER: GOGO! Watch CELES and do exactly what she does! CA/1BF9: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/1BFB: C2 Set vehicle/entity's event speed to normal CA/1BFC: 8C Move vehicle/entity up 4 tiles CA/1BFD: FF End queue CA/1BFE: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long CA/1C00: CC Turn vehicle/entity up CA/1C01: FF End queue CA/1C02: 91 Pause for 15 units CA/1C03: B0 Execute the following commands until $B1 3 times CA/1C05: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CA/1C07: 13 Do vehicle/entity graphical action $13 CA/1C08: FF End queue CA/1C09: 0C Begin action queue for character $0C (Actor in stot 12), 2 bytes long (Wait until complete) CA/1C0B: 13 Do vehicle/entity graphical action $13 CA/1C0C: FF End queue CA/1C0D: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CA/1C0F: CE Turn vehicle/entity down CA/1C10: FF End queue CA/1C11: 0C Begin action queue for character $0C (Actor in stot 12), 2 bytes long (Wait until complete) CA/1C13: CE Turn vehicle/entity down CA/1C14: FF End queue CA/1C15: B1 End block of repeating commands CA/1C16: 92 Pause for 30 units CA/1C17: 06 Begin action queue for character $06 (Actor in stot 6), 28 bytes long CA/1C19: C3 Set vehicle/entity's event speed to fast CA/1C1A: 84 Move vehicle/entity up 2 tiles CA/1C1B: 1B Do vehicle/entity graphical action $1B CA/1C1C: E0 Pause for 4 * 1 (4) frames CA/1C1E: 1C Do vehicle/entity graphical action $1C CA/1C1F: E0 Pause for 4 * 3 (12) frames CA/1C21: 82 Move vehicle/entity down 1 tile CA/1C22: 81 Move vehicle/entity right 1 tile CA/1C23: A0 Move vehicle/entity right/up 1x1 tiles CA/1C24: A0 Move vehicle/entity right/up 1x1 tiles CA/1C25: CC Turn vehicle/entity up CA/1C26: E0 Pause for 4 * 2 (8) frames CA/1C28: 1B Do vehicle/entity graphical action $1B CA/1C29: E0 Pause for 4 * 1 (4) frames CA/1C2B: 1C Do vehicle/entity graphical action $1C CA/1C2C: E0 Pause for 4 * 3 (12) frames CA/1C2E: A2 Move vehicle/entity left/down 1x1 tiles CA/1C2F: A2 Move vehicle/entity left/down 1x1 tiles CA/1C30: 80 Move vehicle/entity up 1 tile CA/1C31: 17 Do vehicle/entity graphical action $17 CA/1C32: E0 Pause for 4 * 4 (16) frames CA/1C34: FF End queue CA/1C35: 0C Begin action queue for character $0C (Actor in stot 12), 28 bytes long CA/1C37: C3 Set vehicle/entity's event speed to fast CA/1C38: 84 Move vehicle/entity up 2 tiles CA/1C39: 1B Do vehicle/entity graphical action $1B CA/1C3A: E0 Pause for 4 * 1 (4) frames CA/1C3C: 1C Do vehicle/entity graphical action $1C CA/1C3D: E0 Pause for 4 * 3 (12) frames CA/1C3F: 82 Move vehicle/entity down 1 tile CA/1C40: 83 Move vehicle/entity left 1 tile CA/1C41: A3 Move vehicle/entity left/up 1x1 tiles CA/1C42: A3 Move vehicle/entity left/up 1x1 tiles CA/1C43: CC Turn vehicle/entity up CA/1C44: E0 Pause for 4 * 2 (8) frames CA/1C46: 1B Do vehicle/entity graphical action $1B CA/1C47: E0 Pause for 4 * 1 (4) frames CA/1C49: 1C Do vehicle/entity graphical action $1C CA/1C4A: E0 Pause for 4 * 3 (12) frames CA/1C4C: A1 Move vehicle/entity right/down 1x1 tiles CA/1C4D: A1 Move vehicle/entity right/down 1x1 tiles CA/1C4E: 80 Move vehicle/entity up 1 tile CA/1C4F: 17 Do vehicle/entity graphical action $17 CA/1C50: E0 Pause for 4 * 4 (16) frames CA/1C52: FF End queue CA/1C53: 35 Pause execution until action queue for object $0C (Actor in stot 12) is complete CA/1C55: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1C57: 30 Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete) CA/1C59: 8A Move vehicle/entity down 3 tiles CA/1C5A: FF End queue CA/1C5B: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1C5D: 73 Replace current map's Layer 1 at (84, 13) with the following (3 x 3) chunk, refresh immediately CA/1C62: $00, $C4, $C5 CA/1C65: $00, $D4, $D5 CA/1C68: $00, $60, $42 CA/1C6B: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long CA/1C6D: D5 Set vehicle/entity's position to (85, 13) CA/1C70: CC Turn vehicle/entity up CA/1C71: FF End queue CA/1C72: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/1C74: D5 Set vehicle/entity's position to (86, 13) CA/1C77: CC Turn vehicle/entity up CA/1C78: FF End queue CA/1C79: 91 Pause for 15 units CA/1C7A: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1C7C: 73 Replace current map's Layer 1 at (85, 12) with the following (4 x 2) chunk, refresh immediately CA/1C81: $C4, $C5, $D4, $D5 CA/1C85: $42, $42, $60, $00 CA/1C89: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long CA/1C8B: D5 Set vehicle/entity's position to (85, 12) CA/1C8E: CC Turn vehicle/entity up CA/1C8F: FF End queue CA/1C90: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/1C92: D5 Set vehicle/entity's position to (86, 12) CA/1C95: CC Turn vehicle/entity up CA/1C96: FF End queue CA/1C97: 91 Pause for 15 units CA/1C98: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1C9A: 73 Replace current map's Layer 1 at (85, 11) with the following (4 x 2) chunk, refresh immediately CA/1C9F: $C4, $C5, $D4, $D5 CA/1CA3: $42, $42, $00, $00 CA/1CA7: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long CA/1CA9: D5 Set vehicle/entity's position to (85, 11) CA/1CAC: CC Turn vehicle/entity up CA/1CAD: FF End queue CA/1CAE: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/1CB0: D5 Set vehicle/entity's position to (86, 11) CA/1CB3: CC Turn vehicle/entity up CA/1CB4: FF End queue CA/1CB5: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/1CB7: 88 Move vehicle/entity up 3 tiles CA/1CB8: FF End queue CA/1CB9: 04 Begin action queue for character $04 (Actor in stot 4), 7 bytes long CA/1CBB: 84 Move vehicle/entity up 2 tiles CA/1CBC: 81 Move vehicle/entity right 1 tile CA/1CBD: A0 Move vehicle/entity right/up 1x1 tiles CA/1CBE: A0 Move vehicle/entity right/up 1x1 tiles CA/1CBF: 81 Move vehicle/entity right 1 tile CA/1CC0: D1 Make vehicle/entity disappear CA/1CC1: FF End queue CA/1CC2: 91 Pause for 15 units CA/1CC3: 09 Begin action queue for character $09 (Actor in stot 9), 4 bytes long (Wait until complete) CA/1CC5: 81 Move vehicle/entity right 1 tile CA/1CC6: FC Branch 11 bytes backwards ($CA1CBB) CA/1CC8: FF End queue CA/1CC9: 06 Begin action queue for character $06 (Actor in stot 6), 13 bytes long CA/1CCB: C2 Set vehicle/entity's event speed to normal CA/1CCC: A2 Move vehicle/entity left/down 1x1 tiles CA/1CCD: CF Turn vehicle/entity left CA/1CCE: E0 Pause for 4 * 3 (12) frames CA/1CD0: CE Turn vehicle/entity down CA/1CD1: E0 Pause for 4 * 8 (32) frames CA/1CD3: 81 Move vehicle/entity right 1 tile CA/1CD4: A0 Move vehicle/entity right/up 1x1 tiles CA/1CD5: A0 Move vehicle/entity right/up 1x1 tiles CA/1CD6: 81 Move vehicle/entity right 1 tile CA/1CD7: FF End queue CA/1CD8: 0C Begin action queue for character $0C (Actor in stot 12), 18 bytes long (Wait until complete) CA/1CDA: C2 Set vehicle/entity's event speed to normal CA/1CDB: A1 Move vehicle/entity right/down 1x1 tiles CA/1CDC: CD Turn vehicle/entity right CA/1CDD: E0 Pause for 4 * 3 (12) frames CA/1CDF: CE Turn vehicle/entity down CA/1CE0: E0 Pause for 4 * 8 (32) frames CA/1CE2: 81 Move vehicle/entity right 1 tile CA/1CE3: E0 Pause for 4 * 1 (4) frames CA/1CE5: 1F Do vehicle/entity graphical action $1F CA/1CE6: E0 Pause for 4 * 4 (16) frames CA/1CE8: C4 Set vehicle/entity's event speed to faster CA/1CE9: 82 Move vehicle/entity down 1 tile CA/1CEA: D1 Make vehicle/entity disappear CA/1CEB: FF End queue CA/1CEC: 35 Pause execution until action queue for object $30 (Camera) is complete CA/1CEE: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/1CF0: C3 Set vehicle/entity's event speed to fast CA/1CF1: 9A Move vehicle/entity down 7 tiles CA/1CF2: FF End queue CA/1CF3: B0 Execute the following commands until $B1 31 times CA/1CF5: 50 Tint screen (cumulative) with color $9F CA/1CF7: B1 End block of repeating commands CA/1CF8: 35 Pause execution until action queue for object $30 (Camera) is complete CA/1CFA: 1E Begin action queue for character $1E (NPC $1E), 12 bytes long CA/1CFC: D5 Set vehicle/entity's position to (85, 17) CA/1CFF: 32 Do vehicle/entity graphical action $32 CA/1D00: E0 Pause for 4 * 1 (4) frames CA/1D02: 72 Do vehicle/entity graphical action $32, flipped horizontally CA/1D03: E0 Pause for 4 * 1 (4) frames CA/1D05: FC Branch 6 bytes backwards ($CA1CFF) CA/1D07: FF End queue CA/1D08: B5 Pause for 15 * 2 (30) units CA/1D0A: 5A Fade screen at speed $08 CA/1D0C: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA1D4E CA/1D12: E7 Unknown command, parameter $0C CA/1D14: D2 Set event bit $1E80($1C6) [$1EB8, bit 6] CA/1D16: 6B Load map $00D4 (Gogo's Lair, bridges, dark (ending without Gogo)) instantly, (upper bits $0400), place party at (89, 30), facing up CA/1D1C: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/1D1E: 81 Move vehicle/entity right 1 tile CA/1D1F: FC Branch 1 bytes backwards ($CA1D1E) CA/1D21: FF End queue CA/1D22: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/1D24: FC Branch 5 bytes backwards ($CA1D1F) CA/1D26: FF End queue CA/1D27: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/1D29: FC Branch 5 bytes backwards ($CA1D24) CA/1D2B: FF End queue CA/1D2C: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/1D2E: FC Branch 5 bytes backwards ($CA1D29) CA/1D30: FF End queue CA/1D31: 61 Colorize color range [$04, $77] to color $07 CA/1D35: B0 Execute the following commands until $B1 2 times CA/1D37: 50 Tint screen (cumulative) with color $9F CA/1D39: B1 End block of repeating commands CA/1D3A: 96 Restore screen from fade CA/1D3B: 30 Begin action queue for character $30 (Camera), 6 bytes long CA/1D3D: C0 Set vehicle/entity's event speed to slowest CA/1D3E: 9D Move vehicle/entity right 8 tiles CA/1D3F: 9D Move vehicle/entity right 8 tiles CA/1D40: 9D Move vehicle/entity right 8 tiles CA/1D41: 81 Move vehicle/entity right 1 tile CA/1D42: FF End queue CA/1D43: B5 Pause for 15 * 88 (1320) units CA/1D45: B0 Execute the following commands until $B1 29 times CA/1D47: 50 Tint screen (cumulative) with color $9F CA/1D49: B1 End block of repeating commands CA/1D4A: 94 Pause for 60 units CA/1D4B: 97 Fade screen to black CA/1D4C: D3 Clear event bit $1E80($1C6) [$1EB8, bit 6] CA/1D4E: 5C Pause execution until fade in or fade out is complete CA/1D4F: 35 Pause execution until action queue for object $30 (Camera) is complete CA/1D51: B2 Call subroutine $CAC97C CA/1D55: F9 Pause execution until the music passes through predetermined point $07 CA/1D57: BA Play ending cinematic $50 CA/1D59: C0 If ($1E80($2FB) [$1EDF, bit 3] is clear), branch to $CA1ED5 CA/1D5F: E7 Unknown command, parameter $0B CA/1D61: 6B Load map $0105 (Ending - Gau's / Shadow's / Strago's scenes) instantly, (upper bits $0400), place party at (12, 29), facing up CA/1D67: 60 Change background layer $0E to palette $13 CA/1D6A: 61 Colorize color range [$04, $FF] to color $07 CA/1D6E: 3D Create object $0B CA/1D70: 41 Show object $0B CA/1D72: 3D Create object $06 CA/1D74: 41 Show object $06 CA/1D76: 3D Create object $04 CA/1D78: 41 Show object $04 CA/1D7A: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/1D7C: D5 Set vehicle/entity's position to (19, 20) CA/1D7F: C3 Set vehicle/entity's event speed to fast CA/1D80: FF End queue CA/1D81: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/1D83: D5 Set vehicle/entity's position to (19, 20) CA/1D86: C3 Set vehicle/entity's event speed to fast CA/1D87: FF End queue CA/1D88: 0B Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete) CA/1D8A: D5 Set vehicle/entity's position to (19, 20) CA/1D8D: C3 Set vehicle/entity's event speed to fast CA/1D8E: FF End queue CA/1D8F: B2 Call subroutine $CAC819 CA/1D93: 96 Restore screen from fade CA/1D94: 06 Begin action queue for character $06 (Actor in stot 6), 9 bytes long CA/1D96: 8A Move vehicle/entity down 3 tiles CA/1D97: A2 Move vehicle/entity left/down 1x1 tiles CA/1D98: A2 Move vehicle/entity left/down 1x1 tiles CA/1D99: A2 Move vehicle/entity left/down 1x1 tiles CA/1D9A: 97 Move vehicle/entity left 6 tiles CA/1D9B: E0 Pause for 4 * 8 (32) frames CA/1D9D: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/1D9E: FF End queue CA/1D9F: 92 Pause for 30 units CA/1DA0: 0B Begin action queue for character $0B (Actor in stot 11), 10 bytes long CA/1DA2: 8A Move vehicle/entity down 3 tiles CA/1DA3: A2 Move vehicle/entity left/down 1x1 tiles CA/1DA4: A2 Move vehicle/entity left/down 1x1 tiles CA/1DA5: A2 Move vehicle/entity left/down 1x1 tiles CA/1DA6: 87 Move vehicle/entity left 2 tiles CA/1DA7: 82 Move vehicle/entity down 1 tile CA/1DA8: E0 Pause for 4 * 10 (40) frames CA/1DAA: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/1DAB: FF End queue CA/1DAC: 92 Pause for 30 units CA/1DAD: 04 Begin action queue for character $04 (Actor in stot 4), 13 bytes long (Wait until complete) CA/1DAF: 8A Move vehicle/entity down 3 tiles CA/1DB0: A2 Move vehicle/entity left/down 1x1 tiles CA/1DB1: A2 Move vehicle/entity left/down 1x1 tiles CA/1DB2: A2 Move vehicle/entity left/down 1x1 tiles CA/1DB3: 8F Move vehicle/entity left 4 tiles CA/1DB4: 1F Do vehicle/entity graphical action $1F CA/1DB5: E0 Pause for 4 * 3 (12) frames CA/1DB7: CF Turn vehicle/entity left CA/1DB8: E0 Pause for 4 * 6 (24) frames CA/1DBA: CD Turn vehicle/entity right CA/1DBB: FF End queue CA/1DBC: 93 Pause for 45 units CA/1DBD: 35 Pause execution until action queue for object $0B (Actor in stot 11) is complete CA/1DBF: 0B Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete) CA/1DC1: CF Turn vehicle/entity left CA/1DC2: E0 Pause for 4 * 4 (16) frames CA/1DC4: CC Turn vehicle/entity up CA/1DC5: FF End queue CA/1DC6: 4B Display dialogue message $0BF0, wait for button press (Show text only) (At bottom of screen) GAU: GAU find short cut! CA/1DC9: 0B Begin action queue for character $0B (Actor in stot 11), 15 bytes long (Wait until complete) CA/1DCB: C2 Set vehicle/entity's event speed to normal CA/1DCC: 81 Move vehicle/entity right 1 tile CA/1DCD: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/1DCE: E0 Pause for 4 * 8 (32) frames CA/1DD0: C7 Set vehicle/entity to stay still when moving CA/1DD1: C8 Set object layering priority to 2 (low nibble 2) CA/1DD3: DC Make vehicle/entity jump (low) CA/1DD4: 81 Move vehicle/entity right 1 tile CA/1DD5: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/1DD6: E0 Pause for 4 * 8 (32) frames CA/1DD8: 09 Do vehicle/entity graphical action $09 (kneeling) CA/1DD9: FF End queue CA/1DDA: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1DDC: 30 Begin action queue for character $30 (Camera), 8 bytes long CA/1DDE: C3 Set vehicle/entity's event speed to fast CA/1DDF: 9E Move vehicle/entity down 8 tiles CA/1DE0: 9E Move vehicle/entity down 8 tiles CA/1DE1: C2 Set vehicle/entity's event speed to normal CA/1DE2: 9E Move vehicle/entity down 8 tiles CA/1DE3: C1 Set vehicle/entity's event speed to slow CA/1DE4: A7 Move vehicle/entity right/down 1x2 tiles CA/1DE5: FF End queue CA/1DE6: 11 Begin action queue for character $11 (NPC $11), 21 bytes long CA/1DE8: DD Make vehicle/entity jump (high) CA/1DE9: A8 Move vehicle/entity left/down 1x2 tiles CA/1DEA: A8 Move vehicle/entity left/down 1x2 tiles CA/1DEB: DD Make vehicle/entity jump (high) CA/1DEC: 8E Move vehicle/entity down 4 tiles CA/1DED: DD Make vehicle/entity jump (high) CA/1DEE: A8 Move vehicle/entity left/down 1x2 tiles CA/1DEF: A8 Move vehicle/entity left/down 1x2 tiles CA/1DF0: DD Make vehicle/entity jump (high) CA/1DF1: A7 Move vehicle/entity right/down 1x2 tiles CA/1DF2: A7 Move vehicle/entity right/down 1x2 tiles CA/1DF3: DD Make vehicle/entity jump (high) CA/1DF4: A7 Move vehicle/entity right/down 1x2 tiles CA/1DF5: A7 Move vehicle/entity right/down 1x2 tiles CA/1DF6: DD Make vehicle/entity jump (high) CA/1DF7: A8 Move vehicle/entity left/down 1x2 tiles CA/1DF8: A8 Move vehicle/entity left/down 1x2 tiles CA/1DF9: DC Make vehicle/entity jump (low) CA/1DFA: A2 Move vehicle/entity left/down 1x1 tiles CA/1DFB: A2 Move vehicle/entity left/down 1x1 tiles CA/1DFC: FF End queue CA/1DFD: 12 Begin action queue for character $12 (NPC $12), 22 bytes long CA/1DFF: DD Make vehicle/entity jump (high) CA/1E00: 8E Move vehicle/entity down 4 tiles CA/1E01: C2 Set vehicle/entity's event speed to normal CA/1E02: DD Make vehicle/entity jump (high) CA/1E03: A2 Move vehicle/entity left/down 1x1 tiles CA/1E04: A2 Move vehicle/entity left/down 1x1 tiles CA/1E05: DD Make vehicle/entity jump (high) CA/1E06: A7 Move vehicle/entity right/down 1x2 tiles CA/1E07: DD Make vehicle/entity jump (high) CA/1E08: A7 Move vehicle/entity right/down 1x2 tiles CA/1E09: A8 Move vehicle/entity left/down 1x2 tiles CA/1E0A: A2 Move vehicle/entity left/down 1x1 tiles CA/1E0B: DD Make vehicle/entity jump (high) CA/1E0C: A6 Move vehicle/entity right/down 2x1 tiles CA/1E0D: DD Make vehicle/entity jump (high) CA/1E0E: 92 Move vehicle/entity down 5 tiles CA/1E0F: A7 Move vehicle/entity right/down 1x2 tiles CA/1E10: A7 Move vehicle/entity right/down 1x2 tiles CA/1E11: A7 Move vehicle/entity right/down 1x2 tiles CA/1E12: DD Make vehicle/entity jump (high) CA/1E13: 87 Move vehicle/entity left 2 tiles CA/1E14: FF End queue CA/1E15: 13 Begin action queue for character $13 (NPC $13), 25 bytes long CA/1E17: DC Make vehicle/entity jump (low) CA/1E18: A1 Move vehicle/entity right/down 1x1 tiles CA/1E19: A1 Move vehicle/entity right/down 1x1 tiles CA/1E1A: DD Make vehicle/entity jump (high) CA/1E1B: A9 Move vehicle/entity left/down 2x1 tiles CA/1E1C: A9 Move vehicle/entity left/down 2x1 tiles CA/1E1D: DD Make vehicle/entity jump (high) CA/1E1E: A7 Move vehicle/entity right/down 1x2 tiles CA/1E1F: A7 Move vehicle/entity right/down 1x2 tiles CA/1E20: DD Make vehicle/entity jump (high) CA/1E21: 8E Move vehicle/entity down 4 tiles CA/1E22: DC Make vehicle/entity jump (low) CA/1E23: A2 Move vehicle/entity left/down 1x1 tiles CA/1E24: A2 Move vehicle/entity left/down 1x1 tiles CA/1E25: DD Make vehicle/entity jump (high) CA/1E26: A6 Move vehicle/entity right/down 2x1 tiles CA/1E27: A7 Move vehicle/entity right/down 1x2 tiles CA/1E28: DD Make vehicle/entity jump (high) CA/1E29: A8 Move vehicle/entity left/down 1x2 tiles CA/1E2A: A8 Move vehicle/entity left/down 1x2 tiles CA/1E2B: DD Make vehicle/entity jump (high) CA/1E2C: A7 Move vehicle/entity right/down 1x2 tiles CA/1E2D: A7 Move vehicle/entity right/down 1x2 tiles CA/1E2E: 82 Move vehicle/entity down 1 tile CA/1E2F: FF End queue CA/1E30: 10 Begin action queue for character $10 (NPC $10), 19 bytes long CA/1E32: DD Make vehicle/entity jump (high) CA/1E33: 8E Move vehicle/entity down 4 tiles CA/1E34: DC Make vehicle/entity jump (low) CA/1E35: A8 Move vehicle/entity left/down 1x2 tiles CA/1E36: DD Make vehicle/entity jump (high) CA/1E37: A7 Move vehicle/entity right/down 1x2 tiles CA/1E38: A7 Move vehicle/entity right/down 1x2 tiles CA/1E39: DC Make vehicle/entity jump (low) CA/1E3A: A8 Move vehicle/entity left/down 1x2 tiles CA/1E3B: DD Make vehicle/entity jump (high) CA/1E3C: 9E Move vehicle/entity down 8 tiles CA/1E3D: DD Make vehicle/entity jump (high) CA/1E3E: A7 Move vehicle/entity right/down 1x2 tiles CA/1E3F: A7 Move vehicle/entity right/down 1x2 tiles CA/1E40: DD Make vehicle/entity jump (high) CA/1E41: 8E Move vehicle/entity down 4 tiles CA/1E42: DC Make vehicle/entity jump (low) CA/1E43: A3 Move vehicle/entity left/up 1x1 tiles CA/1E44: FF End queue CA/1E45: 0B Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete) CA/1E47: C3 Set vehicle/entity's event speed to fast CA/1E48: FC Branch 22 bytes backwards ($CA1E32) CA/1E4A: FF End queue CA/1E4B: 35 Pause execution until action queue for object $30 (Camera) is complete CA/1E4D: 94 Pause for 60 units CA/1E4E: 06 Begin action queue for character $06 (Actor in stot 6), 9 bytes long (Wait until complete) CA/1E50: D5 Set vehicle/entity's position to (18, 49) CA/1E53: 8A Move vehicle/entity down 3 tiles CA/1E54: 1F Do vehicle/entity graphical action $1F CA/1E55: E0 Pause for 4 * 2 (8) frames CA/1E57: CE Turn vehicle/entity down CA/1E58: FF End queue CA/1E59: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CA/1E5B: D5 Set vehicle/entity's position to (17, 48) CA/1E5E: FC Branch 11 bytes backwards ($CA1E53) CA/1E60: FF End queue CA/1E61: 0B Begin action queue for character $0B (Actor in stot 11), 14 bytes long (Wait until complete) CA/1E63: 17 Do vehicle/entity graphical action $17 CA/1E64: E0 Pause for 4 * 6 (24) frames CA/1E66: DD Make vehicle/entity jump (high) CA/1E67: CC Turn vehicle/entity up CA/1E68: 17 Do vehicle/entity graphical action $17 CA/1E69: E0 Pause for 4 * 8 (32) frames CA/1E6B: DD Make vehicle/entity jump (high) CA/1E6C: CC Turn vehicle/entity up CA/1E6D: 17 Do vehicle/entity graphical action $17 CA/1E6E: E0 Pause for 4 * 8 (32) frames CA/1E70: FF End queue CA/1E71: 4B Display dialogue message $0BF0, wait for button press (Show text only) (At bottom of screen) GAU: GAU find short cut! CA/1E74: 94 Pause for 60 units CA/1E75: 0B Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete) CA/1E77: C6 Set vehicle/entity to walk when moving CA/1E78: A5 Move vehicle/entity right/up 2x1 tiles CA/1E79: 84 Move vehicle/entity up 2 tiles CA/1E7A: 83 Move vehicle/entity left 1 tile CA/1E7B: CE Turn vehicle/entity down CA/1E7C: FF End queue CA/1E7D: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CA/1E7F: 1F Do vehicle/entity graphical action $1F CA/1E80: C8 Set object layering priority to 2 (low nibble 2) CA/1E82: FF End queue CA/1E83: 0B Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete) CA/1E85: 09 Do vehicle/entity graphical action $09 (kneeling) CA/1E86: E0 Pause for 4 * 2 (8) frames CA/1E88: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/1E89: FF End queue CA/1E8A: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete) CA/1E8C: C2 Set vehicle/entity's event speed to normal CA/1E8D: C7 Set vehicle/entity to stay still when moving CA/1E8E: 1F Do vehicle/entity graphical action $1F CA/1E8F: DC Make vehicle/entity jump (low) CA/1E90: 82 Move vehicle/entity down 1 tile CA/1E91: FF End queue CA/1E92: 06 Begin action queue for character $06 (Actor in stot 6), 11 bytes long CA/1E94: DD Make vehicle/entity jump (high) CA/1E95: 86 Move vehicle/entity down 2 tiles CA/1E96: DD Make vehicle/entity jump (high) CA/1E97: A7 Move vehicle/entity right/down 1x2 tiles CA/1E98: DD Make vehicle/entity jump (high) CA/1E99: 86 Move vehicle/entity down 2 tiles CA/1E9A: DD Make vehicle/entity jump (high) CA/1E9B: A8 Move vehicle/entity left/down 1x2 tiles CA/1E9C: DD Make vehicle/entity jump (high) CA/1E9D: A8 Move vehicle/entity left/down 1x2 tiles CA/1E9E: FF End queue CA/1E9F: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CA/1EA1: C2 Set vehicle/entity's event speed to normal CA/1EA2: FC Branch 14 bytes backwards ($CA1E94) CA/1EA4: FF End queue CA/1EA5: 95 Pause for 120 units CA/1EA6: 0B Begin action queue for character $0B (Actor in stot 11), 9 bytes long (Wait until complete) CA/1EA8: 86 Move vehicle/entity down 2 tiles CA/1EA9: 09 Do vehicle/entity graphical action $09 (kneeling) CA/1EAA: E0 Pause for 4 * 4 (16) frames CA/1EAC: 0F Do vehicle/entity graphical action $0F CA/1EAD: DC Make vehicle/entity jump (low) CA/1EAE: A2 Move vehicle/entity left/down 1x1 tiles CA/1EAF: 09 Do vehicle/entity graphical action $09 (kneeling) CA/1EB0: FF End queue CA/1EB1: 0B Begin action queue for character $0B (Actor in stot 11), 8 bytes long CA/1EB3: DC Make vehicle/entity jump (low) CA/1EB4: 86 Move vehicle/entity down 2 tiles CA/1EB5: DD Make vehicle/entity jump (high) CA/1EB6: A9 Move vehicle/entity left/down 2x1 tiles CA/1EB7: A9 Move vehicle/entity left/down 2x1 tiles CA/1EB8: DC Make vehicle/entity jump (low) CA/1EB9: A9 Move vehicle/entity left/down 2x1 tiles CA/1EBA: FF End queue CA/1EBB: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CA/1EBD: C3 Set vehicle/entity's event speed to fast CA/1EBE: FC Branch 11 bytes backwards ($CA1EB3) CA/1EC0: FF End queue CA/1EC1: 91 Pause for 15 units CA/1EC2: 5A Fade screen at speed $08 CA/1EC4: 5C Pause execution until fade in or fade out is complete CA/1EC5: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CA/1EC7: C6 Set vehicle/entity to walk when moving CA/1EC8: C8 Set object layering priority to 0 (low nibble 0) CA/1ECA: FF End queue CA/1ECB: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CA/1ECD: C6 Set vehicle/entity to walk when moving CA/1ECE: FF End queue CA/1ECF: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA1F0B CA/1ED5: E7 Unknown command, parameter $0B CA/1ED7: D2 Set event bit $1E80($1C6) [$1EB8, bit 6] CA/1ED9: 6B Load map $00D5 (Crescent Mountain, caves, dark (ending without Gau)) instantly, (upper bits $0400), place party at (26, 20), facing up CA/1EDF: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/1EE1: 83 Move vehicle/entity left 1 tile CA/1EE2: FC Branch 1 bytes backwards ($CA1EE1) CA/1EE4: FF End queue CA/1EE5: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/1EE7: FC Branch 5 bytes backwards ($CA1EE2) CA/1EE9: FF End queue CA/1EEA: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/1EEC: FC Branch 5 bytes backwards ($CA1EE7) CA/1EEE: FF End queue CA/1EEF: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/1EF1: FC Branch 5 bytes backwards ($CA1EEC) CA/1EF3: FF End queue CA/1EF4: 61 Colorize color range [$04, $77] to color $07 CA/1EF8: B0 Execute the following commands until $B1 2 times CA/1EFA: 50 Tint screen (cumulative) with color $9F CA/1EFC: B1 End block of repeating commands CA/1EFD: 96 Restore screen from fade CA/1EFE: 30 Begin action queue for character $30 (Camera), 6 bytes long CA/1F00: C0 Set vehicle/entity's event speed to slowest CA/1F01: 9F Move vehicle/entity left 8 tiles CA/1F02: 9F Move vehicle/entity left 8 tiles CA/1F03: 9F Move vehicle/entity left 8 tiles CA/1F04: 83 Move vehicle/entity left 1 tile CA/1F05: FF End queue CA/1F06: B5 Pause for 15 * 104 (1560) units CA/1F08: 97 Fade screen to black CA/1F09: D3 Clear event bit $1E80($1C6) [$1EB8, bit 6] CA/1F0B: 5C Pause execution until fade in or fade out is complete CA/1F0C: 35 Pause execution until action queue for object $30 (Camera) is complete CA/1F0E: B2 Call subroutine $CAC97C CA/1F12: F9 Pause execution until the music passes through predetermined point $08 CA/1F14: BA Play ending cinematic $64 CA/1F16: 6B Load map $0104 (Ending - Locke and Celes' scene (with or without Locke)) instantly, (upper bits $0400), place party at (8, 10), facing up CA/1F1C: 60 Change background layer $0E to palette $08 CA/1F1F: 61 Colorize color range [$04, $FF] to color $07 CA/1F23: 3D Create object $06 CA/1F25: 41 Show object $06 CA/1F27: 3D Create object $09 CA/1F29: 41 Show object $09 CA/1F2B: 3D Create object $04 CA/1F2D: 41 Show object $04 CA/1F2F: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/1F31: D5 Set vehicle/entity's position to (0, 8) CA/1F34: C3 Set vehicle/entity's event speed to fast CA/1F35: FF End queue CA/1F36: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long CA/1F38: D5 Set vehicle/entity's position to (0, 8) CA/1F3B: C3 Set vehicle/entity's event speed to fast CA/1F3C: FF End queue CA/1F3D: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/1F3F: D5 Set vehicle/entity's position to (0, 8) CA/1F42: C3 Set vehicle/entity's event speed to fast CA/1F43: FF End queue CA/1F44: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA1F61 CA/1F4A: 3D Create object $01 CA/1F4C: 41 Show object $01 CA/1F4E: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CA/1F50: D5 Set vehicle/entity's position to (0, 8) CA/1F53: C3 Set vehicle/entity's event speed to fast CA/1F54: FF End queue CA/1F55: 01 Begin action queue for character $01 (Actor in stot 1), 10 bytes long CA/1F57: E0 Pause for 4 * 48 (192) frames CA/1F59: 91 Move vehicle/entity right 5 tiles CA/1F5A: DC Make vehicle/entity jump (low) CA/1F5B: A5 Move vehicle/entity right/up 2x1 tiles CA/1F5C: 8D Move vehicle/entity right 4 tiles CA/1F5D: E0 Pause for 4 * 1 (4) frames CA/1F5F: 23 Do vehicle/entity graphical action $23 CA/1F60: FF End queue CA/1F61: B2 Call subroutine $CAC819 CA/1F65: 96 Restore screen from fade CA/1F66: 11 Begin action queue for character $11 (NPC $11), 8 bytes long CA/1F68: 91 Move vehicle/entity right 5 tiles CA/1F69: 80 Move vehicle/entity up 1 tile CA/1F6A: 95 Move vehicle/entity right 6 tiles CA/1F6B: 80 Move vehicle/entity up 1 tile CA/1F6C: 89 Move vehicle/entity right 3 tiles CA/1F6D: 86 Move vehicle/entity down 2 tiles CA/1F6E: 9D Move vehicle/entity right 8 tiles CA/1F6F: FF End queue CA/1F70: B5 Pause for 15 * 8 (120) units CA/1F72: 04 Begin action queue for character $04 (Actor in stot 4), 7 bytes long CA/1F74: 91 Move vehicle/entity right 5 tiles CA/1F75: 80 Move vehicle/entity up 1 tile CA/1F76: 95 Move vehicle/entity right 6 tiles CA/1F77: 80 Move vehicle/entity up 1 tile CA/1F78: 85 Move vehicle/entity right 2 tiles CA/1F79: CE Turn vehicle/entity down CA/1F7A: FF End queue CA/1F7B: B5 Pause for 15 * 10 (150) units CA/1F7D: 09 Begin action queue for character $09 (Actor in stot 9), 9 bytes long CA/1F7F: 91 Move vehicle/entity right 5 tiles CA/1F80: 80 Move vehicle/entity up 1 tile CA/1F81: 81 Move vehicle/entity right 1 tile CA/1F82: A6 Move vehicle/entity right/down 2x1 tiles CA/1F83: 89 Move vehicle/entity right 3 tiles CA/1F84: E0 Pause for 4 * 5 (20) frames CA/1F86: 09 Do vehicle/entity graphical action $09 (kneeling) CA/1F87: FF End queue CA/1F88: B5 Pause for 15 * 10 (150) units CA/1F8A: 06 Begin action queue for character $06 (Actor in stot 6), 8 bytes long CA/1F8C: 91 Move vehicle/entity right 5 tiles CA/1F8D: 80 Move vehicle/entity up 1 tile CA/1F8E: 85 Move vehicle/entity right 2 tiles CA/1F8F: C7 Set vehicle/entity to stay still when moving CA/1F90: 1F Do vehicle/entity graphical action $1F CA/1F91: C1 Set vehicle/entity's event speed to slow CA/1F92: 81 Move vehicle/entity right 1 tile CA/1F93: FF End queue CA/1F94: 93 Pause for 45 units CA/1F95: 3D Create object $10 CA/1F97: 45 Refresh objects CA/1F98: 41 Show object $10 CA/1F9A: 35 Pause execution until action queue for object $06 (Actor in stot 6) is complete CA/1F9C: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/1F9E: 0F Do vehicle/entity graphical action $0F CA/1F9F: E0 Pause for 4 * 3 (12) frames CA/1FA1: 0A Do vehicle/entity graphical action $0A CA/1FA2: FF End queue CA/1FA3: 92 Pause for 30 units CA/1FA4: 4B Display dialogue message $0BF3, wait for button press (Show text only) (At bottom of screen) Come on! This floor's about to break apart! CA/1FA7: B0 Execute the following commands until $B1 3 times CA/1FA9: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/1FAB: 55 Do vehicle/entity graphical action $15, flipped horizontally CA/1FAC: FF End queue CA/1FAD: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/1FAF: CD Turn vehicle/entity right CA/1FB0: FF End queue CA/1FB1: B1 End block of repeating commands CA/1FB2: 91 Pause for 15 units CA/1FB3: 06 Begin action queue for character $06 (Actor in stot 6), 7 bytes long (Wait until complete) CA/1FB5: C6 Set vehicle/entity to walk when moving CA/1FB6: C3 Set vehicle/entity's event speed to fast CA/1FB7: 8B Move vehicle/entity left 3 tiles CA/1FB8: E0 Pause for 4 * 4 (16) frames CA/1FBA: 09 Do vehicle/entity graphical action $09 (kneeling) CA/1FBB: FF End queue CA/1FBC: 92 Pause for 30 units CA/1FBD: 3E Delete object $10 CA/1FBF: 93 Pause for 45 units CA/1FC0: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/1FC2: CE Turn vehicle/entity down CA/1FC3: E0 Pause for 4 * 4 (16) frames CA/1FC5: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/1FC6: FF End queue CA/1FC7: 93 Pause for 45 units CA/1FC8: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long CA/1FCA: C7 Set vehicle/entity to stay still when moving CA/1FCB: C2 Set vehicle/entity's event speed to normal CA/1FCC: DD Make vehicle/entity jump (high) CA/1FCD: CE Turn vehicle/entity down CA/1FCE: 1F Do vehicle/entity graphical action $1F CA/1FCF: FF End queue CA/1FD0: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1FD2: 74 Replace current map's Layer 2 at (0, 7) with the following (3 x 2) chunk CA/1FD7: $00, $00, $00 CA/1FDA: $00, $00, $00 CA/1FDD: 74 Replace current map's Layer 2 at (0, 71) with the following (3 x 2) chunk CA/1FE2: $A2, $A3, $B2 CA/1FE5: $B3, $17, $18 CA/1FE8: 75 Refresh map after alteration CA/1FE9: 5E Scroll Layer 2, speed 0 x 248 CA/1FEC: 92 Pause for 30 units CA/1FED: 5E Scroll Layer 2, speed 0 x 0 CA/1FF0: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1FF2: 74 Replace current map's Layer 2 at (2, 7) with the following (4 x 2) chunk CA/1FF7: $00, $00, $00, $00 CA/1FFB: $00, $00, $00, $00 CA/1FFF: 74 Replace current map's Layer 2 at (2, 70) with the following (4 x 2) chunk CA/2004: $00, $B2, $A2, $A3 CA/2008: $B2, $B3, $17, $18 CA/200C: 75 Refresh map after alteration CA/200D: 5E Scroll Layer 2, speed 0 x 248 CA/2010: 92 Pause for 30 units CA/2011: 06 Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete) CA/2013: CF Turn vehicle/entity left CA/2014: E0 Pause for 4 * 3 (12) frames CA/2016: CE Turn vehicle/entity down CA/2017: E0 Pause for 4 * 2 (8) frames CA/2019: 20 Do vehicle/entity graphical action $20 CA/201A: FF End queue CA/201B: 5E Scroll Layer 2, speed 0 x 0 CA/201E: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/2020: 74 Replace current map's Layer 2 at (4, 7) with the following (3 x 2) chunk CA/2025: $00, $00, $00 CA/2028: $00, $00, $00 CA/202B: 74 Replace current map's Layer 2 at (4, 68) with the following (3 x 2) chunk CA/2030: $A2, $A3, $B2 CA/2033: $B3, $17, $18 CA/2036: 75 Refresh map after alteration CA/2037: 06 Begin action queue for character $06 (Actor in stot 6), 10 bytes long CA/2039: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/203A: C7 Set vehicle/entity to stay still when moving CA/203B: C1 Set vehicle/entity's event speed to slow CA/203C: 86 Move vehicle/entity down 2 tiles CA/203D: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/203E: DC Make vehicle/entity jump (low) CA/203F: C2 Set vehicle/entity's event speed to normal CA/2040: 81 Move vehicle/entity right 1 tile CA/2041: 17 Do vehicle/entity graphical action $17 CA/2042: FF End queue CA/2043: 5E Scroll Layer 2, speed 0 x 248 CA/2046: 94 Pause for 60 units CA/2047: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA2079 CA/204D: 01 Begin action queue for character $01 (Actor in stot 1), 9 bytes long (Wait until complete) CA/204F: 1F Do vehicle/entity graphical action $1F CA/2050: E0 Pause for 4 * 6 (24) frames CA/2052: 8F Move vehicle/entity left 4 tiles CA/2053: C7 Set vehicle/entity to stay still when moving CA/2054: 28 Do vehicle/entity graphical action $28 CA/2055: C2 Set vehicle/entity's event speed to normal CA/2056: A2 Move vehicle/entity left/down 1x1 tiles CA/2057: FF End queue CA/2058: B5 Pause for 15 * 6 (90) units CA/205A: 5E Scroll Layer 2, speed 0 x 0 CA/205D: 4B Display dialogue message $0BF4, wait for button press (Show text only) (At bottom of screen) CELES: LOCKE!! CA/2060: 91 Pause for 15 units CA/2061: 4B Display dialogue message $0BF5, wait for button press (Show text only) (At bottom of screen) LOCKE: I will not let go… …I promise! CA/2064: 94 Pause for 60 units CA/2065: 01 Begin action queue for character $01 (Actor in stot 1), 12 bytes long CA/2067: C7 Set vehicle/entity to stay still when moving CA/2068: C3 Set vehicle/entity's event speed to fast CA/2069: 0F Do vehicle/entity graphical action $0F CA/206A: A0 Move vehicle/entity right/up 1x1 tiles CA/206B: C1 Set vehicle/entity's event speed to slow CA/206C: 09 Do vehicle/entity graphical action $09 (kneeling) CA/206D: 81 Move vehicle/entity right 1 tile CA/206E: C6 Set vehicle/entity to walk when moving CA/206F: E0 Pause for 4 * 8 (32) frames CA/2071: CF Turn vehicle/entity left CA/2072: FF End queue CA/2073: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA2092 CA/2079: 09 Begin action queue for character $09 (Actor in stot 9), 9 bytes long (Wait until complete) CA/207B: 1F Do vehicle/entity graphical action $1F CA/207C: E0 Pause for 4 * 6 (24) frames CA/207E: 8F Move vehicle/entity left 4 tiles CA/207F: C7 Set vehicle/entity to stay still when moving CA/2080: 28 Do vehicle/entity graphical action $28 CA/2081: C2 Set vehicle/entity's event speed to normal CA/2082: 83 Move vehicle/entity left 1 tile CA/2083: FF End queue CA/2084: B5 Pause for 15 * 6 (90) units CA/2086: 5E Scroll Layer 2, speed 0 x 0 CA/2089: 4B Display dialogue message $0BF6, wait for button press (Show text only) (At bottom of screen) SETZER: Don't fall! Remember, you promised me you'd do your “Maria” act again! CA/208C: 94 Pause for 60 units CA/208D: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long CA/208F: FC Branch 37 bytes backwards ($CA206A) CA/2091: FF End queue CA/2092: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long CA/2094: DD Make vehicle/entity jump (high) CA/2095: 84 Move vehicle/entity up 2 tiles CA/2096: 28 Do vehicle/entity graphical action $28 CA/2097: FF End queue CA/2098: 94 Pause for 60 units CA/2099: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/209B: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/209C: FF End queue CA/209D: 92 Pause for 30 units CA/209E: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA20BB CA/20A4: 01 Begin action queue for character $01 (Actor in stot 1), 12 bytes long (Wait until complete) CA/20A6: C2 Set vehicle/entity's event speed to normal CA/20A7: 83 Move vehicle/entity left 1 tile CA/20A8: E0 Pause for 4 * 4 (16) frames CA/20AA: 0F Do vehicle/entity graphical action $0F CA/20AB: E0 Pause for 4 * 1 (4) frames CA/20AD: CF Turn vehicle/entity left CA/20AE: E0 Pause for 4 * 2 (8) frames CA/20B0: 22 Do vehicle/entity graphical action $22 CA/20B1: FF End queue CA/20B2: 4B Display dialogue message $0BF7, wait for button press (Show text only) (At bottom of screen) You almost ate it trying to pick up that silly trinket! CA/20B5: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA20C3 CA/20BB: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long (Wait until complete) CA/20BD: FC Branch 20 bytes backwards ($CA20A9) CA/20BF: FF End queue CA/20C0: 4B Display dialogue message $0BF8, wait for button press (Show text only) (At bottom of screen) SETZER: What a woman! Your life is hanging by a bandana! CA/20C3: 94 Pause for 60 units CA/20C4: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/20C6: A1 Move vehicle/entity right/down 1x1 tiles CA/20C7: 8D Move vehicle/entity right 4 tiles CA/20C8: FF End queue CA/20C9: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA2127 CA/20CF: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/20D1: CE Turn vehicle/entity down CA/20D2: E0 Pause for 4 * 6 (24) frames CA/20D4: 20 Do vehicle/entity graphical action $20 CA/20D5: FF End queue CA/20D6: 92 Pause for 30 units CA/20D7: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/20D9: 09 Begin action queue for character $09 (Actor in stot 9), 7 bytes long CA/20DB: E0 Pause for 4 * 4 (16) frames CA/20DD: 84 Move vehicle/entity up 2 tiles CA/20DE: 89 Move vehicle/entity right 3 tiles CA/20DF: 82 Move vehicle/entity down 1 tile CA/20E0: 9D Move vehicle/entity right 8 tiles CA/20E1: FF End queue CA/20E2: 01 Begin action queue for character $01 (Actor in stot 1), 15 bytes long (Wait until complete) CA/20E4: 1F Do vehicle/entity graphical action $1F CA/20E5: E0 Pause for 4 * 10 (40) frames CA/20E7: CF Turn vehicle/entity left CA/20E8: E0 Pause for 4 * 4 (16) frames CA/20EA: 80 Move vehicle/entity up 1 tile CA/20EB: 83 Move vehicle/entity left 1 tile CA/20EC: 20 Do vehicle/entity graphical action $20 CA/20ED: E0 Pause for 4 * 4 (16) frames CA/20EF: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/20F0: C7 Set vehicle/entity to stay still when moving CA/20F1: C3 Set vehicle/entity's event speed to fast CA/20F2: FF End queue CA/20F3: 01 Begin action queue for character $01 (Actor in stot 1), 19 bytes long CA/20F5: A1 Move vehicle/entity right/down 1x1 tiles CA/20F6: 8D Move vehicle/entity right 4 tiles CA/20F7: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/20F8: E0 Pause for 4 * 2 (8) frames CA/20FA: 19 Do vehicle/entity graphical action $19 CA/20FB: C2 Set vehicle/entity's event speed to normal CA/20FC: DD Make vehicle/entity jump (high) CA/20FD: 85 Move vehicle/entity right 2 tiles CA/20FE: C6 Set vehicle/entity to walk when moving CA/20FF: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/2100: E0 Pause for 4 * 3 (12) frames CA/2102: C3 Set vehicle/entity's event speed to fast CA/2103: CD Turn vehicle/entity right CA/2104: E0 Pause for 4 * 12 (48) frames CA/2106: 95 Move vehicle/entity right 6 tiles CA/2107: FF End queue CA/2108: 06 Begin action queue for character $06 (Actor in stot 6), 22 bytes long (Wait until complete) CA/210A: C3 Set vehicle/entity's event speed to fast CA/210B: 0B Do vehicle/entity graphical action $0B CA/210C: A1 Move vehicle/entity right/down 1x1 tiles CA/210D: 8D Move vehicle/entity right 4 tiles CA/210E: 09 Do vehicle/entity graphical action $09 (kneeling) CA/210F: E0 Pause for 4 * 2 (8) frames CA/2111: 0B Do vehicle/entity graphical action $0B CA/2112: C2 Set vehicle/entity's event speed to normal CA/2113: DD Make vehicle/entity jump (high) CA/2114: 85 Move vehicle/entity right 2 tiles CA/2115: C6 Set vehicle/entity to walk when moving CA/2116: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/2117: E0 Pause for 4 * 3 (12) frames CA/2119: C3 Set vehicle/entity's event speed to fast CA/211A: A0 Move vehicle/entity right/up 1x1 tiles CA/211B: CF Turn vehicle/entity left CA/211C: E0 Pause for 4 * 4 (16) frames CA/211E: 95 Move vehicle/entity right 6 tiles CA/211F: FF End queue CA/2120: 93 Pause for 45 units CA/2121: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA2154 CA/2127: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/2129: 91 Pause for 15 units CA/212A: 09 Begin action queue for character $09 (Actor in stot 9), 9 bytes long CA/212C: C6 Set vehicle/entity to walk when moving CA/212D: C3 Set vehicle/entity's event speed to fast CA/212E: 89 Move vehicle/entity right 3 tiles CA/212F: 80 Move vehicle/entity up 1 tile CA/2130: 85 Move vehicle/entity right 2 tiles CA/2131: A1 Move vehicle/entity right/down 1x1 tiles CA/2132: A1 Move vehicle/entity right/down 1x1 tiles CA/2133: 91 Move vehicle/entity right 5 tiles CA/2134: FF End queue CA/2135: 94 Pause for 60 units CA/2136: 06 Begin action queue for character $06 (Actor in stot 6), 7 bytes long (Wait until complete) CA/2138: CD Turn vehicle/entity right CA/2139: E0 Pause for 4 * 8 (32) frames CA/213B: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/213C: C6 Set vehicle/entity to walk when moving CA/213D: C2 Set vehicle/entity's event speed to normal CA/213E: FF End queue CA/213F: 4B Display dialogue message $0BF9, wait for button press (Show text only) (At bottom of screen) CELES: This is my good luck charm… When I found this, my life took a turn for the better… CA/2142: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CA/2144: 89 Move vehicle/entity right 3 tiles CA/2145: 23 Do vehicle/entity graphical action $23 CA/2146: FF End queue CA/2147: 4B Display dialogue message $0BFA, wait for button press (Show text only) (At bottom of screen) CELES: LOCKE… Promise me someday you'll look after me again?! CA/214A: 92 Pause for 30 units CA/214B: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long CA/214D: C3 Set vehicle/entity's event speed to fast CA/214E: A5 Move vehicle/entity right/up 2x1 tiles CA/214F: 89 Move vehicle/entity right 3 tiles CA/2150: 86 Move vehicle/entity down 2 tiles CA/2151: 89 Move vehicle/entity right 3 tiles CA/2152: FF End queue CA/2153: 94 Pause for 60 units CA/2154: 5A Fade screen at speed $04 CA/2156: 5C Pause execution until fade in or fade out is complete CA/2157: B2 Call subroutine $CAC97C CA/215B: F9 Pause execution until the music passes through predetermined point $09 CA/215D: BA Play ending cinematic $5A CA/215F: E7 Unknown command, parameter $00 CA/2161: 6B Load map $010C (Ending - Terra's scene) instantly, (upper bits $0400), place party at (28, 32), facing up CA/2167: 60 Change background layer $0E to palette $08 CA/216A: 61 Colorize color range [$04, $FF] to color $07 CA/216E: 3D Create object $06 CA/2170: 3D Create object $09 CA/2172: 3D Create object $04 CA/2174: 41 Show object $04 CA/2176: 41 Show object $09 CA/2178: 41 Show object $06 CA/217A: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/217C: D5 Set vehicle/entity's position to (0, 0) CA/217F: C3 Set vehicle/entity's event speed to fast CA/2180: FF End queue CA/2181: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long CA/2183: D5 Set vehicle/entity's position to (0, 0) CA/2186: C3 Set vehicle/entity's event speed to fast CA/2187: FF End queue CA/2188: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/218A: D5 Set vehicle/entity's position to (0, 0) CA/218D: C3 Set vehicle/entity's event speed to fast CA/218E: FF End queue CA/218F: B2 Call subroutine $CAC819 CA/2193: 78 Enable ability to pass through other objects for object $10 (NPC $10) CA/2195: 96 Restore screen from fade CA/2196: 3D Create object $10 CA/2198: 41 Show object $10 CA/219A: 45 Refresh objects CA/219B: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CA/219D: 92 Move vehicle/entity down 5 tiles CA/219E: 9F Move vehicle/entity left 8 tiles CA/219F: 93 Move vehicle/entity left 5 tiles CA/21A0: 1F Do vehicle/entity graphical action $1F CA/21A1: E0 Pause for 4 * 6 (24) frames CA/21A3: CE Turn vehicle/entity down CA/21A4: E0 Pause for 4 * 6 (24) frames CA/21A6: 20 Do vehicle/entity graphical action $20 CA/21A7: FF End queue CA/21A8: 92 Pause for 30 units CA/21A9: 30 Begin action queue for character $30 (Camera), 7 bytes long CA/21AB: C2 Set vehicle/entity's event speed to normal CA/21AC: A2 Move vehicle/entity left/down 1x1 tiles CA/21AD: A2 Move vehicle/entity left/down 1x1 tiles CA/21AE: 9B Move vehicle/entity left 7 tiles CA/21AF: C1 Set vehicle/entity's event speed to slow CA/21B0: 83 Move vehicle/entity left 1 tile CA/21B1: FF End queue CA/21B2: 04 Begin action queue for character $04 (Actor in stot 4), 9 bytes long CA/21B4: D5 Set vehicle/entity's position to (31, 27) CA/21B7: 92 Move vehicle/entity down 5 tiles CA/21B8: 93 Move vehicle/entity left 5 tiles CA/21B9: A9 Move vehicle/entity left/down 2x1 tiles CA/21BA: 9F Move vehicle/entity left 8 tiles CA/21BB: CD Turn vehicle/entity right CA/21BC: FF End queue CA/21BD: 91 Pause for 15 units CA/21BE: 06 Begin action queue for character $06 (Actor in stot 6), 9 bytes long CA/21C0: D5 Set vehicle/entity's position to (31, 27) CA/21C3: 92 Move vehicle/entity down 5 tiles CA/21C4: 9F Move vehicle/entity left 8 tiles CA/21C5: A9 Move vehicle/entity left/down 2x1 tiles CA/21C6: 8F Move vehicle/entity left 4 tiles CA/21C7: CD Turn vehicle/entity right CA/21C8: FF End queue CA/21C9: 91 Pause for 15 units CA/21CA: 09 Begin action queue for character $09 (Actor in stot 9), 8 bytes long (Wait until complete) CA/21CC: D5 Set vehicle/entity's position to (31, 27) CA/21CF: 92 Move vehicle/entity down 5 tiles CA/21D0: 9F Move vehicle/entity left 8 tiles CA/21D1: A9 Move vehicle/entity left/down 2x1 tiles CA/21D2: 83 Move vehicle/entity left 1 tile CA/21D3: FF End queue CA/21D4: 35 Pause execution until action queue for object $30 (Camera) is complete CA/21D6: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/21D8: 84 Move vehicle/entity up 2 tiles CA/21D9: FF End queue CA/21DA: 92 Pause for 30 units CA/21DB: 3D Create object $11 CA/21DD: 41 Show object $11 CA/21DF: 45 Refresh objects CA/21E0: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/21E2: 92 Pause for 30 units CA/21E3: 11 Begin action queue for character $11 (NPC $11), 13 bytes long CA/21E5: 80 Move vehicle/entity up 1 tile CA/21E6: 82 Move vehicle/entity down 1 tile CA/21E7: E0 Pause for 4 * 3 (12) frames CA/21E9: C3 Set vehicle/entity's event speed to fast CA/21EA: DD Make vehicle/entity jump (high) CA/21EB: 8C Move vehicle/entity up 4 tiles CA/21EC: C0 Set vehicle/entity's event speed to slowest CA/21ED: 80 Move vehicle/entity up 1 tile CA/21EE: 82 Move vehicle/entity down 1 tile CA/21EF: FC Branch 2 bytes backwards ($CA21ED) CA/21F1: FF End queue CA/21F2: 95 Pause for 120 units CA/21F3: 35 Pause execution until action queue for object $30 (Camera) is complete CA/21F5: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/21F7: CD Turn vehicle/entity right CA/21F8: E0 Pause for 4 * 2 (8) frames CA/21FA: CC Turn vehicle/entity up CA/21FB: FF End queue CA/21FC: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CA/21FE: CC Turn vehicle/entity up CA/21FF: FF End queue CA/2200: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long CA/2202: CC Turn vehicle/entity up CA/2203: FF End queue CA/2204: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/2206: CC Turn vehicle/entity up CA/2207: FF End queue CA/2208: 94 Pause for 60 units CA/2209: 4B Display dialogue message $0BFB, wait for button press (Show text only) (At bottom of screen) TERRA: Father……? CA/220C: 4B Display dialogue message $0BFC, wait for button press (Show text only) (At bottom of screen) MADUIN: TERRA…we must part now. We Espers will disappear from this world… forever. CA/220F: 4B Display dialogue message $0BFD, wait for button press (Show text only) (At bottom of screen) MADUIN: But if the human part of you is very strongly attached to something or someone… You will probably be able to remain in this world as a human being… CA/2212: 92 Pause for 30 units CA/2213: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/2215: 21 Do vehicle/entity graphical action $21 CA/2216: E0 Pause for 4 * 1 (4) frames CA/2218: CC Turn vehicle/entity up CA/2219: FF End queue CA/221A: 92 Pause for 30 units CA/221B: 3E Delete object $11 CA/221D: 12 Begin action queue for character $12 (NPC $12), 6 bytes long (Wait until complete) CA/221F: D5 Set vehicle/entity's position to (18, 28) CA/2222: 80 Move vehicle/entity up 1 tile CA/2223: D1 Make vehicle/entity disappear CA/2224: FF End queue CA/2225: 13 Begin action queue for character $13 (NPC $13), 6 bytes long (Wait until complete) CA/2227: D5 Set vehicle/entity's position to (18, 27) CA/222A: 80 Move vehicle/entity up 1 tile CA/222B: D1 Make vehicle/entity disappear CA/222C: FF End queue CA/222D: 14 Begin action queue for character $14 (NPC $14), 6 bytes long (Wait until complete) CA/222F: D5 Set vehicle/entity's position to (18, 26) CA/2232: 80 Move vehicle/entity up 1 tile CA/2233: D1 Make vehicle/entity disappear CA/2234: FF End queue CA/2235: 30 Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete) CA/2237: 86 Move vehicle/entity down 2 tiles CA/2238: FF End queue CA/2239: 92 Pause for 30 units CA/223A: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CA/223C: C2 Set vehicle/entity's event speed to normal CA/223D: 87 Move vehicle/entity left 2 tiles CA/223E: FF End queue CA/223F: 92 Pause for 30 units CA/2240: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/2242: 9F Move vehicle/entity left 8 tiles CA/2243: FF End queue CA/2244: 91 Pause for 15 units CA/2245: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long CA/2247: 9F Move vehicle/entity left 8 tiles CA/2248: 9F Move vehicle/entity left 8 tiles CA/2249: FF End queue CA/224A: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CA/224C: 9F Move vehicle/entity left 8 tiles CA/224D: FF End queue CA/224E: B5 Pause for 15 * 8 (120) units CA/2250: B0 Execute the following commands until $B1 3 times CA/2252: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/2254: 15 Do vehicle/entity graphical action $15 CA/2255: FF End queue CA/2256: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/2258: CF Turn vehicle/entity left CA/2259: FF End queue CA/225A: B1 End block of repeating commands CA/225B: B5 Pause for 15 * 8 (120) units CA/225D: 10 Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete) CA/225F: CC Turn vehicle/entity up CA/2260: E0 Pause for 4 * 16 (64) frames CA/2262: C3 Set vehicle/entity's event speed to fast CA/2263: 9F Move vehicle/entity left 8 tiles CA/2264: 87 Move vehicle/entity left 2 tiles CA/2265: FF End queue CA/2266: 5A Fade screen at speed $08 CA/2268: 5C Pause execution until fade in or fade out is complete CA/2269: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA226F CA/226F: B2 Call subroutine $CAC97C CA/2273: F9 Pause execution until the music passes through predetermined point $0A CA/2275: BA Play ending cinematic $6E CA/2277: C0 If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CA240E CA/227D: E7 Unknown command, parameter $08 CA/227F: 6B Load map $019A (Kefka's Tower, third group factory areas (inc. ending - Relm's scene)) instantly, (upper bits $0400), place party at (36, 43), facing up CA/2285: 61 Colorize color range [$04, $FF] to color $07 CA/2289: 3D Create object $08 CA/228B: 41 Show object $08 CA/228D: B2 Call subroutine $CAC819 CA/2291: C0 If ($1E80($2F7) [$1EDE, bit 7] is clear), branch to $CA232E CA/2297: 3D Create object $07 CA/2299: 41 Show object $07 CA/229B: 07 Begin action queue for character $07 (Actor in stot 7), 6 bytes long CA/229D: D5 Set vehicle/entity's position to (36, 38) CA/22A0: CE Turn vehicle/entity down CA/22A1: C1 Set vehicle/entity's event speed to slow CA/22A2: FF End queue CA/22A3: 08 Begin action queue for character $08 (Actor in stot 8), 6 bytes long (Wait until complete) CA/22A5: D5 Set vehicle/entity's position to (36, 39) CA/22A8: CE Turn vehicle/entity down CA/22A9: C1 Set vehicle/entity's event speed to slow CA/22AA: FF End queue CA/22AB: 96 Restore screen from fade CA/22AC: 08 Begin action queue for character $08 (Actor in stot 8), 3 bytes long CA/22AE: 8E Move vehicle/entity down 4 tiles CA/22AF: CD Turn vehicle/entity right CA/22B0: FF End queue CA/22B1: 07 Begin action queue for character $07 (Actor in stot 7), 12 bytes long CA/22B3: 8A Move vehicle/entity down 3 tiles CA/22B4: C0 Set vehicle/entity's event speed to slowest CA/22B5: 82 Move vehicle/entity down 1 tile CA/22B6: 00 Do vehicle/entity graphical action $00 CA/22B7: E0 Pause for 4 * 1 (4) frames CA/22B9: 01 Do vehicle/entity graphical action $01 CA/22BA: E0 Pause for 4 * 1 (4) frames CA/22BC: FC Branch 6 bytes backwards ($CA22B6) CA/22BE: FF End queue CA/22BF: 95 Pause for 120 units CA/22C0: 07 Begin action queue for character $07 (Actor in stot 7), 6 bytes long (Wait until complete) CA/22C2: 09 Do vehicle/entity graphical action $09 (kneeling) CA/22C3: C7 Set vehicle/entity to stay still when moving CA/22C4: C1 Set vehicle/entity's event speed to slow CA/22C5: 88 Move vehicle/entity up 3 tiles CA/22C6: C6 Set vehicle/entity to walk when moving CA/22C7: FF End queue CA/22C8: 08 Begin action queue for character $08 (Actor in stot 8), 9 bytes long (Wait until complete) CA/22CA: 1F Do vehicle/entity graphical action $1F CA/22CB: E0 Pause for 4 * 2 (8) frames CA/22CD: C3 Set vehicle/entity's event speed to fast CA/22CE: 88 Move vehicle/entity up 3 tiles CA/22CF: 17 Do vehicle/entity graphical action $17 CA/22D0: C7 Set vehicle/entity to stay still when moving CA/22D1: C1 Set vehicle/entity's event speed to slow CA/22D2: FF End queue CA/22D3: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete) CA/22D5: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/22D6: FF End queue CA/22D7: 4B Display dialogue message $0BFE, wait for button press (Show text only) (At bottom of screen) RELM: Grandpa! Stop goofing around!! CA/22DA: 08 Begin action queue for character $08 (Actor in stot 8), 7 bytes long (Wait until complete) CA/22DC: C6 Set vehicle/entity to walk when moving CA/22DD: 80 Move vehicle/entity up 1 tile CA/22DE: CD Turn vehicle/entity right CA/22DF: E0 Pause for 4 * 3 (12) frames CA/22E1: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/22E2: FF End queue CA/22E3: 93 Pause for 45 units CA/22E4: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long (Wait until complete) CA/22E6: DC Make vehicle/entity jump (low) CA/22E7: CE Turn vehicle/entity down CA/22E8: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/22E9: 20 Do vehicle/entity graphical action $20 CA/22EA: FF End queue CA/22EB: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CA/22ED: 20 Do vehicle/entity graphical action $20 CA/22EE: FF End queue CA/22EF: 4B Display dialogue message $0BFF, wait for button press (Show text only) (At bottom of screen) STRAGO: Sorry, dear… RELM: If I hear even a peep out of you, I'm gonna draw your portrait! CA/22F2: 07 Begin action queue for character $07 (Actor in stot 7), 12 bytes long CA/22F4: DC Make vehicle/entity jump (low) CA/22F5: 1F Do vehicle/entity graphical action $1F CA/22F6: 80 Move vehicle/entity up 1 tile CA/22F7: CE Turn vehicle/entity down CA/22F8: E0 Pause for 4 * 1 (4) frames CA/22FA: 1F Do vehicle/entity graphical action $1F CA/22FB: E0 Pause for 4 * 1 (4) frames CA/22FD: FC Branch 6 bytes backwards ($CA22F7) CA/22FF: FF End queue CA/2300: 4B Display dialogue message $0C00, wait for button press (Show text only) (At bottom of screen) STRAGO: No! Anything but that! CA/2303: 08 Begin action queue for character $08 (Actor in stot 8), 6 bytes long (Wait until complete) CA/2305: 80 Move vehicle/entity up 1 tile CA/2306: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/2307: E0 Pause for 4 * 8 (32) frames CA/2309: 20 Do vehicle/entity graphical action $20 CA/230A: FF End queue CA/230B: 07 Begin action queue for character $07 (Actor in stot 7), 3 bytes long (Wait until complete) CA/230D: DC Make vehicle/entity jump (low) CA/230E: CE Turn vehicle/entity down CA/230F: FF End queue CA/2310: 08 Begin action queue for character $08 (Actor in stot 8), 9 bytes long CA/2312: E0 Pause for 4 * 13 (52) frames CA/2314: C1 Set vehicle/entity's event speed to slow CA/2315: 82 Move vehicle/entity down 1 tile CA/2316: E0 Pause for 4 * 10 (40) frames CA/2318: FC Branch 3 bytes backwards ($CA2315) CA/231A: FF End queue CA/231B: 07 Begin action queue for character $07 (Actor in stot 7), 3 bytes long CA/231D: FC Branch 11 bytes backwards ($CA2312) CA/231F: FF End queue CA/2320: 4B Display dialogue message $0C01, wait for button press (Show text only) (At bottom of screen) RELM: … …but you know… Just once I'd really like to do a portrait of you…on canvas, of course! CA/2323: 91 Pause for 15 units CA/2324: 4B Display dialogue message $0C02, wait for button press (Show text only) (At bottom of screen) STRAGO: RELM! How can you be thinking about pictures at a time like this?! CA/2327: 92 Pause for 30 units CA/2328: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA23E5 CA/232E: 3D Create object $09 CA/2330: 41 Show object $09 CA/2332: 3D Create object $06 CA/2334: 41 Show object $06 CA/2336: 3D Create object $04 CA/2338: 41 Show object $04 CA/233A: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/233C: D5 Set vehicle/entity's position to (36, 36) CA/233F: C3 Set vehicle/entity's event speed to fast CA/2340: FF End queue CA/2341: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long CA/2343: D5 Set vehicle/entity's position to (36, 36) CA/2346: C3 Set vehicle/entity's event speed to fast CA/2347: FF End queue CA/2348: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/234A: D5 Set vehicle/entity's position to (36, 36) CA/234D: C3 Set vehicle/entity's event speed to fast CA/234E: FF End queue CA/234F: 08 Begin action queue for character $08 (Actor in stot 8), 4 bytes long (Wait until complete) CA/2351: D5 Set vehicle/entity's position to (36, 36) CA/2354: FF End queue CA/2355: 96 Restore screen from fade CA/2356: 08 Begin action queue for character $08 (Actor in stot 8), 3 bytes long (Wait until complete) CA/2358: C3 Set vehicle/entity's event speed to fast CA/2359: 86 Move vehicle/entity down 2 tiles CA/235A: FF End queue CA/235B: 06 Begin action queue for character $06 (Actor in stot 6), 16 bytes long CA/235D: E0 Pause for 4 * 36 (144) frames CA/235F: 8A Move vehicle/entity down 3 tiles CA/2360: C2 Set vehicle/entity's event speed to normal CA/2361: DC Make vehicle/entity jump (low) CA/2362: A1 Move vehicle/entity right/down 1x1 tiles CA/2363: 82 Move vehicle/entity down 1 tile CA/2364: DC Make vehicle/entity jump (low) CA/2365: A2 Move vehicle/entity left/down 1x1 tiles CA/2366: C3 Set vehicle/entity's event speed to fast CA/2367: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/2368: E0 Pause for 4 * 40 (160) frames CA/236A: 8A Move vehicle/entity down 3 tiles CA/236B: D1 Make vehicle/entity disappear CA/236C: FF End queue CA/236D: B2 Call subroutine $CA23EC CA/2371: 4B Display dialogue message $0C08, wait for button press (Show text only) (At bottom of screen) RELM: I won't be done in by an older woman! CA/2374: 92 Pause for 30 units CA/2375: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CA/2377: FC Branch 26 bytes backwards ($CA235D) CA/2379: FF End queue CA/237A: B2 Call subroutine $CA23EC CA/237E: 4B Display dialogue message $0C09, wait for button press (Show text only) (At bottom of screen) RELM: Wait a minute, lover boy! CA/2381: 92 Pause for 30 units CA/2382: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long CA/2384: FC Branch 13 bytes backwards ($CA2377) CA/2386: FF End queue CA/2387: B2 Call subroutine $CA23EC CA/238B: 4B Display dialogue message $0C0A, wait for button press (Show text only) (At bottom of screen) RELM: You can't just throw me aside! CA/238E: 92 Pause for 30 units CA/238F: 08 Begin action queue for character $08 (Actor in stot 8), 12 bytes long CA/2391: C6 Set vehicle/entity to walk when moving CA/2392: 82 Move vehicle/entity down 1 tile CA/2393: C8 Set object layering priority to 2 (low nibble 2) CA/2395: DC Make vehicle/entity jump (low) CA/2396: CE Turn vehicle/entity down CA/2397: 19 Do vehicle/entity graphical action $19 CA/2398: E0 Pause for 4 * 8 (32) frames CA/239A: FC Branch 5 bytes backwards ($CA2395) CA/239C: FF End queue CA/239D: 4B Display dialogue message $0C0B, wait for button press (Show text only) (At bottom of screen) RELM: How about a nice portrait for you, hmm?! CA/23A0: 41 Show object $06 CA/23A2: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/23A4: 1F Do vehicle/entity graphical action $1F CA/23A5: C7 Set vehicle/entity to stay still when moving CA/23A6: C1 Set vehicle/entity's event speed to slow CA/23A7: 90 Move vehicle/entity up 5 tiles CA/23A8: FF End queue CA/23A9: 92 Pause for 30 units CA/23AA: 41 Show object $04 CA/23AC: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/23AE: 1F Do vehicle/entity graphical action $1F CA/23AF: C7 Set vehicle/entity to stay still when moving CA/23B0: C1 Set vehicle/entity's event speed to slow CA/23B1: 8C Move vehicle/entity up 4 tiles CA/23B2: FF End queue CA/23B3: 92 Pause for 30 units CA/23B4: 41 Show object $09 CA/23B6: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/23B8: 1F Do vehicle/entity graphical action $1F CA/23B9: C7 Set vehicle/entity to stay still when moving CA/23BA: C1 Set vehicle/entity's event speed to slow CA/23BB: 88 Move vehicle/entity up 3 tiles CA/23BC: FF End queue CA/23BD: 08 Begin action queue for character $08 (Actor in stot 8), 6 bytes long CA/23BF: C8 Set object layering priority to 0 (low nibble 0) CA/23C1: C3 Set vehicle/entity's event speed to fast CA/23C2: 96 Move vehicle/entity down 6 tiles CA/23C3: D1 Make vehicle/entity disappear CA/23C4: FF End queue CA/23C5: B4 Pause for 6 units CA/23C7: 06 Begin action queue for character $06 (Actor in stot 6), 9 bytes long CA/23C9: C3 Set vehicle/entity's event speed to fast CA/23CA: 0B Do vehicle/entity graphical action $0B CA/23CB: A0 Move vehicle/entity right/up 1x1 tiles CA/23CC: E0 Pause for 4 * 1 (4) frames CA/23CE: 82 Move vehicle/entity down 1 tile CA/23CF: 28 Do vehicle/entity graphical action $28 CA/23D0: C6 Set vehicle/entity to walk when moving CA/23D1: FF End queue CA/23D2: B4 Pause for 6 units CA/23D4: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long CA/23D6: C3 Set vehicle/entity's event speed to fast CA/23D7: 0B Do vehicle/entity graphical action $0B CA/23D8: A3 Move vehicle/entity left/up 1x1 tiles CA/23D9: FC Branch 13 bytes backwards ($CA23CC) CA/23DB: FF End queue CA/23DC: B4 Pause for 6 units CA/23DE: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long CA/23E0: FC Branch 23 bytes backwards ($CA23C9) CA/23E2: FF End queue CA/23E3: 35 Pause execution until action queue for object $08 (Actor in stot 8) is complete CA/23E5: 97 Fade screen to black CA/23E6: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA2446 CA/23EC: 08 Begin action queue for character $08 (Actor in stot 8), 5 bytes long (Wait until complete) CA/23EE: C3 Set vehicle/entity's event speed to fast CA/23EF: 86 Move vehicle/entity down 2 tiles CA/23F0: C1 Set vehicle/entity's event speed to slow CA/23F1: 82 Move vehicle/entity down 1 tile CA/23F2: FF End queue CA/23F3: B0 Execute the following commands until $B1 10 times CA/23F5: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CA/23F7: 00 Do vehicle/entity graphical action $00 CA/23F8: FF End queue CA/23F9: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CA/23FB: 01 Do vehicle/entity graphical action $01 CA/23FC: FF End queue CA/23FD: B1 End block of repeating commands CA/23FE: 08 Begin action queue for character $08 (Actor in stot 8), 13 bytes long (Wait until complete) CA/2400: 1F Do vehicle/entity graphical action $1F CA/2401: E0 Pause for 4 * 2 (8) frames CA/2403: 28 Do vehicle/entity graphical action $28 CA/2404: C7 Set vehicle/entity to stay still when moving CA/2405: C1 Set vehicle/entity's event speed to slow CA/2406: 88 Move vehicle/entity up 3 tiles CA/2407: CE Turn vehicle/entity down CA/2408: E0 Pause for 4 * 2 (8) frames CA/240A: 18 Do vehicle/entity graphical action $18 CA/240B: C6 Set vehicle/entity to walk when moving CA/240C: FF End queue CA/240D: FE Return CA/240E: E7 Unknown command, parameter $08 CA/2410: D2 Set event bit $1E80($1C6) [$1EB8, bit 6] CA/2412: 6B Load map $00B6 (Thamasa, outdoors (Shadow's 4th dream / ending w/o Relm / Shadow / Strago)) instantly, (upper bits $0400), place party at (38, 27), facing up CA/2418: 3E Delete object $15 CA/241A: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/241C: 83 Move vehicle/entity left 1 tile CA/241D: FC Branch 1 bytes backwards ($CA241C) CA/241F: FF End queue CA/2420: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/2422: FC Branch 5 bytes backwards ($CA241D) CA/2424: FF End queue CA/2425: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/2427: FC Branch 5 bytes backwards ($CA2422) CA/2429: FF End queue CA/242A: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/242C: FC Branch 5 bytes backwards ($CA2427) CA/242E: FF End queue CA/242F: 61 Colorize color range [$04, $77] to color $07 CA/2433: B0 Execute the following commands until $B1 4 times CA/2435: 50 Tint screen (cumulative) with color $9F CA/2437: B1 End block of repeating commands CA/2438: 96 Restore screen from fade CA/2439: 30 Begin action queue for character $30 (Camera), 6 bytes long CA/243B: C0 Set vehicle/entity's event speed to slowest CA/243C: 9F Move vehicle/entity left 8 tiles CA/243D: 9F Move vehicle/entity left 8 tiles CA/243E: 9F Move vehicle/entity left 8 tiles CA/243F: 8F Move vehicle/entity left 4 tiles CA/2440: FF End queue CA/2441: B5 Pause for 15 * 110 (1650) units CA/2443: 97 Fade screen to black CA/2444: D3 Clear event bit $1E80($1C6) [$1EB8, bit 6] CA/2446: 5C Pause execution until fade in or fade out is complete CA/2447: 35 Pause execution until action queue for object $30 (Camera) is complete CA/2449: B2 Call subroutine $CAC97C CA/244D: F9 Pause execution until the music passes through predetermined point $0B CA/244F: BA Play ending cinematic $28 CA/2451: C0 If ($1E80($2F3) [$1EDE, bit 3] is clear), branch to $CA257A CA/2457: E7 Unknown command, parameter $03 CA/2459: 6B Load map $0105 (Ending - Gau's / Shadow's / Strago's scenes) instantly, (upper bits $0400), place party at (53, 42), facing up CA/245F: 61 Colorize color range [$04, $FF] to color $07 CA/2463: 3D Create object $03 CA/2465: 41 Show object $03 CA/2467: 3D Create object $06 CA/2469: 41 Show object $06 CA/246B: 3D Create object $04 CA/246D: 41 Show object $04 CA/246F: 3D Create object $09 CA/2471: 41 Show object $09 CA/2473: B2 Call subroutine $CAC819 CA/2477: 78 Enable ability to pass through other objects for object $14 (NPC $14) CA/2479: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/247B: D5 Set vehicle/entity's position to (57, 45) CA/247E: C3 Set vehicle/entity's event speed to fast CA/247F: FF End queue CA/2480: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CA/2482: FC Branch 7 bytes backwards ($CA247B) CA/2484: FF End queue CA/2485: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long CA/2487: FC Branch 5 bytes backwards ($CA2482) CA/2489: FF End queue CA/248A: 03 Begin action queue for character $03 (Actor in stot 3), 3 bytes long (Wait until complete) CA/248C: FC Branch 5 bytes backwards ($CA2487) CA/248E: FF End queue CA/248F: 96 Restore screen from fade CA/2490: 06 Begin action queue for character $06 (Actor in stot 6), 8 bytes long CA/2492: 80 Move vehicle/entity up 1 tile CA/2493: AB Move vehicle/entity left/up 1x2 tiles CA/2494: A3 Move vehicle/entity left/up 1x1 tiles CA/2495: A3 Move vehicle/entity left/up 1x1 tiles CA/2496: 97 Move vehicle/entity left 6 tiles CA/2497: 8C Move vehicle/entity up 4 tiles CA/2498: D1 Make vehicle/entity disappear CA/2499: FF End queue CA/249A: 91 Pause for 15 units CA/249B: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CA/249D: FC Branch 11 bytes backwards ($CA2492) CA/249F: FF End queue CA/24A0: 91 Pause for 15 units CA/24A1: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long CA/24A3: FC Branch 6 bytes backwards ($CA249D) CA/24A5: FF End queue CA/24A6: 93 Pause for 45 units CA/24A7: 73 Replace current map's Layer 1 at (47, 36) with the following (2 x 3) chunk, refresh immediately CA/24AC: $08, $09 CA/24AE: $0A, $18 CA/24B0: $19, $1A CA/24B2: 14 Begin action queue for character $14 (NPC $14), 6 bytes long CA/24B4: 80 Move vehicle/entity up 1 tile CA/24B5: AB Move vehicle/entity left/up 1x2 tiles CA/24B6: A3 Move vehicle/entity left/up 1x1 tiles CA/24B7: A3 Move vehicle/entity left/up 1x1 tiles CA/24B8: 93 Move vehicle/entity left 5 tiles CA/24B9: FF End queue CA/24BA: 91 Pause for 15 units CA/24BB: 03 Begin action queue for character $03 (Actor in stot 3), 11 bytes long (Wait until complete) CA/24BD: 80 Move vehicle/entity up 1 tile CA/24BE: AB Move vehicle/entity left/up 1x2 tiles CA/24BF: A3 Move vehicle/entity left/up 1x1 tiles CA/24C0: A3 Move vehicle/entity left/up 1x1 tiles CA/24C1: 83 Move vehicle/entity left 1 tile CA/24C2: 22 Do vehicle/entity graphical action $22 CA/24C3: E0 Pause for 4 * 10 (40) frames CA/24C5: 98 Move vehicle/entity up 7 tiles CA/24C6: 81 Move vehicle/entity right 1 tile CA/24C7: FF End queue CA/24C8: 30 Begin action queue for character $30 (Camera), 5 bytes long CA/24CA: C2 Set vehicle/entity's event speed to normal CA/24CB: 90 Move vehicle/entity up 5 tiles CA/24CC: C1 Set vehicle/entity's event speed to slow CA/24CD: 80 Move vehicle/entity up 1 tile CA/24CE: FF End queue CA/24CF: 14 Begin action queue for character $14 (NPC $14), 15 bytes long CA/24D1: 81 Move vehicle/entity right 1 tile CA/24D2: E0 Pause for 4 * 4 (16) frames CA/24D4: 89 Move vehicle/entity right 3 tiles CA/24D5: 98 Move vehicle/entity up 7 tiles CA/24D6: CD Turn vehicle/entity right CA/24D7: 46 Do vehicle/entity graphical action $06, flipped horizontally CA/24D8: E0 Pause for 4 * 1 (4) frames CA/24DA: 47 Do vehicle/entity graphical action $07, flipped horizontally CA/24DB: E0 Pause for 4 * 1 (4) frames CA/24DD: FC Branch 6 bytes backwards ($CA24D7) CA/24DF: FF End queue CA/24E0: B5 Pause for 15 * 4 (60) units CA/24E2: 03 Begin action queue for character $03 (Actor in stot 3), 8 bytes long (Wait until complete) CA/24E4: CF Turn vehicle/entity left CA/24E5: E0 Pause for 4 * 8 (32) frames CA/24E7: 22 Do vehicle/entity graphical action $22 CA/24E8: E0 Pause for 4 * 4 (16) frames CA/24EA: CE Turn vehicle/entity down CA/24EB: FF End queue CA/24EC: B0 Execute the following commands until $B1 3 times CA/24EE: 03 Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete) CA/24F0: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/24F1: FF End queue CA/24F2: 91 Pause for 15 units CA/24F3: 03 Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete) CA/24F5: 23 Do vehicle/entity graphical action $23 CA/24F6: FF End queue CA/24F7: 91 Pause for 15 units CA/24F8: B1 End block of repeating commands CA/24F9: 35 Pause execution until action queue for object $30 (Camera) is complete CA/24FB: 03 Begin action queue for character $03 (Actor in stot 3), 4 bytes long CA/24FD: C2 Set vehicle/entity's event speed to normal CA/24FE: 83 Move vehicle/entity left 1 tile CA/24FF: CE Turn vehicle/entity down CA/2500: FF End queue CA/2501: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CA/2503: C2 Set vehicle/entity's event speed to normal CA/2504: 82 Move vehicle/entity down 1 tile CA/2505: CC Turn vehicle/entity up CA/2506: FF End queue CA/2507: 91 Pause for 15 units CA/2508: 03 Begin action queue for character $03 (Actor in stot 3), 5 bytes long (Wait until complete) CA/250A: 09 Do vehicle/entity graphical action $09 (kneeling) CA/250B: E0 Pause for 4 * 2 (8) frames CA/250D: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/250E: FF End queue CA/250F: 14 Begin action queue for character $14 (NPC $14), 6 bytes long (Wait until complete) CA/2511: C7 Set vehicle/entity to stay still when moving CA/2512: C3 Set vehicle/entity's event speed to fast CA/2513: 82 Move vehicle/entity down 1 tile CA/2514: C1 Set vehicle/entity's event speed to slow CA/2515: 82 Move vehicle/entity down 1 tile CA/2516: FF End queue CA/2517: 91 Pause for 15 units CA/2518: 03 Begin action queue for character $03 (Actor in stot 3), 5 bytes long (Wait until complete) CA/251A: 1A Do vehicle/entity graphical action $1A CA/251B: E0 Pause for 4 * 4 (16) frames CA/251D: 19 Do vehicle/entity graphical action $19 CA/251E: FF End queue CA/251F: 4B Display dialogue message $0C03, wait for button press (Show text only) (At bottom of screen) SHADOW: Interceptor! Get going! CA/2522: 03 Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete) CA/2524: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/2525: FF End queue CA/2526: 91 Pause for 15 units CA/2527: 14 Begin action queue for character $14 (NPC $14), 8 bytes long (Wait until complete) CA/2529: C6 Set vehicle/entity to walk when moving CA/252A: C2 Set vehicle/entity's event speed to normal CA/252B: 82 Move vehicle/entity down 1 tile CA/252C: E0 Pause for 4 * 10 (40) frames CA/252E: C3 Set vehicle/entity's event speed to fast CA/252F: 84 Move vehicle/entity up 2 tiles CA/2530: FF End queue CA/2531: 94 Pause for 60 units CA/2532: 03 Begin action queue for character $03 (Actor in stot 3), 5 bytes long (Wait until complete) CA/2534: 20 Do vehicle/entity graphical action $20 CA/2535: E0 Pause for 4 * 8 (32) frames CA/2537: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/2538: FF End queue CA/2539: 14 Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete) CA/253B: C0 Set vehicle/entity's event speed to slowest CA/253C: 80 Move vehicle/entity up 1 tile CA/253D: FF End queue CA/253E: 92 Pause for 30 units CA/253F: 4B Display dialogue message $0C05, wait for button press (Show text only) (At bottom of screen) SHADOW: Stay well… CA/2542: 94 Pause for 60 units CA/2543: 03 Begin action queue for character $03 (Actor in stot 3), 20 bytes long CA/2545: CE Turn vehicle/entity down CA/2546: E0 Pause for 4 * 10 (40) frames CA/2548: C3 Set vehicle/entity's event speed to fast CA/2549: A0 Move vehicle/entity right/up 1x1 tiles CA/254A: A0 Move vehicle/entity right/up 1x1 tiles CA/254B: A0 Move vehicle/entity right/up 1x1 tiles CA/254C: 9C Move vehicle/entity up 8 tiles CA/254D: CF Turn vehicle/entity left CA/254E: E0 Pause for 4 * 12 (48) frames CA/2550: 22 Do vehicle/entity graphical action $22 CA/2551: C7 Set vehicle/entity to stay still when moving CA/2552: E0 Pause for 4 * 13 (52) frames CA/2554: C1 Set vehicle/entity's event speed to slow CA/2555: 81 Move vehicle/entity right 1 tile CA/2556: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2557: C6 Set vehicle/entity to walk when moving CA/2558: FF End queue CA/2559: 30 Begin action queue for character $30 (Camera), 6 bytes long (Wait until complete) CA/255B: C2 Set vehicle/entity's event speed to normal CA/255C: 9C Move vehicle/entity up 8 tiles CA/255D: 84 Move vehicle/entity up 2 tiles CA/255E: C1 Set vehicle/entity's event speed to slow CA/255F: 80 Move vehicle/entity up 1 tile CA/2560: FF End queue CA/2561: 35 Pause execution until action queue for object $03 (Actor in stot 3) is complete CA/2563: 4B Display dialogue message $0C04, wait for button press (Show text only) (At bottom of screen) SHADOW: Baram! I'm going to stop running. I'm going to begin all over again… CA/2566: 58 Shake screen ($F9): (Intensity: 1)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/2568: 93 Pause for 45 units CA/2569: 58 Shake screen ($FA): (Intensity: 2)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/256B: 93 Pause for 45 units CA/256C: 58 Shake screen ($FB): (Intensity: 3)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/256E: 92 Pause for 30 units CA/256F: 5A Fade screen at speed $08 CA/2571: 5C Pause execution until fade in or fade out is complete CA/2572: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/2574: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA25B8 CA/257A: E7 Unknown command, parameter $03 CA/257C: D2 Set event bit $1E80($1C6) [$1EB8, bit 6] CA/257E: 6B Load map $00B6 (Thamasa, outdoors (Shadow's 4th dream / ending w/o Relm / Shadow / Strago)) instantly, (upper bits $0400), place party at (38, 27), facing up CA/2584: 3E Delete object $15 CA/2586: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/2588: 83 Move vehicle/entity left 1 tile CA/2589: FC Branch 1 bytes backwards ($CA2588) CA/258B: FF End queue CA/258C: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/258E: FC Branch 5 bytes backwards ($CA2589) CA/2590: FF End queue CA/2591: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/2593: FC Branch 5 bytes backwards ($CA258E) CA/2595: FF End queue CA/2596: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/2598: FC Branch 5 bytes backwards ($CA2593) CA/259A: FF End queue CA/259B: 61 Colorize color range [$04, $77] to color $07 CA/259F: B0 Execute the following commands until $B1 4 times CA/25A1: 50 Tint screen (cumulative) with color $9F CA/25A3: B1 End block of repeating commands CA/25A4: 96 Restore screen from fade CA/25A5: 30 Begin action queue for character $30 (Camera), 6 bytes long CA/25A7: C0 Set vehicle/entity's event speed to slowest CA/25A8: 9F Move vehicle/entity left 8 tiles CA/25A9: 9F Move vehicle/entity left 8 tiles CA/25AA: 9F Move vehicle/entity left 8 tiles CA/25AB: 97 Move vehicle/entity left 6 tiles CA/25AC: FF End queue CA/25AD: B5 Pause for 15 * 116 (1740) units CA/25AF: B0 Execute the following commands until $B1 29 times CA/25B1: 50 Tint screen (cumulative) with color $9F CA/25B3: B1 End block of repeating commands CA/25B4: 95 Pause for 120 units CA/25B5: 97 Fade screen to black CA/25B6: D3 Clear event bit $1E80($1C6) [$1EB8, bit 6] CA/25B8: 5C Pause execution until fade in or fade out is complete CA/25B9: 35 Pause execution until action queue for object $30 (Camera) is complete CA/25BB: B2 Call subroutine $CAC97C CA/25BF: F9 Pause execution until the music passes through predetermined point $0C CA/25C1: BA Play ending cinematic $78 CA/25C3: C0 If ($1E80($2F7) [$1EDE, bit 7] is clear), branch to $CA267F CA/25C9: E7 Unknown command, parameter $07 CA/25CB: 6B Load map $0105 (Ending - Gau's / Shadow's / Strago's scenes) instantly, (upper bits $0400), place party at (11, 19), facing up CA/25D1: 60 Change background layer $0E to palette $0C CA/25D4: 61 Colorize color range [$04, $FF] to color $07 CA/25D8: 3D Create object $07 CA/25DA: 41 Show object $07 CA/25DC: 3D Create object $08 CA/25DE: 41 Show object $08 CA/25E0: 08 Begin action queue for character $08 (Actor in stot 8), 5 bytes long CA/25E2: D5 Set vehicle/entity's position to (7, 23) CA/25E5: C3 Set vehicle/entity's event speed to fast CA/25E6: FF End queue CA/25E7: 07 Begin action queue for character $07 (Actor in stot 7), 3 bytes long (Wait until complete) CA/25E9: FC Branch 7 bytes backwards ($CA25E2) CA/25EB: FF End queue CA/25EC: 78 Enable ability to pass through other objects for object $07 (STRAGO) CA/25EE: 78 Enable ability to pass through other objects for object $08 (RELM ) CA/25F0: 78 Enable ability to pass through other objects for object $1A (NPC $1A) CA/25F2: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CA/25F4: 96 Restore screen from fade CA/25F5: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/25F7: C1 Set vehicle/entity's event speed to slow CA/25F8: 84 Move vehicle/entity up 2 tiles CA/25F9: FF End queue CA/25FA: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long CA/25FC: 94 Move vehicle/entity up 6 tiles CA/25FD: 99 Move vehicle/entity right 7 tiles CA/25FE: 80 Move vehicle/entity up 1 tile CA/25FF: 1B Do vehicle/entity graphical action $1B CA/2600: FF End queue CA/2601: 92 Pause for 30 units CA/2602: 08 Begin action queue for character $08 (Actor in stot 8), 3 bytes long (Wait until complete) CA/2604: 94 Move vehicle/entity up 6 tiles CA/2605: 89 Move vehicle/entity right 3 tiles CA/2606: FF End queue CA/2607: 93 Pause for 45 units CA/2608: 07 Begin action queue for character $07 (Actor in stot 7), 6 bytes long (Wait until complete) CA/260A: CF Turn vehicle/entity left CA/260B: E0 Pause for 4 * 8 (32) frames CA/260D: C7 Set vehicle/entity to stay still when moving CA/260E: C2 Set vehicle/entity's event speed to normal CA/260F: FF End queue CA/2610: B0 Execute the following commands until $B1 4 times CA/2612: 07 Begin action queue for character $07 (Actor in stot 7), 4 bytes long (Wait until complete) CA/2614: DD Make vehicle/entity jump (high) CA/2615: CC Turn vehicle/entity up CA/2616: 1B Do vehicle/entity graphical action $1B CA/2617: FF End queue CA/2618: 92 Pause for 30 units CA/2619: B1 End block of repeating commands CA/261A: 15 Begin action queue for character $15 (NPC $15), 4 bytes long CA/261C: AB Move vehicle/entity left/up 1x2 tiles CA/261D: AB Move vehicle/entity left/up 1x2 tiles CA/261E: A3 Move vehicle/entity left/up 1x1 tiles CA/261F: FF End queue CA/2620: 92 Pause for 30 units CA/2621: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete) CA/2623: 18 Do vehicle/entity graphical action $18 CA/2624: FF End queue CA/2625: 35 Pause execution until action queue for object $30 (Camera) is complete CA/2627: 4B Display dialogue message $0C06, wait for button press (Show text only) (At bottom of screen) STRAGO: No…NO!!!! A “kid” like me doesn't know the meaning of defeat! CA/262A: 94 Pause for 60 units CA/262B: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/262D: C2 Set vehicle/entity's event speed to normal CA/262E: 98 Move vehicle/entity up 7 tiles CA/262F: FF End queue CA/2630: 07 Begin action queue for character $07 (Actor in stot 7), 22 bytes long (Wait until complete) CA/2632: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2633: E0 Pause for 4 * 4 (16) frames CA/2635: 17 Do vehicle/entity graphical action $17 CA/2636: DC Make vehicle/entity jump (low) CA/2637: 80 Move vehicle/entity up 1 tile CA/2638: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2639: E0 Pause for 4 * 3 (12) frames CA/263B: 17 Do vehicle/entity graphical action $17 CA/263C: DD Make vehicle/entity jump (high) CA/263D: AB Move vehicle/entity left/up 1x2 tiles CA/263E: 17 Do vehicle/entity graphical action $17 CA/263F: DD Make vehicle/entity jump (high) CA/2640: AB Move vehicle/entity left/up 1x2 tiles CA/2641: DC Make vehicle/entity jump (low) CA/2642: A3 Move vehicle/entity left/up 1x1 tiles CA/2643: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2644: E0 Pause for 4 * 6 (24) frames CA/2646: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/2647: FF End queue CA/2648: 08 Begin action queue for character $08 (Actor in stot 8), 9 bytes long (Wait until complete) CA/264A: C8 Set object layering priority to 2 (low nibble 2) CA/264C: C2 Set vehicle/entity's event speed to normal CA/264D: DD Make vehicle/entity jump (high) CA/264E: A4 Move vehicle/entity right/up 1x2 tiles CA/264F: DD Make vehicle/entity jump (high) CA/2650: 84 Move vehicle/entity up 2 tiles CA/2651: 84 Move vehicle/entity up 2 tiles CA/2652: FF End queue CA/2653: B0 Execute the following commands until $B1 2 times CA/2655: 07 Begin action queue for character $07 (Actor in stot 7), 4 bytes long (Wait until complete) CA/2657: DD Make vehicle/entity jump (high) CA/2658: CC Turn vehicle/entity up CA/2659: 1B Do vehicle/entity graphical action $1B CA/265A: FF End queue CA/265B: 92 Pause for 30 units CA/265C: B1 End block of repeating commands CA/265D: 35 Pause execution until action queue for object $30 (Camera) is complete CA/265F: 07 Begin action queue for character $07 (Actor in stot 7), 4 bytes long (Wait until complete) CA/2661: C3 Set vehicle/entity's event speed to fast CA/2662: 88 Move vehicle/entity up 3 tiles CA/2663: 19 Do vehicle/entity graphical action $19 CA/2664: FF End queue CA/2665: 4B Display dialogue message $0C07, wait for button press (Show text only) (At bottom of screen) STRAGO: Gotcha!! CA/2668: 07 Begin action queue for character $07 (Actor in stot 7), 4 bytes long CA/266A: C1 Set vehicle/entity's event speed to slow CA/266B: 8A Move vehicle/entity down 3 tiles CA/266C: C6 Set vehicle/entity to walk when moving CA/266D: FF End queue CA/266E: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CA/2670: 8A Move vehicle/entity down 3 tiles CA/2671: FF End queue CA/2672: 94 Pause for 60 units CA/2673: 97 Fade screen to black CA/2674: 08 Begin action queue for character $08 (Actor in stot 8), 3 bytes long (Wait until complete) CA/2676: C8 Set object layering priority to 0 (low nibble 0) CA/2678: FF End queue CA/2679: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA26B6 CA/267F: E7 Unknown command, parameter $07 CA/2681: D2 Set event bit $1E80($1C6) [$1EB8, bit 6] CA/2683: 6B Load map $00B6 (Thamasa, outdoors (Shadow's 4th dream / ending w/o Relm / Shadow / Strago)) instantly, (upper bits $0400), place party at (38, 27), facing up CA/2689: 3E Delete object $15 CA/268B: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/268D: 83 Move vehicle/entity left 1 tile CA/268E: FC Branch 1 bytes backwards ($CA268D) CA/2690: FF End queue CA/2691: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/2693: FC Branch 5 bytes backwards ($CA268E) CA/2695: FF End queue CA/2696: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/2698: FC Branch 5 bytes backwards ($CA2693) CA/269A: FF End queue CA/269B: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/269D: FC Branch 5 bytes backwards ($CA2698) CA/269F: FF End queue CA/26A0: 61 Colorize color range [$04, $77] to color $07 CA/26A4: B0 Execute the following commands until $B1 6 times CA/26A6: 50 Tint screen (cumulative) with color $9F CA/26A8: B1 End block of repeating commands CA/26A9: 96 Restore screen from fade CA/26AA: 30 Begin action queue for character $30 (Camera), 5 bytes long CA/26AC: C0 Set vehicle/entity's event speed to slowest CA/26AD: 9F Move vehicle/entity left 8 tiles CA/26AE: 9F Move vehicle/entity left 8 tiles CA/26AF: 83 Move vehicle/entity left 1 tile CA/26B0: FF End queue CA/26B1: B5 Pause for 15 * 72 (1080) units CA/26B3: 97 Fade screen to black CA/26B4: D3 Clear event bit $1E80($1C6) [$1EB8, bit 6] CA/26B6: 5C Pause execution until fade in or fade out is complete CA/26B7: 35 Pause execution until action queue for object $30 (Camera) is complete CA/26B9: D7 Clear event bit $1E80($3A0) [$1EF4, bit 0] CA/26BB: BA Play ending cinematic $4A CA/26BD: 6B Load map $0003 (Darkness (briefly on many occasions, inc. Tent use on the world map)) instantly, (upper bits $0400), place party at (8, 8), facing up CA/26C3: D5 Clear event bit $1E80($2C0) [$1ED8, bit 0] CA/26C5: F0 Play song 84 (Ending Theme #2), (high bit clear), full volume CA/26C7: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/26C9: 95 Pause for 120 units CA/26CA: B2 Call subroutine $CAF61A CA/26CE: 3F Assign character $00 (Actor in stot 0) to party 1 CA/26D1: 46 Make party 1 the current party CA/26D3: 45 Refresh objects CA/26D4: D5 Clear event bit $1E80($2F3) [$1EDE, bit 3] CA/26D6: 6B Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $0400), place party at (11, 8), facing up CA/26DC: 38 Hold screen CA/26DD: 60 Change background layer $0E to palette $08 CA/26E0: 60 Change background layer $0F to palette $1A CA/26E3: 51 Modify background color range from [60, 6F]: Subtract (Black) at intensity 0 CA/26E7: B0 Execute the following commands until $B1 7 times CA/26E9: 51 Modify background color range from [63, 63]: Add (Black) at intensity 3 CA/26ED: B1 End block of repeating commands CA/26EE: B2 Call subroutine $CAC90B CA/26F2: 3D Create object $13 CA/26F4: 41 Show object $13 CA/26F6: 5E Scroll Layer 2, speed 0 x 0 CA/26F9: B2 Call subroutine $CAC9ED CA/26FD: 42 Hide object $00 CA/26FF: B2 Call subroutine $CAC819 CA/2703: B2 Call subroutine $CA375E CA/2707: 13 Begin action queue for character $13 (NPC $13), 10 bytes long CA/2709: 8F Move vehicle/entity left 4 tiles CA/270A: A9 Move vehicle/entity left/down 2x1 tiles CA/270B: 87 Move vehicle/entity left 2 tiles CA/270C: E0 Pause for 4 * 10 (40) frames CA/270E: CE Turn vehicle/entity down CA/270F: E0 Pause for 4 * 1 (4) frames CA/2711: CD Turn vehicle/entity right CA/2712: FF End queue CA/2713: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA2721 CA/2719: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long CA/271B: D5 Set vehicle/entity's position to (21, 7) CA/271E: C3 Set vehicle/entity's event speed to fast CA/271F: 8F Move vehicle/entity left 4 tiles CA/2720: FF End queue CA/2721: C0 If ($1E80($2F2) [$1EDE, bit 2] is clear), branch to $CA272F CA/2727: 02 Begin action queue for character $02 (Actor in stot 2), 6 bytes long CA/2729: D5 Set vehicle/entity's position to (25, 7) CA/272C: C3 Set vehicle/entity's event speed to fast CA/272D: 97 Move vehicle/entity left 6 tiles CA/272E: FF End queue CA/272F: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long CA/2731: D5 Set vehicle/entity's position to (23, 9) CA/2734: C3 Set vehicle/entity's event speed to fast CA/2735: 9F Move vehicle/entity left 8 tiles CA/2736: FF End queue CA/2737: C0 If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA2746 CA/273D: 05 Begin action queue for character $05 (Actor in stot 5), 7 bytes long CA/273F: D5 Set vehicle/entity's position to (23, 8) CA/2742: C3 Set vehicle/entity's event speed to fast CA/2743: 8F Move vehicle/entity left 4 tiles CA/2744: A3 Move vehicle/entity left/up 1x1 tiles CA/2745: FF End queue CA/2746: 06 Begin action queue for character $06 (Actor in stot 6), 8 bytes long CA/2748: D5 Set vehicle/entity's position to (23, 8) CA/274B: C3 Set vehicle/entity's event speed to fast CA/274C: 9B Move vehicle/entity left 7 tiles CA/274D: A3 Move vehicle/entity left/up 1x1 tiles CA/274E: 83 Move vehicle/entity left 1 tile CA/274F: FF End queue CA/2750: 09 Begin action queue for character $09 (Actor in stot 9), 7 bytes long CA/2752: D5 Set vehicle/entity's position to (24, 9) CA/2755: C3 Set vehicle/entity's event speed to fast CA/2756: 9F Move vehicle/entity left 8 tiles CA/2757: A3 Move vehicle/entity left/up 1x1 tiles CA/2758: FF End queue CA/2759: 30 Begin action queue for character $30 (Camera), 5 bytes long CA/275B: C3 Set vehicle/entity's event speed to fast CA/275C: 91 Move vehicle/entity right 5 tiles CA/275D: C2 Set vehicle/entity's event speed to normal CA/275E: 81 Move vehicle/entity right 1 tile CA/275F: FF End queue CA/2760: 96 Restore screen from fade CA/2761: 35 Pause execution until action queue for object $13 (NPC $13) is complete CA/2763: 35 Pause execution until action queue for object $30 (Camera) is complete CA/2765: 3D Create object $10 CA/2767: 41 Show object $10 CA/2769: 3D Create object $11 CA/276B: 41 Show object $11 CA/276D: 45 Refresh objects CA/276E: 4B Display dialogue message $0BD6, wait for button press TERRA: Come with me! CA/2771: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/2773: 9F Move vehicle/entity left 8 tiles CA/2774: FF End queue CA/2775: 92 Pause for 30 units CA/2776: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/2778: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2779: FF End queue CA/277A: 92 Pause for 30 units CA/277B: 42 Hide object $13 CA/277D: 45 Refresh objects CA/277E: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/2780: D5 Set vehicle/entity's position to (12, 9) CA/2783: C3 Set vehicle/entity's event speed to fast CA/2784: FF End queue CA/2785: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CA/2787: D5 Set vehicle/entity's position to (13, 9) CA/278A: C3 Set vehicle/entity's event speed to fast CA/278B: FF End queue CA/278C: 10 Begin action queue for character $10 (NPC $10), 8 bytes long (Wait until complete) CA/278E: C3 Set vehicle/entity's event speed to fast CA/278F: AA Move vehicle/entity left/up 2x1 tiles CA/2790: AA Move vehicle/entity left/up 2x1 tiles CA/2791: AA Move vehicle/entity left/up 2x1 tiles CA/2792: AA Move vehicle/entity left/up 2x1 tiles CA/2793: AA Move vehicle/entity left/up 2x1 tiles CA/2794: AA Move vehicle/entity left/up 2x1 tiles CA/2795: FF End queue CA/2796: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/2798: 0F Do vehicle/entity graphical action $0F CA/2799: E0 Pause for 4 * 6 (24) frames CA/279B: 0A Do vehicle/entity graphical action $0A CA/279C: FF End queue CA/279D: 35 Pause execution until action queue for object $30 (Camera) is complete CA/279F: 91 Pause for 15 units CA/27A0: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/27A2: 92 Pause for 30 units CA/27A3: 5E Scroll Layer 2, speed 192 x 0 CA/27A6: 92 Pause for 30 units CA/27A7: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CA/27A9: C1 Set vehicle/entity's event speed to slow CA/27AA: A6 Move vehicle/entity right/down 2x1 tiles CA/27AB: A6 Move vehicle/entity right/down 2x1 tiles CA/27AC: FF End queue CA/27AD: 91 Pause for 15 units CA/27AE: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/27B0: 87 Move vehicle/entity left 2 tiles CA/27B1: CE Turn vehicle/entity down CA/27B2: FF End queue CA/27B3: 3D Create object $12 CA/27B5: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CA/27B7: D5 Set vehicle/entity's position to (13, 8) CA/27BA: FF End queue CA/27BB: 41 Show object $12 CA/27BD: 45 Refresh objects CA/27BE: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/27C0: CC Turn vehicle/entity up CA/27C1: FF End queue CA/27C2: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CA/27C4: C2 Set vehicle/entity's event speed to normal CA/27C5: 88 Move vehicle/entity up 3 tiles CA/27C6: FF End queue CA/27C7: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/27C9: CC Turn vehicle/entity up CA/27CA: FF End queue CA/27CB: 4B Display dialogue message $0BD7, wait for button press (At bottom of screen) EDGAR: The last piece of Magicite! CA/27CE: 3D Create object $1C CA/27D0: 41 Show object $1C CA/27D2: 42 Hide object $12 CA/27D4: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete) CA/27D6: 85 Move vehicle/entity right 2 tiles CA/27D7: D1 Make vehicle/entity disappear CA/27D8: FF End queue CA/27D9: 94 Pause for 60 units CA/27DA: 06 Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete) CA/27DC: CE Turn vehicle/entity down CA/27DD: E0 Pause for 4 * 8 (32) frames CA/27DF: CF Turn vehicle/entity left CA/27E0: E0 Pause for 4 * 6 (24) frames CA/27E2: 8F Move vehicle/entity left 4 tiles CA/27E3: FF End queue CA/27E4: 4B Display dialogue message $0BD8, wait for button press (At bottom of screen) CELES: TERRA! It's okay! Your power! It's fading… CA/27E7: 94 Pause for 60 units CA/27E8: 97 Fade screen to black CA/27E9: 5C Pause execution until fade in or fade out is complete CA/27EA: B2 Call subroutine $CAC97C CA/27EE: 6B Load map $0103 (Ending - Falcon flies out of Kefka's tower) instantly, (upper bits $0400), place party at (7, 7), facing up CA/27F4: 60 Change background layer $0F to palette $14 CA/27F7: 78 Enable ability to pass through other objects for object $10 (NPC $10) CA/27F9: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/27FB: 78 Enable ability to pass through other objects for object $12 (NPC $12) CA/27FD: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/27FF: 5D Scroll Layer 1, speed 198 x 0 CA/2802: 5E Scroll Layer 2, speed 150 x 0 CA/2805: 51 Modify background color range from [09, 09]: Subtract (Black) at intensity 0 CA/2809: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/280B: C4 Set vehicle/entity's event speed to faster CA/280C: 83 Move vehicle/entity left 1 tile CA/280D: FC Branch 1 bytes backwards ($CA280C) CA/280F: FF End queue CA/2810: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/2812: FC Branch 7 bytes backwards ($CA280B) CA/2814: FF End queue CA/2815: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/2817: FC Branch 5 bytes backwards ($CA2812) CA/2819: FF End queue CA/281A: 95 Pause for 120 units CA/281B: 5D Scroll Layer 1, speed 208 x 0 CA/281E: 94 Pause for 60 units CA/281F: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/2821: C4 Set vehicle/entity's event speed to faster CA/2822: AA Move vehicle/entity left/up 2x1 tiles CA/2823: FC Branch 1 bytes backwards ($CA2822) CA/2825: FF End queue CA/2826: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/2828: FC Branch 7 bytes backwards ($CA2821) CA/282A: FF End queue CA/282B: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/282D: FC Branch 5 bytes backwards ($CA2828) CA/282F: FF End queue CA/2830: 94 Pause for 60 units CA/2831: 10 Begin action queue for character $10 (NPC $10), 10 bytes long CA/2833: C3 Set vehicle/entity's event speed to fast CA/2834: 87 Move vehicle/entity left 2 tiles CA/2835: C4 Set vehicle/entity's event speed to faster CA/2836: 83 Move vehicle/entity left 1 tile CA/2837: C5 Set vehicle/entity's event speed to fastest CA/2838: 83 Move vehicle/entity left 1 tile CA/2839: AA Move vehicle/entity left/up 2x1 tiles CA/283A: FC Branch 1 bytes backwards ($CA2839) CA/283C: FF End queue CA/283D: 11 Begin action queue for character $11 (NPC $11), 10 bytes long CA/283F: C3 Set vehicle/entity's event speed to fast CA/2840: 87 Move vehicle/entity left 2 tiles CA/2841: C4 Set vehicle/entity's event speed to faster CA/2842: 83 Move vehicle/entity left 1 tile CA/2843: C5 Set vehicle/entity's event speed to fastest CA/2844: 83 Move vehicle/entity left 1 tile CA/2845: AA Move vehicle/entity left/up 2x1 tiles CA/2846: FC Branch 1 bytes backwards ($CA2845) CA/2848: FF End queue CA/2849: 12 Begin action queue for character $12 (NPC $12), 10 bytes long CA/284B: C3 Set vehicle/entity's event speed to fast CA/284C: 87 Move vehicle/entity left 2 tiles CA/284D: C4 Set vehicle/entity's event speed to faster CA/284E: 83 Move vehicle/entity left 1 tile CA/284F: C5 Set vehicle/entity's event speed to fastest CA/2850: 83 Move vehicle/entity left 1 tile CA/2851: AA Move vehicle/entity left/up 2x1 tiles CA/2852: FC Branch 1 bytes backwards ($CA2851) CA/2854: FF End queue CA/2855: 92 Pause for 30 units CA/2856: 97 Fade screen to black CA/2857: 5C Pause execution until fade in or fade out is complete CA/2858: BA Play ending cinematic $02 CA/285A: 6B Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $0400), place party at (8, 8), facing up CA/2860: 60 Change background layer $06 to palette $1D CA/2863: 60 Change background layer $0E to palette $08 CA/2866: 3D Create object $10 CA/2868: 41 Show object $10 CA/286A: 3D Create object $11 CA/286C: 41 Show object $11 CA/286E: B2 Call subroutine $CAC90B CA/2872: B2 Call subroutine $CAC9ED CA/2876: 42 Hide object $00 CA/2878: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/287A: D5 Set vehicle/entity's position to (16, 9) CA/287D: C3 Set vehicle/entity's event speed to fast CA/287E: FF End queue CA/287F: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/2881: D5 Set vehicle/entity's position to (16, 9) CA/2884: C3 Set vehicle/entity's event speed to fast CA/2885: FF End queue CA/2886: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/2888: D5 Set vehicle/entity's position to (16, 7) CA/288B: C3 Set vehicle/entity's event speed to fast CA/288C: FF End queue CA/288D: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/288F: C7 Set vehicle/entity to stay still when moving CA/2890: FF End queue CA/2891: B2 Call subroutine $CA375E CA/2895: 96 Restore screen from fade CA/2896: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CA/2898: 80 Move vehicle/entity up 1 tile CA/2899: 82 Move vehicle/entity down 1 tile CA/289A: FF End queue CA/289B: 06 Begin action queue for character $06 (Actor in stot 6), 7 bytes long CA/289D: 9B Move vehicle/entity left 7 tiles CA/289E: A3 Move vehicle/entity left/up 1x1 tiles CA/289F: 0F Do vehicle/entity graphical action $0F CA/28A0: E0 Pause for 4 * 2 (8) frames CA/28A2: 09 Do vehicle/entity graphical action $09 (kneeling) CA/28A3: FF End queue CA/28A4: 93 Pause for 45 units CA/28A5: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/28A7: 97 Move vehicle/entity left 6 tiles CA/28A8: FF End queue CA/28A9: 91 Pause for 15 units CA/28AA: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long CA/28AC: 93 Move vehicle/entity left 5 tiles CA/28AD: 0A Do vehicle/entity graphical action $0A CA/28AE: FF End queue CA/28AF: B0 Execute the following commands until $B1 13 times CA/28B1: 53 Modify object color range from [60, 6F]: Do unknown operation (Black) at intensity 3 CA/28B5: B1 End block of repeating commands CA/28B6: B0 Execute the following commands until $B1 13 times CA/28B8: 53 Modify object color range from [60, 6F]: Do unknown operation (Black) at intensity 3 CA/28BC: B1 End block of repeating commands CA/28BD: B0 Execute the following commands until $B1 10 times CA/28BF: 53 Modify object color range from [60, 6F]: Do unknown operation (Black) at intensity 3 CA/28C3: B1 End block of repeating commands CA/28C4: 35 Pause execution until action queue for object $09 (Actor in stot 9) is complete CA/28C6: 35 Pause execution until action queue for object $10 (NPC $10) is complete CA/28C8: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CA/28CA: A6 Move vehicle/entity right/down 2x1 tiles CA/28CB: A1 Move vehicle/entity right/down 1x1 tiles CA/28CC: FF End queue CA/28CD: 4B Display dialogue message $0BD9, wait for button press CELES: TERRA, your strength is going! CA/28D0: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/28D2: CE Turn vehicle/entity down CA/28D3: FF End queue CA/28D4: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CA/28D6: C2 Set vehicle/entity's event speed to normal CA/28D7: A1 Move vehicle/entity right/down 1x1 tiles CA/28D8: C3 Set vehicle/entity's event speed to fast CA/28D9: A7 Move vehicle/entity right/down 1x2 tiles CA/28DA: A7 Move vehicle/entity right/down 1x2 tiles CA/28DB: A7 Move vehicle/entity right/down 1x2 tiles CA/28DC: FF End queue CA/28DD: 92 Pause for 30 units CA/28DE: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CA/28E0: A1 Move vehicle/entity right/down 1x1 tiles CA/28E1: 20 Do vehicle/entity graphical action $20 CA/28E2: FF End queue CA/28E3: 91 Pause for 15 units CA/28E4: 35 Pause execution until action queue for object $10 (NPC $10) is complete CA/28E6: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/28E8: CE Turn vehicle/entity down CA/28E9: FF End queue CA/28EA: 04 Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete) CA/28EC: 20 Do vehicle/entity graphical action $20 CA/28ED: E0 Pause for 4 * 2 (8) frames CA/28EF: 0F Do vehicle/entity graphical action $0F CA/28F0: E0 Pause for 4 * 1 (4) frames CA/28F2: 1B Do vehicle/entity graphical action $1B CA/28F3: FF End queue CA/28F4: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/28F6: 20 Do vehicle/entity graphical action $20 CA/28F7: E0 Pause for 4 * 2 (8) frames CA/28F9: CE Turn vehicle/entity down CA/28FA: FF End queue CA/28FB: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/28FD: CE Turn vehicle/entity down CA/28FE: FF End queue CA/28FF: 09 Begin action queue for character $09 (Actor in stot 9), 4 bytes long (Wait until complete) CA/2901: 8D Move vehicle/entity right 4 tiles CA/2902: 82 Move vehicle/entity down 1 tile CA/2903: CF Turn vehicle/entity left CA/2904: FF End queue CA/2905: 91 Pause for 15 units CA/2906: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/2908: 91 Pause for 15 units CA/2909: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/290B: C4 Set vehicle/entity's event speed to faster CA/290C: 99 Move vehicle/entity right 7 tiles CA/290D: FF End queue CA/290E: 91 Pause for 15 units CA/290F: 97 Fade screen to black CA/2910: 5C Pause execution until fade in or fade out is complete CA/2911: 35 Pause execution until action queue for object $30 (Camera) is complete CA/2913: 6B Load map $0003 (Darkness (briefly on many occasions, inc. Tent use on the world map)) instantly, (upper bits $0400), place party at (8, 8), facing up CA/2919: BA Play ending cinematic $04 CA/291B: B2 Call subroutine $CAC97C CA/291F: 3D Create object $00 CA/2921: D6 Set event bit $1E80($3FE) [$1EFF, bit 6] CA/2923: 6B Load map $009C (Baren Falls, waterfall overlook (including ending)) instantly, (upper bits $0400), place party at (12, 7), facing up CA/2929: D7 Clear event bit $1E80($3FE) [$1EFF, bit 6] CA/292B: 96 Restore screen from fade CA/292C: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CA/292E: AA Move vehicle/entity left/up 2x1 tiles CA/292F: AA Move vehicle/entity left/up 2x1 tiles CA/2930: AA Move vehicle/entity left/up 2x1 tiles CA/2931: AA Move vehicle/entity left/up 2x1 tiles CA/2932: AA Move vehicle/entity left/up 2x1 tiles CA/2933: AA Move vehicle/entity left/up 2x1 tiles CA/2934: FF End queue CA/2935: 93 Pause for 45 units CA/2936: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/2938: 80 Move vehicle/entity up 1 tile CA/2939: FF End queue CA/293A: 92 Pause for 30 units CA/293B: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CA/293D: CD Turn vehicle/entity right CA/293E: E0 Pause for 4 * 6 (24) frames CA/2940: CC Turn vehicle/entity up CA/2941: FF End queue CA/2942: 94 Pause for 60 units CA/2943: 13 Begin action queue for character $13 (NPC $13), 12 bytes long (Wait until complete) CA/2945: 94 Move vehicle/entity up 6 tiles CA/2946: DC Make vehicle/entity jump (low) CA/2947: CC Turn vehicle/entity up CA/2948: E0 Pause for 4 * 4 (16) frames CA/294A: DC Make vehicle/entity jump (low) CA/294B: CC Turn vehicle/entity up CA/294C: E0 Pause for 4 * 4 (16) frames CA/294E: DC Make vehicle/entity jump (low) CA/294F: CC Turn vehicle/entity up CA/2950: FF End queue CA/2951: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/2953: C0 Set vehicle/entity's event speed to slowest CA/2954: 96 Move vehicle/entity down 6 tiles CA/2955: FF End queue CA/2956: 94 Pause for 60 units CA/2957: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/2959: CF Turn vehicle/entity left CA/295A: FF End queue CA/295B: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/295D: CF Turn vehicle/entity left CA/295E: FF End queue CA/295F: 93 Pause for 45 units CA/2960: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/2962: C3 Set vehicle/entity's event speed to fast CA/2963: 9E Move vehicle/entity down 8 tiles CA/2964: FF End queue CA/2965: 93 Pause for 45 units CA/2966: 11 Begin action queue for character $11 (NPC $11), 7 bytes long CA/2968: DD Make vehicle/entity jump (high) CA/2969: CE Turn vehicle/entity down CA/296A: E0 Pause for 4 * 4 (16) frames CA/296C: 9E Move vehicle/entity down 8 tiles CA/296D: 82 Move vehicle/entity down 1 tile CA/296E: FF End queue CA/296F: 92 Pause for 30 units CA/2970: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CA/2972: C3 Set vehicle/entity's event speed to fast CA/2973: 9E Move vehicle/entity down 8 tiles CA/2974: 8E Move vehicle/entity down 4 tiles CA/2975: FF End queue CA/2976: 5A Fade screen at speed $08 CA/2978: 35 Pause execution until action queue for object $30 (Camera) is complete CA/297A: 35 Pause execution until action queue for object $11 (NPC $11) is complete CA/297C: 35 Pause execution until action queue for object $13 (NPC $13) is complete CA/297E: 5C Pause execution until fade in or fade out is complete CA/297F: D6 Set event bit $1E80($3FE) [$1EFF, bit 6] CA/2981: 6B Load map $00B8 (Mobliz, outdoors (ending)) instantly, (upper bits $0400), place party at (13, 20), facing up CA/2987: 73 Replace current map's Layer 1 at (6, 19) with the following (2 x 1) chunk, refresh immediately CA/298C: $04, $14 CA/298E: D7 Clear event bit $1E80($3FE) [$1EFF, bit 6] CA/2990: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/2992: 78 Enable ability to pass through other objects for object $12 (NPC $12) CA/2994: 78 Enable ability to pass through other objects for object $15 (NPC $15) CA/2996: 78 Enable ability to pass through other objects for object $13 (NPC $13) CA/2998: 78 Enable ability to pass through other objects for object $14 (NPC $14) CA/299A: 96 Restore screen from fade CA/299B: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/299D: C1 Set vehicle/entity's event speed to slow CA/299E: 8B Move vehicle/entity left 3 tiles CA/299F: FF End queue CA/29A0: 12 Begin action queue for character $12 (NPC $12), 13 bytes long CA/29A2: DC Make vehicle/entity jump (low) CA/29A3: CD Turn vehicle/entity right CA/29A4: E0 Pause for 4 * 4 (16) frames CA/29A6: DC Make vehicle/entity jump (low) CA/29A7: CD Turn vehicle/entity right CA/29A8: E0 Pause for 4 * 4 (16) frames CA/29AA: DC Make vehicle/entity jump (low) CA/29AB: CD Turn vehicle/entity right CA/29AC: E0 Pause for 4 * 4 (16) frames CA/29AE: FF End queue CA/29AF: 13 Begin action queue for character $13 (NPC $13), 7 bytes long CA/29B1: 9F Move vehicle/entity left 8 tiles CA/29B2: A9 Move vehicle/entity left/down 2x1 tiles CA/29B3: A9 Move vehicle/entity left/down 2x1 tiles CA/29B4: 8B Move vehicle/entity left 3 tiles CA/29B5: 8C Move vehicle/entity up 4 tiles CA/29B6: D1 Make vehicle/entity disappear CA/29B7: FF End queue CA/29B8: 92 Pause for 30 units CA/29B9: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CA/29BB: 9B Move vehicle/entity left 7 tiles CA/29BC: A9 Move vehicle/entity left/down 2x1 tiles CA/29BD: 8F Move vehicle/entity left 4 tiles CA/29BE: CC Turn vehicle/entity up CA/29BF: FF End queue CA/29C0: 92 Pause for 30 units CA/29C1: 15 Begin action queue for character $15 (NPC $15), 4 bytes long CA/29C3: 87 Move vehicle/entity left 2 tiles CA/29C4: FC Branch 19 bytes backwards ($CA29B1) CA/29C6: FF End queue CA/29C7: 35 Pause execution until action queue for object $14 (NPC $14) is complete CA/29C9: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/29CB: CE Turn vehicle/entity down CA/29CC: FF End queue CA/29CD: 94 Pause for 60 units CA/29CE: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CA/29D0: DD Make vehicle/entity jump (high) CA/29D1: CE Turn vehicle/entity down CA/29D2: FF End queue CA/29D3: 14 Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete) CA/29D5: DD Make vehicle/entity jump (high) CA/29D6: CE Turn vehicle/entity down CA/29D7: FF End queue CA/29D8: 93 Pause for 45 units CA/29D9: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CA/29DB: 82 Move vehicle/entity down 1 tile CA/29DC: FC Branch 40 bytes backwards ($CA29B4) CA/29DE: FF End queue CA/29DF: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CA/29E1: 82 Move vehicle/entity down 1 tile CA/29E2: FC Branch 7 bytes backwards ($CA29DB) CA/29E4: FF End queue CA/29E5: 94 Pause for 60 units CA/29E6: 5A Fade screen at speed $08 CA/29E8: 5C Pause execution until fade in or fade out is complete CA/29E9: 35 Pause execution until action queue for object $30 (Camera) is complete CA/29EB: D6 Set event bit $1E80($39C) [$1EF3, bit 4] CA/29ED: 6B Load map $00B7 (Mobliz, children's cave (ending)) instantly, (upper bits $0400), place party at (49, 54), facing up CA/29F3: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/29F5: 78 Enable ability to pass through other objects for object $12 (NPC $12) CA/29F7: 78 Enable ability to pass through other objects for object $13 (NPC $13) CA/29F9: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/29FB: 3E Delete object $10 CA/29FD: 12 Begin action queue for character $12 (NPC $12), 5 bytes long CA/29FF: D5 Set vehicle/entity's position to (52, 60) CA/2A02: C3 Set vehicle/entity's event speed to fast CA/2A03: FF End queue CA/2A04: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/2A06: FC Branch 7 bytes backwards ($CA29FF) CA/2A08: FF End queue CA/2A09: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CA/2A0B: FC Branch 5 bytes backwards ($CA2A06) CA/2A0D: FF End queue CA/2A0E: 96 Restore screen from fade CA/2A0F: 30 Begin action queue for character $30 (Camera), 5 bytes long CA/2A11: C1 Set vehicle/entity's event speed to slow CA/2A12: A3 Move vehicle/entity left/up 1x1 tiles CA/2A13: A3 Move vehicle/entity left/up 1x1 tiles CA/2A14: A3 Move vehicle/entity left/up 1x1 tiles CA/2A15: FF End queue CA/2A16: 12 Begin action queue for character $12 (NPC $12), 7 bytes long CA/2A18: 8C Move vehicle/entity up 4 tiles CA/2A19: 8B Move vehicle/entity left 3 tiles CA/2A1A: 88 Move vehicle/entity up 3 tiles CA/2A1B: 8F Move vehicle/entity left 4 tiles CA/2A1C: 80 Move vehicle/entity up 1 tile CA/2A1D: CD Turn vehicle/entity right CA/2A1E: FF End queue CA/2A1F: 92 Pause for 30 units CA/2A20: 13 Begin action queue for character $13 (NPC $13), 6 bytes long CA/2A22: 8C Move vehicle/entity up 4 tiles CA/2A23: 8B Move vehicle/entity left 3 tiles CA/2A24: 88 Move vehicle/entity up 3 tiles CA/2A25: 8B Move vehicle/entity left 3 tiles CA/2A26: CC Turn vehicle/entity up CA/2A27: FF End queue CA/2A28: 91 Pause for 15 units CA/2A29: 11 Begin action queue for character $11 (NPC $11), 7 bytes long CA/2A2B: 8C Move vehicle/entity up 4 tiles CA/2A2C: 8B Move vehicle/entity left 3 tiles CA/2A2D: 88 Move vehicle/entity up 3 tiles CA/2A2E: 87 Move vehicle/entity left 2 tiles CA/2A2F: 84 Move vehicle/entity up 2 tiles CA/2A30: CF Turn vehicle/entity left CA/2A31: FF End queue CA/2A32: 16 Begin action queue for character $16 (NPC $16), 4 bytes long CA/2A34: C2 Set vehicle/entity's event speed to normal CA/2A35: 84 Move vehicle/entity up 2 tiles CA/2A36: CF Turn vehicle/entity left CA/2A37: FF End queue CA/2A38: 92 Pause for 30 units CA/2A39: 15 Begin action queue for character $15 (NPC $15), 4 bytes long CA/2A3B: C2 Set vehicle/entity's event speed to normal CA/2A3C: 94 Move vehicle/entity up 6 tiles CA/2A3D: CD Turn vehicle/entity right CA/2A3E: FF End queue CA/2A3F: 91 Pause for 15 units CA/2A40: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CA/2A42: CD Turn vehicle/entity right CA/2A43: FF End queue CA/2A44: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CA/2A46: C2 Set vehicle/entity's event speed to normal CA/2A47: 8D Move vehicle/entity right 4 tiles CA/2A48: 8C Move vehicle/entity up 4 tiles CA/2A49: CF Turn vehicle/entity left CA/2A4A: FF End queue CA/2A4B: 35 Pause execution until action queue for object $30 (Camera) is complete CA/2A4D: B5 Pause for 15 * 12 (180) units CA/2A4F: 4B Display dialogue message $0BDC, wait for button press (Show text only) Do it right, Katarin…! CA/2A52: 11 Begin action queue for character $11 (NPC $11), 11 bytes long CA/2A54: CE Turn vehicle/entity down CA/2A55: E0 Pause for 4 * 2 (8) frames CA/2A57: CD Turn vehicle/entity right CA/2A58: E0 Pause for 4 * 3 (12) frames CA/2A5A: CC Turn vehicle/entity up CA/2A5B: E0 Pause for 4 * 2 (8) frames CA/2A5D: CF Turn vehicle/entity left CA/2A5E: FF End queue CA/2A5F: 13 Begin action queue for character $13 (NPC $13), 8 bytes long CA/2A61: CD Turn vehicle/entity right CA/2A62: E0 Pause for 4 * 3 (12) frames CA/2A64: CC Turn vehicle/entity up CA/2A65: E0 Pause for 4 * 2 (8) frames CA/2A67: CD Turn vehicle/entity right CA/2A68: FF End queue CA/2A69: 12 Begin action queue for character $12 (NPC $12), 5 bytes long CA/2A6B: CC Turn vehicle/entity up CA/2A6C: E0 Pause for 4 * 4 (16) frames CA/2A6E: CF Turn vehicle/entity left CA/2A6F: FF End queue CA/2A70: 17 Begin action queue for character $17 (NPC $17), 8 bytes long CA/2A72: CE Turn vehicle/entity down CA/2A73: E0 Pause for 4 * 3 (12) frames CA/2A75: CC Turn vehicle/entity up CA/2A76: E0 Pause for 4 * 5 (20) frames CA/2A78: CD Turn vehicle/entity right CA/2A79: FF End queue CA/2A7A: 91 Pause for 15 units CA/2A7B: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CA/2A7D: CE Turn vehicle/entity down CA/2A7E: E0 Pause for 4 * 3 (12) frames CA/2A80: CF Turn vehicle/entity left CA/2A81: FF End queue CA/2A82: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CA/2A84: CF Turn vehicle/entity left CA/2A85: E0 Pause for 4 * 2 (8) frames CA/2A87: CC Turn vehicle/entity up CA/2A88: E0 Pause for 4 * 4 (16) frames CA/2A8A: CD Turn vehicle/entity right CA/2A8B: FF End queue CA/2A8C: 92 Pause for 30 units CA/2A8D: 4B Display dialogue message $0BDD, wait for button press (Show text only) Gotta hang in there… CA/2A90: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/2A92: CC Turn vehicle/entity up CA/2A93: FF End queue CA/2A94: B4 Pause for 4 units CA/2A96: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/2A98: CC Turn vehicle/entity up CA/2A99: FF End queue CA/2A9A: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CA/2A9C: CC Turn vehicle/entity up CA/2A9D: FF End queue CA/2A9E: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CA/2AA0: CC Turn vehicle/entity up CA/2AA1: FF End queue CA/2AA2: B4 Pause for 4 units CA/2AA4: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/2AA6: CC Turn vehicle/entity up CA/2AA7: FF End queue CA/2AA8: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/2AAA: CC Turn vehicle/entity up CA/2AAB: FF End queue CA/2AAC: B4 Pause for 5 units CA/2AAE: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CA/2AB0: CC Turn vehicle/entity up CA/2AB1: FF End queue CA/2AB2: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/2AB4: C1 Set vehicle/entity's event speed to slow CA/2AB5: 9C Move vehicle/entity up 8 tiles CA/2AB6: FF End queue CA/2AB7: B5 Pause for 15 * 12 (180) units CA/2AB9: 5A Fade screen at speed $08 CA/2ABB: 35 Pause execution until action queue for object $30 (Camera) is complete CA/2ABD: 5C Pause execution until fade in or fade out is complete CA/2ABE: 6B Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $0400), place party at (19, 8), facing up CA/2AC4: 60 Change background layer $06 to palette $1D CA/2AC7: D4 Set event bit $1E80($2F0) [$1EDE, bit 0] CA/2AC9: 50 Tint screen (cumulative) with color $5F CA/2ACB: 52 Tint characters (cumulative) with color $5F CA/2ACD: B2 Call subroutine $CAC90B CA/2AD1: B2 Call subroutine $CAC9ED CA/2AD5: B2 Call subroutine $CA375E CA/2AD9: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CA/2ADB: D5 Set vehicle/entity's position to (11, 7) CA/2ADE: 28 Do vehicle/entity graphical action $28 CA/2ADF: FF End queue CA/2AE0: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA2AF0 CA/2AE6: 01 Begin action queue for character $01 (Actor in stot 1), 8 bytes long CA/2AE8: 28 Do vehicle/entity graphical action $28 CA/2AE9: E0 Pause for 4 * 255 (1020) frames CA/2AEB: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2AEC: E0 Pause for 4 * 255 (1020) frames CA/2AEE: CF Turn vehicle/entity left CA/2AEF: FF End queue CA/2AF0: C0 If ($1E80($2F2) [$1EDE, bit 2] is clear), branch to $CA2B02 CA/2AF6: 02 Begin action queue for character $02 (Actor in stot 2), 10 bytes long CA/2AF8: 28 Do vehicle/entity graphical action $28 CA/2AF9: E0 Pause for 4 * 255 (1020) frames CA/2AFB: E0 Pause for 4 * 48 (192) frames CA/2AFD: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2AFE: E0 Pause for 4 * 168 (672) frames CA/2B00: CF Turn vehicle/entity left CA/2B01: FF End queue CA/2B02: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/2B04: D5 Set vehicle/entity's position to (17, 9) CA/2B07: 28 Do vehicle/entity graphical action $28 CA/2B08: FF End queue CA/2B09: C0 If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA2B1E CA/2B0F: 05 Begin action queue for character $05 (Actor in stot 5), 13 bytes long CA/2B11: 28 Do vehicle/entity graphical action $28 CA/2B12: E0 Pause for 4 * 255 (1020) frames CA/2B14: E0 Pause for 4 * 32 (128) frames CA/2B16: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2B17: E0 Pause for 4 * 160 (640) frames CA/2B19: CF Turn vehicle/entity left CA/2B1A: E0 Pause for 4 * 8 (32) frames CA/2B1C: CC Turn vehicle/entity up CA/2B1D: FF End queue CA/2B1E: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/2B20: D5 Set vehicle/entity's position to (14, 9) CA/2B23: 28 Do vehicle/entity graphical action $28 CA/2B24: FF End queue CA/2B25: C0 If ($1E80($2F7) [$1EDE, bit 7] is clear), branch to $CA2B37 CA/2B2B: 07 Begin action queue for character $07 (Actor in stot 7), 10 bytes long CA/2B2D: 28 Do vehicle/entity graphical action $28 CA/2B2E: E0 Pause for 4 * 255 (1020) frames CA/2B30: E0 Pause for 4 * 40 (160) frames CA/2B32: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2B33: E0 Pause for 4 * 160 (640) frames CA/2B35: CF Turn vehicle/entity left CA/2B36: FF End queue CA/2B37: C0 If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CA2B49 CA/2B3D: 08 Begin action queue for character $08 (Actor in stot 8), 10 bytes long CA/2B3F: 28 Do vehicle/entity graphical action $28 CA/2B40: E0 Pause for 4 * 255 (1020) frames CA/2B42: E0 Pause for 4 * 32 (128) frames CA/2B44: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2B45: E0 Pause for 4 * 64 (256) frames CA/2B47: CF Turn vehicle/entity left CA/2B48: FF End queue CA/2B49: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long CA/2B4B: D5 Set vehicle/entity's position to (15, 8) CA/2B4E: 28 Do vehicle/entity graphical action $28 CA/2B4F: FF End queue CA/2B50: C0 If ($1E80($2FA) [$1EDF, bit 2] is clear), branch to $CA2B5F CA/2B56: 0A Begin action queue for character $0A (Actor in stot 10), 7 bytes long CA/2B58: 28 Do vehicle/entity graphical action $28 CA/2B59: E0 Pause for 4 * 255 (1020) frames CA/2B5B: E0 Pause for 4 * 28 (112) frames CA/2B5D: CF Turn vehicle/entity left CA/2B5E: FF End queue CA/2B5F: C0 If ($1E80($2FB) [$1EDF, bit 3] is clear), branch to $CA2B6E CA/2B65: 0B Begin action queue for character $0B (Actor in stot 11), 7 bytes long CA/2B67: 28 Do vehicle/entity graphical action $28 CA/2B68: E0 Pause for 4 * 255 (1020) frames CA/2B6A: E0 Pause for 4 * 24 (96) frames CA/2B6C: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2B6D: FF End queue CA/2B6E: C0 If ($1E80($2FC) [$1EDF, bit 4] is clear), branch to $CA2B80 CA/2B74: 0C Begin action queue for character $0C (Actor in stot 12), 10 bytes long CA/2B76: 28 Do vehicle/entity graphical action $28 CA/2B77: E0 Pause for 4 * 255 (1020) frames CA/2B79: E0 Pause for 4 * 40 (160) frames CA/2B7B: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2B7C: E0 Pause for 4 * 160 (640) frames CA/2B7E: CF Turn vehicle/entity left CA/2B7F: FF End queue CA/2B80: C0 If ($1E80($2FD) [$1EDF, bit 5] is clear), branch to $CA2B8F CA/2B86: 0D Begin action queue for character $0D (Actor in stot 13), 7 bytes long CA/2B88: 28 Do vehicle/entity graphical action $28 CA/2B89: E0 Pause for 4 * 255 (1020) frames CA/2B8B: E0 Pause for 4 * 64 (256) frames CA/2B8D: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2B8E: FF End queue CA/2B8F: 96 Restore screen from fade CA/2B90: B0 Execute the following commands until $B1 31 times CA/2B92: 50 Tint screen (cumulative) with color $7F CA/2B94: 52 Tint characters (cumulative) with color $7F CA/2B96: 91 Pause for 15 units CA/2B97: B1 End block of repeating commands CA/2B98: 95 Pause for 120 units CA/2B99: 4B Display dialogue message $0BDE, wait for button press (Show text only) …for a while longer… CA/2B9C: 95 Pause for 120 units CA/2B9D: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/2B9F: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/2BA0: FF End queue CA/2BA1: 92 Pause for 30 units CA/2BA2: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/2BA4: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2BA5: FF End queue CA/2BA6: 94 Pause for 60 units CA/2BA7: 4B Display dialogue message $0BDF, wait for button press Just a little longer… CA/2BAA: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/2BAC: 23 Do vehicle/entity graphical action $23 CA/2BAD: FF End queue CA/2BAE: B5 Pause for 15 * 6 (90) units CA/2BB0: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/2BB2: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/2BB3: E0 Pause for 4 * 2 (8) frames CA/2BB5: CD Turn vehicle/entity right CA/2BB6: FF End queue CA/2BB7: 92 Pause for 30 units CA/2BB8: B0 Execute the following commands until $B1 4 times CA/2BBA: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/2BBC: 55 Do vehicle/entity graphical action $15, flipped horizontally CA/2BBD: FF End queue CA/2BBE: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/2BC0: CD Turn vehicle/entity right CA/2BC1: FF End queue CA/2BC2: B1 End block of repeating commands CA/2BC3: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long CA/2BC5: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/2BC6: FF End queue CA/2BC7: 4B Display dialogue message $0BE0, wait for button press Where's TERRA!? CA/2BCA: 06 Begin action queue for character $06 (Actor in stot 6), 41 bytes long CA/2BCC: C3 Set vehicle/entity's event speed to fast CA/2BCD: 81 Move vehicle/entity right 1 tile CA/2BCE: CC Turn vehicle/entity up CA/2BCF: E0 Pause for 4 * 4 (16) frames CA/2BD1: 81 Move vehicle/entity right 1 tile CA/2BD2: 80 Move vehicle/entity up 1 tile CA/2BD3: 85 Move vehicle/entity right 2 tiles CA/2BD4: CC Turn vehicle/entity up CA/2BD5: E0 Pause for 4 * 6 (24) frames CA/2BD7: 85 Move vehicle/entity right 2 tiles CA/2BD8: 82 Move vehicle/entity down 1 tile CA/2BD9: CD Turn vehicle/entity right CA/2BDA: E0 Pause for 4 * 3 (12) frames CA/2BDC: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/2BDD: E0 Pause for 4 * 4 (16) frames CA/2BDF: 80 Move vehicle/entity up 1 tile CA/2BE0: 81 Move vehicle/entity right 1 tile CA/2BE1: E0 Pause for 4 * 6 (24) frames CA/2BE3: 23 Do vehicle/entity graphical action $23 CA/2BE4: E0 Pause for 4 * 3 (12) frames CA/2BE6: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/2BE7: E0 Pause for 4 * 6 (24) frames CA/2BE9: 23 Do vehicle/entity graphical action $23 CA/2BEA: E0 Pause for 4 * 10 (40) frames CA/2BEC: C7 Set vehicle/entity to stay still when moving CA/2BED: DC Make vehicle/entity jump (low) CA/2BEE: CE Turn vehicle/entity down CA/2BEF: 1F Do vehicle/entity graphical action $1F CA/2BF0: E0 Pause for 4 * 10 (40) frames CA/2BF2: CF Turn vehicle/entity left CA/2BF3: C6 Set vehicle/entity to walk when moving CA/2BF4: FF End queue CA/2BF5: 35 Pause execution until action queue for object $06 (Actor in stot 6) is complete CA/2BF7: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/2BF9: C2 Set vehicle/entity's event speed to normal CA/2BFA: 8B Move vehicle/entity left 3 tiles CA/2BFB: FF End queue CA/2BFC: 4B Display dialogue message $0BE1, wait for button press CELES: TERRA! CA/2BFF: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long CA/2C01: CC Turn vehicle/entity up CA/2C02: FF End queue CA/2C03: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete) CA/2C05: C3 Set vehicle/entity's event speed to fast CA/2C06: 8F Move vehicle/entity left 4 tiles CA/2C07: 80 Move vehicle/entity up 1 tile CA/2C08: 93 Move vehicle/entity left 5 tiles CA/2C09: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2C0A: FF End queue CA/2C0B: 35 Pause execution until action queue for object $30 (Camera) is complete CA/2C0D: 78 Enable ability to pass through other objects for object $00 (TERRA ) CA/2C0F: 78 Enable ability to pass through other objects for object $06 (CELES ) CA/2C11: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CA/2C13: C7 Set vehicle/entity to stay still when moving CA/2C14: C1 Set vehicle/entity's event speed to slow CA/2C15: 91 Move vehicle/entity right 5 tiles CA/2C16: C6 Set vehicle/entity to walk when moving CA/2C17: FF End queue CA/2C18: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/2C1A: C7 Set vehicle/entity to stay still when moving CA/2C1B: C1 Set vehicle/entity's event speed to slow CA/2C1C: 91 Move vehicle/entity right 5 tiles CA/2C1D: C6 Set vehicle/entity to walk when moving CA/2C1E: FF End queue CA/2C1F: 09 Begin action queue for character $09 (Actor in stot 9), 4 bytes long (Wait until complete) CA/2C21: C2 Set vehicle/entity's event speed to normal CA/2C22: 80 Move vehicle/entity up 1 tile CA/2C23: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/2C24: FF End queue CA/2C25: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/2C27: CC Turn vehicle/entity up CA/2C28: FF End queue CA/2C29: 95 Pause for 120 units CA/2C2A: 00 Begin action queue for character $00 (Actor in stot 0), 11 bytes long (Wait until complete) CA/2C2C: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2C2D: E0 Pause for 4 * 10 (40) frames CA/2C2F: 20 Do vehicle/entity graphical action $20 CA/2C30: E0 Pause for 4 * 6 (24) frames CA/2C32: CE Turn vehicle/entity down CA/2C33: E0 Pause for 4 * 8 (32) frames CA/2C35: 23 Do vehicle/entity graphical action $23 CA/2C36: FF End queue CA/2C37: 4B Display dialogue message $0BE2, wait for button press TERRA: Thank you, SETZER! CA/2C3A: 91 Pause for 15 units CA/2C3B: 09 Begin action queue for character $09 (Actor in stot 9), 17 bytes long (Wait until complete) CA/2C3D: CD Turn vehicle/entity right CA/2C3E: E0 Pause for 4 * 8 (32) frames CA/2C40: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/2C41: E0 Pause for 4 * 2 (8) frames CA/2C43: CD Turn vehicle/entity right CA/2C44: E0 Pause for 4 * 4 (16) frames CA/2C46: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/2C47: E0 Pause for 4 * 2 (8) frames CA/2C49: CD Turn vehicle/entity right CA/2C4A: E0 Pause for 4 * 6 (24) frames CA/2C4C: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/2C4D: FF End queue CA/2C4E: 4B Display dialogue message $0BE3, wait for button press SETZER: Didn't I say it before?! This is the world's fastest ship! CA/2C51: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/2C53: CD Turn vehicle/entity right CA/2C54: FF End queue CA/2C55: 93 Pause for 45 units CA/2C56: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/2C58: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/2C59: FF End queue CA/2C5A: 97 Fade screen to black CA/2C5B: 5C Pause execution until fade in or fade out is complete CA/2C5C: B2 Call subroutine $CAC97C CA/2C60: BA Play ending cinematic $05 CA/2C62: BA Play ending cinematic $09 CA/2C64: BA Play ending cinematic $0C CA/2C66: BA Play ending cinematic $10 CA/2C68: BA Play ending cinematic $14 CA/2C6A: BA Play ending cinematic $18 CA/2C6C: BA Play ending cinematic $1C CA/2C6E: 6B Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $0400), place party at (19, 8), facing up CA/2C74: 60 Change background layer $06 to palette $1D CA/2C77: B2 Call subroutine $CA36FE CA/2C7B: 96 Restore screen from fade CA/2C7C: 92 Pause for 30 units CA/2C7D: 00 Begin action queue for character $00 (Actor in stot 0), 13 bytes long CA/2C7F: C1 Set vehicle/entity's event speed to slow CA/2C80: 83 Move vehicle/entity left 1 tile CA/2C81: 84 Move vehicle/entity up 2 tiles CA/2C82: 21 Do vehicle/entity graphical action $21 CA/2C83: E0 Pause for 4 * 12 (48) frames CA/2C85: 8A Move vehicle/entity down 3 tiles CA/2C86: 83 Move vehicle/entity left 1 tile CA/2C87: 82 Move vehicle/entity down 1 tile CA/2C88: E0 Pause for 4 * 8 (32) frames CA/2C8A: 20 Do vehicle/entity graphical action $20 CA/2C8B: FF End queue CA/2C8C: 94 Pause for 60 units CA/2C8D: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/2C8F: C1 Set vehicle/entity's event speed to slow CA/2C90: 8F Move vehicle/entity left 4 tiles CA/2C91: FF End queue CA/2C92: B5 Pause for 15 * 26 (390) units CA/2C94: 5A Fade screen at speed $08 CA/2C96: 5C Pause execution until fade in or fade out is complete CA/2C97: 35 Pause execution until action queue for object $30 (Camera) is complete CA/2C99: B2 Call subroutine $CAC97C CA/2C9D: 6B Load map $00B7 (Mobliz, children's cave (ending)) instantly, (upper bits $0400), place party at (52, 45), facing up CA/2CA3: 73 Replace current map's Layer 1 at (50, 51) with the following (2 x 1) chunk, refresh immediately CA/2CA8: $04, $14 CA/2CAA: 42 Hide object $00 CA/2CAC: 3E Delete object $10 CA/2CAE: 3D Create object $19 CA/2CB0: 41 Show object $19 CA/2CB2: 17 Begin action queue for character $17 (NPC $17), 5 bytes long CA/2CB4: D5 Set vehicle/entity's position to (52, 45) CA/2CB7: CE Turn vehicle/entity down CA/2CB8: FF End queue CA/2CB9: 11 Begin action queue for character $11 (NPC $11), 4 bytes long CA/2CBB: D5 Set vehicle/entity's position to (50, 48) CA/2CBE: FF End queue CA/2CBF: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CA/2CC1: D5 Set vehicle/entity's position to (46, 53) CA/2CC4: CC Turn vehicle/entity up CA/2CC5: FF End queue CA/2CC6: 12 Begin action queue for character $12 (NPC $12), 5 bytes long CA/2CC8: D5 Set vehicle/entity's position to (47, 51) CA/2CCB: CF Turn vehicle/entity left CA/2CCC: FF End queue CA/2CCD: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CA/2CCF: D5 Set vehicle/entity's position to (45, 51) CA/2CD2: CD Turn vehicle/entity right CA/2CD3: FF End queue CA/2CD4: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CA/2CD6: CF Turn vehicle/entity left CA/2CD7: FF End queue CA/2CD8: 15 Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete) CA/2CDA: D5 Set vehicle/entity's position to (45, 50) CA/2CDD: CD Turn vehicle/entity right CA/2CDE: FF End queue CA/2CDF: 96 Restore screen from fade CA/2CE0: 95 Pause for 120 units CA/2CE1: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CA/2CE3: C3 Set vehicle/entity's event speed to fast CA/2CE4: 88 Move vehicle/entity up 3 tiles CA/2CE5: CD Turn vehicle/entity right CA/2CE6: FF End queue CA/2CE7: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CA/2CE9: CF Turn vehicle/entity left CA/2CEA: FF End queue CA/2CEB: 94 Pause for 60 units CA/2CEC: 11 Begin action queue for character $11 (NPC $11), 8 bytes long CA/2CEE: 9E Move vehicle/entity down 8 tiles CA/2CEF: 86 Move vehicle/entity down 2 tiles CA/2CF0: 83 Move vehicle/entity left 1 tile CA/2CF1: 88 Move vehicle/entity up 3 tiles CA/2CF2: 83 Move vehicle/entity left 1 tile CA/2CF3: 86 Move vehicle/entity down 2 tiles CA/2CF4: CC Turn vehicle/entity up CA/2CF5: FF End queue CA/2CF6: 92 Pause for 30 units CA/2CF7: 17 Begin action queue for character $17 (NPC $17), 9 bytes long CA/2CF9: C2 Set vehicle/entity's event speed to normal CA/2CFA: 87 Move vehicle/entity left 2 tiles CA/2CFB: 9E Move vehicle/entity down 8 tiles CA/2CFC: 86 Move vehicle/entity down 2 tiles CA/2CFD: 83 Move vehicle/entity left 1 tile CA/2CFE: 84 Move vehicle/entity up 2 tiles CA/2CFF: 8B Move vehicle/entity left 3 tiles CA/2D00: CC Turn vehicle/entity up CA/2D01: FF End queue CA/2D02: 30 Begin action queue for character $30 (Camera), 8 bytes long CA/2D04: C2 Set vehicle/entity's event speed to normal CA/2D05: A2 Move vehicle/entity left/down 1x1 tiles CA/2D06: A2 Move vehicle/entity left/down 1x1 tiles CA/2D07: A2 Move vehicle/entity left/down 1x1 tiles CA/2D08: A2 Move vehicle/entity left/down 1x1 tiles CA/2D09: A2 Move vehicle/entity left/down 1x1 tiles CA/2D0A: A2 Move vehicle/entity left/down 1x1 tiles CA/2D0B: FF End queue CA/2D0C: 95 Pause for 120 units CA/2D0D: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CA/2D0F: C2 Set vehicle/entity's event speed to normal CA/2D10: A2 Move vehicle/entity left/down 1x1 tiles CA/2D11: CC Turn vehicle/entity up CA/2D12: FF End queue CA/2D13: 35 Pause execution until action queue for object $30 (Camera) is complete CA/2D15: 35 Pause execution until action queue for object $17 (NPC $17) is complete CA/2D17: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/2D19: 80 Move vehicle/entity up 1 tile CA/2D1A: 83 Move vehicle/entity left 1 tile CA/2D1B: FF End queue CA/2D1C: B4 Pause for 4 units CA/2D1E: 14 Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete) CA/2D20: 84 Move vehicle/entity up 2 tiles CA/2D21: CD Turn vehicle/entity right CA/2D22: FF End queue CA/2D23: B3 Call subroutine $CA3727, 3 times CA/2D28: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CA/2D2A: CE Turn vehicle/entity down CA/2D2B: FF End queue CA/2D2C: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/2D2E: CE Turn vehicle/entity down CA/2D2F: C3 Set vehicle/entity's event speed to fast CA/2D30: FF End queue CA/2D31: 92 Pause for 30 units CA/2D32: 15 Begin action queue for character $15 (NPC $15), 3 bytes long CA/2D34: CE Turn vehicle/entity down CA/2D35: C3 Set vehicle/entity's event speed to fast CA/2D36: FF End queue CA/2D37: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CA/2D39: CE Turn vehicle/entity down CA/2D3A: FF End queue CA/2D3B: 92 Pause for 30 units CA/2D3C: 17 Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete) CA/2D3E: C2 Set vehicle/entity's event speed to normal CA/2D3F: 80 Move vehicle/entity up 1 tile CA/2D40: FF End queue CA/2D41: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CA/2D43: CE Turn vehicle/entity down CA/2D44: FF End queue CA/2D45: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/2D47: CE Turn vehicle/entity down CA/2D48: C3 Set vehicle/entity's event speed to fast CA/2D49: FF End queue CA/2D4A: 78 Enable ability to pass through other objects for object $19 (NPC $19) CA/2D4C: 78 Enable ability to pass through other objects for object $17 (NPC $17) CA/2D4E: 19 Begin action queue for character $19 (NPC $19), 3 bytes long CA/2D50: C1 Set vehicle/entity's event speed to slow CA/2D51: 82 Move vehicle/entity down 1 tile CA/2D52: FF End queue CA/2D53: 17 Begin action queue for character $17 (NPC $17), 4 bytes long (Wait until complete) CA/2D55: C7 Set vehicle/entity to stay still when moving CA/2D56: C1 Set vehicle/entity's event speed to slow CA/2D57: 82 Move vehicle/entity down 1 tile CA/2D58: FF End queue CA/2D59: 94 Pause for 60 units CA/2D5A: 17 Begin action queue for character $17 (NPC $17), 5 bytes long CA/2D5C: CF Turn vehicle/entity left CA/2D5D: E0 Pause for 4 * 4 (16) frames CA/2D5F: CE Turn vehicle/entity down CA/2D60: FF End queue CA/2D61: 19 Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete) CA/2D63: D5 Set vehicle/entity's position to (46, 53) CA/2D66: FF End queue CA/2D67: 92 Pause for 30 units CA/2D68: B3 Call subroutine $CA3727, 3 times CA/2D6D: 1A Begin action queue for character $1A (NPC $1A), 9 bytes long (Wait until complete) CA/2D6F: 90 Move vehicle/entity up 5 tiles CA/2D70: 8B Move vehicle/entity left 3 tiles CA/2D71: DC Make vehicle/entity jump (low) CA/2D72: CF Turn vehicle/entity left CA/2D73: E0 Pause for 4 * 4 (16) frames CA/2D75: DC Make vehicle/entity jump (low) CA/2D76: CF Turn vehicle/entity left CA/2D77: FF End queue CA/2D78: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/2D7A: CD Turn vehicle/entity right CA/2D7B: FF End queue CA/2D7C: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/2D7E: CD Turn vehicle/entity right CA/2D7F: FF End queue CA/2D80: 91 Pause for 15 units CA/2D81: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CA/2D83: CD Turn vehicle/entity right CA/2D84: FF End queue CA/2D85: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CA/2D87: CD Turn vehicle/entity right CA/2D88: FF End queue CA/2D89: B4 Pause for 8 units CA/2D8B: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/2D8D: CD Turn vehicle/entity right CA/2D8E: FF End queue CA/2D8F: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/2D91: CD Turn vehicle/entity right CA/2D92: FF End queue CA/2D93: 94 Pause for 60 units CA/2D94: 1A Begin action queue for character $1A (NPC $1A), 9 bytes long CA/2D96: DC Make vehicle/entity jump (low) CA/2D97: CE Turn vehicle/entity down CA/2D98: E0 Pause for 4 * 3 (12) frames CA/2D9A: C3 Set vehicle/entity's event speed to fast CA/2D9B: 89 Move vehicle/entity right 3 tiles CA/2D9C: 92 Move vehicle/entity down 5 tiles CA/2D9D: D1 Make vehicle/entity disappear CA/2D9E: FF End queue CA/2D9F: 93 Pause for 45 units CA/2DA0: 11 Begin action queue for character $11 (NPC $11), 6 bytes long CA/2DA2: A7 Move vehicle/entity right/down 1x2 tiles CA/2DA3: DC Make vehicle/entity jump (low) CA/2DA4: 8D Move vehicle/entity right 4 tiles CA/2DA5: 92 Move vehicle/entity down 5 tiles CA/2DA6: D1 Make vehicle/entity disappear CA/2DA7: FF End queue CA/2DA8: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CA/2DAA: 85 Move vehicle/entity right 2 tiles CA/2DAB: 8A Move vehicle/entity down 3 tiles CA/2DAC: FC Branch 17 bytes backwards ($CA2D9B) CA/2DAE: FF End queue CA/2DAF: 92 Pause for 30 units CA/2DB0: 14 Begin action queue for character $14 (NPC $14), 11 bytes long CA/2DB2: C8 Set object layering priority to 2 (low nibble 2) CA/2DB4: 86 Move vehicle/entity down 2 tiles CA/2DB5: DC Make vehicle/entity jump (low) CA/2DB6: A1 Move vehicle/entity right/down 1x1 tiles CA/2DB7: DC Make vehicle/entity jump (low) CA/2DB8: 81 Move vehicle/entity right 1 tile CA/2DB9: DC Make vehicle/entity jump (low) CA/2DBA: A1 Move vehicle/entity right/down 1x1 tiles CA/2DBB: 89 Move vehicle/entity right 3 tiles CA/2DBC: FF End queue CA/2DBD: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CA/2DBF: 86 Move vehicle/entity down 2 tiles CA/2DC0: FC Branch 22 bytes backwards ($CA2DAA) CA/2DC2: FF End queue CA/2DC3: 30 Begin action queue for character $30 (Camera), 6 bytes long CA/2DC5: A1 Move vehicle/entity right/down 1x1 tiles CA/2DC6: A1 Move vehicle/entity right/down 1x1 tiles CA/2DC7: A1 Move vehicle/entity right/down 1x1 tiles CA/2DC8: A1 Move vehicle/entity right/down 1x1 tiles CA/2DC9: A1 Move vehicle/entity right/down 1x1 tiles CA/2DCA: FF End queue CA/2DCB: 93 Pause for 45 units CA/2DCC: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/2DCE: 82 Move vehicle/entity down 1 tile CA/2DCF: 85 Move vehicle/entity right 2 tiles CA/2DD0: FF End queue CA/2DD1: 15 Begin action queue for character $15 (NPC $15), 3 bytes long CA/2DD3: 82 Move vehicle/entity down 1 tile CA/2DD4: FC Branch 255 bytes backwards ($CA2CD5) CA/2DD6: 93 Pause for 45 units CA/2DD7: 5A Fade screen at speed $08 CA/2DD9: 5C Pause execution until fade in or fade out is complete CA/2DDA: 35 Pause execution until action queue for object $30 (Camera) is complete CA/2DDC: D6 Set event bit $1E80($3FE) [$1EFF, bit 6] CA/2DDE: 6B Load map $00B8 (Mobliz, outdoors (ending)) instantly, (upper bits $0400), place party at (9, 18), facing up CA/2DE4: 73 Replace current map's Layer 1 at (6, 19) with the following (2 x 1) chunk, refresh immediately CA/2DE9: $04, $14 CA/2DEB: D7 Clear event bit $1E80($3FE) [$1EFF, bit 6] CA/2DED: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CA/2DEF: D5 Set vehicle/entity's position to (6, 19) CA/2DF2: FF End queue CA/2DF3: 15 Begin action queue for character $15 (NPC $15), 4 bytes long CA/2DF5: D5 Set vehicle/entity's position to (6, 19) CA/2DF8: FF End queue CA/2DF9: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CA/2DFB: D5 Set vehicle/entity's position to (6, 19) CA/2DFE: FF End queue CA/2DFF: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CA/2E01: D5 Set vehicle/entity's position to (6, 19) CA/2E04: FF End queue CA/2E05: 96 Restore screen from fade CA/2E06: 12 Begin action queue for character $12 (NPC $12), 9 bytes long CA/2E08: 8A Move vehicle/entity down 3 tiles CA/2E09: 8D Move vehicle/entity right 4 tiles CA/2E0A: 9C Move vehicle/entity up 8 tiles CA/2E0B: 84 Move vehicle/entity up 2 tiles CA/2E0C: A3 Move vehicle/entity left/up 1x1 tiles CA/2E0D: A3 Move vehicle/entity left/up 1x1 tiles CA/2E0E: A3 Move vehicle/entity left/up 1x1 tiles CA/2E0F: CE Turn vehicle/entity down CA/2E10: FF End queue CA/2E11: B4 Pause for 8 units CA/2E13: 13 Begin action queue for character $13 (NPC $13), 7 bytes long CA/2E15: 8A Move vehicle/entity down 3 tiles CA/2E16: 8D Move vehicle/entity right 4 tiles CA/2E17: 9C Move vehicle/entity up 8 tiles CA/2E18: 84 Move vehicle/entity up 2 tiles CA/2E19: 8F Move vehicle/entity left 4 tiles CA/2E1A: CE Turn vehicle/entity down CA/2E1B: FF End queue CA/2E1C: B4 Pause for 8 units CA/2E1E: 15 Begin action queue for character $15 (NPC $15), 7 bytes long CA/2E20: 8A Move vehicle/entity down 3 tiles CA/2E21: 8D Move vehicle/entity right 4 tiles CA/2E22: 9C Move vehicle/entity up 8 tiles CA/2E23: 8C Move vehicle/entity up 4 tiles CA/2E24: 83 Move vehicle/entity left 1 tile CA/2E25: CE Turn vehicle/entity down CA/2E26: FF End queue CA/2E27: B4 Pause for 8 units CA/2E29: 30 Begin action queue for character $30 (Camera), 5 bytes long CA/2E2B: E0 Pause for 4 * 6 (24) frames CA/2E2D: C2 Set vehicle/entity's event speed to normal CA/2E2E: 98 Move vehicle/entity up 7 tiles CA/2E2F: FF End queue CA/2E30: 14 Begin action queue for character $14 (NPC $14), 8 bytes long (Wait until complete) CA/2E32: 8A Move vehicle/entity down 3 tiles CA/2E33: 8D Move vehicle/entity right 4 tiles CA/2E34: 9C Move vehicle/entity up 8 tiles CA/2E35: 84 Move vehicle/entity up 2 tiles CA/2E36: AA Move vehicle/entity left/up 2x1 tiles CA/2E37: AA Move vehicle/entity left/up 2x1 tiles CA/2E38: CE Turn vehicle/entity down CA/2E39: FF End queue CA/2E3A: B2 Call subroutine $CA36EE CA/2E3E: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CA/2E40: CD Turn vehicle/entity right CA/2E41: FF End queue CA/2E42: B4 Pause for 4 units CA/2E44: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CA/2E46: CD Turn vehicle/entity right CA/2E47: FF End queue CA/2E48: B4 Pause for 10 units CA/2E4A: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CA/2E4C: CD Turn vehicle/entity right CA/2E4D: FF End queue CA/2E4E: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CA/2E50: CD Turn vehicle/entity right CA/2E51: FF End queue CA/2E52: 92 Pause for 30 units CA/2E53: 15 Begin action queue for character $15 (NPC $15), 9 bytes long CA/2E55: DD Make vehicle/entity jump (high) CA/2E56: CD Turn vehicle/entity right CA/2E57: E0 Pause for 4 * 6 (24) frames CA/2E59: A7 Move vehicle/entity right/down 1x2 tiles CA/2E5A: A7 Move vehicle/entity right/down 1x2 tiles CA/2E5B: 96 Move vehicle/entity down 6 tiles CA/2E5C: 9D Move vehicle/entity right 8 tiles CA/2E5D: FF End queue CA/2E5E: 92 Pause for 30 units CA/2E5F: 13 Begin action queue for character $13 (NPC $13), 13 bytes long CA/2E61: DC Make vehicle/entity jump (low) CA/2E62: CD Turn vehicle/entity right CA/2E63: E0 Pause for 4 * 6 (24) frames CA/2E65: 89 Move vehicle/entity right 3 tiles CA/2E66: A1 Move vehicle/entity right/down 1x1 tiles CA/2E67: 96 Move vehicle/entity down 6 tiles CA/2E68: A6 Move vehicle/entity right/down 2x1 tiles CA/2E69: A1 Move vehicle/entity right/down 1x1 tiles CA/2E6A: A1 Move vehicle/entity right/down 1x1 tiles CA/2E6B: 89 Move vehicle/entity right 3 tiles CA/2E6C: A5 Move vehicle/entity right/up 2x1 tiles CA/2E6D: FF End queue CA/2E6E: 93 Pause for 45 units CA/2E6F: 14 Begin action queue for character $14 (NPC $14), 9 bytes long CA/2E71: 8D Move vehicle/entity right 4 tiles CA/2E72: 86 Move vehicle/entity down 2 tiles CA/2E73: A1 Move vehicle/entity right/down 1x1 tiles CA/2E74: 81 Move vehicle/entity right 1 tile CA/2E75: E0 Pause for 4 * 2 (8) frames CA/2E77: 83 Move vehicle/entity left 1 tile CA/2E78: 9E Move vehicle/entity down 8 tiles CA/2E79: FF End queue CA/2E7A: 93 Pause for 45 units CA/2E7B: 12 Begin action queue for character $12 (NPC $12), 8 bytes long CA/2E7D: DC Make vehicle/entity jump (low) CA/2E7E: CD Turn vehicle/entity right CA/2E7F: E0 Pause for 4 * 6 (24) frames CA/2E81: 81 Move vehicle/entity right 1 tile CA/2E82: A6 Move vehicle/entity right/down 2x1 tiles CA/2E83: 9A Move vehicle/entity down 7 tiles CA/2E84: FF End queue CA/2E85: B5 Pause for 15 * 6 (90) units CA/2E87: 5A Fade screen at speed $08 CA/2E89: 5C Pause execution until fade in or fade out is complete CA/2E8A: 35 Pause execution until action queue for object $30 (Camera) is complete CA/2E8C: 6B Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $0400), place party at (15, 8), facing up CA/2E92: 60 Change background layer $06 to palette $1D CA/2E95: B2 Call subroutine $CA36FE CA/2E99: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CA/2E9B: D5 Set vehicle/entity's position to (15, 10) CA/2E9E: CE Turn vehicle/entity down CA/2E9F: FF End queue CA/2EA0: 96 Restore screen from fade CA/2EA1: 94 Pause for 60 units CA/2EA2: B0 Execute the following commands until $B1 4 times CA/2EA4: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete) CA/2EA6: 19 Do vehicle/entity graphical action $19 CA/2EA7: E0 Pause for 4 * 1 (4) frames CA/2EA9: 1A Do vehicle/entity graphical action $1A CA/2EAA: E0 Pause for 4 * 1 (4) frames CA/2EAC: FF End queue CA/2EAD: B1 End block of repeating commands CA/2EAE: 93 Pause for 45 units CA/2EAF: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/2EB1: C1 Set vehicle/entity's event speed to slow CA/2EB2: 8D Move vehicle/entity right 4 tiles CA/2EB3: FF End queue CA/2EB4: 00 Begin action queue for character $00 (Actor in stot 0), 9 bytes long CA/2EB6: 1D Do vehicle/entity graphical action $1D CA/2EB7: E0 Pause for 4 * 2 (8) frames CA/2EB9: 1E Do vehicle/entity graphical action $1E CA/2EBA: E0 Pause for 4 * 2 (8) frames CA/2EBC: FC Branch 6 bytes backwards ($CA2EB6) CA/2EBE: FF End queue CA/2EBF: C0 If ($1E80($2F7) [$1EDE, bit 7] is clear), branch to $CA2ECD CA/2EC5: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long CA/2EC7: CE Turn vehicle/entity down CA/2EC8: E0 Pause for 4 * 6 (24) frames CA/2ECA: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/2ECB: FF End queue CA/2ECC: 93 Pause for 45 units CA/2ECD: C0 If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CA2EDF CA/2ED3: 08 Begin action queue for character $08 (Actor in stot 8), 10 bytes long CA/2ED5: C1 Set vehicle/entity's event speed to slow CA/2ED6: 82 Move vehicle/entity down 1 tile CA/2ED7: E0 Pause for 4 * 8 (32) frames CA/2ED9: DD Make vehicle/entity jump (high) CA/2EDA: CE Turn vehicle/entity down CA/2EDB: E0 Pause for 4 * 6 (24) frames CA/2EDD: 1E Do vehicle/entity graphical action $1E CA/2EDE: FF End queue CA/2EDF: 35 Pause execution until action queue for object $30 (Camera) is complete CA/2EE1: 95 Pause for 120 units CA/2EE2: 97 Fade screen to black CA/2EE3: 5C Pause execution until fade in or fade out is complete CA/2EE4: B2 Call subroutine $CAC97C CA/2EE8: 6B Load map $012E (Thamasa, outdoors (ending)) instantly, (upper bits $0400), place party at (20, 30), facing up CA/2EEE: 30 Begin action queue for character $30 (Camera), 15 bytes long CA/2EF0: C2 Set vehicle/entity's event speed to normal CA/2EF1: A5 Move vehicle/entity right/up 2x1 tiles CA/2EF2: A5 Move vehicle/entity right/up 2x1 tiles CA/2EF3: A5 Move vehicle/entity right/up 2x1 tiles CA/2EF4: A5 Move vehicle/entity right/up 2x1 tiles CA/2EF5: A5 Move vehicle/entity right/up 2x1 tiles CA/2EF6: A5 Move vehicle/entity right/up 2x1 tiles CA/2EF7: A5 Move vehicle/entity right/up 2x1 tiles CA/2EF8: A5 Move vehicle/entity right/up 2x1 tiles CA/2EF9: A5 Move vehicle/entity right/up 2x1 tiles CA/2EFA: A0 Move vehicle/entity right/up 1x1 tiles CA/2EFB: A0 Move vehicle/entity right/up 1x1 tiles CA/2EFC: C1 Set vehicle/entity's event speed to slow CA/2EFD: A0 Move vehicle/entity right/up 1x1 tiles CA/2EFE: FF End queue CA/2EFF: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CA/2F01: A0 Move vehicle/entity right/up 1x1 tiles CA/2F02: A0 Move vehicle/entity right/up 1x1 tiles CA/2F03: 9D Move vehicle/entity right 8 tiles CA/2F04: 8D Move vehicle/entity right 4 tiles CA/2F05: A0 Move vehicle/entity right/up 1x1 tiles CA/2F06: 88 Move vehicle/entity up 3 tiles CA/2F07: 8B Move vehicle/entity left 3 tiles CA/2F08: 8A Move vehicle/entity down 3 tiles CA/2F09: 91 Move vehicle/entity right 5 tiles CA/2F0A: CE Turn vehicle/entity down CA/2F0B: FF End queue CA/2F0C: 11 Begin action queue for character $11 (NPC $11), 9 bytes long CA/2F0E: E0 Pause for 4 * 8 (32) frames CA/2F10: A4 Move vehicle/entity right/up 1x2 tiles CA/2F11: 85 Move vehicle/entity right 2 tiles CA/2F12: C3 Set vehicle/entity's event speed to fast CA/2F13: 88 Move vehicle/entity up 3 tiles CA/2F14: 8B Move vehicle/entity left 3 tiles CA/2F15: 92 Move vehicle/entity down 5 tiles CA/2F16: FF End queue CA/2F17: 12 Begin action queue for character $12 (NPC $12), 14 bytes long CA/2F19: 88 Move vehicle/entity up 3 tiles CA/2F1A: A0 Move vehicle/entity right/up 1x1 tiles CA/2F1B: A0 Move vehicle/entity right/up 1x1 tiles CA/2F1C: 81 Move vehicle/entity right 1 tile CA/2F1D: 84 Move vehicle/entity up 2 tiles CA/2F1E: A0 Move vehicle/entity right/up 1x1 tiles CA/2F1F: A0 Move vehicle/entity right/up 1x1 tiles CA/2F20: A0 Move vehicle/entity right/up 1x1 tiles CA/2F21: A0 Move vehicle/entity right/up 1x1 tiles CA/2F22: 9D Move vehicle/entity right 8 tiles CA/2F23: A5 Move vehicle/entity right/up 2x1 tiles CA/2F24: A5 Move vehicle/entity right/up 2x1 tiles CA/2F25: CC Turn vehicle/entity up CA/2F26: FF End queue CA/2F27: 13 Begin action queue for character $13 (NPC $13), 9 bytes long CA/2F29: 82 Move vehicle/entity down 1 tile CA/2F2A: 87 Move vehicle/entity left 2 tiles CA/2F2B: 80 Move vehicle/entity up 1 tile CA/2F2C: 82 Move vehicle/entity down 1 tile CA/2F2D: 85 Move vehicle/entity right 2 tiles CA/2F2E: 80 Move vehicle/entity up 1 tile CA/2F2F: FC Branch 6 bytes backwards ($CA2F29) CA/2F31: FF End queue CA/2F32: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CA/2F34: E0 Pause for 4 * 24 (96) frames CA/2F36: DC Make vehicle/entity jump (low) CA/2F37: CE Turn vehicle/entity down CA/2F38: FF End queue CA/2F39: 19 Begin action queue for character $19 (NPC $19), 9 bytes long CA/2F3B: 87 Move vehicle/entity left 2 tiles CA/2F3C: DD Make vehicle/entity jump (high) CA/2F3D: 8F Move vehicle/entity left 4 tiles CA/2F3E: 81 Move vehicle/entity right 1 tile CA/2F3F: DD Make vehicle/entity jump (high) CA/2F40: 91 Move vehicle/entity right 5 tiles CA/2F41: FC Branch 6 bytes backwards ($CA2F3B) CA/2F43: FF End queue CA/2F44: 1C Begin action queue for character $1C (NPC $1C), 9 bytes long CA/2F46: 1B Do vehicle/entity graphical action $1B CA/2F47: E0 Pause for 4 * 1 (4) frames CA/2F49: 1C Do vehicle/entity graphical action $1C CA/2F4A: E0 Pause for 4 * 1 (4) frames CA/2F4C: FC Branch 6 bytes backwards ($CA2F46) CA/2F4E: FF End queue CA/2F4F: 1A Begin action queue for character $1A (NPC $1A), 29 bytes long CA/2F51: 5B Do vehicle/entity graphical action $1B, flipped horizontally CA/2F52: E0 Pause for 4 * 1 (4) frames CA/2F54: 5C Do vehicle/entity graphical action $1C, flipped horizontally CA/2F55: E0 Pause for 4 * 1 (4) frames CA/2F57: 5B Do vehicle/entity graphical action $1B, flipped horizontally CA/2F58: E0 Pause for 4 * 1 (4) frames CA/2F5A: 5C Do vehicle/entity graphical action $1C, flipped horizontally CA/2F5B: E0 Pause for 4 * 1 (4) frames CA/2F5D: 85 Move vehicle/entity right 2 tiles CA/2F5E: 5B Do vehicle/entity graphical action $1B, flipped horizontally CA/2F5F: E0 Pause for 4 * 1 (4) frames CA/2F61: 5C Do vehicle/entity graphical action $1C, flipped horizontally CA/2F62: E0 Pause for 4 * 1 (4) frames CA/2F64: 5B Do vehicle/entity graphical action $1B, flipped horizontally CA/2F65: E0 Pause for 4 * 1 (4) frames CA/2F67: 5C Do vehicle/entity graphical action $1C, flipped horizontally CA/2F68: E0 Pause for 4 * 1 (4) frames CA/2F6A: 87 Move vehicle/entity left 2 tiles CA/2F6B: FC Branch 26 bytes backwards ($CA2F51) CA/2F6D: FF End queue CA/2F6E: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long CA/2F70: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2F71: FF End queue CA/2F72: B5 Pause for 15 * 10 (150) units CA/2F74: B2 Call subroutine $CA36EE CA/2F78: 35 Pause execution until action queue for object $30 (Camera) is complete CA/2F7A: 73 Replace current map's Layer 1 at (40, 18) with the following (2 x 1) chunk, refresh immediately CA/2F7F: $37, $37 CA/2F81: B4 Pause for 10 units CA/2F83: 73 Replace current map's Layer 1 at (37, 21) with the following (1 x 2) chunk, refresh immediately CA/2F88: $35 CA/2F89: $36 CA/2F8A: 73 Replace current map's Layer 1 at (40, 80) with the following (1 x 2) chunk, refresh immediately CA/2F8F: $14 CA/2F90: $14 CA/2F91: 91 Pause for 15 units CA/2F92: 73 Replace current map's Layer 1 at (36, 78) with the following (4 x 1) chunk, refresh immediately CA/2F97: $27, $27, $27, $27 CA/2F9B: B4 Pause for 8 units CA/2F9D: 73 Replace current map's Layer 1 at (44, 79) with the following (1 x 1) chunk, refresh immediately CA/2FA2: $27 CA/2FA3: 73 Replace current map's Layer 1 at (37, 81) with the following (1 x 1) chunk, refresh immediately CA/2FA8: $28 CA/2FA9: 91 Pause for 15 units CA/2FAA: 73 Replace current map's Layer 1 at (36, 18) with the following (1 x 3) chunk, refresh immediately CA/2FAF: $42 CA/2FB0: $43 CA/2FB1: $44 CA/2FB2: 73 Replace current map's Layer 1 at (42, 18) with the following (2 x 2) chunk, refresh immediately CA/2FB7: $C1, $47 CA/2FB9: $79, $79 CA/2FBB: B4 Pause for 8 units CA/2FBD: 73 Replace current map's Layer 1 at (37, 78) with the following (2 x 2) chunk, refresh immediately CA/2FC2: $18, $09 CA/2FC4: $18, $29 CA/2FC6: 73 Replace current map's Layer 1 at (39, 78) with the following (3 x 1) chunk, refresh immediately CA/2FCB: $0B, $D9, $14 CA/2FCE: 73 Replace current map's Layer 1 at (45, 77) with the following (4 x 2) chunk, refresh immediately CA/2FD3: $18, $C3, $18, $29 CA/2FD7: $18, $29, $18, $29 CA/2FDB: B4 Pause for 8 units CA/2FDD: 73 Replace current map's Layer 1 at (36, 19) with the following (2 x 1) chunk, refresh immediately CA/2FE2: $47, $37 CA/2FE4: 73 Replace current map's Layer 1 at (39, 18) with the following (1 x 1) chunk, refresh immediately CA/2FE9: $48 CA/2FEA: 73 Replace current map's Layer 1 at (44, 18) with the following (3 x 3) chunk, refresh immediately CA/2FEF: $42, $43, $44 CA/2FF2: $47, $47, $47 CA/2FF5: $88, $98, $37 CA/2FF8: 73 Replace current map's Layer 1 at (45, 81) with the following (1 x 1) chunk, refresh immediately CA/2FFD: $28 CA/2FFE: B4 Pause for 8 units CA/3000: 73 Replace current map's Layer 1 at (39, 81) with the following (1 x 1) chunk, refresh immediately CA/3005: $0C CA/3006: 73 Replace current map's Layer 1 at (43, 81) with the following (1 x 1) chunk, refresh immediately CA/300B: $0C CA/300C: 73 Replace current map's Layer 1 at (40, 77) with the following (2 x 4) chunk, refresh immediately CA/3011: $14, $14 CA/3013: $14, $14 CA/3015: $0C, $0B CA/3017: $0B, $0B CA/3019: 73 Replace current map's Layer 1 at (41, 15) with the following (1 x 2) chunk, refresh immediately CA/301E: $47 CA/301F: $47 CA/3020: 94 Pause for 60 units CA/3021: 5A Fade screen at speed $08 CA/3023: 5C Pause execution until fade in or fade out is complete CA/3024: 6B Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $0400), place party at (15, 8), facing up CA/302A: 60 Change background layer $06 to palette $1D CA/302D: B2 Call subroutine $CA36FE CA/3031: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CA/3033: D5 Set vehicle/entity's position to (15, 10) CA/3036: CE Turn vehicle/entity down CA/3037: FF End queue CA/3038: 96 Restore screen from fade CA/3039: B5 Pause for 15 * 10 (150) units CA/303B: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CA/303D: C1 Set vehicle/entity's event speed to slow CA/303E: 80 Move vehicle/entity up 1 tile CA/303F: FF End queue CA/3040: 94 Pause for 60 units CA/3041: 04 Begin action queue for character $04 (Actor in stot 4), 13 bytes long (Wait until complete) CA/3043: CC Turn vehicle/entity up CA/3044: E0 Pause for 4 * 10 (40) frames CA/3046: C2 Set vehicle/entity's event speed to normal CA/3047: A3 Move vehicle/entity left/up 1x1 tiles CA/3048: 84 Move vehicle/entity up 2 tiles CA/3049: E0 Pause for 4 * 8 (32) frames CA/304B: 21 Do vehicle/entity graphical action $21 CA/304C: E0 Pause for 4 * 10 (40) frames CA/304E: 10 Do vehicle/entity graphical action $10 CA/304F: FF End queue CA/3050: 94 Pause for 60 units CA/3051: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/3053: CF Turn vehicle/entity left CA/3054: FF End queue CA/3055: 94 Pause for 60 units CA/3056: B0 Execute the following commands until $B1 3 times CA/3058: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/305A: 15 Do vehicle/entity graphical action $15 CA/305B: FF End queue CA/305C: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/305E: CF Turn vehicle/entity left CA/305F: FF End queue CA/3060: B1 End block of repeating commands CA/3061: B5 Pause for 15 * 6 (90) units CA/3063: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CA/3065: 8E Move vehicle/entity down 4 tiles CA/3066: FF End queue CA/3067: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA3078 CA/306D: 01 Begin action queue for character $01 (Actor in stot 1), 9 bytes long CA/306F: C2 Set vehicle/entity's event speed to normal CA/3070: E0 Pause for 4 * 8 (32) frames CA/3072: 83 Move vehicle/entity left 1 tile CA/3073: 82 Move vehicle/entity down 1 tile CA/3074: E0 Pause for 4 * 10 (40) frames CA/3076: 23 Do vehicle/entity graphical action $23 CA/3077: FF End queue CA/3078: C0 If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA3084 CA/307E: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long CA/3080: E0 Pause for 4 * 16 (64) frames CA/3082: CD Turn vehicle/entity right CA/3083: FF End queue CA/3084: C0 If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CA309D CA/308A: 08 Begin action queue for character $08 (Actor in stot 8), 17 bytes long CA/308C: CF Turn vehicle/entity left CA/308D: E0 Pause for 4 * 4 (16) frames CA/308F: C2 Set vehicle/entity's event speed to normal CA/3090: 93 Move vehicle/entity left 5 tiles CA/3091: 84 Move vehicle/entity up 2 tiles CA/3092: E0 Pause for 4 * 5 (20) frames CA/3094: 24 Do vehicle/entity graphical action $24 CA/3095: E0 Pause for 4 * 1 (4) frames CA/3097: 25 Do vehicle/entity graphical action $25 CA/3098: E0 Pause for 4 * 1 (4) frames CA/309A: FC Branch 6 bytes backwards ($CA3094) CA/309C: FF End queue CA/309D: B5 Pause for 15 * 6 (90) units CA/309F: 04 Begin action queue for character $04 (Actor in stot 4), 11 bytes long (Wait until complete) CA/30A1: CC Turn vehicle/entity up CA/30A2: E0 Pause for 4 * 22 (88) frames CA/30A4: CD Turn vehicle/entity right CA/30A5: E0 Pause for 4 * 6 (24) frames CA/30A7: 1F Do vehicle/entity graphical action $1F CA/30A8: E0 Pause for 4 * 2 (8) frames CA/30AA: CD Turn vehicle/entity right CA/30AB: FF End queue CA/30AC: 92 Pause for 30 units CA/30AD: B0 Execute the following commands until $B1 5 times CA/30AF: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/30B1: 55 Do vehicle/entity graphical action $15, flipped horizontally CA/30B2: FF End queue CA/30B3: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/30B5: CD Turn vehicle/entity right CA/30B6: FF End queue CA/30B7: B1 End block of repeating commands CA/30B8: 95 Pause for 120 units CA/30B9: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/30BB: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/30BC: FF End queue CA/30BD: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA30CC CA/30C3: 01 Begin action queue for character $01 (Actor in stot 1), 7 bytes long CA/30C5: E0 Pause for 4 * 3 (12) frames CA/30C7: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/30C8: E0 Pause for 4 * 3 (12) frames CA/30CA: 24 Do vehicle/entity graphical action $24 CA/30CB: FF End queue CA/30CC: 95 Pause for 120 units CA/30CD: 5A Fade screen at speed $08 CA/30CF: 5C Pause execution until fade in or fade out is complete CA/30D0: B2 Call subroutine $CAC97C CA/30D4: D6 Set event bit $1E80($39D) [$1EF3, bit 5] CA/30D6: 6B Load map $00BD (Kohlingen, outdoors (WoR / ending)) instantly, (upper bits $0400), place party at (4, 6), facing up CA/30DC: 30 Begin action queue for character $30 (Camera), 4 bytes long CA/30DE: C1 Set vehicle/entity's event speed to slow CA/30DF: 9D Move vehicle/entity right 8 tiles CA/30E0: 91 Move vehicle/entity right 5 tiles CA/30E1: FF End queue CA/30E2: 91 Pause for 15 units CA/30E3: B2 Call subroutine $CA36EE CA/30E7: 92 Pause for 30 units CA/30E8: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CA/30EA: C2 Set vehicle/entity's event speed to normal CA/30EB: 81 Move vehicle/entity right 1 tile CA/30EC: 80 Move vehicle/entity up 1 tile CA/30ED: CF Turn vehicle/entity left CA/30EE: FF End queue CA/30EF: B0 Execute the following commands until $B1 6 times CA/30F1: 51 Modify background color range from [76, 76]: Add (Black) at intensity 3 CA/30F5: B4 Pause for 2 units CA/30F7: B1 End block of repeating commands CA/30F8: B0 Execute the following commands until $B1 11 times CA/30FA: 51 Modify background color range from [76, 76]: Add (Black) at intensity 3 CA/30FE: B4 Pause for 2 units CA/3100: B1 End block of repeating commands CA/3101: B0 Execute the following commands until $B1 8 times CA/3103: 51 Modify background color range from [76, 76]: Add (Black) at intensity 3 CA/3107: B4 Pause for 2 units CA/3109: B1 End block of repeating commands CA/310A: 51 Modify background color range from [77, 77]: Do (Black) at intensity 3 CA/310E: 51 Modify background color range from [77, 77]: Add (Black) at intensity 3 CA/3112: B0 Execute the following commands until $B1 18 times CA/3114: 51 Modify background color range from [77, 77]: Add (Black) at intensity 3 CA/3118: B4 Pause for 2 units CA/311A: B1 End block of repeating commands CA/311B: 94 Pause for 60 units CA/311C: 5A Fade screen at speed $08 CA/311E: 5C Pause execution until fade in or fade out is complete CA/311F: 35 Pause execution until action queue for object $30 (Camera) is complete CA/3121: 6B Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $0400), place party at (15, 8), facing up CA/3127: 60 Change background layer $06 to palette $1D CA/312A: B2 Call subroutine $CA36FE CA/312E: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA313B CA/3134: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CA/3136: D5 Set vehicle/entity's position to (18, 10) CA/3139: 23 Do vehicle/entity graphical action $23 CA/313A: FF End queue CA/313B: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/313D: D5 Set vehicle/entity's position to (16, 6) CA/3140: CE Turn vehicle/entity down CA/3141: FF End queue CA/3142: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/3144: D5 Set vehicle/entity's position to (17, 10) CA/3147: CE Turn vehicle/entity down CA/3148: FF End queue CA/3149: C0 If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CA3156 CA/314F: 08 Begin action queue for character $08 (Actor in stot 8), 5 bytes long CA/3151: D5 Set vehicle/entity's position to (17, 6) CA/3154: 1D Do vehicle/entity graphical action $1D CA/3155: FF End queue CA/3156: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CA/3158: D5 Set vehicle/entity's position to (15, 10) CA/315B: CE Turn vehicle/entity down CA/315C: FF End queue CA/315D: 96 Restore screen from fade CA/315E: C0 If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA316A CA/3164: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long CA/3166: C2 Set vehicle/entity's event speed to normal CA/3167: 88 Move vehicle/entity up 3 tiles CA/3168: 1B Do vehicle/entity graphical action $1B CA/3169: FF End queue CA/316A: 94 Pause for 60 units CA/316B: 04 Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete) CA/316D: CE Turn vehicle/entity down CA/316E: E0 Pause for 4 * 4 (16) frames CA/3170: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3171: E0 Pause for 4 * 3 (12) frames CA/3173: 18 Do vehicle/entity graphical action $18 CA/3174: FF End queue CA/3175: B5 Pause for 15 * 2 (30) units CA/3177: C0 If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CA3196 CA/317D: B0 Execute the following commands until $B1 2 times CA/317F: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CA/3181: 15 Do vehicle/entity graphical action $15 CA/3182: FF End queue CA/3183: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CA/3185: CF Turn vehicle/entity left CA/3186: FF End queue CA/3187: B1 End block of repeating commands CA/3188: 08 Begin action queue for character $08 (Actor in stot 8), 12 bytes long CA/318A: E0 Pause for 4 * 4 (16) frames CA/318C: C2 Set vehicle/entity's event speed to normal CA/318D: 86 Move vehicle/entity down 2 tiles CA/318E: 85 Move vehicle/entity right 2 tiles CA/318F: CC Turn vehicle/entity up CA/3190: E0 Pause for 4 * 3 (12) frames CA/3192: 81 Move vehicle/entity right 1 tile CA/3193: 82 Move vehicle/entity down 1 tile CA/3194: CD Turn vehicle/entity right CA/3195: FF End queue CA/3196: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long CA/3198: 83 Move vehicle/entity left 1 tile CA/3199: 80 Move vehicle/entity up 1 tile CA/319A: 1B Do vehicle/entity graphical action $1B CA/319B: FF End queue CA/319C: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/319E: CF Turn vehicle/entity left CA/319F: E0 Pause for 4 * 4 (16) frames CA/31A1: CC Turn vehicle/entity up CA/31A2: FF End queue CA/31A3: B5 Pause for 15 * 10 (150) units CA/31A5: 97 Fade screen to black CA/31A6: 5C Pause execution until fade in or fade out is complete CA/31A7: B2 Call subroutine $CAC97C CA/31AB: 6B Load map $0037 (Figaro Castle, outdoors (both worlds and ending)) instantly, (upper bits $0400), place party at (40, 46), facing up CA/31B1: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/31B3: 78 Enable ability to pass through other objects for object $21 (NPC $21) CA/31B5: 78 Enable ability to pass through other objects for object $22 (NPC $22) CA/31B7: 78 Enable ability to pass through other objects for object $23 (NPC $23) CA/31B9: 78 Enable ability to pass through other objects for object $24 (NPC $24) CA/31BB: 3E Delete object $13 CA/31BD: 3D Create object $17 CA/31BF: 3D Create object $18 CA/31C1: 41 Show object $17 CA/31C3: 41 Show object $18 CA/31C5: 21 Begin action queue for character $21 (NPC $21), 6 bytes long CA/31C7: C3 Set vehicle/entity's event speed to fast CA/31C8: D5 Set vehicle/entity's position to (26, 44) CA/31CB: CF Turn vehicle/entity left CA/31CC: FF End queue CA/31CD: 22 Begin action queue for character $22 (NPC $22), 6 bytes long CA/31CF: C3 Set vehicle/entity's event speed to fast CA/31D0: D5 Set vehicle/entity's position to (28, 45) CA/31D3: CF Turn vehicle/entity left CA/31D4: FF End queue CA/31D5: 23 Begin action queue for character $23 (NPC $23), 6 bytes long CA/31D7: C3 Set vehicle/entity's event speed to fast CA/31D8: D5 Set vehicle/entity's position to (25, 46) CA/31DB: CF Turn vehicle/entity left CA/31DC: FF End queue CA/31DD: 24 Begin action queue for character $24 (NPC $24), 6 bytes long CA/31DF: C3 Set vehicle/entity's event speed to fast CA/31E0: D5 Set vehicle/entity's position to (23, 47) CA/31E3: CF Turn vehicle/entity left CA/31E4: FF End queue CA/31E5: 11 Begin action queue for character $11 (NPC $11), 6 bytes long CA/31E7: C1 Set vehicle/entity's event speed to slow CA/31E8: D5 Set vehicle/entity's position to (27, 17) CA/31EB: CE Turn vehicle/entity down CA/31EC: FF End queue CA/31ED: 12 Begin action queue for character $12 (NPC $12), 6 bytes long CA/31EF: C1 Set vehicle/entity's event speed to slow CA/31F0: D5 Set vehicle/entity's position to (29, 17) CA/31F3: CE Turn vehicle/entity down CA/31F4: FF End queue CA/31F5: 17 Begin action queue for character $17 (NPC $17), 6 bytes long CA/31F7: C1 Set vehicle/entity's event speed to slow CA/31F8: D5 Set vehicle/entity's position to (27, 16) CA/31FB: CE Turn vehicle/entity down CA/31FC: FF End queue CA/31FD: 18 Begin action queue for character $18 (NPC $18), 6 bytes long CA/31FF: C1 Set vehicle/entity's event speed to slow CA/3200: D5 Set vehicle/entity's position to (29, 16) CA/3203: CE Turn vehicle/entity down CA/3204: FF End queue CA/3205: 3D Create object $1C CA/3207: 41 Show object $1C CA/3209: 1C Begin action queue for character $1C (NPC $1C), 6 bytes long (Wait until complete) CA/320B: D5 Set vehicle/entity's position to (28, 15) CA/320E: CE Turn vehicle/entity down CA/320F: C1 Set vehicle/entity's event speed to slow CA/3210: FF End queue CA/3211: 96 Restore screen from fade CA/3212: 30 Begin action queue for character $30 (Camera), 19 bytes long CA/3214: C2 Set vehicle/entity's event speed to normal CA/3215: AB Move vehicle/entity left/up 1x2 tiles CA/3216: AB Move vehicle/entity left/up 1x2 tiles CA/3217: AB Move vehicle/entity left/up 1x2 tiles CA/3218: AB Move vehicle/entity left/up 1x2 tiles CA/3219: AB Move vehicle/entity left/up 1x2 tiles CA/321A: AB Move vehicle/entity left/up 1x2 tiles CA/321B: AB Move vehicle/entity left/up 1x2 tiles CA/321C: AB Move vehicle/entity left/up 1x2 tiles CA/321D: AB Move vehicle/entity left/up 1x2 tiles CA/321E: AB Move vehicle/entity left/up 1x2 tiles CA/321F: AB Move vehicle/entity left/up 1x2 tiles CA/3220: AB Move vehicle/entity left/up 1x2 tiles CA/3221: AB Move vehicle/entity left/up 1x2 tiles CA/3222: AB Move vehicle/entity left/up 1x2 tiles CA/3223: AB Move vehicle/entity left/up 1x2 tiles CA/3224: AB Move vehicle/entity left/up 1x2 tiles CA/3225: AB Move vehicle/entity left/up 1x2 tiles CA/3226: FF End queue CA/3227: 21 Begin action queue for character $21 (NPC $21), 18 bytes long CA/3229: 9D Move vehicle/entity right 8 tiles CA/322A: 9D Move vehicle/entity right 8 tiles CA/322B: 9D Move vehicle/entity right 8 tiles CA/322C: E0 Pause for 4 * 58 (232) frames CA/322E: D5 Set vehicle/entity's position to (23, 6) CA/3231: A2 Move vehicle/entity left/down 1x1 tiles CA/3232: A2 Move vehicle/entity left/down 1x1 tiles CA/3233: A2 Move vehicle/entity left/down 1x1 tiles CA/3234: A2 Move vehicle/entity left/down 1x1 tiles CA/3235: A2 Move vehicle/entity left/down 1x1 tiles CA/3236: A2 Move vehicle/entity left/down 1x1 tiles CA/3237: A2 Move vehicle/entity left/down 1x1 tiles CA/3238: 9E Move vehicle/entity down 8 tiles CA/3239: 86 Move vehicle/entity down 2 tiles CA/323A: FF End queue CA/323B: 22 Begin action queue for character $22 (NPC $22), 15 bytes long CA/323D: 9D Move vehicle/entity right 8 tiles CA/323E: 9D Move vehicle/entity right 8 tiles CA/323F: 9D Move vehicle/entity right 8 tiles CA/3240: E0 Pause for 4 * 58 (232) frames CA/3242: D5 Set vehicle/entity's position to (21, 5) CA/3245: A2 Move vehicle/entity left/down 1x1 tiles CA/3246: A2 Move vehicle/entity left/down 1x1 tiles CA/3247: A2 Move vehicle/entity left/down 1x1 tiles CA/3248: A2 Move vehicle/entity left/down 1x1 tiles CA/3249: 9E Move vehicle/entity down 8 tiles CA/324A: 96 Move vehicle/entity down 6 tiles CA/324B: FF End queue CA/324C: 23 Begin action queue for character $23 (NPC $23), 4 bytes long CA/324E: 9D Move vehicle/entity right 8 tiles CA/324F: 9D Move vehicle/entity right 8 tiles CA/3250: 9D Move vehicle/entity right 8 tiles CA/3251: FF End queue CA/3252: 24 Begin action queue for character $24 (NPC $24), 4 bytes long CA/3254: 9D Move vehicle/entity right 8 tiles CA/3255: 9D Move vehicle/entity right 8 tiles CA/3256: 9D Move vehicle/entity right 8 tiles CA/3257: FF End queue CA/3258: 95 Pause for 120 units CA/3259: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CA/325B: 96 Move vehicle/entity down 6 tiles CA/325C: FF End queue CA/325D: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CA/325F: 96 Move vehicle/entity down 6 tiles CA/3260: FF End queue CA/3261: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CA/3263: 96 Move vehicle/entity down 6 tiles CA/3264: FF End queue CA/3265: 18 Begin action queue for character $18 (NPC $18), 2 bytes long CA/3267: 96 Move vehicle/entity down 6 tiles CA/3268: FF End queue CA/3269: 1C Begin action queue for character $1C (NPC $1C), 8 bytes long CA/326B: 9E Move vehicle/entity down 8 tiles CA/326C: E0 Pause for 4 * 2 (8) frames CA/326E: CF Turn vehicle/entity left CA/326F: E0 Pause for 4 * 4 (16) frames CA/3271: CC Turn vehicle/entity up CA/3272: FF End queue CA/3273: 95 Pause for 120 units CA/3274: B2 Call subroutine $CA36EE CA/3278: B5 Pause for 15 * 11 (165) units CA/327A: 5A Fade screen at speed $08 CA/327C: 5C Pause execution until fade in or fade out is complete CA/327D: 35 Pause execution until action queue for object $30 (Camera) is complete CA/327F: 6B Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $0400), place party at (15, 8), facing up CA/3285: 60 Change background layer $06 to palette $1D CA/3288: B2 Call subroutine $CA36FE CA/328C: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA3299 CA/3292: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CA/3294: D5 Set vehicle/entity's position to (18, 10) CA/3297: 23 Do vehicle/entity graphical action $23 CA/3298: FF End queue CA/3299: C0 If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA32AE CA/329F: 05 Begin action queue for character $05 (Actor in stot 5), 13 bytes long CA/32A1: D5 Set vehicle/entity's position to (15, 6) CA/32A4: CC Turn vehicle/entity up CA/32A5: 1B Do vehicle/entity graphical action $1B CA/32A6: E0 Pause for 4 * 1 (4) frames CA/32A8: 1C Do vehicle/entity graphical action $1C CA/32A9: E0 Pause for 4 * 1 (4) frames CA/32AB: FC Branch 6 bytes backwards ($CA32A5) CA/32AD: FF End queue CA/32AE: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/32B0: D5 Set vehicle/entity's position to (16, 6) CA/32B3: CC Turn vehicle/entity up CA/32B4: FF End queue CA/32B5: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/32B7: D5 Set vehicle/entity's position to (17, 10) CA/32BA: CE Turn vehicle/entity down CA/32BB: FF End queue CA/32BC: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CA/32BE: D5 Set vehicle/entity's position to (15, 10) CA/32C1: CE Turn vehicle/entity down CA/32C2: FF End queue CA/32C3: 96 Restore screen from fade CA/32C4: 95 Pause for 120 units CA/32C5: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CA/32C7: CF Turn vehicle/entity left CA/32C8: FF End queue CA/32C9: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete) CA/32CB: C2 Set vehicle/entity's event speed to normal CA/32CC: CF Turn vehicle/entity left CA/32CD: E0 Pause for 4 * 8 (32) frames CA/32CF: 80 Move vehicle/entity up 1 tile CA/32D0: FF End queue CA/32D1: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/32D3: C2 Set vehicle/entity's event speed to normal CA/32D4: 93 Move vehicle/entity left 5 tiles CA/32D5: FF End queue CA/32D6: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CA/32D8: 97 Move vehicle/entity left 6 tiles CA/32D9: A3 Move vehicle/entity left/up 1x1 tiles CA/32DA: CF Turn vehicle/entity left CA/32DB: FF End queue CA/32DC: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CA/32DE: C2 Set vehicle/entity's event speed to normal CA/32DF: 80 Move vehicle/entity up 1 tile CA/32E0: 93 Move vehicle/entity left 5 tiles CA/32E1: FF End queue CA/32E2: B5 Pause for 15 * 16 (240) units CA/32E4: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CA/32E6: 22 Do vehicle/entity graphical action $22 CA/32E7: E0 Pause for 4 * 10 (40) frames CA/32E9: CF Turn vehicle/entity left CA/32EA: FF End queue CA/32EB: 95 Pause for 120 units CA/32EC: B0 Execute the following commands until $B1 3 times CA/32EE: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/32F0: 15 Do vehicle/entity graphical action $15 CA/32F1: FF End queue CA/32F2: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/32F4: CF Turn vehicle/entity left CA/32F5: FF End queue CA/32F6: B1 End block of repeating commands CA/32F7: 95 Pause for 120 units CA/32F8: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/32FA: 0F Do vehicle/entity graphical action $0F CA/32FB: FF End queue CA/32FC: 94 Pause for 60 units CA/32FD: 35 Pause execution until action queue for object $30 (Camera) is complete CA/32FF: 3D Create object $14 CA/3301: 3D Create object $15 CA/3303: 3D Create object $16 CA/3305: 41 Show object $14 CA/3307: 41 Show object $15 CA/3309: 41 Show object $16 CA/330B: 42 Hide object $00 CA/330D: 45 Refresh objects CA/330E: 3D Create object $17 CA/3310: 3D Create object $18 CA/3312: 3D Create object $19 CA/3314: 3D Create object $1A CA/3316: 3D Create object $1B CA/3318: 45 Refresh objects CA/3319: 41 Show object $17 CA/331B: 41 Show object $18 CA/331D: 41 Show object $19 CA/331F: 41 Show object $1A CA/3321: 41 Show object $1B CA/3323: B2 Call subroutine $CAC819 CA/3327: 78 Enable ability to pass through other objects for object $17 (NPC $17) CA/3329: 78 Enable ability to pass through other objects for object $18 (NPC $18) CA/332B: 78 Enable ability to pass through other objects for object $19 (NPC $19) CA/332D: 78 Enable ability to pass through other objects for object $1A (NPC $1A) CA/332F: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CA/3331: B5 Pause for 15 * 16 (240) units CA/3333: 17 Begin action queue for character $17 (NPC $17), 12 bytes long CA/3335: C4 Set vehicle/entity's event speed to faster CA/3336: 9F Move vehicle/entity left 8 tiles CA/3337: 9F Move vehicle/entity left 8 tiles CA/3338: 9F Move vehicle/entity left 8 tiles CA/3339: E0 Pause for 4 * 4 (16) frames CA/333B: D5 Set vehicle/entity's position to (20, 13) CA/333E: FC Branch 8 bytes backwards ($CA3336) CA/3340: FF End queue CA/3341: 18 Begin action queue for character $18 (NPC $18), 12 bytes long CA/3343: C4 Set vehicle/entity's event speed to faster CA/3344: 9F Move vehicle/entity left 8 tiles CA/3345: 9F Move vehicle/entity left 8 tiles CA/3346: 9F Move vehicle/entity left 8 tiles CA/3347: E0 Pause for 4 * 2 (8) frames CA/3349: D5 Set vehicle/entity's position to (20, 15) CA/334C: FC Branch 8 bytes backwards ($CA3344) CA/334E: FF End queue CA/334F: 19 Begin action queue for character $19 (NPC $19), 12 bytes long CA/3351: C4 Set vehicle/entity's event speed to faster CA/3352: 9F Move vehicle/entity left 8 tiles CA/3353: 9F Move vehicle/entity left 8 tiles CA/3354: 9F Move vehicle/entity left 8 tiles CA/3355: E0 Pause for 4 * 1 (4) frames CA/3357: D5 Set vehicle/entity's position to (25, 10) CA/335A: FC Branch 8 bytes backwards ($CA3352) CA/335C: FF End queue CA/335D: 1A Begin action queue for character $1A (NPC $1A), 12 bytes long CA/335F: 9F Move vehicle/entity left 8 tiles CA/3360: 9F Move vehicle/entity left 8 tiles CA/3361: 9F Move vehicle/entity left 8 tiles CA/3362: E0 Pause for 4 * 2 (8) frames CA/3364: D5 Set vehicle/entity's position to (21, 5) CA/3367: C1 Set vehicle/entity's event speed to slow CA/3368: FC Branch 9 bytes backwards ($CA335F) CA/336A: FF End queue CA/336B: 1B Begin action queue for character $1B (NPC $1B), 12 bytes long CA/336D: 9F Move vehicle/entity left 8 tiles CA/336E: 9F Move vehicle/entity left 8 tiles CA/336F: 9F Move vehicle/entity left 8 tiles CA/3370: E0 Pause for 4 * 6 (24) frames CA/3372: D5 Set vehicle/entity's position to (22, 4) CA/3375: C4 Set vehicle/entity's event speed to faster CA/3376: FC Branch 9 bytes backwards ($CA336D) CA/3378: FF End queue CA/3379: B5 Pause for 15 * 12 (180) units CA/337B: 5A Fade screen at speed $08 CA/337D: 5C Pause execution until fade in or fade out is complete CA/337E: 6B Load map $0081 (Mountaintop overlook with birds (ending)) instantly, (upper bits $0400), place party at (14, 14), facing up CA/3384: B2 Call subroutine $CAC97C CA/3388: 96 Restore screen from fade CA/3389: 38 Hold screen CA/338A: 78 Enable ability to pass through other objects for object $15 (NPC $15) CA/338C: 78 Enable ability to pass through other objects for object $16 (NPC $16) CA/338E: 78 Enable ability to pass through other objects for object $17 (NPC $17) CA/3390: 78 Enable ability to pass through other objects for object $18 (NPC $18) CA/3392: 78 Enable ability to pass through other objects for object $19 (NPC $19) CA/3394: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/3396: C4 Set vehicle/entity's event speed to faster CA/3397: AB Move vehicle/entity left/up 1x2 tiles CA/3398: FC Branch 1 bytes backwards ($CA3397) CA/339A: FF End queue CA/339B: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/339D: FC Branch 7 bytes backwards ($CA3396) CA/339F: FF End queue CA/33A0: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/33A2: FC Branch 5 bytes backwards ($CA339D) CA/33A4: FF End queue CA/33A5: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/33A7: FC Branch 5 bytes backwards ($CA33A2) CA/33A9: FF End queue CA/33AA: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CA/33AC: FC Branch 5 bytes backwards ($CA33A7) CA/33AE: FF End queue CA/33AF: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CA/33B1: 80 Move vehicle/entity up 1 tile CA/33B2: FF End queue CA/33B3: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CA/33B5: 80 Move vehicle/entity up 1 tile CA/33B6: FF End queue CA/33B7: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CA/33B9: 80 Move vehicle/entity up 1 tile CA/33BA: FF End queue CA/33BB: 18 Begin action queue for character $18 (NPC $18), 2 bytes long CA/33BD: 80 Move vehicle/entity up 1 tile CA/33BE: FF End queue CA/33BF: 19 Begin action queue for character $19 (NPC $19), 2 bytes long CA/33C1: 80 Move vehicle/entity up 1 tile CA/33C2: FF End queue CA/33C3: 5D Scroll Layer 1, speed 0 x 224 CA/33C6: 5E Scroll Layer 2, speed 0 x 246 CA/33C9: B5 Pause for 15 * 6 (90) units CA/33CB: 5D Scroll Layer 1, speed 0 x 240 CA/33CE: 5E Scroll Layer 2, speed 0 x 250 CA/33D1: 92 Pause for 30 units CA/33D2: 3E Delete object $10 CA/33D4: 3E Delete object $11 CA/33D6: 3E Delete object $12 CA/33D8: 3E Delete object $13 CA/33DA: 3E Delete object $14 CA/33DC: 5D Scroll Layer 1, speed 0 x 0 CA/33DF: 5E Scroll Layer 2, speed 1 x 252 CA/33E2: 91 Pause for 15 units CA/33E3: 5E Scroll Layer 2, speed 2 x 254 CA/33E6: 91 Pause for 15 units CA/33E7: 5E Scroll Layer 2, speed 3 x 255 CA/33EA: 53 Modify object color range from [40, 4F]: Subtract (Black) at intensity 0 CA/33EE: 15 Begin action queue for character $15 (NPC $15), 8 bytes long CA/33F0: A7 Move vehicle/entity right/down 1x2 tiles CA/33F1: C2 Set vehicle/entity's event speed to normal CA/33F2: A7 Move vehicle/entity right/down 1x2 tiles CA/33F3: C1 Set vehicle/entity's event speed to slow CA/33F4: A7 Move vehicle/entity right/down 1x2 tiles CA/33F5: FC Branch 1 bytes backwards ($CA33F4) CA/33F7: FF End queue CA/33F8: 17 Begin action queue for character $17 (NPC $17), 10 bytes long CA/33FA: 86 Move vehicle/entity down 2 tiles CA/33FB: A7 Move vehicle/entity right/down 1x2 tiles CA/33FC: C2 Set vehicle/entity's event speed to normal CA/33FD: A7 Move vehicle/entity right/down 1x2 tiles CA/33FE: A7 Move vehicle/entity right/down 1x2 tiles CA/33FF: C1 Set vehicle/entity's event speed to slow CA/3400: A1 Move vehicle/entity right/down 1x1 tiles CA/3401: FC Branch 1 bytes backwards ($CA3400) CA/3403: FF End queue CA/3404: 91 Pause for 15 units CA/3405: 5E Scroll Layer 2, speed 1 x 1 CA/3408: 16 Begin action queue for character $16 (NPC $16), 13 bytes long CA/340A: C4 Set vehicle/entity's event speed to faster CA/340B: A7 Move vehicle/entity right/down 1x2 tiles CA/340C: C2 Set vehicle/entity's event speed to normal CA/340D: A7 Move vehicle/entity right/down 1x2 tiles CA/340E: C2 Set vehicle/entity's event speed to normal CA/340F: A7 Move vehicle/entity right/down 1x2 tiles CA/3410: C1 Set vehicle/entity's event speed to slow CA/3411: A1 Move vehicle/entity right/down 1x1 tiles CA/3412: C0 Set vehicle/entity's event speed to slowest CA/3413: A1 Move vehicle/entity right/down 1x1 tiles CA/3414: FC Branch 1 bytes backwards ($CA3413) CA/3416: FF End queue CA/3417: 91 Pause for 15 units CA/3418: 18 Begin action queue for character $18 (NPC $18), 12 bytes long CA/341A: 82 Move vehicle/entity down 1 tile CA/341B: A7 Move vehicle/entity right/down 1x2 tiles CA/341C: C2 Set vehicle/entity's event speed to normal CA/341D: A7 Move vehicle/entity right/down 1x2 tiles CA/341E: A7 Move vehicle/entity right/down 1x2 tiles CA/341F: C1 Set vehicle/entity's event speed to slow CA/3420: A1 Move vehicle/entity right/down 1x1 tiles CA/3421: C0 Set vehicle/entity's event speed to slowest CA/3422: A6 Move vehicle/entity right/down 2x1 tiles CA/3423: FC Branch 1 bytes backwards ($CA3422) CA/3425: FF End queue CA/3426: 19 Begin action queue for character $19 (NPC $19), 9 bytes long CA/3428: A7 Move vehicle/entity right/down 1x2 tiles CA/3429: A7 Move vehicle/entity right/down 1x2 tiles CA/342A: C2 Set vehicle/entity's event speed to normal CA/342B: A7 Move vehicle/entity right/down 1x2 tiles CA/342C: C1 Set vehicle/entity's event speed to slow CA/342D: A7 Move vehicle/entity right/down 1x2 tiles CA/342E: FC Branch 1 bytes backwards ($CA342D) CA/3430: FF End queue CA/3431: 91 Pause for 15 units CA/3432: 5E Scroll Layer 2, speed 2 x 4 CA/3435: B5 Pause for 15 * 10 (150) units CA/3437: 17 Begin action queue for character $17 (NPC $17), 13 bytes long CA/3439: C0 Set vehicle/entity's event speed to slowest CA/343A: A7 Move vehicle/entity right/down 1x2 tiles CA/343B: 82 Move vehicle/entity down 1 tile CA/343C: A2 Move vehicle/entity left/down 1x1 tiles CA/343D: A3 Move vehicle/entity left/up 1x1 tiles CA/343E: C1 Set vehicle/entity's event speed to slow CA/343F: A3 Move vehicle/entity left/up 1x1 tiles CA/3440: A3 Move vehicle/entity left/up 1x1 tiles CA/3441: C0 Set vehicle/entity's event speed to slowest CA/3442: A3 Move vehicle/entity left/up 1x1 tiles CA/3443: FC Branch 1 bytes backwards ($CA3442) CA/3445: FF End queue CA/3446: B0 Execute the following commands until $B1 31 times CA/3448: 53 Modify object color range from [40, 4F]: Do unknown operation (Black) at intensity 3 CA/344C: B4 Pause for 1 units CA/344E: B1 End block of repeating commands CA/344F: 5E Scroll Layer 2, speed 1 x 2 CA/3452: 15 Begin action queue for character $15 (NPC $15), 10 bytes long CA/3454: C0 Set vehicle/entity's event speed to slowest CA/3455: 82 Move vehicle/entity down 1 tile CA/3456: A2 Move vehicle/entity left/down 1x1 tiles CA/3457: 83 Move vehicle/entity left 1 tile CA/3458: AA Move vehicle/entity left/up 2x1 tiles CA/3459: A3 Move vehicle/entity left/up 1x1 tiles CA/345A: AB Move vehicle/entity left/up 1x2 tiles CA/345B: FC Branch 1 bytes backwards ($CA345A) CA/345D: FF End queue CA/345E: 93 Pause for 45 units CA/345F: 5E Scroll Layer 2, speed 0 x 254 CA/3462: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CA/3464: 82 Move vehicle/entity down 1 tile CA/3465: A2 Move vehicle/entity left/down 1x1 tiles CA/3466: 83 Move vehicle/entity left 1 tile CA/3467: AA Move vehicle/entity left/up 2x1 tiles CA/3468: A3 Move vehicle/entity left/up 1x1 tiles CA/3469: FC Branch 1 bytes backwards ($CA3468) CA/346B: FF End queue CA/346C: 18 Begin action queue for character $18 (NPC $18), 12 bytes long CA/346E: A1 Move vehicle/entity right/down 1x1 tiles CA/346F: 82 Move vehicle/entity down 1 tile CA/3470: A2 Move vehicle/entity left/down 1x1 tiles CA/3471: A9 Move vehicle/entity left/down 2x1 tiles CA/3472: A3 Move vehicle/entity left/up 1x1 tiles CA/3473: C1 Set vehicle/entity's event speed to slow CA/3474: A3 Move vehicle/entity left/up 1x1 tiles CA/3475: C0 Set vehicle/entity's event speed to slowest CA/3476: A3 Move vehicle/entity left/up 1x1 tiles CA/3477: FC Branch 1 bytes backwards ($CA3476) CA/3479: FF End queue CA/347A: 94 Pause for 60 units CA/347B: 19 Begin action queue for character $19 (NPC $19), 11 bytes long CA/347D: C0 Set vehicle/entity's event speed to slowest CA/347E: 82 Move vehicle/entity down 1 tile CA/347F: A3 Move vehicle/entity left/up 1x1 tiles CA/3480: C1 Set vehicle/entity's event speed to slow CA/3481: A3 Move vehicle/entity left/up 1x1 tiles CA/3482: A3 Move vehicle/entity left/up 1x1 tiles CA/3483: C0 Set vehicle/entity's event speed to slowest CA/3484: AA Move vehicle/entity left/up 2x1 tiles CA/3485: FC Branch 1 bytes backwards ($CA3484) CA/3487: FF End queue CA/3488: B5 Pause for 15 * 22 (330) units CA/348A: 6A Load map $0088 (Waterfall cliff bridge with birds (ending)) after fade out, (upper bits $0400), place party at (45, 7), facing up CA/3490: 73 Replace current map's Layer 1 at (41, 10) with the following (2 x 5) chunk, refresh immediately CA/3495: $D7, $D7 CA/3497: $D7, $D7 CA/3499: $D7, $E7 CA/349B: $E7, $E7 CA/349D: $E7, $E7 CA/349F: 96 Restore screen from fade CA/34A0: 30 Begin action queue for character $30 (Camera), 7 bytes long CA/34A2: C0 Set vehicle/entity's event speed to slowest CA/34A3: A2 Move vehicle/entity left/down 1x1 tiles CA/34A4: A2 Move vehicle/entity left/down 1x1 tiles CA/34A5: A2 Move vehicle/entity left/down 1x1 tiles CA/34A6: A2 Move vehicle/entity left/down 1x1 tiles CA/34A7: A2 Move vehicle/entity left/down 1x1 tiles CA/34A8: FF End queue CA/34A9: 10 Begin action queue for character $10 (NPC $10), 14 bytes long CA/34AB: A8 Move vehicle/entity left/down 1x2 tiles CA/34AC: C1 Set vehicle/entity's event speed to slow CA/34AD: A8 Move vehicle/entity left/down 1x2 tiles CA/34AE: C2 Set vehicle/entity's event speed to normal CA/34AF: A8 Move vehicle/entity left/down 1x2 tiles CA/34B0: C3 Set vehicle/entity's event speed to fast CA/34B1: A8 Move vehicle/entity left/down 1x2 tiles CA/34B2: C4 Set vehicle/entity's event speed to faster CA/34B3: A8 Move vehicle/entity left/down 1x2 tiles CA/34B4: C5 Set vehicle/entity's event speed to fastest CA/34B5: A2 Move vehicle/entity left/down 1x1 tiles CA/34B6: FC Branch 1 bytes backwards ($CA34B5) CA/34B8: FF End queue CA/34B9: 11 Begin action queue for character $11 (NPC $11), 18 bytes long CA/34BB: E0 Pause for 4 * 4 (16) frames CA/34BD: A8 Move vehicle/entity left/down 1x2 tiles CA/34BE: C1 Set vehicle/entity's event speed to slow CA/34BF: A8 Move vehicle/entity left/down 1x2 tiles CA/34C0: C2 Set vehicle/entity's event speed to normal CA/34C1: A8 Move vehicle/entity left/down 1x2 tiles CA/34C2: C3 Set vehicle/entity's event speed to fast CA/34C3: A8 Move vehicle/entity left/down 1x2 tiles CA/34C4: C4 Set vehicle/entity's event speed to faster CA/34C5: A8 Move vehicle/entity left/down 1x2 tiles CA/34C6: C5 Set vehicle/entity's event speed to fastest CA/34C7: A2 Move vehicle/entity left/down 1x1 tiles CA/34C8: A2 Move vehicle/entity left/down 1x1 tiles CA/34C9: A9 Move vehicle/entity left/down 2x1 tiles CA/34CA: FC Branch 1 bytes backwards ($CA34C9) CA/34CC: FF End queue CA/34CD: 12 Begin action queue for character $12 (NPC $12), 16 bytes long CA/34CF: E0 Pause for 4 * 3 (12) frames CA/34D1: 86 Move vehicle/entity down 2 tiles CA/34D2: C1 Set vehicle/entity's event speed to slow CA/34D3: A8 Move vehicle/entity left/down 1x2 tiles CA/34D4: C2 Set vehicle/entity's event speed to normal CA/34D5: A8 Move vehicle/entity left/down 1x2 tiles CA/34D6: C3 Set vehicle/entity's event speed to fast CA/34D7: A8 Move vehicle/entity left/down 1x2 tiles CA/34D8: C4 Set vehicle/entity's event speed to faster CA/34D9: A8 Move vehicle/entity left/down 1x2 tiles CA/34DA: C5 Set vehicle/entity's event speed to fastest CA/34DB: A9 Move vehicle/entity left/down 2x1 tiles CA/34DC: FC Branch 1 bytes backwards ($CA34DB) CA/34DE: FF End queue CA/34DF: 13 Begin action queue for character $13 (NPC $13), 16 bytes long CA/34E1: E0 Pause for 4 * 7 (28) frames CA/34E3: A8 Move vehicle/entity left/down 1x2 tiles CA/34E4: C1 Set vehicle/entity's event speed to slow CA/34E5: A8 Move vehicle/entity left/down 1x2 tiles CA/34E6: C2 Set vehicle/entity's event speed to normal CA/34E7: A8 Move vehicle/entity left/down 1x2 tiles CA/34E8: C3 Set vehicle/entity's event speed to fast CA/34E9: A8 Move vehicle/entity left/down 1x2 tiles CA/34EA: C4 Set vehicle/entity's event speed to faster CA/34EB: A8 Move vehicle/entity left/down 1x2 tiles CA/34EC: C5 Set vehicle/entity's event speed to fastest CA/34ED: A9 Move vehicle/entity left/down 2x1 tiles CA/34EE: FC Branch 1 bytes backwards ($CA34ED) CA/34F0: FF End queue CA/34F1: B5 Pause for 15 * 20 (300) units CA/34F3: 97 Fade screen to black CA/34F4: 5C Pause execution until fade in or fade out is complete CA/34F5: 35 Pause execution until action queue for object $30 (Camera) is complete CA/34F7: 6B Load map $00BE (Whitewater river with birds (ending)) instantly, (upper bits $0400), place party at (52, 36), facing up CA/34FD: 30 Begin action queue for character $30 (Camera), 23 bytes long CA/34FF: C3 Set vehicle/entity's event speed to fast CA/3500: AA Move vehicle/entity left/up 2x1 tiles CA/3501: AA Move vehicle/entity left/up 2x1 tiles CA/3502: AA Move vehicle/entity left/up 2x1 tiles CA/3503: AA Move vehicle/entity left/up 2x1 tiles CA/3504: AA Move vehicle/entity left/up 2x1 tiles CA/3505: AA Move vehicle/entity left/up 2x1 tiles CA/3506: AA Move vehicle/entity left/up 2x1 tiles CA/3507: AA Move vehicle/entity left/up 2x1 tiles CA/3508: AA Move vehicle/entity left/up 2x1 tiles CA/3509: AA Move vehicle/entity left/up 2x1 tiles CA/350A: AA Move vehicle/entity left/up 2x1 tiles CA/350B: AA Move vehicle/entity left/up 2x1 tiles CA/350C: AA Move vehicle/entity left/up 2x1 tiles CA/350D: AA Move vehicle/entity left/up 2x1 tiles CA/350E: AA Move vehicle/entity left/up 2x1 tiles CA/350F: AA Move vehicle/entity left/up 2x1 tiles CA/3510: AA Move vehicle/entity left/up 2x1 tiles CA/3511: AA Move vehicle/entity left/up 2x1 tiles CA/3512: AA Move vehicle/entity left/up 2x1 tiles CA/3513: AA Move vehicle/entity left/up 2x1 tiles CA/3514: AA Move vehicle/entity left/up 2x1 tiles CA/3515: FF End queue CA/3516: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/3518: C4 Set vehicle/entity's event speed to faster CA/3519: AB Move vehicle/entity left/up 1x2 tiles CA/351A: FC Branch 1 bytes backwards ($CA3519) CA/351C: FF End queue CA/351D: 95 Pause for 120 units CA/351E: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CA/3520: D5 Set vehicle/entity's position to (41, 37) CA/3523: AB Move vehicle/entity left/up 1x2 tiles CA/3524: FC Branch 1 bytes backwards ($CA3523) CA/3526: FF End queue CA/3527: B5 Pause for 15 * 6 (90) units CA/3529: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CA/352B: D5 Set vehicle/entity's position to (30, 32) CA/352E: A3 Move vehicle/entity left/up 1x1 tiles CA/352F: FC Branch 1 bytes backwards ($CA352E) CA/3531: FF End queue CA/3532: B5 Pause for 15 * 6 (90) units CA/3534: 97 Fade screen to black CA/3535: 5C Pause execution until fade in or fade out is complete CA/3536: 35 Pause execution until action queue for object $30 (Camera) is complete CA/3538: 6B Load map $0082 (Forest pond with birds (ending)) instantly, (upper bits $0400), place party at (16, 7), facing up CA/353E: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/3540: 78 Enable ability to pass through other objects for object $10 (NPC $10) CA/3542: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/3544: 78 Enable ability to pass through other objects for object $12 (NPC $12) CA/3546: 78 Enable ability to pass through other objects for object $13 (NPC $13) CA/3548: 10 Begin action queue for character $10 (NPC $10), 20 bytes long CA/354A: C4 Set vehicle/entity's event speed to faster CA/354B: 9F Move vehicle/entity left 8 tiles CA/354C: 9F Move vehicle/entity left 8 tiles CA/354D: 97 Move vehicle/entity left 6 tiles CA/354E: AA Move vehicle/entity left/up 2x1 tiles CA/354F: AA Move vehicle/entity left/up 2x1 tiles CA/3550: AA Move vehicle/entity left/up 2x1 tiles CA/3551: AA Move vehicle/entity left/up 2x1 tiles CA/3552: D5 Set vehicle/entity's position to (17, 5) CA/3555: 8F Move vehicle/entity left 4 tiles CA/3556: A9 Move vehicle/entity left/down 2x1 tiles CA/3557: A9 Move vehicle/entity left/down 2x1 tiles CA/3558: AA Move vehicle/entity left/up 2x1 tiles CA/3559: AA Move vehicle/entity left/up 2x1 tiles CA/355A: AA Move vehicle/entity left/up 2x1 tiles CA/355B: AA Move vehicle/entity left/up 2x1 tiles CA/355C: AA Move vehicle/entity left/up 2x1 tiles CA/355D: FF End queue CA/355E: 11 Begin action queue for character $11 (NPC $11), 18 bytes long CA/3560: C4 Set vehicle/entity's event speed to faster CA/3561: 9F Move vehicle/entity left 8 tiles CA/3562: 9F Move vehicle/entity left 8 tiles CA/3563: 9F Move vehicle/entity left 8 tiles CA/3564: 8F Move vehicle/entity left 4 tiles CA/3565: D5 Set vehicle/entity's position to (23, 6) CA/3568: 9F Move vehicle/entity left 8 tiles CA/3569: 8F Move vehicle/entity left 4 tiles CA/356A: A9 Move vehicle/entity left/down 2x1 tiles CA/356B: A9 Move vehicle/entity left/down 2x1 tiles CA/356C: AA Move vehicle/entity left/up 2x1 tiles CA/356D: AA Move vehicle/entity left/up 2x1 tiles CA/356E: AA Move vehicle/entity left/up 2x1 tiles CA/356F: AA Move vehicle/entity left/up 2x1 tiles CA/3570: AA Move vehicle/entity left/up 2x1 tiles CA/3571: FF End queue CA/3572: 12 Begin action queue for character $12 (NPC $12), 20 bytes long CA/3574: C4 Set vehicle/entity's event speed to faster CA/3575: 9F Move vehicle/entity left 8 tiles CA/3576: 8F Move vehicle/entity left 4 tiles CA/3577: AA Move vehicle/entity left/up 2x1 tiles CA/3578: AA Move vehicle/entity left/up 2x1 tiles CA/3579: AA Move vehicle/entity left/up 2x1 tiles CA/357A: AA Move vehicle/entity left/up 2x1 tiles CA/357B: AA Move vehicle/entity left/up 2x1 tiles CA/357C: AA Move vehicle/entity left/up 2x1 tiles CA/357D: AA Move vehicle/entity left/up 2x1 tiles CA/357E: E0 Pause for 4 * 24 (96) frames CA/3580: D5 Set vehicle/entity's position to (16, 7) CA/3583: 93 Move vehicle/entity left 5 tiles CA/3584: AA Move vehicle/entity left/up 2x1 tiles CA/3585: FC Branch 1 bytes backwards ($CA3584) CA/3587: FF End queue CA/3588: 13 Begin action queue for character $13 (NPC $13), 15 bytes long CA/358A: C4 Set vehicle/entity's event speed to faster CA/358B: 9F Move vehicle/entity left 8 tiles CA/358C: 97 Move vehicle/entity left 6 tiles CA/358D: AA Move vehicle/entity left/up 2x1 tiles CA/358E: AA Move vehicle/entity left/up 2x1 tiles CA/358F: 9B Move vehicle/entity left 7 tiles CA/3590: E0 Pause for 4 * 28 (112) frames CA/3592: D5 Set vehicle/entity's position to (17, 6) CA/3595: 9F Move vehicle/entity left 8 tiles CA/3596: FC Branch 1 bytes backwards ($CA3595) CA/3598: FF End queue CA/3599: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CA/359B: A4 Move vehicle/entity right/up 1x2 tiles CA/359C: FC Branch 1 bytes backwards ($CA359B) CA/359E: FF End queue CA/359F: 15 Begin action queue for character $15 (NPC $15), 3 bytes long CA/35A1: FC Branch 6 bytes backwards ($CA359B) CA/35A3: FF End queue CA/35A4: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CA/35A6: FC Branch 5 bytes backwards ($CA35A1) CA/35A8: FF End queue CA/35A9: 93 Pause for 45 units CA/35AA: 30 Begin action queue for character $30 (Camera), 7 bytes long CA/35AC: C3 Set vehicle/entity's event speed to fast CA/35AD: 93 Move vehicle/entity left 5 tiles CA/35AE: C2 Set vehicle/entity's event speed to normal CA/35AF: 87 Move vehicle/entity left 2 tiles CA/35B0: C1 Set vehicle/entity's event speed to slow CA/35B1: 83 Move vehicle/entity left 1 tile CA/35B2: FF End queue CA/35B3: 95 Pause for 120 units CA/35B4: 17 Begin action queue for character $17 (NPC $17), 8 bytes long CA/35B6: D5 Set vehicle/entity's position to (8, 7) CA/35B9: AA Move vehicle/entity left/up 2x1 tiles CA/35BA: D5 Set vehicle/entity's position to (0, 0) CA/35BD: FF End queue CA/35BE: 91 Pause for 15 units CA/35BF: 18 Begin action queue for character $18 (NPC $18), 8 bytes long CA/35C1: D5 Set vehicle/entity's position to (7, 8) CA/35C4: AA Move vehicle/entity left/up 2x1 tiles CA/35C5: D5 Set vehicle/entity's position to (0, 0) CA/35C8: FF End queue CA/35C9: B5 Pause for 15 * 9 (135) units CA/35CB: 35 Pause execution until action queue for object $30 (Camera) is complete CA/35CD: 6A Load map $00D7 (Falcon in sky with birds (ending)) after fade out, (upper bits $0400), place party at (8, 7), facing up CA/35D3: 60 Change background layer $0F to palette $14 CA/35D6: 78 Enable ability to pass through other objects for object $13 (NPC $13) CA/35D8: 78 Enable ability to pass through other objects for object $14 (NPC $14) CA/35DA: 78 Enable ability to pass through other objects for object $15 (NPC $15) CA/35DC: 78 Enable ability to pass through other objects for object $16 (NPC $16) CA/35DE: 96 Restore screen from fade CA/35DF: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/35E1: 81 Move vehicle/entity right 1 tile CA/35E2: FC Branch 1 bytes backwards ($CA35E1) CA/35E4: FF End queue CA/35E5: 11 Begin action queue for character $11 (NPC $11), 4 bytes long CA/35E7: 81 Move vehicle/entity right 1 tile CA/35E8: FC Branch 1 bytes backwards ($CA35E7) CA/35EA: FF End queue CA/35EB: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CA/35ED: 81 Move vehicle/entity right 1 tile CA/35EE: FC Branch 1 bytes backwards ($CA35ED) CA/35F0: FF End queue CA/35F1: 17 Begin action queue for character $17 (NPC $17), 4 bytes long CA/35F3: A5 Move vehicle/entity right/up 2x1 tiles CA/35F4: FC Branch 1 bytes backwards ($CA35F3) CA/35F6: FF End queue CA/35F7: 18 Begin action queue for character $18 (NPC $18), 4 bytes long CA/35F9: A5 Move vehicle/entity right/up 2x1 tiles CA/35FA: FC Branch 1 bytes backwards ($CA35F9) CA/35FC: FF End queue CA/35FD: 19 Begin action queue for character $19 (NPC $19), 4 bytes long CA/35FF: A5 Move vehicle/entity right/up 2x1 tiles CA/3600: FC Branch 1 bytes backwards ($CA35FF) CA/3602: FF End queue CA/3603: 1A Begin action queue for character $1A (NPC $1A), 4 bytes long CA/3605: 83 Move vehicle/entity left 1 tile CA/3606: FC Branch 1 bytes backwards ($CA3605) CA/3608: FF End queue CA/3609: 1B Begin action queue for character $1B (NPC $1B), 4 bytes long CA/360B: 83 Move vehicle/entity left 1 tile CA/360C: FC Branch 1 bytes backwards ($CA360B) CA/360E: FF End queue CA/360F: 13 Begin action queue for character $13 (NPC $13), 6 bytes long CA/3611: 84 Move vehicle/entity up 2 tiles CA/3612: A4 Move vehicle/entity right/up 1x2 tiles CA/3613: A4 Move vehicle/entity right/up 1x2 tiles CA/3614: A0 Move vehicle/entity right/up 1x1 tiles CA/3615: A5 Move vehicle/entity right/up 2x1 tiles CA/3616: FF End queue CA/3617: 91 Pause for 15 units CA/3618: 14 Begin action queue for character $14 (NPC $14), 6 bytes long CA/361A: 84 Move vehicle/entity up 2 tiles CA/361B: A4 Move vehicle/entity right/up 1x2 tiles CA/361C: A4 Move vehicle/entity right/up 1x2 tiles CA/361D: A0 Move vehicle/entity right/up 1x1 tiles CA/361E: A5 Move vehicle/entity right/up 2x1 tiles CA/361F: FF End queue CA/3620: B4 Pause for 6 units CA/3622: 15 Begin action queue for character $15 (NPC $15), 6 bytes long CA/3624: 84 Move vehicle/entity up 2 tiles CA/3625: A4 Move vehicle/entity right/up 1x2 tiles CA/3626: A4 Move vehicle/entity right/up 1x2 tiles CA/3627: A0 Move vehicle/entity right/up 1x1 tiles CA/3628: A5 Move vehicle/entity right/up 2x1 tiles CA/3629: FF End queue CA/362A: 91 Pause for 15 units CA/362B: 16 Begin action queue for character $16 (NPC $16), 6 bytes long CA/362D: 80 Move vehicle/entity up 1 tile CA/362E: A4 Move vehicle/entity right/up 1x2 tiles CA/362F: A4 Move vehicle/entity right/up 1x2 tiles CA/3630: A0 Move vehicle/entity right/up 1x1 tiles CA/3631: A5 Move vehicle/entity right/up 2x1 tiles CA/3632: FF End queue CA/3633: 1C Begin action queue for character $1C (NPC $1C), 7 bytes long CA/3635: A9 Move vehicle/entity left/down 2x1 tiles CA/3636: C0 Set vehicle/entity's event speed to slowest CA/3637: A9 Move vehicle/entity left/down 2x1 tiles CA/3638: 83 Move vehicle/entity left 1 tile CA/3639: FC Branch 1 bytes backwards ($CA3638) CA/363B: FF End queue CA/363C: 1D Begin action queue for character $1D (NPC $1D), 3 bytes long CA/363E: FC Branch 9 bytes backwards ($CA3635) CA/3640: FF End queue CA/3641: B5 Pause for 15 * 22 (330) units CA/3643: 97 Fade screen to black CA/3644: 5C Pause execution until fade in or fade out is complete CA/3645: D6 Set event bit $1E80($39F) [$1EF3, bit 7] CA/3647: 6B Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $0400), place party at (12, 8), facing up CA/364D: 60 Change background layer $06 to palette $1D CA/3650: B2 Call subroutine $CA36FE CA/3654: 3D Create object $14 CA/3656: 3D Create object $15 CA/3658: 3D Create object $16 CA/365A: 41 Show object $14 CA/365C: 41 Show object $15 CA/365E: 41 Show object $16 CA/3660: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA366D CA/3666: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CA/3668: D5 Set vehicle/entity's position to (18, 10) CA/366B: 23 Do vehicle/entity graphical action $23 CA/366C: FF End queue CA/366D: C0 If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA367A CA/3673: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long CA/3675: D5 Set vehicle/entity's position to (15, 6) CA/3678: CC Turn vehicle/entity up CA/3679: FF End queue CA/367A: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/367C: D5 Set vehicle/entity's position to (16, 6) CA/367F: CC Turn vehicle/entity up CA/3680: FF End queue CA/3681: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/3683: D5 Set vehicle/entity's position to (17, 9) CA/3686: CF Turn vehicle/entity left CA/3687: FF End queue CA/3688: 17 Begin action queue for character $17 (NPC $17), 7 bytes long CA/368A: C1 Set vehicle/entity's event speed to slow CA/368B: 93 Move vehicle/entity left 5 tiles CA/368C: C0 Set vehicle/entity's event speed to slowest CA/368D: A9 Move vehicle/entity left/down 2x1 tiles CA/368E: FC Branch 1 bytes backwards ($CA368D) CA/3690: FF End queue CA/3691: 18 Begin action queue for character $18 (NPC $18), 7 bytes long CA/3693: C1 Set vehicle/entity's event speed to slow CA/3694: 8F Move vehicle/entity left 4 tiles CA/3695: C0 Set vehicle/entity's event speed to slowest CA/3696: 83 Move vehicle/entity left 1 tile CA/3697: FC Branch 1 bytes backwards ($CA3696) CA/3699: FF End queue CA/369A: 19 Begin action queue for character $19 (NPC $19), 7 bytes long CA/369C: C1 Set vehicle/entity's event speed to slow CA/369D: 87 Move vehicle/entity left 2 tiles CA/369E: C0 Set vehicle/entity's event speed to slowest CA/369F: 83 Move vehicle/entity left 1 tile CA/36A0: FC Branch 1 bytes backwards ($CA369F) CA/36A2: FF End queue CA/36A3: 1A Begin action queue for character $1A (NPC $1A), 7 bytes long CA/36A5: C2 Set vehicle/entity's event speed to normal CA/36A6: 9F Move vehicle/entity left 8 tiles CA/36A7: C0 Set vehicle/entity's event speed to slowest CA/36A8: AA Move vehicle/entity left/up 2x1 tiles CA/36A9: FC Branch 1 bytes backwards ($CA36A8) CA/36AB: FF End queue CA/36AC: 1B Begin action queue for character $1B (NPC $1B), 7 bytes long CA/36AE: C2 Set vehicle/entity's event speed to normal CA/36AF: 97 Move vehicle/entity left 6 tiles CA/36B0: C0 Set vehicle/entity's event speed to slowest CA/36B1: 83 Move vehicle/entity left 1 tile CA/36B2: FC Branch 1 bytes backwards ($CA36B1) CA/36B4: FF End queue CA/36B5: 42 Hide object $00 CA/36B7: B2 Call subroutine $CAC819 CA/36BB: 78 Enable ability to pass through other objects for object $17 (NPC $17) CA/36BD: 78 Enable ability to pass through other objects for object $18 (NPC $18) CA/36BF: 78 Enable ability to pass through other objects for object $19 (NPC $19) CA/36C1: 78 Enable ability to pass through other objects for object $1A (NPC $1A) CA/36C3: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CA/36C5: 96 Restore screen from fade CA/36C6: 30 Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete) CA/36C8: C1 Set vehicle/entity's event speed to slow CA/36C9: 89 Move vehicle/entity right 3 tiles CA/36CA: C0 Set vehicle/entity's event speed to slowest CA/36CB: 81 Move vehicle/entity right 1 tile CA/36CC: FF End queue CA/36CD: 92 Pause for 30 units CA/36CE: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long CA/36D0: 0F Do vehicle/entity graphical action $0F CA/36D1: E0 Pause for 4 * 6 (24) frames CA/36D3: 0A Do vehicle/entity graphical action $0A CA/36D4: FF End queue CA/36D5: 30 Begin action queue for character $30 (Camera), 12 bytes long CA/36D7: C2 Set vehicle/entity's event speed to normal CA/36D8: 83 Move vehicle/entity left 1 tile CA/36D9: C0 Set vehicle/entity's event speed to slowest CA/36DA: 83 Move vehicle/entity left 1 tile CA/36DB: 81 Move vehicle/entity right 1 tile CA/36DC: C2 Set vehicle/entity's event speed to normal CA/36DD: 81 Move vehicle/entity right 1 tile CA/36DE: C3 Set vehicle/entity's event speed to fast CA/36DF: 85 Move vehicle/entity right 2 tiles CA/36E0: C4 Set vehicle/entity's event speed to faster CA/36E1: 99 Move vehicle/entity right 7 tiles CA/36E2: FF End queue CA/36E3: B5 Pause for 15 * 12 (180) units CA/36E5: 97 Fade screen to black CA/36E6: 5C Pause execution until fade in or fade out is complete CA/36E7: 35 Pause execution until action queue for object $30 (Camera) is complete CA/36E9: BF Show airship scene from ending CA/36EA: BA Play ending cinematic $20 CA/36EC: BB Command $BB CA/36ED: FE Return CA/36EE: B0 Execute the following commands until $B1 6 times CA/36F0: 50 Tint screen (cumulative) with color $9F CA/36F2: B4 Pause for 4 units CA/36F4: B1 End block of repeating commands CA/36F5: 93 Pause for 45 units CA/36F6: B0 Execute the following commands until $B1 6 times CA/36F8: 50 Tint screen (cumulative) with color $DF CA/36FA: B4 Pause for 4 units CA/36FC: B1 End block of repeating commands CA/36FD: FE Return CA/36FE: B2 Call subroutine $CAC90B CA/3702: B2 Call subroutine $CAC9ED CA/3706: B2 Call subroutine $CA375E CA/370A: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long CA/370C: D5 Set vehicle/entity's position to (15, 8) CA/370F: CF Turn vehicle/entity left CA/3710: FF End queue CA/3711: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/3713: D5 Set vehicle/entity's position to (17, 7) CA/3716: CF Turn vehicle/entity left CA/3717: FF End queue CA/3718: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/371A: D5 Set vehicle/entity's position to (17, 9) CA/371D: CF Turn vehicle/entity left CA/371E: FF End queue CA/371F: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CA/3721: D5 Set vehicle/entity's position to (17, 8) CA/3724: CF Turn vehicle/entity left CA/3725: FF End queue CA/3726: FE Return CA/3727: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/3729: DC Make vehicle/entity jump (low) CA/372A: CF Turn vehicle/entity left CA/372B: FF End queue CA/372C: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CA/372E: DC Make vehicle/entity jump (low) CA/372F: CD Turn vehicle/entity right CA/3730: FF End queue CA/3731: B4 Pause for 8 units CA/3733: 15 Begin action queue for character $15 (NPC $15), 3 bytes long CA/3735: DC Make vehicle/entity jump (low) CA/3736: CD Turn vehicle/entity right CA/3737: FF End queue CA/3738: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CA/373A: DC Make vehicle/entity jump (low) CA/373B: CF Turn vehicle/entity left CA/373C: FF End queue CA/373D: B4 Pause for 4 units CA/373F: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CA/3741: DC Make vehicle/entity jump (low) CA/3742: CF Turn vehicle/entity left CA/3743: FF End queue CA/3744: B4 Pause for 10 units CA/3746: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/3748: DC Make vehicle/entity jump (low) CA/3749: CC Turn vehicle/entity up CA/374A: FF End queue CA/374B: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/374D: DC Make vehicle/entity jump (low) CA/374E: CF Turn vehicle/entity left CA/374F: FF End queue CA/3750: B4 Pause for 10 units CA/3752: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CA/3754: DC Make vehicle/entity jump (low) CA/3755: CD Turn vehicle/entity right CA/3756: FF End queue CA/3757: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CA/3759: DC Make vehicle/entity jump (low) CA/375A: CF Turn vehicle/entity left CA/375B: FF End queue CA/375C: 91 Pause for 15 units CA/375D: FE Return CA/375E: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA376B CA/3764: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CA/3766: D5 Set vehicle/entity's position to (19, 9) CA/3769: 09 Do vehicle/entity graphical action $09 (kneeling) CA/376A: FF End queue CA/376B: C0 If ($1E80($2F2) [$1EDE, bit 2] is clear), branch to $CA3778 CA/3771: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long CA/3773: D5 Set vehicle/entity's position to (18, 7) CA/3776: 0A Do vehicle/entity graphical action $0A CA/3777: FF End queue CA/3778: C0 If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA3785 CA/377E: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long CA/3780: D5 Set vehicle/entity's position to (16, 10) CA/3783: CF Turn vehicle/entity left CA/3784: FF End queue CA/3785: C0 If ($1E80($2F7) [$1EDE, bit 7] is clear), branch to $CA3792 CA/378B: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long CA/378D: D5 Set vehicle/entity's position to (21, 9) CA/3790: CF Turn vehicle/entity left CA/3791: FF End queue CA/3792: C0 If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CA379F CA/3798: 08 Begin action queue for character $08 (Actor in stot 8), 5 bytes long CA/379A: D5 Set vehicle/entity's position to (22, 8) CA/379D: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/379E: FF End queue CA/379F: C0 If ($1E80($2FA) [$1EDF, bit 2] is clear), branch to $CA37AC CA/37A5: 0A Begin action queue for character $0A (Actor in stot 10), 5 bytes long CA/37A7: D5 Set vehicle/entity's position to (25, 9) CA/37AA: 09 Do vehicle/entity graphical action $09 (kneeling) CA/37AB: FF End queue CA/37AC: C0 If ($1E80($2FB) [$1EDF, bit 3] is clear), branch to $CA37B9 CA/37B2: 0B Begin action queue for character $0B (Actor in stot 11), 5 bytes long CA/37B4: D5 Set vehicle/entity's position to (24, 6) CA/37B7: 09 Do vehicle/entity graphical action $09 (kneeling) CA/37B8: FF End queue CA/37B9: C0 If ($1E80($2FC) [$1EDF, bit 4] is clear), branch to $CA37C6 CA/37BF: 0C Begin action queue for character $0C (Actor in stot 12), 5 bytes long CA/37C1: D5 Set vehicle/entity's position to (27, 7) CA/37C4: CF Turn vehicle/entity left CA/37C5: FF End queue CA/37C6: C0 If ($1E80($2FD) [$1EDF, bit 5] is clear), branch to $CA37D3 CA/37CC: 0D Begin action queue for character $0D (Actor in stot 13), 5 bytes long CA/37CE: D5 Set vehicle/entity's position to (27, 9) CA/37D1: CF Turn vehicle/entity left CA/37D2: FF End queue CA/37D3: FE Return CA/37D4: 51 Modify background color range from [10, 4F]: Do (Black) at intensity 3 CA/37D8: 51 Modify background color range from [60, 7F]: Do (Black) at intensity 3 CA/37DC: B4 Pause for 4 units CA/37DE: 51 Modify background color range from [10, 4F]: Do (Black) at intensity 3 CA/37E2: 51 Modify background color range from [60, 7F]: Do (Black) at intensity 3 CA/37E6: B4 Pause for 6 units CA/37E8: FE Return CA/37E9: 41 Show object $0B CA/37EB: 0B Begin action queue for character $0B (Actor in stot 11), 12 bytes long CA/37ED: D5 Set vehicle/entity's position to (11, 25) CA/37F0: CD Turn vehicle/entity right CA/37F1: C7 Set vehicle/entity to stay still when moving CA/37F2: C3 Set vehicle/entity's event speed to fast CA/37F3: 90 Move vehicle/entity up 5 tiles CA/37F4: C2 Set vehicle/entity's event speed to normal CA/37F5: 80 Move vehicle/entity up 1 tile CA/37F6: C0 Set vehicle/entity's event speed to slowest CA/37F7: 80 Move vehicle/entity up 1 tile CA/37F8: FF End queue CA/37F9: FE Return CA/37FA: 41 Show object $0A CA/37FC: 0A Begin action queue for character $0A (Actor in stot 10), 12 bytes long CA/37FE: D5 Set vehicle/entity's position to (11, 25) CA/3801: CD Turn vehicle/entity right CA/3802: C7 Set vehicle/entity to stay still when moving CA/3803: C3 Set vehicle/entity's event speed to fast CA/3804: 90 Move vehicle/entity up 5 tiles CA/3805: C2 Set vehicle/entity's event speed to normal CA/3806: 80 Move vehicle/entity up 1 tile CA/3807: C0 Set vehicle/entity's event speed to slowest CA/3808: 80 Move vehicle/entity up 1 tile CA/3809: FF End queue CA/380A: FE Return CA/380B: 41 Show object $09 CA/380D: 09 Begin action queue for character $09 (Actor in stot 9), 12 bytes long CA/380F: D5 Set vehicle/entity's position to (11, 25) CA/3812: CD Turn vehicle/entity right CA/3813: C7 Set vehicle/entity to stay still when moving CA/3814: C3 Set vehicle/entity's event speed to fast CA/3815: 90 Move vehicle/entity up 5 tiles CA/3816: C2 Set vehicle/entity's event speed to normal CA/3817: 80 Move vehicle/entity up 1 tile CA/3818: C0 Set vehicle/entity's event speed to slowest CA/3819: 80 Move vehicle/entity up 1 tile CA/381A: FF End queue CA/381B: FE Return CA/381C: 41 Show object $08 CA/381E: 08 Begin action queue for character $08 (Actor in stot 8), 12 bytes long CA/3820: D5 Set vehicle/entity's position to (11, 25) CA/3823: CD Turn vehicle/entity right CA/3824: C7 Set vehicle/entity to stay still when moving CA/3825: C3 Set vehicle/entity's event speed to fast CA/3826: 90 Move vehicle/entity up 5 tiles CA/3827: C2 Set vehicle/entity's event speed to normal CA/3828: 80 Move vehicle/entity up 1 tile CA/3829: C0 Set vehicle/entity's event speed to slowest CA/382A: 80 Move vehicle/entity up 1 tile CA/382B: FF End queue CA/382C: FE Return CA/382D: 41 Show object $07 CA/382F: 07 Begin action queue for character $07 (Actor in stot 7), 12 bytes long CA/3831: D5 Set vehicle/entity's position to (11, 25) CA/3834: CD Turn vehicle/entity right CA/3835: C7 Set vehicle/entity to stay still when moving CA/3836: C3 Set vehicle/entity's event speed to fast CA/3837: 90 Move vehicle/entity up 5 tiles CA/3838: C2 Set vehicle/entity's event speed to normal CA/3839: 80 Move vehicle/entity up 1 tile CA/383A: C0 Set vehicle/entity's event speed to slowest CA/383B: 80 Move vehicle/entity up 1 tile CA/383C: FF End queue CA/383D: FE Return CA/383E: 41 Show object $03 CA/3840: 03 Begin action queue for character $03 (Actor in stot 3), 12 bytes long CA/3842: D5 Set vehicle/entity's position to (11, 25) CA/3845: CD Turn vehicle/entity right CA/3846: C7 Set vehicle/entity to stay still when moving CA/3847: C3 Set vehicle/entity's event speed to fast CA/3848: 90 Move vehicle/entity up 5 tiles CA/3849: C2 Set vehicle/entity's event speed to normal CA/384A: 80 Move vehicle/entity up 1 tile CA/384B: C0 Set vehicle/entity's event speed to slowest CA/384C: 80 Move vehicle/entity up 1 tile CA/384D: FF End queue CA/384E: FE Return CA/384F: 41 Show object $02 CA/3851: 02 Begin action queue for character $02 (Actor in stot 2), 12 bytes long CA/3853: D5 Set vehicle/entity's position to (11, 25) CA/3856: CD Turn vehicle/entity right CA/3857: C7 Set vehicle/entity to stay still when moving CA/3858: C3 Set vehicle/entity's event speed to fast CA/3859: 90 Move vehicle/entity up 5 tiles CA/385A: C2 Set vehicle/entity's event speed to normal CA/385B: 80 Move vehicle/entity up 1 tile CA/385C: C0 Set vehicle/entity's event speed to slowest CA/385D: 80 Move vehicle/entity up 1 tile CA/385E: FF End queue CA/385F: FE Return CA/3860: 41 Show object $05 CA/3862: 05 Begin action queue for character $05 (Actor in stot 5), 12 bytes long CA/3864: D5 Set vehicle/entity's position to (11, 25) CA/3867: CD Turn vehicle/entity right CA/3868: C7 Set vehicle/entity to stay still when moving CA/3869: C3 Set vehicle/entity's event speed to fast CA/386A: 90 Move vehicle/entity up 5 tiles CA/386B: C2 Set vehicle/entity's event speed to normal CA/386C: 80 Move vehicle/entity up 1 tile CA/386D: C0 Set vehicle/entity's event speed to slowest CA/386E: 80 Move vehicle/entity up 1 tile CA/386F: FF End queue CA/3870: FE Return CA/3871: 41 Show object $06 CA/3873: 06 Begin action queue for character $06 (Actor in stot 6), 12 bytes long CA/3875: D5 Set vehicle/entity's position to (11, 25) CA/3878: CD Turn vehicle/entity right CA/3879: C7 Set vehicle/entity to stay still when moving CA/387A: C3 Set vehicle/entity's event speed to fast CA/387B: 90 Move vehicle/entity up 5 tiles CA/387C: C2 Set vehicle/entity's event speed to normal CA/387D: 80 Move vehicle/entity up 1 tile CA/387E: C0 Set vehicle/entity's event speed to slowest CA/387F: 80 Move vehicle/entity up 1 tile CA/3880: FF End queue CA/3881: FE Return CA/3882: 41 Show object $04 CA/3884: 04 Begin action queue for character $04 (Actor in stot 4), 12 bytes long CA/3886: D5 Set vehicle/entity's position to (11, 25) CA/3889: CD Turn vehicle/entity right CA/388A: C7 Set vehicle/entity to stay still when moving CA/388B: C3 Set vehicle/entity's event speed to fast CA/388C: 90 Move vehicle/entity up 5 tiles CA/388D: C2 Set vehicle/entity's event speed to normal CA/388E: 80 Move vehicle/entity up 1 tile CA/388F: C0 Set vehicle/entity's event speed to slowest CA/3890: 80 Move vehicle/entity up 1 tile CA/3891: FF End queue CA/3892: FE Return CA/3893: 41 Show object $01 CA/3895: 01 Begin action queue for character $01 (Actor in stot 1), 12 bytes long CA/3897: D5 Set vehicle/entity's position to (11, 25) CA/389A: CD Turn vehicle/entity right CA/389B: C7 Set vehicle/entity to stay still when moving CA/389C: C3 Set vehicle/entity's event speed to fast CA/389D: 90 Move vehicle/entity up 5 tiles CA/389E: C2 Set vehicle/entity's event speed to normal CA/389F: 80 Move vehicle/entity up 1 tile CA/38A0: C0 Set vehicle/entity's event speed to slowest CA/38A1: 80 Move vehicle/entity up 1 tile CA/38A2: FF End queue CA/38A3: FE Return CA/38A4: 41 Show object $00 CA/38A6: 00 Begin action queue for character $00 (Actor in stot 0), 12 bytes long CA/38A8: D5 Set vehicle/entity's position to (11, 25) CA/38AB: CD Turn vehicle/entity right CA/38AC: C7 Set vehicle/entity to stay still when moving CA/38AD: C3 Set vehicle/entity's event speed to fast CA/38AE: 90 Move vehicle/entity up 5 tiles CA/38AF: C2 Set vehicle/entity's event speed to normal CA/38B0: 80 Move vehicle/entity up 1 tile CA/38B1: C0 Set vehicle/entity's event speed to slowest CA/38B2: 80 Move vehicle/entity up 1 tile CA/38B3: FF End queue CA/38B4: FE Return CA/38B5: 41 Show object $0C CA/38B7: 0C Begin action queue for character $0C (Actor in stot 12), 12 bytes long CA/38B9: D5 Set vehicle/entity's position to (11, 25) CA/38BC: CD Turn vehicle/entity right CA/38BD: C7 Set vehicle/entity to stay still when moving CA/38BE: C3 Set vehicle/entity's event speed to fast CA/38BF: 90 Move vehicle/entity up 5 tiles CA/38C0: C2 Set vehicle/entity's event speed to normal CA/38C1: 80 Move vehicle/entity up 1 tile CA/38C2: C0 Set vehicle/entity's event speed to slowest CA/38C3: 80 Move vehicle/entity up 1 tile CA/38C4: FF End queue CA/38C5: FE Return CA/38C6: 41 Show object $0D CA/38C8: 0D Begin action queue for character $0D (Actor in stot 13), 12 bytes long CA/38CA: D5 Set vehicle/entity's position to (11, 25) CA/38CD: CD Turn vehicle/entity right CA/38CE: C7 Set vehicle/entity to stay still when moving CA/38CF: C3 Set vehicle/entity's event speed to fast CA/38D0: 90 Move vehicle/entity up 5 tiles CA/38D1: C2 Set vehicle/entity's event speed to normal CA/38D2: 80 Move vehicle/entity up 1 tile CA/38D3: C0 Set vehicle/entity's event speed to slowest CA/38D4: 80 Move vehicle/entity up 1 tile CA/38D5: FF End queue CA/38D6: FE Return CA/38D7: 41 Show object $00 CA/38D9: 00 Begin action queue for character $00 (Actor in stot 0), 16 bytes long CA/38DB: D5 Set vehicle/entity's position to (20, 25) CA/38DE: E0 Pause for 4 * 8 (32) frames CA/38E0: CF Turn vehicle/entity left CA/38E1: C7 Set vehicle/entity to stay still when moving CA/38E2: C3 Set vehicle/entity's event speed to fast CA/38E3: 90 Move vehicle/entity up 5 tiles CA/38E4: C2 Set vehicle/entity's event speed to normal CA/38E5: 84 Move vehicle/entity up 2 tiles CA/38E6: C0 Set vehicle/entity's event speed to slowest CA/38E7: 80 Move vehicle/entity up 1 tile CA/38E8: 82 Move vehicle/entity down 1 tile CA/38E9: C6 Set vehicle/entity to walk when moving CA/38EA: FF End queue CA/38EB: FE Return CA/38EC: 41 Show object $01 CA/38EE: 01 Begin action queue for character $01 (Actor in stot 1), 16 bytes long CA/38F0: D5 Set vehicle/entity's position to (20, 25) CA/38F3: E0 Pause for 4 * 8 (32) frames CA/38F5: CF Turn vehicle/entity left CA/38F6: C7 Set vehicle/entity to stay still when moving CA/38F7: C3 Set vehicle/entity's event speed to fast CA/38F8: 90 Move vehicle/entity up 5 tiles CA/38F9: C2 Set vehicle/entity's event speed to normal CA/38FA: 84 Move vehicle/entity up 2 tiles CA/38FB: C0 Set vehicle/entity's event speed to slowest CA/38FC: 80 Move vehicle/entity up 1 tile CA/38FD: 82 Move vehicle/entity down 1 tile CA/38FE: C6 Set vehicle/entity to walk when moving CA/38FF: FF End queue CA/3900: FE Return CA/3901: 41 Show object $04 CA/3903: 04 Begin action queue for character $04 (Actor in stot 4), 16 bytes long CA/3905: D5 Set vehicle/entity's position to (20, 25) CA/3908: E0 Pause for 4 * 8 (32) frames CA/390A: CF Turn vehicle/entity left CA/390B: C7 Set vehicle/entity to stay still when moving CA/390C: C3 Set vehicle/entity's event speed to fast CA/390D: 90 Move vehicle/entity up 5 tiles CA/390E: C2 Set vehicle/entity's event speed to normal CA/390F: 84 Move vehicle/entity up 2 tiles CA/3910: C0 Set vehicle/entity's event speed to slowest CA/3911: 80 Move vehicle/entity up 1 tile CA/3912: 82 Move vehicle/entity down 1 tile CA/3913: C6 Set vehicle/entity to walk when moving CA/3914: FF End queue CA/3915: FE Return CA/3916: 41 Show object $06 CA/3918: 06 Begin action queue for character $06 (Actor in stot 6), 16 bytes long CA/391A: D5 Set vehicle/entity's position to (20, 25) CA/391D: E0 Pause for 4 * 8 (32) frames CA/391F: CF Turn vehicle/entity left CA/3920: C7 Set vehicle/entity to stay still when moving CA/3921: C3 Set vehicle/entity's event speed to fast CA/3922: 90 Move vehicle/entity up 5 tiles CA/3923: C2 Set vehicle/entity's event speed to normal CA/3924: 84 Move vehicle/entity up 2 tiles CA/3925: C0 Set vehicle/entity's event speed to slowest CA/3926: 80 Move vehicle/entity up 1 tile CA/3927: 82 Move vehicle/entity down 1 tile CA/3928: C6 Set vehicle/entity to walk when moving CA/3929: FF End queue CA/392A: FE Return CA/392B: 41 Show object $05 CA/392D: 05 Begin action queue for character $05 (Actor in stot 5), 16 bytes long CA/392F: D5 Set vehicle/entity's position to (20, 25) CA/3932: E0 Pause for 4 * 8 (32) frames CA/3934: CF Turn vehicle/entity left CA/3935: C7 Set vehicle/entity to stay still when moving CA/3936: C3 Set vehicle/entity's event speed to fast CA/3937: 90 Move vehicle/entity up 5 tiles CA/3938: C2 Set vehicle/entity's event speed to normal CA/3939: 84 Move vehicle/entity up 2 tiles CA/393A: C0 Set vehicle/entity's event speed to slowest CA/393B: 80 Move vehicle/entity up 1 tile CA/393C: 82 Move vehicle/entity down 1 tile CA/393D: C6 Set vehicle/entity to walk when moving CA/393E: FF End queue CA/393F: FE Return CA/3940: 41 Show object $02 CA/3942: 02 Begin action queue for character $02 (Actor in stot 2), 16 bytes long CA/3944: D5 Set vehicle/entity's position to (20, 25) CA/3947: E0 Pause for 4 * 8 (32) frames CA/3949: CF Turn vehicle/entity left CA/394A: C7 Set vehicle/entity to stay still when moving CA/394B: C3 Set vehicle/entity's event speed to fast CA/394C: 90 Move vehicle/entity up 5 tiles CA/394D: C2 Set vehicle/entity's event speed to normal CA/394E: 84 Move vehicle/entity up 2 tiles CA/394F: C0 Set vehicle/entity's event speed to slowest CA/3950: 80 Move vehicle/entity up 1 tile CA/3951: 82 Move vehicle/entity down 1 tile CA/3952: C6 Set vehicle/entity to walk when moving CA/3953: FF End queue CA/3954: FE Return CA/3955: 41 Show object $03 CA/3957: 03 Begin action queue for character $03 (Actor in stot 3), 16 bytes long CA/3959: D5 Set vehicle/entity's position to (20, 25) CA/395C: E0 Pause for 4 * 8 (32) frames CA/395E: CF Turn vehicle/entity left CA/395F: C7 Set vehicle/entity to stay still when moving CA/3960: C3 Set vehicle/entity's event speed to fast CA/3961: 90 Move vehicle/entity up 5 tiles CA/3962: C2 Set vehicle/entity's event speed to normal CA/3963: 84 Move vehicle/entity up 2 tiles CA/3964: C0 Set vehicle/entity's event speed to slowest CA/3965: 80 Move vehicle/entity up 1 tile CA/3966: 82 Move vehicle/entity down 1 tile CA/3967: C6 Set vehicle/entity to walk when moving CA/3968: FF End queue CA/3969: FE Return CA/396A: 41 Show object $07 CA/396C: 07 Begin action queue for character $07 (Actor in stot 7), 16 bytes long CA/396E: D5 Set vehicle/entity's position to (20, 25) CA/3971: E0 Pause for 4 * 8 (32) frames CA/3973: CF Turn vehicle/entity left CA/3974: C7 Set vehicle/entity to stay still when moving CA/3975: C3 Set vehicle/entity's event speed to fast CA/3976: 90 Move vehicle/entity up 5 tiles CA/3977: C2 Set vehicle/entity's event speed to normal CA/3978: 84 Move vehicle/entity up 2 tiles CA/3979: C0 Set vehicle/entity's event speed to slowest CA/397A: 80 Move vehicle/entity up 1 tile CA/397B: 82 Move vehicle/entity down 1 tile CA/397C: C6 Set vehicle/entity to walk when moving CA/397D: FF End queue CA/397E: FE Return CA/397F: 41 Show object $08 CA/3981: 08 Begin action queue for character $08 (Actor in stot 8), 16 bytes long CA/3983: D5 Set vehicle/entity's position to (20, 25) CA/3986: E0 Pause for 4 * 8 (32) frames CA/3988: CF Turn vehicle/entity left CA/3989: C7 Set vehicle/entity to stay still when moving CA/398A: C3 Set vehicle/entity's event speed to fast CA/398B: 90 Move vehicle/entity up 5 tiles CA/398C: C2 Set vehicle/entity's event speed to normal CA/398D: 84 Move vehicle/entity up 2 tiles CA/398E: C0 Set vehicle/entity's event speed to slowest CA/398F: 80 Move vehicle/entity up 1 tile CA/3990: 82 Move vehicle/entity down 1 tile CA/3991: C6 Set vehicle/entity to walk when moving CA/3992: FF End queue CA/3993: FE Return CA/3994: 41 Show object $09 CA/3996: 09 Begin action queue for character $09 (Actor in stot 9), 16 bytes long CA/3998: D5 Set vehicle/entity's position to (20, 25) CA/399B: E0 Pause for 4 * 8 (32) frames CA/399D: CF Turn vehicle/entity left CA/399E: C7 Set vehicle/entity to stay still when moving CA/399F: C3 Set vehicle/entity's event speed to fast CA/39A0: 90 Move vehicle/entity up 5 tiles CA/39A1: C2 Set vehicle/entity's event speed to normal CA/39A2: 84 Move vehicle/entity up 2 tiles CA/39A3: C0 Set vehicle/entity's event speed to slowest CA/39A4: 80 Move vehicle/entity up 1 tile CA/39A5: 82 Move vehicle/entity down 1 tile CA/39A6: C6 Set vehicle/entity to walk when moving CA/39A7: FF End queue CA/39A8: FE Return CA/39A9: 41 Show object $0A CA/39AB: 0A Begin action queue for character $0A (Actor in stot 10), 16 bytes long CA/39AD: D5 Set vehicle/entity's position to (20, 25) CA/39B0: E0 Pause for 4 * 8 (32) frames CA/39B2: CF Turn vehicle/entity left CA/39B3: C7 Set vehicle/entity to stay still when moving CA/39B4: C3 Set vehicle/entity's event speed to fast CA/39B5: 90 Move vehicle/entity up 5 tiles CA/39B6: C2 Set vehicle/entity's event speed to normal CA/39B7: 84 Move vehicle/entity up 2 tiles CA/39B8: C0 Set vehicle/entity's event speed to slowest CA/39B9: 80 Move vehicle/entity up 1 tile CA/39BA: 82 Move vehicle/entity down 1 tile CA/39BB: C6 Set vehicle/entity to walk when moving CA/39BC: FF End queue CA/39BD: FE Return CA/39BE: 41 Show object $0B CA/39C0: 0B Begin action queue for character $0B (Actor in stot 11), 16 bytes long CA/39C2: D5 Set vehicle/entity's position to (20, 25) CA/39C5: E0 Pause for 4 * 8 (32) frames CA/39C7: CF Turn vehicle/entity left CA/39C8: C7 Set vehicle/entity to stay still when moving CA/39C9: C3 Set vehicle/entity's event speed to fast CA/39CA: 90 Move vehicle/entity up 5 tiles CA/39CB: C2 Set vehicle/entity's event speed to normal CA/39CC: 84 Move vehicle/entity up 2 tiles CA/39CD: C0 Set vehicle/entity's event speed to slowest CA/39CE: 80 Move vehicle/entity up 1 tile CA/39CF: 82 Move vehicle/entity down 1 tile CA/39D0: C6 Set vehicle/entity to walk when moving CA/39D1: FF End queue CA/39D2: FE Return CA/39D3: 41 Show object $00 CA/39D5: 00 Begin action queue for character $00 (Actor in stot 0), 16 bytes long CA/39D7: D5 Set vehicle/entity's position to (20, 25) CA/39DA: E0 Pause for 4 * 8 (32) frames CA/39DC: CF Turn vehicle/entity left CA/39DD: C7 Set vehicle/entity to stay still when moving CA/39DE: C3 Set vehicle/entity's event speed to fast CA/39DF: 90 Move vehicle/entity up 5 tiles CA/39E0: C2 Set vehicle/entity's event speed to normal CA/39E1: 84 Move vehicle/entity up 2 tiles CA/39E2: C0 Set vehicle/entity's event speed to slowest CA/39E3: 80 Move vehicle/entity up 1 tile CA/39E4: 82 Move vehicle/entity down 1 tile CA/39E5: C6 Set vehicle/entity to walk when moving CA/39E6: FF End queue CA/39E7: FE Return CA/39E8: 41 Show object $00 CA/39EA: 00 Begin action queue for character $00 (Actor in stot 0), 16 bytes long CA/39EC: D5 Set vehicle/entity's position to (20, 25) CA/39EF: E0 Pause for 4 * 8 (32) frames CA/39F1: CF Turn vehicle/entity left CA/39F2: C7 Set vehicle/entity to stay still when moving CA/39F3: C3 Set vehicle/entity's event speed to fast CA/39F4: 90 Move vehicle/entity up 5 tiles CA/39F5: C2 Set vehicle/entity's event speed to normal CA/39F6: 84 Move vehicle/entity up 2 tiles CA/39F7: C0 Set vehicle/entity's event speed to slowest CA/39F8: 80 Move vehicle/entity up 1 tile CA/39F9: 82 Move vehicle/entity down 1 tile CA/39FA: C6 Set vehicle/entity to walk when moving CA/39FB: FF End queue CA/39FC: FE Return CA/39FD: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/39FF: 1D Do vehicle/entity graphical action $1D CA/3A00: FF End queue CA/3A01: B4 Pause for 8 units CA/3A03: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/3A05: 1E Do vehicle/entity graphical action $1E CA/3A06: FF End queue CA/3A07: B4 Pause for 8 units CA/3A09: FE Return CA/3A0A: 00 Begin action queue for character $00 (Actor in stot 0), 8 bytes long (Wait until complete) CA/3A0C: D5 Set vehicle/entity's position to (18, 15) CA/3A0F: C1 Set vehicle/entity's event speed to slow CA/3A10: A4 Move vehicle/entity right/up 1x2 tiles CA/3A11: 80 Move vehicle/entity up 1 tile CA/3A12: CF Turn vehicle/entity left CA/3A13: FF End queue CA/3A14: 4B Display dialogue message $0BB0, wait for button press (Show text only) It's not the net result of one's life that's important! It's the day-to-day concerns, the personal victories, and the celebration of life…and love! CA/3A17: FE Return CA/3A18: 01 Begin action queue for character $01 (Actor in stot 1), 8 bytes long (Wait until complete) CA/3A1A: D5 Set vehicle/entity's position to (18, 15) CA/3A1D: C1 Set vehicle/entity's event speed to slow CA/3A1E: A4 Move vehicle/entity right/up 1x2 tiles CA/3A1F: 80 Move vehicle/entity up 1 tile CA/3A20: CF Turn vehicle/entity left CA/3A21: FF End queue CA/3A22: 4B Display dialogue message $0BB0, wait for button press (Show text only) It's not the net result of one's life that's important! It's the day-to-day concerns, the personal victories, and the celebration of life…and love! CA/3A25: FE Return CA/3A26: 04 Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete) CA/3A28: D5 Set vehicle/entity's position to (18, 15) CA/3A2B: C1 Set vehicle/entity's event speed to slow CA/3A2C: A4 Move vehicle/entity right/up 1x2 tiles CA/3A2D: 80 Move vehicle/entity up 1 tile CA/3A2E: CF Turn vehicle/entity left CA/3A2F: FF End queue CA/3A30: 4B Display dialogue message $0BB0, wait for button press (Show text only) It's not the net result of one's life that's important! It's the day-to-day concerns, the personal victories, and the celebration of life…and love! CA/3A33: FE Return CA/3A34: 06 Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete) CA/3A36: D5 Set vehicle/entity's position to (18, 15) CA/3A39: C1 Set vehicle/entity's event speed to slow CA/3A3A: A4 Move vehicle/entity right/up 1x2 tiles CA/3A3B: 80 Move vehicle/entity up 1 tile CA/3A3C: CF Turn vehicle/entity left CA/3A3D: FF End queue CA/3A3E: 4B Display dialogue message $0BB0, wait for button press (Show text only) It's not the net result of one's life that's important! It's the day-to-day concerns, the personal victories, and the celebration of life…and love! CA/3A41: FE Return CA/3A42: 05 Begin action queue for character $05 (Actor in stot 5), 8 bytes long (Wait until complete) CA/3A44: D5 Set vehicle/entity's position to (18, 15) CA/3A47: C1 Set vehicle/entity's event speed to slow CA/3A48: A4 Move vehicle/entity right/up 1x2 tiles CA/3A49: 80 Move vehicle/entity up 1 tile CA/3A4A: CF Turn vehicle/entity left CA/3A4B: FF End queue CA/3A4C: 4B Display dialogue message $0BB0, wait for button press (Show text only) It's not the net result of one's life that's important! It's the day-to-day concerns, the personal victories, and the celebration of life…and love! CA/3A4F: FE Return CA/3A50: 02 Begin action queue for character $02 (Actor in stot 2), 8 bytes long (Wait until complete) CA/3A52: D5 Set vehicle/entity's position to (18, 15) CA/3A55: C1 Set vehicle/entity's event speed to slow CA/3A56: A4 Move vehicle/entity right/up 1x2 tiles CA/3A57: 80 Move vehicle/entity up 1 tile CA/3A58: CF Turn vehicle/entity left CA/3A59: FF End queue CA/3A5A: 4B Display dialogue message $0BB0, wait for button press (Show text only) It's not the net result of one's life that's important! It's the day-to-day concerns, the personal victories, and the celebration of life…and love! CA/3A5D: FE Return CA/3A5E: 03 Begin action queue for character $03 (Actor in stot 3), 8 bytes long (Wait until complete) CA/3A60: D5 Set vehicle/entity's position to (18, 15) CA/3A63: C1 Set vehicle/entity's event speed to slow CA/3A64: A4 Move vehicle/entity right/up 1x2 tiles CA/3A65: 80 Move vehicle/entity up 1 tile CA/3A66: CF Turn vehicle/entity left CA/3A67: FF End queue CA/3A68: 4B Display dialogue message $0BB0, wait for button press (Show text only) It's not the net result of one's life that's important! It's the day-to-day concerns, the personal victories, and the celebration of life…and love! CA/3A6B: FE Return CA/3A6C: 07 Begin action queue for character $07 (Actor in stot 7), 8 bytes long (Wait until complete) CA/3A6E: D5 Set vehicle/entity's position to (18, 15) CA/3A71: C1 Set vehicle/entity's event speed to slow CA/3A72: A4 Move vehicle/entity right/up 1x2 tiles CA/3A73: 80 Move vehicle/entity up 1 tile CA/3A74: CF Turn vehicle/entity left CA/3A75: FF End queue CA/3A76: 4B Display dialogue message $0BB0, wait for button press (Show text only) It's not the net result of one's life that's important! It's the day-to-day concerns, the personal victories, and the celebration of life…and love! CA/3A79: FE Return CA/3A7A: 08 Begin action queue for character $08 (Actor in stot 8), 8 bytes long (Wait until complete) CA/3A7C: D5 Set vehicle/entity's position to (18, 15) CA/3A7F: C1 Set vehicle/entity's event speed to slow CA/3A80: A4 Move vehicle/entity right/up 1x2 tiles CA/3A81: 80 Move vehicle/entity up 1 tile CA/3A82: CF Turn vehicle/entity left CA/3A83: FF End queue CA/3A84: 4B Display dialogue message $0BB0, wait for button press (Show text only) It's not the net result of one's life that's important! It's the day-to-day concerns, the personal victories, and the celebration of life…and love! CA/3A87: FE Return CA/3A88: 09 Begin action queue for character $09 (Actor in stot 9), 8 bytes long (Wait until complete) CA/3A8A: D5 Set vehicle/entity's position to (18, 15) CA/3A8D: C1 Set vehicle/entity's event speed to slow CA/3A8E: A4 Move vehicle/entity right/up 1x2 tiles CA/3A8F: 80 Move vehicle/entity up 1 tile CA/3A90: CF Turn vehicle/entity left CA/3A91: FF End queue CA/3A92: 4B Display dialogue message $0BB0, wait for button press (Show text only) It's not the net result of one's life that's important! It's the day-to-day concerns, the personal victories, and the celebration of life…and love! CA/3A95: FE Return CA/3A96: 0A Begin action queue for character $0A (Actor in stot 10), 8 bytes long (Wait until complete) CA/3A98: D5 Set vehicle/entity's position to (18, 15) CA/3A9B: C1 Set vehicle/entity's event speed to slow CA/3A9C: A4 Move vehicle/entity right/up 1x2 tiles CA/3A9D: 80 Move vehicle/entity up 1 tile CA/3A9E: CF Turn vehicle/entity left CA/3A9F: FF End queue CA/3AA0: 4B Display dialogue message $0BB0, wait for button press (Show text only) It's not the net result of one's life that's important! It's the day-to-day concerns, the personal victories, and the celebration of life…and love! CA/3AA3: FE Return CA/3AA4: 0B Begin action queue for character $0B (Actor in stot 11), 8 bytes long (Wait until complete) CA/3AA6: D5 Set vehicle/entity's position to (18, 15) CA/3AA9: C1 Set vehicle/entity's event speed to slow CA/3AAA: A4 Move vehicle/entity right/up 1x2 tiles CA/3AAB: 80 Move vehicle/entity up 1 tile CA/3AAC: CF Turn vehicle/entity left CA/3AAD: FF End queue CA/3AAE: 4B Display dialogue message $0BB0, wait for button press (Show text only) It's not the net result of one's life that's important! It's the day-to-day concerns, the personal victories, and the celebration of life…and love! CA/3AB1: FE Return CA/3AB2: 0C Begin action queue for character $0C (Actor in stot 12), 8 bytes long (Wait until complete) CA/3AB4: D5 Set vehicle/entity's position to (18, 15) CA/3AB7: C1 Set vehicle/entity's event speed to slow CA/3AB8: A4 Move vehicle/entity right/up 1x2 tiles CA/3AB9: 80 Move vehicle/entity up 1 tile CA/3ABA: CF Turn vehicle/entity left CA/3ABB: FF End queue CA/3ABC: 4B Display dialogue message $0BB0, wait for button press (Show text only) It's not the net result of one's life that's important! It's the day-to-day concerns, the personal victories, and the celebration of life…and love! CA/3ABF: FE Return CA/3AC0: 0D Begin action queue for character $0D (Actor in stot 13), 8 bytes long (Wait until complete) CA/3AC2: D5 Set vehicle/entity's position to (18, 15) CA/3AC5: C1 Set vehicle/entity's event speed to slow CA/3AC6: A4 Move vehicle/entity right/up 1x2 tiles CA/3AC7: 80 Move vehicle/entity up 1 tile CA/3AC8: CF Turn vehicle/entity left CA/3AC9: FF End queue CA/3ACA: 4B Display dialogue message $0BB0, wait for button press (Show text only) It's not the net result of one's life that's important! It's the day-to-day concerns, the personal victories, and the celebration of life…and love! CA/3ACD: FE Return CA/3ACE: 00 Begin action queue for character $00 (Actor in stot 0), 20 bytes long (Wait until complete) CA/3AD0: C5 Set vehicle/entity's event speed to fastest CA/3AD1: 1F Do vehicle/entity graphical action $1F CA/3AD2: C7 Set vehicle/entity to stay still when moving CA/3AD3: A3 Move vehicle/entity left/up 1x1 tiles CA/3AD4: A3 Move vehicle/entity left/up 1x1 tiles CA/3AD5: AA Move vehicle/entity left/up 2x1 tiles CA/3AD6: 83 Move vehicle/entity left 1 tile CA/3AD7: 0B Do vehicle/entity graphical action $0B CA/3AD8: C2 Set vehicle/entity's event speed to normal CA/3AD9: DD Make vehicle/entity jump (high) CA/3ADA: A2 Move vehicle/entity left/down 1x1 tiles CA/3ADB: A2 Move vehicle/entity left/down 1x1 tiles CA/3ADC: C1 Set vehicle/entity's event speed to slow CA/3ADD: DC Make vehicle/entity jump (low) CA/3ADE: 82 Move vehicle/entity down 1 tile CA/3ADF: 28 Do vehicle/entity graphical action $28 CA/3AE0: E0 Pause for 4 * 12 (48) frames CA/3AE2: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/3AE3: FF End queue CA/3AE4: 4B Display dialogue message $0BB1, wait for button press (Show text only) It's enough if people are able to experience the joy that each day can bring! CA/3AE7: FE Return CA/3AE8: 01 Begin action queue for character $01 (Actor in stot 1), 20 bytes long (Wait until complete) CA/3AEA: C5 Set vehicle/entity's event speed to fastest CA/3AEB: 1F Do vehicle/entity graphical action $1F CA/3AEC: C7 Set vehicle/entity to stay still when moving CA/3AED: A3 Move vehicle/entity left/up 1x1 tiles CA/3AEE: A3 Move vehicle/entity left/up 1x1 tiles CA/3AEF: AA Move vehicle/entity left/up 2x1 tiles CA/3AF0: 83 Move vehicle/entity left 1 tile CA/3AF1: 0B Do vehicle/entity graphical action $0B CA/3AF2: C2 Set vehicle/entity's event speed to normal CA/3AF3: DD Make vehicle/entity jump (high) CA/3AF4: A2 Move vehicle/entity left/down 1x1 tiles CA/3AF5: A2 Move vehicle/entity left/down 1x1 tiles CA/3AF6: C1 Set vehicle/entity's event speed to slow CA/3AF7: DC Make vehicle/entity jump (low) CA/3AF8: 82 Move vehicle/entity down 1 tile CA/3AF9: 28 Do vehicle/entity graphical action $28 CA/3AFA: E0 Pause for 4 * 12 (48) frames CA/3AFC: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/3AFD: FF End queue CA/3AFE: 4B Display dialogue message $0BB1, wait for button press (Show text only) It's enough if people are able to experience the joy that each day can bring! CA/3B01: FE Return CA/3B02: 04 Begin action queue for character $04 (Actor in stot 4), 20 bytes long (Wait until complete) CA/3B04: C5 Set vehicle/entity's event speed to fastest CA/3B05: 1F Do vehicle/entity graphical action $1F CA/3B06: C7 Set vehicle/entity to stay still when moving CA/3B07: A3 Move vehicle/entity left/up 1x1 tiles CA/3B08: A3 Move vehicle/entity left/up 1x1 tiles CA/3B09: AA Move vehicle/entity left/up 2x1 tiles CA/3B0A: 83 Move vehicle/entity left 1 tile CA/3B0B: 0B Do vehicle/entity graphical action $0B CA/3B0C: C2 Set vehicle/entity's event speed to normal CA/3B0D: DD Make vehicle/entity jump (high) CA/3B0E: A2 Move vehicle/entity left/down 1x1 tiles CA/3B0F: A2 Move vehicle/entity left/down 1x1 tiles CA/3B10: C1 Set vehicle/entity's event speed to slow CA/3B11: DC Make vehicle/entity jump (low) CA/3B12: 82 Move vehicle/entity down 1 tile CA/3B13: 28 Do vehicle/entity graphical action $28 CA/3B14: E0 Pause for 4 * 12 (48) frames CA/3B16: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/3B17: FF End queue CA/3B18: 4B Display dialogue message $0BB1, wait for button press (Show text only) It's enough if people are able to experience the joy that each day can bring! CA/3B1B: FE Return CA/3B1C: 06 Begin action queue for character $06 (Actor in stot 6), 20 bytes long (Wait until complete) CA/3B1E: C5 Set vehicle/entity's event speed to fastest CA/3B1F: 1F Do vehicle/entity graphical action $1F CA/3B20: C7 Set vehicle/entity to stay still when moving CA/3B21: A3 Move vehicle/entity left/up 1x1 tiles CA/3B22: A3 Move vehicle/entity left/up 1x1 tiles CA/3B23: AA Move vehicle/entity left/up 2x1 tiles CA/3B24: 83 Move vehicle/entity left 1 tile CA/3B25: 0B Do vehicle/entity graphical action $0B CA/3B26: C2 Set vehicle/entity's event speed to normal CA/3B27: DD Make vehicle/entity jump (high) CA/3B28: A2 Move vehicle/entity left/down 1x1 tiles CA/3B29: A2 Move vehicle/entity left/down 1x1 tiles CA/3B2A: C1 Set vehicle/entity's event speed to slow CA/3B2B: DC Make vehicle/entity jump (low) CA/3B2C: 82 Move vehicle/entity down 1 tile CA/3B2D: 28 Do vehicle/entity graphical action $28 CA/3B2E: E0 Pause for 4 * 12 (48) frames CA/3B30: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/3B31: FF End queue CA/3B32: 4B Display dialogue message $0BB1, wait for button press (Show text only) It's enough if people are able to experience the joy that each day can bring! CA/3B35: FE Return CA/3B36: 05 Begin action queue for character $05 (Actor in stot 5), 20 bytes long (Wait until complete) CA/3B38: C5 Set vehicle/entity's event speed to fastest CA/3B39: 1F Do vehicle/entity graphical action $1F CA/3B3A: C7 Set vehicle/entity to stay still when moving CA/3B3B: A3 Move vehicle/entity left/up 1x1 tiles CA/3B3C: A3 Move vehicle/entity left/up 1x1 tiles CA/3B3D: AA Move vehicle/entity left/up 2x1 tiles CA/3B3E: 83 Move vehicle/entity left 1 tile CA/3B3F: 0B Do vehicle/entity graphical action $0B CA/3B40: C2 Set vehicle/entity's event speed to normal CA/3B41: DD Make vehicle/entity jump (high) CA/3B42: A2 Move vehicle/entity left/down 1x1 tiles CA/3B43: A2 Move vehicle/entity left/down 1x1 tiles CA/3B44: C1 Set vehicle/entity's event speed to slow CA/3B45: DC Make vehicle/entity jump (low) CA/3B46: 82 Move vehicle/entity down 1 tile CA/3B47: 28 Do vehicle/entity graphical action $28 CA/3B48: E0 Pause for 4 * 12 (48) frames CA/3B4A: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/3B4B: FF End queue CA/3B4C: 4B Display dialogue message $0BB1, wait for button press (Show text only) It's enough if people are able to experience the joy that each day can bring! CA/3B4F: FE Return CA/3B50: 02 Begin action queue for character $02 (Actor in stot 2), 20 bytes long (Wait until complete) CA/3B52: C5 Set vehicle/entity's event speed to fastest CA/3B53: 1F Do vehicle/entity graphical action $1F CA/3B54: C7 Set vehicle/entity to stay still when moving CA/3B55: A3 Move vehicle/entity left/up 1x1 tiles CA/3B56: A3 Move vehicle/entity left/up 1x1 tiles CA/3B57: AA Move vehicle/entity left/up 2x1 tiles CA/3B58: 83 Move vehicle/entity left 1 tile CA/3B59: 0B Do vehicle/entity graphical action $0B CA/3B5A: C2 Set vehicle/entity's event speed to normal CA/3B5B: DD Make vehicle/entity jump (high) CA/3B5C: A2 Move vehicle/entity left/down 1x1 tiles CA/3B5D: A2 Move vehicle/entity left/down 1x1 tiles CA/3B5E: C1 Set vehicle/entity's event speed to slow CA/3B5F: DC Make vehicle/entity jump (low) CA/3B60: 82 Move vehicle/entity down 1 tile CA/3B61: 28 Do vehicle/entity graphical action $28 CA/3B62: E0 Pause for 4 * 12 (48) frames CA/3B64: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/3B65: FF End queue CA/3B66: 4B Display dialogue message $0BB1, wait for button press (Show text only) It's enough if people are able to experience the joy that each day can bring! CA/3B69: FE Return CA/3B6A: 03 Begin action queue for character $03 (Actor in stot 3), 20 bytes long (Wait until complete) CA/3B6C: C5 Set vehicle/entity's event speed to fastest CA/3B6D: 1F Do vehicle/entity graphical action $1F CA/3B6E: C7 Set vehicle/entity to stay still when moving CA/3B6F: A3 Move vehicle/entity left/up 1x1 tiles CA/3B70: A3 Move vehicle/entity left/up 1x1 tiles CA/3B71: AA Move vehicle/entity left/up 2x1 tiles CA/3B72: 83 Move vehicle/entity left 1 tile CA/3B73: 0B Do vehicle/entity graphical action $0B CA/3B74: C2 Set vehicle/entity's event speed to normal CA/3B75: DD Make vehicle/entity jump (high) CA/3B76: A2 Move vehicle/entity left/down 1x1 tiles CA/3B77: A2 Move vehicle/entity left/down 1x1 tiles CA/3B78: C1 Set vehicle/entity's event speed to slow CA/3B79: DC Make vehicle/entity jump (low) CA/3B7A: 82 Move vehicle/entity down 1 tile CA/3B7B: 28 Do vehicle/entity graphical action $28 CA/3B7C: E0 Pause for 4 * 12 (48) frames CA/3B7E: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/3B7F: FF End queue CA/3B80: 4B Display dialogue message $0BB1, wait for button press (Show text only) It's enough if people are able to experience the joy that each day can bring! CA/3B83: FE Return CA/3B84: 07 Begin action queue for character $07 (Actor in stot 7), 20 bytes long (Wait until complete) CA/3B86: C5 Set vehicle/entity's event speed to fastest CA/3B87: 1F Do vehicle/entity graphical action $1F CA/3B88: C7 Set vehicle/entity to stay still when moving CA/3B89: A3 Move vehicle/entity left/up 1x1 tiles CA/3B8A: A3 Move vehicle/entity left/up 1x1 tiles CA/3B8B: AA Move vehicle/entity left/up 2x1 tiles CA/3B8C: 83 Move vehicle/entity left 1 tile CA/3B8D: 0B Do vehicle/entity graphical action $0B CA/3B8E: C2 Set vehicle/entity's event speed to normal CA/3B8F: DD Make vehicle/entity jump (high) CA/3B90: A2 Move vehicle/entity left/down 1x1 tiles CA/3B91: A2 Move vehicle/entity left/down 1x1 tiles CA/3B92: C1 Set vehicle/entity's event speed to slow CA/3B93: DC Make vehicle/entity jump (low) CA/3B94: 82 Move vehicle/entity down 1 tile CA/3B95: 28 Do vehicle/entity graphical action $28 CA/3B96: E0 Pause for 4 * 12 (48) frames CA/3B98: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/3B99: FF End queue CA/3B9A: 4B Display dialogue message $0BB1, wait for button press (Show text only) It's enough if people are able to experience the joy that each day can bring! CA/3B9D: FE Return CA/3B9E: 08 Begin action queue for character $08 (Actor in stot 8), 20 bytes long (Wait until complete) CA/3BA0: C5 Set vehicle/entity's event speed to fastest CA/3BA1: 1F Do vehicle/entity graphical action $1F CA/3BA2: C7 Set vehicle/entity to stay still when moving CA/3BA3: A3 Move vehicle/entity left/up 1x1 tiles CA/3BA4: A3 Move vehicle/entity left/up 1x1 tiles CA/3BA5: AA Move vehicle/entity left/up 2x1 tiles CA/3BA6: 83 Move vehicle/entity left 1 tile CA/3BA7: 0B Do vehicle/entity graphical action $0B CA/3BA8: C2 Set vehicle/entity's event speed to normal CA/3BA9: DD Make vehicle/entity jump (high) CA/3BAA: A2 Move vehicle/entity left/down 1x1 tiles CA/3BAB: A2 Move vehicle/entity left/down 1x1 tiles CA/3BAC: C1 Set vehicle/entity's event speed to slow CA/3BAD: DC Make vehicle/entity jump (low) CA/3BAE: 82 Move vehicle/entity down 1 tile CA/3BAF: 28 Do vehicle/entity graphical action $28 CA/3BB0: E0 Pause for 4 * 12 (48) frames CA/3BB2: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/3BB3: FF End queue CA/3BB4: 4B Display dialogue message $0BB1, wait for button press (Show text only) It's enough if people are able to experience the joy that each day can bring! CA/3BB7: FE Return CA/3BB8: 09 Begin action queue for character $09 (Actor in stot 9), 20 bytes long (Wait until complete) CA/3BBA: C5 Set vehicle/entity's event speed to fastest CA/3BBB: 1F Do vehicle/entity graphical action $1F CA/3BBC: C7 Set vehicle/entity to stay still when moving CA/3BBD: A3 Move vehicle/entity left/up 1x1 tiles CA/3BBE: A3 Move vehicle/entity left/up 1x1 tiles CA/3BBF: AA Move vehicle/entity left/up 2x1 tiles CA/3BC0: 83 Move vehicle/entity left 1 tile CA/3BC1: 0B Do vehicle/entity graphical action $0B CA/3BC2: C2 Set vehicle/entity's event speed to normal CA/3BC3: DD Make vehicle/entity jump (high) CA/3BC4: A2 Move vehicle/entity left/down 1x1 tiles CA/3BC5: A2 Move vehicle/entity left/down 1x1 tiles CA/3BC6: C1 Set vehicle/entity's event speed to slow CA/3BC7: DC Make vehicle/entity jump (low) CA/3BC8: 82 Move vehicle/entity down 1 tile CA/3BC9: 28 Do vehicle/entity graphical action $28 CA/3BCA: E0 Pause for 4 * 12 (48) frames CA/3BCC: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/3BCD: FF End queue CA/3BCE: 4B Display dialogue message $0BB1, wait for button press (Show text only) It's enough if people are able to experience the joy that each day can bring! CA/3BD1: FE Return CA/3BD2: 0A Begin action queue for character $0A (Actor in stot 10), 20 bytes long (Wait until complete) CA/3BD4: C5 Set vehicle/entity's event speed to fastest CA/3BD5: 1F Do vehicle/entity graphical action $1F CA/3BD6: C7 Set vehicle/entity to stay still when moving CA/3BD7: A3 Move vehicle/entity left/up 1x1 tiles CA/3BD8: A3 Move vehicle/entity left/up 1x1 tiles CA/3BD9: AA Move vehicle/entity left/up 2x1 tiles CA/3BDA: 83 Move vehicle/entity left 1 tile CA/3BDB: 0B Do vehicle/entity graphical action $0B CA/3BDC: C2 Set vehicle/entity's event speed to normal CA/3BDD: DD Make vehicle/entity jump (high) CA/3BDE: A2 Move vehicle/entity left/down 1x1 tiles CA/3BDF: A2 Move vehicle/entity left/down 1x1 tiles CA/3BE0: C1 Set vehicle/entity's event speed to slow CA/3BE1: DC Make vehicle/entity jump (low) CA/3BE2: 82 Move vehicle/entity down 1 tile CA/3BE3: 28 Do vehicle/entity graphical action $28 CA/3BE4: E0 Pause for 4 * 12 (48) frames CA/3BE6: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/3BE7: FF End queue CA/3BE8: 4B Display dialogue message $0BB1, wait for button press (Show text only) It's enough if people are able to experience the joy that each day can bring! CA/3BEB: FE Return CA/3BEC: 0B Begin action queue for character $0B (Actor in stot 11), 20 bytes long (Wait until complete) CA/3BEE: C5 Set vehicle/entity's event speed to fastest CA/3BEF: 1F Do vehicle/entity graphical action $1F CA/3BF0: C7 Set vehicle/entity to stay still when moving CA/3BF1: A3 Move vehicle/entity left/up 1x1 tiles CA/3BF2: A3 Move vehicle/entity left/up 1x1 tiles CA/3BF3: AA Move vehicle/entity left/up 2x1 tiles CA/3BF4: 83 Move vehicle/entity left 1 tile CA/3BF5: 0B Do vehicle/entity graphical action $0B CA/3BF6: C2 Set vehicle/entity's event speed to normal CA/3BF7: DD Make vehicle/entity jump (high) CA/3BF8: A2 Move vehicle/entity left/down 1x1 tiles CA/3BF9: A2 Move vehicle/entity left/down 1x1 tiles CA/3BFA: C1 Set vehicle/entity's event speed to slow CA/3BFB: DC Make vehicle/entity jump (low) CA/3BFC: 82 Move vehicle/entity down 1 tile CA/3BFD: 28 Do vehicle/entity graphical action $28 CA/3BFE: E0 Pause for 4 * 12 (48) frames CA/3C00: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/3C01: FF End queue CA/3C02: 4B Display dialogue message $0BB1, wait for button press (Show text only) It's enough if people are able to experience the joy that each day can bring! CA/3C05: FE Return CA/3C06: 0C Begin action queue for character $0C (Actor in stot 12), 20 bytes long (Wait until complete) CA/3C08: C5 Set vehicle/entity's event speed to fastest CA/3C09: 1F Do vehicle/entity graphical action $1F CA/3C0A: C7 Set vehicle/entity to stay still when moving CA/3C0B: A3 Move vehicle/entity left/up 1x1 tiles CA/3C0C: A3 Move vehicle/entity left/up 1x1 tiles CA/3C0D: AA Move vehicle/entity left/up 2x1 tiles CA/3C0E: 83 Move vehicle/entity left 1 tile CA/3C0F: 0B Do vehicle/entity graphical action $0B CA/3C10: C2 Set vehicle/entity's event speed to normal CA/3C11: DD Make vehicle/entity jump (high) CA/3C12: A2 Move vehicle/entity left/down 1x1 tiles CA/3C13: A2 Move vehicle/entity left/down 1x1 tiles CA/3C14: C1 Set vehicle/entity's event speed to slow CA/3C15: DC Make vehicle/entity jump (low) CA/3C16: 82 Move vehicle/entity down 1 tile CA/3C17: 28 Do vehicle/entity graphical action $28 CA/3C18: E0 Pause for 4 * 12 (48) frames CA/3C1A: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/3C1B: FF End queue CA/3C1C: 4B Display dialogue message $0BB1, wait for button press (Show text only) It's enough if people are able to experience the joy that each day can bring! CA/3C1F: FE Return CA/3C20: 0D Begin action queue for character $0D (Actor in stot 13), 20 bytes long (Wait until complete) CA/3C22: C5 Set vehicle/entity's event speed to fastest CA/3C23: 1F Do vehicle/entity graphical action $1F CA/3C24: C7 Set vehicle/entity to stay still when moving CA/3C25: A3 Move vehicle/entity left/up 1x1 tiles CA/3C26: A3 Move vehicle/entity left/up 1x1 tiles CA/3C27: AA Move vehicle/entity left/up 2x1 tiles CA/3C28: 83 Move vehicle/entity left 1 tile CA/3C29: 0B Do vehicle/entity graphical action $0B CA/3C2A: C2 Set vehicle/entity's event speed to normal CA/3C2B: DD Make vehicle/entity jump (high) CA/3C2C: A2 Move vehicle/entity left/down 1x1 tiles CA/3C2D: A2 Move vehicle/entity left/down 1x1 tiles CA/3C2E: C1 Set vehicle/entity's event speed to slow CA/3C2F: DC Make vehicle/entity jump (low) CA/3C30: 82 Move vehicle/entity down 1 tile CA/3C31: 28 Do vehicle/entity graphical action $28 CA/3C32: E0 Pause for 4 * 12 (48) frames CA/3C34: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/3C35: FF End queue CA/3C36: 4B Display dialogue message $0BB1, wait for button press (Show text only) It's enough if people are able to experience the joy that each day can bring! CA/3C39: FE Return CA/3C3A: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete) CA/3C3C: C6 Set vehicle/entity to walk when moving CA/3C3D: CD Turn vehicle/entity right CA/3C3E: FF End queue CA/3C3F: 94 Pause for 60 units CA/3C40: 4B Display dialogue message $0BB3, wait for button press (Show text only) Yes! CA/3C43: 00 Begin action queue for character $00 (Actor in stot 0), 8 bytes long (Wait until complete) CA/3C45: C2 Set vehicle/entity's event speed to normal CA/3C46: 86 Move vehicle/entity down 2 tiles CA/3C47: C7 Set vehicle/entity to stay still when moving CA/3C48: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3C49: DD Make vehicle/entity jump (high) CA/3C4A: 8E Move vehicle/entity down 4 tiles CA/3C4B: C6 Set vehicle/entity to walk when moving CA/3C4C: FF End queue CA/3C4D: FE Return CA/3C4E: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CA/3C50: C6 Set vehicle/entity to walk when moving CA/3C51: CD Turn vehicle/entity right CA/3C52: FF End queue CA/3C53: 94 Pause for 60 units CA/3C54: 4B Display dialogue message $0BB3, wait for button press (Show text only) Yes! CA/3C57: 01 Begin action queue for character $01 (Actor in stot 1), 8 bytes long (Wait until complete) CA/3C59: C2 Set vehicle/entity's event speed to normal CA/3C5A: 86 Move vehicle/entity down 2 tiles CA/3C5B: C7 Set vehicle/entity to stay still when moving CA/3C5C: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3C5D: DD Make vehicle/entity jump (high) CA/3C5E: 8E Move vehicle/entity down 4 tiles CA/3C5F: C6 Set vehicle/entity to walk when moving CA/3C60: FF End queue CA/3C61: FE Return CA/3C62: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/3C64: C6 Set vehicle/entity to walk when moving CA/3C65: CD Turn vehicle/entity right CA/3C66: FF End queue CA/3C67: 94 Pause for 60 units CA/3C68: 4B Display dialogue message $0BB3, wait for button press (Show text only) Yes! CA/3C6B: 04 Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete) CA/3C6D: C2 Set vehicle/entity's event speed to normal CA/3C6E: 86 Move vehicle/entity down 2 tiles CA/3C6F: C7 Set vehicle/entity to stay still when moving CA/3C70: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3C71: DD Make vehicle/entity jump (high) CA/3C72: 8E Move vehicle/entity down 4 tiles CA/3C73: C6 Set vehicle/entity to walk when moving CA/3C74: FF End queue CA/3C75: FE Return CA/3C76: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CA/3C78: C6 Set vehicle/entity to walk when moving CA/3C79: CD Turn vehicle/entity right CA/3C7A: FF End queue CA/3C7B: 94 Pause for 60 units CA/3C7C: 4B Display dialogue message $0BB3, wait for button press (Show text only) Yes! CA/3C7F: 06 Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete) CA/3C81: C2 Set vehicle/entity's event speed to normal CA/3C82: 86 Move vehicle/entity down 2 tiles CA/3C83: C7 Set vehicle/entity to stay still when moving CA/3C84: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3C85: DD Make vehicle/entity jump (high) CA/3C86: 8E Move vehicle/entity down 4 tiles CA/3C87: C6 Set vehicle/entity to walk when moving CA/3C88: FF End queue CA/3C89: FE Return CA/3C8A: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete) CA/3C8C: C6 Set vehicle/entity to walk when moving CA/3C8D: CD Turn vehicle/entity right CA/3C8E: FF End queue CA/3C8F: 94 Pause for 60 units CA/3C90: 4B Display dialogue message $0BB3, wait for button press (Show text only) Yes! CA/3C93: 05 Begin action queue for character $05 (Actor in stot 5), 8 bytes long (Wait until complete) CA/3C95: C2 Set vehicle/entity's event speed to normal CA/3C96: 86 Move vehicle/entity down 2 tiles CA/3C97: C7 Set vehicle/entity to stay still when moving CA/3C98: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3C99: DD Make vehicle/entity jump (high) CA/3C9A: 8E Move vehicle/entity down 4 tiles CA/3C9B: C6 Set vehicle/entity to walk when moving CA/3C9C: FF End queue CA/3C9D: FE Return CA/3C9E: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete) CA/3CA0: C6 Set vehicle/entity to walk when moving CA/3CA1: CD Turn vehicle/entity right CA/3CA2: FF End queue CA/3CA3: 94 Pause for 60 units CA/3CA4: 4B Display dialogue message $0BB3, wait for button press (Show text only) Yes! CA/3CA7: 02 Begin action queue for character $02 (Actor in stot 2), 8 bytes long (Wait until complete) CA/3CA9: C2 Set vehicle/entity's event speed to normal CA/3CAA: 86 Move vehicle/entity down 2 tiles CA/3CAB: C7 Set vehicle/entity to stay still when moving CA/3CAC: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3CAD: DD Make vehicle/entity jump (high) CA/3CAE: 8E Move vehicle/entity down 4 tiles CA/3CAF: C6 Set vehicle/entity to walk when moving CA/3CB0: FF End queue CA/3CB1: FE Return CA/3CB2: 03 Begin action queue for character $03 (Actor in stot 3), 3 bytes long (Wait until complete) CA/3CB4: C6 Set vehicle/entity to walk when moving CA/3CB5: CD Turn vehicle/entity right CA/3CB6: FF End queue CA/3CB7: 94 Pause for 60 units CA/3CB8: 4B Display dialogue message $0BB3, wait for button press (Show text only) Yes! CA/3CBB: 03 Begin action queue for character $03 (Actor in stot 3), 8 bytes long (Wait until complete) CA/3CBD: C2 Set vehicle/entity's event speed to normal CA/3CBE: 86 Move vehicle/entity down 2 tiles CA/3CBF: C7 Set vehicle/entity to stay still when moving CA/3CC0: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3CC1: DD Make vehicle/entity jump (high) CA/3CC2: 8E Move vehicle/entity down 4 tiles CA/3CC3: C6 Set vehicle/entity to walk when moving CA/3CC4: FF End queue CA/3CC5: FE Return CA/3CC6: 07 Begin action queue for character $07 (Actor in stot 7), 3 bytes long (Wait until complete) CA/3CC8: C6 Set vehicle/entity to walk when moving CA/3CC9: CD Turn vehicle/entity right CA/3CCA: FF End queue CA/3CCB: 94 Pause for 60 units CA/3CCC: 4B Display dialogue message $0BB3, wait for button press (Show text only) Yes! CA/3CCF: 07 Begin action queue for character $07 (Actor in stot 7), 8 bytes long (Wait until complete) CA/3CD1: C2 Set vehicle/entity's event speed to normal CA/3CD2: 86 Move vehicle/entity down 2 tiles CA/3CD3: C7 Set vehicle/entity to stay still when moving CA/3CD4: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3CD5: DD Make vehicle/entity jump (high) CA/3CD6: 8E Move vehicle/entity down 4 tiles CA/3CD7: C6 Set vehicle/entity to walk when moving CA/3CD8: FF End queue CA/3CD9: FE Return CA/3CDA: 08 Begin action queue for character $08 (Actor in stot 8), 3 bytes long (Wait until complete) CA/3CDC: C6 Set vehicle/entity to walk when moving CA/3CDD: CD Turn vehicle/entity right CA/3CDE: FF End queue CA/3CDF: 94 Pause for 60 units CA/3CE0: 4B Display dialogue message $0BB3, wait for button press (Show text only) Yes! CA/3CE3: 08 Begin action queue for character $08 (Actor in stot 8), 8 bytes long (Wait until complete) CA/3CE5: C2 Set vehicle/entity's event speed to normal CA/3CE6: 86 Move vehicle/entity down 2 tiles CA/3CE7: C7 Set vehicle/entity to stay still when moving CA/3CE8: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3CE9: DD Make vehicle/entity jump (high) CA/3CEA: 8E Move vehicle/entity down 4 tiles CA/3CEB: C6 Set vehicle/entity to walk when moving CA/3CEC: FF End queue CA/3CED: FE Return CA/3CEE: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long (Wait until complete) CA/3CF0: C6 Set vehicle/entity to walk when moving CA/3CF1: CD Turn vehicle/entity right CA/3CF2: FF End queue CA/3CF3: 94 Pause for 60 units CA/3CF4: 4B Display dialogue message $0BB3, wait for button press (Show text only) Yes! CA/3CF7: 09 Begin action queue for character $09 (Actor in stot 9), 8 bytes long (Wait until complete) CA/3CF9: C2 Set vehicle/entity's event speed to normal CA/3CFA: 86 Move vehicle/entity down 2 tiles CA/3CFB: C7 Set vehicle/entity to stay still when moving CA/3CFC: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3CFD: DD Make vehicle/entity jump (high) CA/3CFE: 8E Move vehicle/entity down 4 tiles CA/3CFF: C6 Set vehicle/entity to walk when moving CA/3D00: FF End queue CA/3D01: FE Return CA/3D02: 0A Begin action queue for character $0A (Actor in stot 10), 3 bytes long (Wait until complete) CA/3D04: C6 Set vehicle/entity to walk when moving CA/3D05: CD Turn vehicle/entity right CA/3D06: FF End queue CA/3D07: 94 Pause for 60 units CA/3D08: 4B Display dialogue message $0BB3, wait for button press (Show text only) Yes! CA/3D0B: 0A Begin action queue for character $0A (Actor in stot 10), 8 bytes long (Wait until complete) CA/3D0D: C2 Set vehicle/entity's event speed to normal CA/3D0E: 86 Move vehicle/entity down 2 tiles CA/3D0F: C7 Set vehicle/entity to stay still when moving CA/3D10: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3D11: DD Make vehicle/entity jump (high) CA/3D12: 8E Move vehicle/entity down 4 tiles CA/3D13: C6 Set vehicle/entity to walk when moving CA/3D14: FF End queue CA/3D15: FE Return CA/3D16: 0B Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete) CA/3D18: C6 Set vehicle/entity to walk when moving CA/3D19: CD Turn vehicle/entity right CA/3D1A: FF End queue CA/3D1B: 94 Pause for 60 units CA/3D1C: 4B Display dialogue message $0BB3, wait for button press (Show text only) Yes! CA/3D1F: 0B Begin action queue for character $0B (Actor in stot 11), 8 bytes long (Wait until complete) CA/3D21: C2 Set vehicle/entity's event speed to normal CA/3D22: 86 Move vehicle/entity down 2 tiles CA/3D23: C7 Set vehicle/entity to stay still when moving CA/3D24: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3D25: DD Make vehicle/entity jump (high) CA/3D26: 8E Move vehicle/entity down 4 tiles CA/3D27: C6 Set vehicle/entity to walk when moving CA/3D28: FF End queue CA/3D29: FE Return CA/3D2A: 0C Begin action queue for character $0C (Actor in stot 12), 3 bytes long (Wait until complete) CA/3D2C: C6 Set vehicle/entity to walk when moving CA/3D2D: CD Turn vehicle/entity right CA/3D2E: FF End queue CA/3D2F: 94 Pause for 60 units CA/3D30: 4B Display dialogue message $0BB3, wait for button press (Show text only) Yes! CA/3D33: 0C Begin action queue for character $0C (Actor in stot 12), 8 bytes long (Wait until complete) CA/3D35: C2 Set vehicle/entity's event speed to normal CA/3D36: 86 Move vehicle/entity down 2 tiles CA/3D37: C7 Set vehicle/entity to stay still when moving CA/3D38: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3D39: DD Make vehicle/entity jump (high) CA/3D3A: 8E Move vehicle/entity down 4 tiles CA/3D3B: C6 Set vehicle/entity to walk when moving CA/3D3C: FF End queue CA/3D3D: FE Return CA/3D3E: 0D Begin action queue for character $0D (Actor in stot 13), 3 bytes long (Wait until complete) CA/3D40: C6 Set vehicle/entity to walk when moving CA/3D41: CD Turn vehicle/entity right CA/3D42: FF End queue CA/3D43: 94 Pause for 60 units CA/3D44: 4B Display dialogue message $0BB3, wait for button press (Show text only) Yes! CA/3D47: 0D Begin action queue for character $0D (Actor in stot 13), 8 bytes long (Wait until complete) CA/3D49: C2 Set vehicle/entity's event speed to normal CA/3D4A: 86 Move vehicle/entity down 2 tiles CA/3D4B: C7 Set vehicle/entity to stay still when moving CA/3D4C: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3D4D: DD Make vehicle/entity jump (high) CA/3D4E: 8E Move vehicle/entity down 4 tiles CA/3D4F: C6 Set vehicle/entity to walk when moving CA/3D50: FF End queue CA/3D51: FE Return CA/3D52: 4B Display dialogue message $0BB4, wait for button press (Show text only) (At bottom of screen) TERRA: I know what love is…! CA/3D55: FE Return CA/3D56: 4B Display dialogue message $0BB5, wait for button press (Show text only) (At bottom of screen) LOCKE: And I have learned to celebrate life…and the living. CA/3D59: FE Return CA/3D5A: 4B Display dialogue message $0BB6, wait for button press (Show text only) (At bottom of screen) CYAN: My family lives on inside of me. CA/3D5D: FE Return CA/3D5E: 4B Display dialogue message $0BB7, wait for button press (Show text only) (At bottom of screen) SHADOW: I know what friendship is… and family… CA/3D61: FE Return CA/3D62: 4B Display dialogue message $0BB8, wait for button press (Show text only) (At bottom of screen) EDGAR: It is my dream to build a kingdom in which I can guarantee freedom, and dignity. CA/3D65: FE Return CA/3D66: 4B Display dialogue message $0BB9, wait for button press (Show text only) (At bottom of screen) SABIN: I have come to experience anew the love of my brother! CA/3D69: FE Return CA/3D6A: 4B Display dialogue message $0BBA, wait for button press (Show text only) (At bottom of screen) CELES: I've met someone who can accept me for what I am. CA/3D6D: FE Return CA/3D6E: 4B Display dialogue message $0BBB, wait for button press (Show text only) (At bottom of screen) STRAGO: I have a special little Granddaughter! CA/3D71: FE Return CA/3D72: 4B Display dialogue message $0BBC, wait for button press (Show text only) (At bottom of screen) RELM: And I have a brave Grandpa who'll stand by me through it all. CA/3D75: FE Return CA/3D76: 4B Display dialogue message $0BBD, wait for button press (Show text only) (At bottom of screen) SETZER: My friend's airship… and her love! CA/3D79: FE Return CA/3D7A: 4B Display dialogue message $0BBE, wait for button press (Show text only) (At bottom of screen) MOG: I have my friends here! CA/3D7D: FE Return CA/3D7E: 4B Display dialogue message $0BBF, wait for button press (Show text only) (At bottom of screen) GAU: You my friends! Me uwaooo all of you! CA/3D81: FE Return CA/3D82: E3 Load CaseWord with available characters? CA/3D83: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CA3D90 CA/3D89: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CA/3D8B: D5 Set vehicle/entity's position to (15, 21) CA/3D8E: CC Turn vehicle/entity up CA/3D8F: FF End queue CA/3D90: C0 If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CA3D9D CA/3D96: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CA/3D98: D5 Set vehicle/entity's position to (15, 22) CA/3D9B: CC Turn vehicle/entity up CA/3D9C: FF End queue CA/3D9D: C0 If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CA3DAA CA/3DA3: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/3DA5: D5 Set vehicle/entity's position to (10, 22) CA/3DA8: CC Turn vehicle/entity up CA/3DA9: FF End queue CA/3DAA: C0 If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CA3DB7 CA/3DB0: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/3DB2: D5 Set vehicle/entity's position to (16, 22) CA/3DB5: CC Turn vehicle/entity up CA/3DB6: FF End queue CA/3DB7: C0 If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CA3DC4 CA/3DBD: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CA/3DBF: D5 Set vehicle/entity's position to (14, 22) CA/3DC2: CC Turn vehicle/entity up CA/3DC3: FF End queue CA/3DC4: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CA3DD1 CA/3DCA: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete) CA/3DCC: D5 Set vehicle/entity's position to (17, 22) CA/3DCF: CC Turn vehicle/entity up CA/3DD0: FF End queue CA/3DD1: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CA3DDE CA/3DD7: 03 Begin action queue for character $03 (Actor in stot 3), 5 bytes long (Wait until complete) CA/3DD9: D5 Set vehicle/entity's position to (13, 22) CA/3DDC: CC Turn vehicle/entity up CA/3DDD: FF End queue CA/3DDE: C0 If ($1E80($1A7) [$1EB4, bit 7] is clear), branch to $CA3DEB CA/3DE4: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long (Wait until complete) CA/3DE6: D5 Set vehicle/entity's position to (18, 22) CA/3DE9: CC Turn vehicle/entity up CA/3DEA: FF End queue CA/3DEB: C0 If ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CA3DF8 CA/3DF1: 08 Begin action queue for character $08 (Actor in stot 8), 5 bytes long (Wait until complete) CA/3DF3: D5 Set vehicle/entity's position to (12, 22) CA/3DF6: CC Turn vehicle/entity up CA/3DF7: FF End queue CA/3DF8: C0 If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CA3E05 CA/3DFE: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/3E00: D5 Set vehicle/entity's position to (19, 22) CA/3E03: CC Turn vehicle/entity up CA/3E04: FF End queue CA/3E05: C0 If ($1E80($1AA) [$1EB5, bit 2] is clear), branch to $CA3E12 CA/3E0B: 0A Begin action queue for character $0A (Actor in stot 10), 5 bytes long (Wait until complete) CA/3E0D: D5 Set vehicle/entity's position to (11, 22) CA/3E10: CC Turn vehicle/entity up CA/3E11: FF End queue CA/3E12: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CA3E1F CA/3E18: 0B Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete) CA/3E1A: D5 Set vehicle/entity's position to (20, 22) CA/3E1D: CC Turn vehicle/entity up CA/3E1E: FF End queue CA/3E1F: C0 If ($1E80($1AC) [$1EB5, bit 4] is clear), branch to $CA3E2C CA/3E25: 0C Begin action queue for character $0C (Actor in stot 12), 5 bytes long (Wait until complete) CA/3E27: D5 Set vehicle/entity's position to (12, 23) CA/3E2A: CC Turn vehicle/entity up CA/3E2B: FF End queue CA/3E2C: C0 If ($1E80($1AD) [$1EB5, bit 5] is clear), branch to $CA5EB3 (simply returns) CA/3E32: 0D Begin action queue for character $0D (Actor in stot 13), 5 bytes long (Wait until complete) CA/3E34: D5 Set vehicle/entity's position to (19, 23) CA/3E37: CC Turn vehicle/entity up CA/3E38: FF End queue CA/3E39: FE Return CA/3E3A: 74 Replace current map's Layer 2 at (8, 65) with the following (14 x 15) chunk CA/3E3F: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3E4D: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3E5B: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3E69: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3E77: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3E85: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3E93: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3EA1: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3EAF: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3EBD: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3ECB: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3ED9: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3EE7: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3EF5: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3F03: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3F11: 75 Refresh map after alteration CA/3F12: FE Return CA/3F13: 4B Display dialogue message $0B94, wait for button press TERRA: General Leo… I believe I understand what you're trying to say. CA/3F16: B2 Call subroutine $CAF59D CA/3F1A: FE Return CA/3F1B: 4B Display dialogue message $0B95, wait for button press LOCKE: As long as there're people who need to be protected, I'll fight! CA/3F1E: B2 Call subroutine $CAF59D CA/3F22: FE Return CA/3F23: 4B Display dialogue message $0B96, wait for button press CYAN: What an amazing device! CA/3F26: B2 Call subroutine $CAF59D CA/3F2A: FE Return CA/3F2B: 4B Display dialogue message $0B97, wait for button press SHADOW: …… CA/3F2E: B2 Call subroutine $CAF59D CA/3F32: FE Return CA/3F33: 4B Display dialogue message $0B98, wait for button press EDGAR: If something happens to me, all the world's women will grieve! CA/3F36: B2 Call subroutine $CAF59D CA/3F3A: FE Return CA/3F3B: 4B Display dialogue message $0B99, wait for button press SABIN: Riiiiiight! CA/3F3E: B2 Call subroutine $CAF59D CA/3F42: FE Return CA/3F43: 4B Display dialogue message $0B9A, wait for button press CELES: I'm glad I made it this far…I feel I have a lot to live for… CA/3F46: B2 Call subroutine $CAF59D CA/3F4A: FE Return CA/3F4B: 4B Display dialogue message $0B9B, wait for button press STRAGO: Hey everyone! Let me see the light in your eyes! The old man, here, hasn't given up yet! CA/3F4E: B2 Call subroutine $CAF59D CA/3F52: FE Return CA/3F53: 4B Display dialogue message $0B9C, wait for button press RELM: Let's do it! Let's go get that madman! CA/3F56: B2 Call subroutine $CAF59D CA/3F5A: FE Return CA/3F5B: 4B Display dialogue message $0B9D, wait for button press SETZER: Something good will come of it all! CA/3F5E: B2 Call subroutine $CAF59D CA/3F62: FE Return CA/3F63: 4B Display dialogue message $068B, wait for button press MOG: Kupoppo!! CA/3F66: B2 Call subroutine $CAF59D CA/3F6A: FE Return CA/3F6B: 4B Display dialogue message $068D, wait for button press GAU: GAU become stronger on the Veldt. CA/3F6E: B2 Call subroutine $CAF59D CA/3F72: FE Return CA/3F73: 4B Display dialogue message $068F, wait for button press GOGO: …… CA/3F76: B2 Call subroutine $CAF59D CA/3F7A: FE Return CA/3F7B: 4B Display dialogue message $0690, wait for button press UMARO: Uhhhh… CA/3F7E: B2 Call subroutine $CAF59D CA/3F82: FE Return CA/3F83: C0 If ($1E80($0CB) [$1E99, bit 3] is set), branch to $CA5EB3 (simply returns) CA/3F89: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CA/3F8F: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CA/3F91: DE Load CaseWord with the characters in the currently active party? CA/3F92: C0 If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CA5EB3 (simply returns) CA/3F98: B2 Call subroutine $CAC6AC CA/3F9C: 3C Set up the party as follows: $09 (Actor in stot 9), $FF (), $FF (), $FF () CA/3FA1: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CA/3FA3: C2 Set vehicle/entity's event speed to normal CA/3FA4: 83 Move vehicle/entity left 1 tile CA/3FA5: CC Turn vehicle/entity up CA/3FA6: FF End queue CA/3FA7: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CA/3FA9: C2 Set vehicle/entity's event speed to normal CA/3FAA: 81 Move vehicle/entity right 1 tile CA/3FAB: CC Turn vehicle/entity up CA/3FAC: FF End queue CA/3FAD: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CA/3FAF: C2 Set vehicle/entity's event speed to normal CA/3FB0: 82 Move vehicle/entity down 1 tile CA/3FB1: CC Turn vehicle/entity up CA/3FB2: FF End queue CA/3FB3: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/3FB5: C2 Set vehicle/entity's event speed to normal CA/3FB6: CC Turn vehicle/entity up CA/3FB7: FF End queue CA/3FB8: 92 Pause for 30 units CA/3FB9: 4B Display dialogue message $099B, wait for button press CELES: This person… She was your friend? SETZER: Yeah. She was a piece of work. Nothing scared her… CA/3FBC: 94 Pause for 60 units CA/3FBD: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/3FBF: 1B Do vehicle/entity graphical action $1B CA/3FC0: E0 Pause for 4 * 8 (32) frames CA/3FC2: 1C Do vehicle/entity graphical action $1C CA/3FC3: FF End queue CA/3FC4: D0 Set event bit $1E80($0CB) [$1E99, bit 3] CA/3FC6: F4 Play sound effect 187 CA/3FC8: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/3FCA: B2 Call subroutine $CAF1A2 CA/3FCE: B5 Pause for 15 * 6 (90) units CA/3FD0: 09 Begin action queue for character $09 (Actor in stot 9), 8 bytes long (Wait until complete) CA/3FD2: CE Turn vehicle/entity down CA/3FD3: E0 Pause for 4 * 6 (24) frames CA/3FD5: 23 Do vehicle/entity graphical action $23 CA/3FD6: E0 Pause for 4 * 4 (16) frames CA/3FD8: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/3FD9: FF End queue CA/3FDA: 4B Display dialogue message $099C, wait for button press SETZER: Could be anything lurking down here, so keep your eyes peeled! CA/3FDD: B2 Call subroutine $CB2E34 CA/3FE1: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/3FE3: 81 Move vehicle/entity right 1 tile CA/3FE4: FF End queue CA/3FE5: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/3FE7: 83 Move vehicle/entity left 1 tile CA/3FE8: FF End queue CA/3FE9: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CA/3FEB: 80 Move vehicle/entity up 1 tile CA/3FEC: FF End queue CA/3FED: 92 Pause for 30 units CA/3FEE: B2 Call subroutine $CACB95 CA/3FF2: FE Return CA/3FF3: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/3FFB: 4B Display dialogue message $09DE, wait for button press Letters have been carved here… CA/3FFE: 4B Display dialogue message $09DF, wait for button press DLRO CA/4001: D0 Set event bit $1E80($0C2) [$1E98, bit 2] CA/4003: FE Return CA/4004: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/400C: 4B Display dialogue message $09DE, wait for button press Letters have been carved here… CA/400F: 4B Display dialogue message $09E0, wait for button press ERAU CA/4012: D0 Set event bit $1E80($0C3) [$1E98, bit 3] CA/4014: FE Return CA/4015: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/401D: 4B Display dialogue message $09DE, wait for button press Letters have been carved here… CA/4020: 4B Display dialogue message $09E1, wait for button press QSSI CA/4023: D0 Set event bit $1E80($0C4) [$1E98, bit 4] CA/4025: FE Return CA/4026: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/402E: 4B Display dialogue message $09DE, wait for button press Letters have been carved here… CA/4031: 4B Display dialogue message $09E2, wait for button press WEHT CA/4034: D0 Set event bit $1E80($0C5) [$1E98, bit 5] CA/4036: FE Return CA/4037: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/403F: C0 If ($1E80($112) [$1EA2, bit 2] is set), branch to $CA4050 CA/4045: 4B Display dialogue message $09DC, wait for button press The tombstone is blank. Carve something? ^ Yes ^ No CA/4048: B6 Indexed branch based on prior dialogue selection [$CA4054, $CA5EB3] CA/404F: FE Return CA/4050: 4B Display dialogue message $09C4, wait for button press ERAUQS SI DLROW EHT CA/4053: FE Return CA/4054: C3 If ($1E80($0C2) [$1E98, bit 2] is clear) or ($1E80($0C3) [$1E98, bit 3] is clear) or ($1E80($0C4) [$1E98, bit 4] is clear) or ($1E80($0C5) [$1E98, bit 5] is clear), branch to $CA4071 CA/4060: 4B Display dialogue message $09B3, wait for button press ^ DLRO ^ ERAU ^ QSSI ^ WEHT CA/4063: B6 Indexed branch based on prior dialogue selection [$CA4075, $CA4083, $CA4091, $CA409F] CA/4070: FE Return CA/4071: 4B Display dialogue message $09DD, wait for button press Nothing appropriate comes to mind… CA/4074: FE Return CA/4075: 4B Display dialogue message $09B4, wait for button press ^ ERAU ^ QSSI ^ WEHT CA/4078: B6 Indexed branch based on prior dialogue selection [$CA40AD, $CA40B8, $CA40C3] CA/4082: FE Return CA/4083: 4B Display dialogue message $09B5, wait for button press ^ DLRO ^ QSSI ^ WEHT CA/4086: B6 Indexed branch based on prior dialogue selection [$CA40CE, $CA40D9, $CA40E4] CA/4090: FE Return CA/4091: 4B Display dialogue message $09B6, wait for button press ^ DLRO ^ ERAU ^ WEHT CA/4094: B6 Indexed branch based on prior dialogue selection [$CA40EF, $CA40FA, $CA4105] CA/409E: FE Return CA/409F: 4B Display dialogue message $09B7, wait for button press ^ DLRO ^ ERAU ^ QSSI CA/40A2: B6 Indexed branch based on prior dialogue selection [$CA4110, $CA411B, $CA4126] CA/40AC: FE Return CA/40AD: 4B Display dialogue message $09B8, wait for button press ^ QSSI ^ WEHT CA/40B0: B6 Indexed branch based on prior dialogue selection [$CA4167, $CA4163] CA/40B7: FE Return CA/40B8: 4B Display dialogue message $09B9, wait for button press ^ ERAU ^ WEHT CA/40BB: B6 Indexed branch based on prior dialogue selection [$CA416B, $CA416F] CA/40C2: FE Return CA/40C3: 4B Display dialogue message $09BA, wait for button press ^ ERAU ^ QSSI CA/40C6: B6 Indexed branch based on prior dialogue selection [$CA415B, $CA415F] CA/40CD: FE Return CA/40CE: 4B Display dialogue message $09BB, wait for button press ^ QSSI ^ WEHT CA/40D1: B6 Indexed branch based on prior dialogue selection [$CA419B, $CA419F] CA/40D8: FE Return CA/40D9: 4B Display dialogue message $09BC, wait for button press ^ DLRO ^ WEHT CA/40DC: B6 Indexed branch based on prior dialogue selection [$CA4197, $CA4193] CA/40E3: FE Return CA/40E4: 4B Display dialogue message $09BD, wait for button press ^ DLRO ^ QSSI CA/40E7: B6 Indexed branch based on prior dialogue selection [$CA418B, $CA418F] CA/40EE: FE Return CA/40EF: 4B Display dialogue message $09BE, wait for button press ^ ERAU ^ WEHT CA/40F2: B6 Indexed branch based on prior dialogue selection [$CA4183, $CA4187] CA/40F9: FE Return CA/40FA: 4B Display dialogue message $09BF, wait for button press ^ DLRO ^ WEHT CA/40FD: B6 Indexed branch based on prior dialogue selection [$CA417F, $CA417B] CA/4104: FE Return CA/4105: 4B Display dialogue message $09C0, wait for button press ^ DLRO ^ ERAU CA/4108: B6 Indexed branch based on prior dialogue selection [$CA4173, $CA4177] CA/410F: FE Return CA/4110: 4B Display dialogue message $09C1, wait for button press ^ ERAU ^ QSSI CA/4113: B6 Indexed branch based on prior dialogue selection [$CA4147, $CA4131] CA/411A: FE Return CA/411B: 4B Display dialogue message $09C2, wait for button press ^ DLRO ^ QSSI CA/411E: B6 Indexed branch based on prior dialogue selection [$CA414B, $CA414F] CA/4125: FE Return CA/4126: 4B Display dialogue message $09C3, wait for button press ^ DLRO ^ ERAU CA/4129: B6 Indexed branch based on prior dialogue selection [$CA4157, $CA4153] CA/4130: FE Return CA/4131: 4B Display dialogue message $09C4, wait for button press ERAUQS SI DLROW EHT CA/4134: D2 Set event bit $1E80($112) [$1EA2, bit 2] CA/4136: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/4138: 21 Do vehicle/entity graphical action $21 CA/4139: FF End queue CA/413A: F2 Fade out current song with transition time 16 CA/413C: FA Stop temporarily played song CA/413D: 48 Display dialogue message $09C4, continue executing commands (Show text only) ERAUQS SI DLROW EHT CA/4140: F0 Play song 62 (Rest in Peace), (high bit clear), full volume CA/4142: 49 If dialogue window is up, wait for keypress then dismiss CA/4143: 4B Display dialogue message $09E3, wait for button press (Show text only) Find the “Exp. Egg” hidden in a back room in the 3rd basement… CA/4146: FE Return CA/4147: 4B Display dialogue message $09C5, wait for button press QSSI ERAUDL ROWEHT CA/414A: FE Return CA/414B: 4B Display dialogue message $09C6, wait for button press QSSIRO DLERAUWEHT CA/414E: FE Return CA/414F: 4B Display dialogue message $09C7, wait for button press DLROQSSIAU ERWEHT CA/4152: FE Return CA/4153: 4B Display dialogue message $09C8, wait for button press DLROERAU QSSIWEHT CA/4156: FE Return CA/4157: 4B Display dialogue message $09C9, wait for button press AUERDLRO QSSIWEHT CA/415A: FE Return CA/415B: 4B Display dialogue message $09CA, wait for button press QSSIAU ERWEHTDLRO CA/415E: FE Return CA/415F: 4B Display dialogue message $09CB, wait for button press ERAUQSSIWEHTDLRO CA/4162: FE Return CA/4163: 4B Display dialogue message $09CC, wait for button press QSSIWEHT ERAUDLRO CA/4166: FE Return CA/4167: 4B Display dialogue message $09CD, wait for button press WEHTQSSI ERAUDLRO CA/416A: FE Return CA/416B: 4B Display dialogue message $09CE, wait for button press WEHT ERAUQSSIRO DL CA/416E: FE Return CA/416F: 4B Display dialogue message $09CF, wait for button press ERAUWEHT QSSIRO DL CA/4172: FE Return CA/4173: 4B Display dialogue message $09D0, wait for button press ERAUDLROHT WEQSSI CA/4176: FE Return CA/4177: 4B Display dialogue message $09D1, wait for button press DLRO ERAUHT WEQSSI CA/417A: FE Return CA/417B: 4B Display dialogue message $09D2, wait for button press DLROWEHT ERAUQSSI CA/417E: FE Return CA/417F: 4B Display dialogue message $09D3, wait for button press WEHTDLRO ERAUQSSI CA/4182: FE Return CA/4183: 4B Display dialogue message $09D4, wait for button press WEHTERAUDLROQSSI CA/4186: FE Return CA/4187: 4B Display dialogue message $09D5, wait for button press ERAUWEHTDLROQSSI CA/418A: FE Return CA/418B: 4B Display dialogue message $09D6, wait for button press QSSIDLROWEHTERAU CA/418E: FE Return CA/418F: 4B Display dialogue message $09D7, wait for button press DLROQSSIWEHTERAU CA/4192: FE Return CA/4193: 4B Display dialogue message $09D8, wait for button press DLROWEHTQSSIERAU CA/4196: FE Return CA/4197: 4B Display dialogue message $09D9, wait for button press WEHTDLROQSSIERAU CA/419A: FE Return CA/419B: 4B Display dialogue message $09DA, wait for button press WEHTQSSIDLROERAU CA/419E: FE Return CA/419F: 4B Display dialogue message $09DB, wait for button press QSSIWEHTDLROERAU CA/41A2: FE Return CA/41A3: C2 If ($1E80($2B1) [$1ED6, bit 1] is set) or ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/41AD: D4 Set event bit $1E80($2B1) [$1ED6, bit 1] CA/41AF: F4 Play sound effect 187 CA/41B1: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/41B3: 74 Replace current map's Layer 2 at (28, 38) with the following (2 x 1) chunk CA/41B8: $01, $0B CA/41BA: 74 Replace current map's Layer 2 at (28, 102) with the following (2 x 1) chunk CA/41BF: $00, $5F CA/41C1: 75 Refresh map after alteration CA/41C2: FE Return CA/41C3: C2 If ($1E80($2B3) [$1ED6, bit 3] is set) or ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/41CD: D4 Set event bit $1E80($2B3) [$1ED6, bit 3] CA/41CF: F4 Play sound effect 44 CA/41D1: B2 Call subroutine $CAF286 CA/41D5: 92 Pause for 30 units CA/41D6: F4 Play sound effect 235 CA/41D8: 5F Scroll Layer 3, speed 0 x 9 CA/41DB: 94 Pause for 60 units CA/41DC: 5F Scroll Layer 3, speed 0 x 0 CA/41DF: FE Return CA/41E0: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/41E8: F4 Play sound effect 235 CA/41EA: C0 If ($1E80($2B5) [$1ED6, bit 5] is set), branch to $CA4203 CA/41F0: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/41F2: 84 Move vehicle/entity up 2 tiles CA/41F3: FF End queue CA/41F4: 72 Scroll Layer 3 (0, 8) CA/41F7: B5 Pause for 15 * 6 (90) units CA/41F9: 72 Scroll Layer 3 (0, 0) CA/41FC: 35 Pause execution until action queue for object $10 (NPC $10) is complete CA/41FE: D4 Set event bit $1E80($2B5) [$1ED6, bit 5] CA/4200: D6 Set event bit $1E80($396) [$1EF2, bit 6] CA/4202: FE Return CA/4203: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/4205: 86 Move vehicle/entity down 2 tiles CA/4206: FF End queue CA/4207: 72 Scroll Layer 3 (0, 248) CA/420A: B5 Pause for 15 * 6 (90) units CA/420C: 72 Scroll Layer 3 (0, 0) CA/420F: 35 Pause execution until action queue for object $10 (NPC $10) is complete CA/4211: D5 Clear event bit $1E80($2B5) [$1ED6, bit 5] CA/4213: D7 Clear event bit $1E80($396) [$1EF2, bit 6] CA/4215: FE Return CA/4216: C2 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($2B8) [$1ED7, bit 0] is set), branch to $CA5EB3 (simply returns) CA/4220: F4 Play sound effect 187 CA/4222: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/4224: D4 Set event bit $1E80($2B8) [$1ED7, bit 0] CA/4226: 73 Replace current map's Layer 1 at (79, 3) with the following (2 x 1) chunk, refresh immediately CA/422B: $04, $14 CA/422D: FE Return CA/422E: C2 If ($1E80($1B2) [$1EB6, bit 2] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($2B3) [$1ED6, bit 3] is clear), branch to $CA5EB3 (simply returns) CA/4238: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/423A: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/423C: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CA/423E: C2 Set vehicle/entity's event speed to normal CA/423F: DD Make vehicle/entity jump (high) CA/4240: 86 Move vehicle/entity down 2 tiles CA/4241: 09 Do vehicle/entity graphical action $09 (kneeling) CA/4242: C7 Set vehicle/entity to stay still when moving CA/4243: C1 Set vehicle/entity's event speed to slow CA/4244: FF End queue CA/4245: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CA/4247: 92 Move vehicle/entity down 5 tiles CA/4248: FF End queue CA/4249: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/424B: 92 Move vehicle/entity down 5 tiles CA/424C: C6 Set vehicle/entity to walk when moving CA/424D: FF End queue CA/424E: D4 Set event bit $1E80($2B4) [$1ED6, bit 4] CA/4250: 6A Load map $012C (Darill's Tomb, rooms with visible switches / downstairs rooms) after fade out, (upper bits $2400), place party at (69, 8), facing down CA/4256: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CA/4258: FE Return CA/4259: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/425B: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/425D: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/425F: 80 Move vehicle/entity up 1 tile CA/4260: FF End queue CA/4261: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CA/4263: 88 Move vehicle/entity up 3 tiles CA/4264: FF End queue CA/4265: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete) CA/4267: 09 Do vehicle/entity graphical action $09 (kneeling) CA/4268: C7 Set vehicle/entity to stay still when moving CA/4269: C1 Set vehicle/entity's event speed to slow CA/426A: 88 Move vehicle/entity up 3 tiles CA/426B: E0 Pause for 4 * 1 (4) frames CA/426D: 17 Do vehicle/entity graphical action $17 CA/426E: C2 Set vehicle/entity's event speed to normal CA/426F: DD Make vehicle/entity jump (high) CA/4270: 84 Move vehicle/entity up 2 tiles CA/4271: C6 Set vehicle/entity to walk when moving CA/4272: FF End queue CA/4273: D5 Clear event bit $1E80($2B4) [$1ED6, bit 4] CA/4275: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CA/4277: FE Return CA/4278: C3 If ($1E80($1B1) [$1EB6, bit 1] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($2B6) [$1ED6, bit 6] is set) or ($1E80($2B5) [$1ED6, bit 5] is clear), branch to $CA5EB3 (simply returns) CA/4284: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/4286: 82 Move vehicle/entity down 1 tile CA/4287: FF End queue CA/4288: B2 Call subroutine $CA4299 CA/428C: FE Return CA/428D: C3 If ($1E80($1B1) [$1EB6, bit 1] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($2B6) [$1ED6, bit 6] is set) or ($1E80($2B5) [$1ED6, bit 5] is clear), branch to $CA5EB3 (simply returns) CA/4299: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/429B: 78 Enable ability to pass through other objects for object $10 (NPC $10) CA/429D: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete) CA/429F: C8 Set object layering priority to 2 (low nibble 2) CA/42A1: C2 Set vehicle/entity's event speed to normal CA/42A2: DC Make vehicle/entity jump (low) CA/42A3: 81 Move vehicle/entity right 1 tile CA/42A4: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/42A5: C7 Set vehicle/entity to stay still when moving CA/42A6: C1 Set vehicle/entity's event speed to slow CA/42A7: FF End queue CA/42A8: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CA/42AA: 99 Move vehicle/entity right 7 tiles CA/42AB: 88 Move vehicle/entity up 3 tiles CA/42AC: FF End queue CA/42AD: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete) CA/42AF: 99 Move vehicle/entity right 7 tiles CA/42B0: 88 Move vehicle/entity up 3 tiles CA/42B1: E0 Pause for 4 * 2 (8) frames CA/42B3: 17 Do vehicle/entity graphical action $17 CA/42B4: C2 Set vehicle/entity's event speed to normal CA/42B5: DD Make vehicle/entity jump (high) CA/42B6: 84 Move vehicle/entity up 2 tiles CA/42B7: C6 Set vehicle/entity to walk when moving CA/42B8: C8 Set object layering priority to 0 (low nibble 0) CA/42BA: FF End queue CA/42BB: D4 Set event bit $1E80($2B6) [$1ED6, bit 6] CA/42BD: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CA/42BF: FE Return CA/42C0: C2 If ($1E80($1B2) [$1EB6, bit 2] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($2B6) [$1ED6, bit 6] is clear), branch to $CA5EB3 (simply returns) CA/42CA: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/42CC: 78 Enable ability to pass through other objects for object $10 (NPC $10) CA/42CE: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete) CA/42D0: C8 Set object layering priority to 2 (low nibble 2) CA/42D2: C2 Set vehicle/entity's event speed to normal CA/42D3: DC Make vehicle/entity jump (low) CA/42D4: 82 Move vehicle/entity down 1 tile CA/42D5: 09 Do vehicle/entity graphical action $09 (kneeling) CA/42D6: C7 Set vehicle/entity to stay still when moving CA/42D7: C1 Set vehicle/entity's event speed to slow CA/42D8: FF End queue CA/42D9: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CA/42DB: 8A Move vehicle/entity down 3 tiles CA/42DC: 9B Move vehicle/entity left 7 tiles CA/42DD: FF End queue CA/42DE: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete) CA/42E0: 8A Move vehicle/entity down 3 tiles CA/42E1: 9B Move vehicle/entity left 7 tiles CA/42E2: E0 Pause for 4 * 2 (8) frames CA/42E4: 0F Do vehicle/entity graphical action $0F CA/42E5: C2 Set vehicle/entity's event speed to normal CA/42E6: DC Make vehicle/entity jump (low) CA/42E7: 83 Move vehicle/entity left 1 tile CA/42E8: C6 Set vehicle/entity to walk when moving CA/42E9: C8 Set object layering priority to 0 (low nibble 0) CA/42EB: FF End queue CA/42EC: D5 Clear event bit $1E80($2B6) [$1ED6, bit 6] CA/42EE: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CA/42F0: FE Return CA/42F1: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/42F9: 4B Display dialogue message $09A0, wait for button press (Show text only) DARYL SLEEPS HERE CA/42FC: C0 If ($1E80($2B2) [$1ED6, bit 2] is set), branch to $CA5EB3 (simply returns) CA/4302: 93 Pause for 45 units CA/4303: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/4305: CE Turn vehicle/entity down CA/4306: FF End queue CA/4307: 3D Create object $10 CA/4309: 41 Show object $10 CA/430B: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CA/430D: DD Make vehicle/entity jump (high) CA/430E: CE Turn vehicle/entity down CA/430F: FF End queue CA/4310: 94 Pause for 60 units CA/4311: 3E Delete object $10 CA/4313: B3 Call subroutine $CAC7FE, 2 times CA/4318: 91 Pause for 15 units CA/4319: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/431B: 23 Do vehicle/entity graphical action $23 CA/431C: E0 Pause for 4 * 4 (16) frames CA/431E: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/431F: FF End queue CA/4320: 92 Pause for 30 units CA/4321: 4D Invoke battle, enemy set $55, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CA/4324: B2 Call subroutine $CA5EA9 CA/4328: 96 Restore screen from fade CA/4329: 94 Pause for 60 units CA/432A: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CA/432C: CC Turn vehicle/entity up CA/432D: E0 Pause for 4 * 6 (24) frames CA/432F: 1B Do vehicle/entity graphical action $1B CA/4330: E0 Pause for 4 * 4 (16) frames CA/4332: 1C Do vehicle/entity graphical action $1C CA/4333: FF End queue CA/4334: F4 Play sound effect 187 CA/4336: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/4338: D4 Set event bit $1E80($2B2) [$1ED6, bit 2] CA/433A: B2 Call subroutine $CAF1ED CA/433E: FE Return CA/433F: 51 Modify background color range from [28, 28]: Do (Black) at intensity 3 CA/4343: 51 Modify background color range from [04, 1F]: Do (Black) at intensity 3 CA/4347: 51 Modify background color range from [30, 77]: Do (Black) at intensity 3 CA/434B: B4 Pause for 2 units CA/434D: FE Return CA/434E: 51 Modify background color range from [28, 28]: Do (Black) at intensity 3 CA/4352: 51 Modify background color range from [04, 1F]: Do (Black) at intensity 3 CA/4356: 51 Modify background color range from [30, 77]: Do (Black) at intensity 3 CA/435A: B4 Pause for 1 units CA/435C: FE Return CA/435D: 5A Fade screen at speed $08 CA/435F: 5C Pause execution until fade in or fade out is complete CA/4360: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/4362: F2 Fade out current song with transition time 48 CA/4364: FA Stop temporarily played song CA/4365: F0 Play song 17 (Epitaph), (high bit clear), full volume CA/4367: 3F Remove character $09 (Actor in stot 9) from the party CA/436A: 47 Make character in slot 0 the lead character CA/436B: 6B Load map $012D (Darill's Tomb, long staircase to the Falcon) instantly, (upper bits $0400), place party at (23, 3), facing up CA/4371: 51 Modify background color range from [28, 28]: Subtract (Black) at intensity 0 CA/4375: D2 Set event bit $1E80($1C1) [$1EB8, bit 1] CA/4377: D2 Set event bit $1E80($1C2) [$1EB8, bit 2] CA/4379: 38 Hold screen CA/437A: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/437C: D5 Set vehicle/entity's position to (28, 6) CA/437F: CF Turn vehicle/entity left CA/4380: FF End queue CA/4381: B3 Call subroutine $CA434E, 31 times CA/4386: 39 Free screen CA/4387: 96 Restore screen from fade CA/4388: 92 Pause for 30 units CA/4389: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CA/438B: A2 Move vehicle/entity left/down 1x1 tiles CA/438C: A2 Move vehicle/entity left/down 1x1 tiles CA/438D: CD Turn vehicle/entity right CA/438E: FF End queue CA/438F: 4B Display dialogue message $099E, wait for button press SETZER: This brings back a lot of memories. CA/4392: 14 Begin action queue for character $14 (NPC $14), 7 bytes long CA/4394: A2 Move vehicle/entity left/down 1x1 tiles CA/4395: A2 Move vehicle/entity left/down 1x1 tiles CA/4396: A2 Move vehicle/entity left/down 1x1 tiles CA/4397: A2 Move vehicle/entity left/down 1x1 tiles CA/4398: 83 Move vehicle/entity left 1 tile CA/4399: CD Turn vehicle/entity right CA/439A: FF End queue CA/439B: 93 Pause for 45 units CA/439C: 3A Enable player to move while event commands execute CA/439D: B5 Pause for 15 * 6 (90) units CA/439F: B3 Call subroutine $CA433F, 8 times CA/43A4: 3D Create object $10 CA/43A6: 41 Show object $10 CA/43A8: 3D Create object $11 CA/43AA: 41 Show object $11 CA/43AC: B3 Call subroutine $CA433F, 24 times CA/43B1: 4B Display dialogue message $099D, wait for button press (Show text only) (At bottom of screen) DARYL: This experimental airship is probably a bit unstable… CA/43B4: 93 Pause for 45 units CA/43B5: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/43B7: C1 Set vehicle/entity's event speed to slow CA/43B8: 86 Move vehicle/entity down 2 tiles CA/43B9: 87 Move vehicle/entity left 2 tiles CA/43BA: CE Turn vehicle/entity down CA/43BB: FF End queue CA/43BC: 93 Pause for 45 units CA/43BD: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CA/43BF: CE Turn vehicle/entity down CA/43C0: E0 Pause for 4 * 8 (32) frames CA/43C2: 18 Do vehicle/entity graphical action $18 CA/43C3: FF End queue CA/43C4: 91 Pause for 15 units CA/43C5: 4B Display dialogue message $09A1, wait for button press (Show text only) (At bottom of screen) SETZER: You can't be serious! What are you trying to prove?! CA/43C8: B3 Call subroutine $CA434E, 8 times CA/43CD: 3E Delete object $10 CA/43CF: 3E Delete object $11 CA/43D1: B3 Call subroutine $CA434E, 24 times CA/43D6: D2 Set event bit $1E80($1F1) [$1EBE, bit 1] CA/43D8: FE Return CA/43D9: C0 If ($1E80($1F3) [$1EBE, bit 3] is set), branch to $CA4502 CA/43DF: C1 If ($1E80($1F1) [$1EBE, bit 1] is clear) or ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CA/43E7: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/43E9: 4B Display dialogue message $099F, wait for button press SETZER: Watch your step. CA/43EC: 74 Replace current map's Layer 2 at (9, 12) with the following (4 x 3) chunk CA/43F1: $01, $01, $01, $22 CA/43F5: $22, $01, $02, $02 CA/43F9: $01, $10, $03, $01 CA/43FD: 74 Replace current map's Layer 2 at (9, 76) with the following (4 x 3) chunk CA/4402: $01, $01, $01, $01 CA/4406: $01, $1B, $01, $01 CA/440A: $2B, $2F, $2A, $2B CA/440E: 74 Replace current map's Layer 2 at (15, 0) with the following (8 x 9) chunk CA/4413: $01, $01, $01, $01, $01, $01, $01, $01 CA/441B: $01, $01, $01, $01, $01, $01, $01, $01 CA/4423: $01, $01, $01, $01, $01, $01, $01, $01 CA/442B: $01, $01, $01, $01, $01, $01, $01, $01 CA/4433: $01, $01, $01, $01, $01, $01, $01, $01 CA/443B: $01, $01, $01, $01, $01, $01, $01, $01 CA/4443: $01, $01, $01, $01, $01, $01, $01, $01 CA/444B: $01, $01, $01, $01, $01, $01, $01, $01 CA/4453: $01, $01, $01, $01, $01, $01, $01, $01 CA/445B: 74 Replace current map's Layer 2 at (15, 64) with the following (4 x 9) chunk CA/4460: $01, $01, $01, $01 CA/4464: $01, $01, $01, $01 CA/4468: $01, $01, $01, $01 CA/446C: $01, $01, $01, $01 CA/4470: $01, $01, $01, $01 CA/4474: $01, $01, $01, $01 CA/4478: $01, $01, $01, $01 CA/447C: $01, $01, $01, $01 CA/4480: $01, $01, $01, $01 CA/4484: 74 Replace current map's Layer 2 at (15, 69) with the following (3 x 2) chunk CA/4489: $01, $01, $01 CA/448C: $01, $01, $01 CA/448F: 74 Replace current map's Layer 2 at (22, 69) with the following (3 x 2) chunk CA/4494: $01, $01, $01 CA/4497: $01, $01, $01 CA/449A: 74 Replace current map's Layer 2 at (16, 72) with the following (1 x 7) chunk CA/449F: $01 CA/44A0: $01 CA/44A1: $01 CA/44A2: $01 CA/44A3: $01 CA/44A4: $01 CA/44A5: $01 CA/44A6: 75 Refresh map after alteration CA/44A7: 14 Begin action queue for character $14 (NPC $14), 15 bytes long CA/44A9: A2 Move vehicle/entity left/down 1x1 tiles CA/44AA: A2 Move vehicle/entity left/down 1x1 tiles CA/44AB: A2 Move vehicle/entity left/down 1x1 tiles CA/44AC: A2 Move vehicle/entity left/down 1x1 tiles CA/44AD: A2 Move vehicle/entity left/down 1x1 tiles CA/44AE: A2 Move vehicle/entity left/down 1x1 tiles CA/44AF: A2 Move vehicle/entity left/down 1x1 tiles CA/44B0: A2 Move vehicle/entity left/down 1x1 tiles CA/44B1: A2 Move vehicle/entity left/down 1x1 tiles CA/44B2: A2 Move vehicle/entity left/down 1x1 tiles CA/44B3: A2 Move vehicle/entity left/down 1x1 tiles CA/44B4: A2 Move vehicle/entity left/down 1x1 tiles CA/44B5: 83 Move vehicle/entity left 1 tile CA/44B6: CD Turn vehicle/entity right CA/44B7: FF End queue CA/44B8: 92 Pause for 30 units CA/44B9: FE Return CA/44BA: C0 If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CA5EB3 (simply returns) CA/44C0: D2 Set event bit $1E80($1F2) [$1EBE, bit 2] CA/44C2: 3A Enable player to move while event commands execute CA/44C3: B3 Call subroutine $CA433F, 8 times CA/44C8: 3D Create object $13 CA/44CA: 3D Create object $12 CA/44CC: 41 Show object $12 CA/44CE: 41 Show object $13 CA/44D0: B3 Call subroutine $CA433F, 24 times CA/44D5: 4B Display dialogue message $09A2, wait for button press (Show text only) (At bottom of screen) DARYL: If something should happen to me, the Falcon's yours! CA/44D8: 92 Pause for 30 units CA/44D9: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CA/44DB: CE Turn vehicle/entity down CA/44DC: FF End queue CA/44DD: 92 Pause for 30 units CA/44DE: 13 Begin action queue for character $13 (NPC $13), 9 bytes long CA/44E0: 1D Do vehicle/entity graphical action $1D CA/44E1: E0 Pause for 4 * 1 (4) frames CA/44E3: 1E Do vehicle/entity graphical action $1E CA/44E4: E0 Pause for 4 * 1 (4) frames CA/44E6: FC Branch 6 bytes backwards ($CA44E0) CA/44E8: FF End queue CA/44E9: 4B Display dialogue message $09A3, wait for button press (Show text only) (At bottom of screen) SETZER: Nonsense! I'll win the Falcon from you when I whip you in a race! SETZER: You'd better clear outta my way! DARYL: Big talk, buster! CA/44EC: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/44EE: 82 Move vehicle/entity down 1 tile CA/44EF: D1 Make vehicle/entity disappear CA/44F0: FF End queue CA/44F1: B3 Call subroutine $CA434E, 8 times CA/44F6: 3E Delete object $12 CA/44F8: 3E Delete object $13 CA/44FA: B3 Call subroutine $CA434E, 24 times CA/44FF: D2 Set event bit $1E80($1F3) [$1EBE, bit 3] CA/4501: FE Return CA/4502: 14 Begin action queue for character $14 (NPC $14), 6 bytes long CA/4504: A2 Move vehicle/entity left/down 1x1 tiles CA/4505: A2 Move vehicle/entity left/down 1x1 tiles CA/4506: A2 Move vehicle/entity left/down 1x1 tiles CA/4507: A2 Move vehicle/entity left/down 1x1 tiles CA/4508: A2 Move vehicle/entity left/down 1x1 tiles CA/4509: FF End queue CA/450A: 38 Hold screen CA/450B: 92 Pause for 30 units CA/450C: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long CA/450E: 83 Move vehicle/entity left 1 tile CA/450F: A2 Move vehicle/entity left/down 1x1 tiles CA/4510: A2 Move vehicle/entity left/down 1x1 tiles CA/4511: A2 Move vehicle/entity left/down 1x1 tiles CA/4512: A2 Move vehicle/entity left/down 1x1 tiles CA/4513: FF End queue CA/4514: 92 Pause for 30 units CA/4515: 5A Fade screen at speed $08 CA/4517: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CA/4519: 5C Pause execution until fade in or fade out is complete CA/451A: 3F Assign character $09 (Actor in stot 9) to party 1 CA/451D: 6B Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (96, 119), facing up, party is in the airship CA/4523: DD Hide mini-map CA/4524: D1 Hide vehicle CA/4525: C6 Propel vehicle at speed $0320 CA/4528: 2C Move vehicle as follows: (go up, turn right, move forward), 24 units CA/452A: 24 Move vehicle as follows: (go up, move forward), 24 units CA/452C: 34 Move vehicle as follows: (go up, turn left, move forward), 24 units CA/452E: E0 Pause for 16 units CA/4530: 44 Move vehicle as follows: (go down, move forward), 8 units CA/4532: 4C Move vehicle as follows: (go down, turn right, move forward), 8 units CA/4534: E0 Pause for 8 units CA/4536: 09 Move vehicle as follows: (turn right, double speed of turns), 24 units CA/4538: 20 Move vehicle as follows: (go up), 16 units CA/453A: E0 Pause for 8 units CA/453C: 48 Move vehicle as follows: (go down, turn right), 16 units CA/453E: 50 Move vehicle as follows: (go down, turn left), 32 units CA/4540: 40 Move vehicle as follows: (go down), 32 units CA/4542: E0 Pause for 16 units CA/4544: 20 Move vehicle as follows: (go up), 32 units CA/4546: 28 Move vehicle as follows: (go up, turn right), 48 units CA/4548: E0 Pause for 8 units CA/454A: 51 Move vehicle as follows: (go down, turn left, double speed of turns), 64 units CA/454C: E0 Pause for 16 units CA/454E: D9 Fade screen CA/454F: E0 Pause for 2 units CA/4551: D0 Show vehicle CA/4552: D2 Load map $000A (Blackjack, upper deck (IAF sequence / various cutscenes)), position (08, 06), mode $40 CA/4558: 60 Change background layer $0F to palette $14 CA/455B: 38 Hold screen CA/455C: 42 Hide object $31 CA/455E: 1D Begin action queue for character $1D (NPC $1D), 4 bytes long CA/4560: D5 Set vehicle/entity's position to (1, 3) CA/4563: FF End queue CA/4564: 1E Begin action queue for character $1E (NPC $1E), 4 bytes long CA/4566: D5 Set vehicle/entity's position to (3, 3) CA/4569: FF End queue CA/456A: 1F Begin action queue for character $1F (NPC $1F), 4 bytes long CA/456C: D5 Set vehicle/entity's position to (3, 4) CA/456F: FF End queue CA/4570: B2 Call subroutine $CA48A4 CA/4574: 09 Begin action queue for character $09 (Actor in stot 9), 9 bytes long CA/4576: 1D Do vehicle/entity graphical action $1D CA/4577: E0 Pause for 4 * 1 (4) frames CA/4579: 1E Do vehicle/entity graphical action $1E CA/457A: E0 Pause for 4 * 1 (4) frames CA/457C: FC Branch 6 bytes backwards ($CA4576) CA/457E: FF End queue CA/457F: B5 Pause for 15 * 12 (180) units CA/4581: 30 Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete) CA/4583: C3 Set vehicle/entity's event speed to fast CA/4584: 91 Move vehicle/entity right 5 tiles CA/4585: C2 Set vehicle/entity's event speed to normal CA/4586: 81 Move vehicle/entity right 1 tile CA/4587: FF End queue CA/4588: 94 Pause for 60 units CA/4589: 09 Begin action queue for character $09 (Actor in stot 9), 8 bytes long (Wait until complete) CA/458B: CF Turn vehicle/entity left CA/458C: E0 Pause for 4 * 8 (32) frames CA/458E: 0F Do vehicle/entity graphical action $0F CA/458F: E0 Pause for 4 * 4 (16) frames CA/4591: 0A Do vehicle/entity graphical action $0A CA/4592: FF End queue CA/4593: 4B Display dialogue message $09A4, wait for button press (At bottom of screen) SETZER: There's nothing like flying! CA/4596: 35 Pause execution until action queue for object $1D (NPC $1D) is complete CA/4598: 6A Load map $000B (Falcon, upper deck (general use / with Daryl / buried / homing pigeon)) after fade out, (upper bits $3400), place party at (15, 8), facing left CA/459E: 60 Change background layer $06 to palette $1D CA/45A1: 42 Hide object $09 CA/45A3: 96 Restore screen from fade CA/45A4: 95 Pause for 120 units CA/45A5: 4B Display dialogue message $09A6, wait for button press DARYL: Come on! Stop lagging back there! CA/45A8: 6A Load map $000A (Blackjack, upper deck (IAF sequence / various cutscenes)) after fade out, (upper bits $3400), place party at (14, 6), facing left CA/45AE: 60 Change background layer $0F to palette $14 CA/45B1: 41 Show object $09 CA/45B3: 1D Begin action queue for character $1D (NPC $1D), 4 bytes long CA/45B5: D5 Set vehicle/entity's position to (7, 3) CA/45B8: FF End queue CA/45B9: 1E Begin action queue for character $1E (NPC $1E), 4 bytes long CA/45BB: D5 Set vehicle/entity's position to (9, 3) CA/45BE: FF End queue CA/45BF: 1F Begin action queue for character $1F (NPC $1F), 4 bytes long (Wait until complete) CA/45C1: D5 Set vehicle/entity's position to (9, 4) CA/45C4: FF End queue CA/45C5: 96 Restore screen from fade CA/45C6: 5C Pause execution until fade in or fade out is complete CA/45C7: 4B Display dialogue message $09A7, wait for button press (Show text only) DARYL: Or do you like chewing on my wake! CA/45CA: B0 Execute the following commands until $B1 3 times CA/45CC: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/45CE: 15 Do vehicle/entity graphical action $15 CA/45CF: FF End queue CA/45D0: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/45D2: CF Turn vehicle/entity left CA/45D3: FF End queue CA/45D4: B1 End block of repeating commands CA/45D5: 92 Pause for 30 units CA/45D6: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/45D8: C2 Set vehicle/entity's event speed to normal CA/45D9: 80 Move vehicle/entity up 1 tile CA/45DA: A3 Move vehicle/entity left/up 1x1 tiles CA/45DB: 1B Do vehicle/entity graphical action $1B CA/45DC: FF End queue CA/45DD: 1D Begin action queue for character $1D (NPC $1D), 3 bytes long CA/45DF: C4 Set vehicle/entity's event speed to faster CA/45E0: 9F Move vehicle/entity left 8 tiles CA/45E1: FF End queue CA/45E2: 1E Begin action queue for character $1E (NPC $1E), 3 bytes long CA/45E4: C4 Set vehicle/entity's event speed to faster CA/45E5: 9F Move vehicle/entity left 8 tiles CA/45E6: FF End queue CA/45E7: 1F Begin action queue for character $1F (NPC $1F), 3 bytes long (Wait until complete) CA/45E9: C4 Set vehicle/entity's event speed to faster CA/45EA: 9F Move vehicle/entity left 8 tiles CA/45EB: FF End queue CA/45EC: 09 Begin action queue for character $09 (Actor in stot 9), 4 bytes long (Wait until complete) CA/45EE: A1 Move vehicle/entity right/down 1x1 tiles CA/45EF: 82 Move vehicle/entity down 1 tile CA/45F0: CF Turn vehicle/entity left CA/45F1: FF End queue CA/45F2: 92 Pause for 30 units CA/45F3: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/45F5: C3 Set vehicle/entity's event speed to fast CA/45F6: 91 Move vehicle/entity right 5 tiles CA/45F7: FF End queue CA/45F8: 92 Pause for 30 units CA/45F9: 97 Fade screen to black CA/45FA: 5C Pause execution until fade in or fade out is complete CA/45FB: 35 Pause execution until action queue for object $30 (Camera) is complete CA/45FD: 6B Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (96, 119), facing up, party is in the airship CA/4603: F4 Change graphic to Falcon CA/4604: C6 Propel vehicle at speed $0320 CA/4607: 2C Move vehicle as follows: (go up, turn right, move forward), 24 units CA/4609: 24 Move vehicle as follows: (go up, move forward), 24 units CA/460B: 34 Move vehicle as follows: (go up, turn left, move forward), 24 units CA/460D: E0 Pause for 16 units CA/460F: 44 Move vehicle as follows: (go down, move forward), 8 units CA/4611: 4C Move vehicle as follows: (go down, turn right, move forward), 8 units CA/4613: E0 Pause for 8 units CA/4615: 09 Move vehicle as follows: (turn right, double speed of turns), 24 units CA/4617: 20 Move vehicle as follows: (go up), 16 units CA/4619: E0 Pause for 8 units CA/461B: 48 Move vehicle as follows: (go down, turn right), 16 units CA/461D: 50 Move vehicle as follows: (go down, turn left), 32 units CA/461F: 40 Move vehicle as follows: (go down), 32 units CA/4621: D9 Fade screen CA/4622: E0 Pause for 2 units CA/4624: D2 Load map $000A (Blackjack, upper deck (IAF sequence / various cutscenes)), position (10, 06), mode $40 CA/462A: 60 Change background layer $0F to palette $14 CA/462D: 1D Begin action queue for character $1D (NPC $1D), 4 bytes long CA/462F: D5 Set vehicle/entity's position to (2, 11) CA/4632: FF End queue CA/4633: 1E Begin action queue for character $1E (NPC $1E), 4 bytes long CA/4635: D5 Set vehicle/entity's position to (4, 11) CA/4638: FF End queue CA/4639: 1F Begin action queue for character $1F (NPC $1F), 4 bytes long CA/463B: D5 Set vehicle/entity's position to (4, 12) CA/463E: FF End queue CA/463F: B2 Call subroutine $CA48A4 CA/4643: B5 Pause for 15 * 10 (150) units CA/4645: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/4647: C1 Set vehicle/entity's event speed to slow CA/4648: 8D Move vehicle/entity right 4 tiles CA/4649: FF End queue CA/464A: 4B Display dialogue message $09A8, wait for button press SETZER: Listen to you! CA/464D: 91 Pause for 15 units CA/464E: 4B Display dialogue message $09A9, wait for button press (Show text only) DARYL: This time's for real. I'm going to break every record! I'll be known as the woman who flew closest to the stars! CA/4651: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/4653: 0F Do vehicle/entity graphical action $0F CA/4654: E0 Pause for 4 * 5 (20) frames CA/4656: 0A Do vehicle/entity graphical action $0A CA/4657: FF End queue CA/4658: 4B Display dialogue message $09AA, wait for button press SETZER: Be back before sunset! I'll be waiting for you on our hill. CA/465B: 1D Begin action queue for character $1D (NPC $1D), 5 bytes long CA/465D: C2 Set vehicle/entity's event speed to normal CA/465E: 8D Move vehicle/entity right 4 tiles CA/465F: C1 Set vehicle/entity's event speed to slow CA/4660: 81 Move vehicle/entity right 1 tile CA/4661: FF End queue CA/4662: 1E Begin action queue for character $1E (NPC $1E), 3 bytes long CA/4664: FC Branch 7 bytes backwards ($CA465D) CA/4666: FF End queue CA/4667: 1F Begin action queue for character $1F (NPC $1F), 3 bytes long (Wait until complete) CA/4669: FC Branch 5 bytes backwards ($CA4664) CA/466B: FF End queue CA/466C: 30 Begin action queue for character $30 (Camera), 9 bytes long CA/466E: C2 Set vehicle/entity's event speed to normal CA/466F: 83 Move vehicle/entity left 1 tile CA/4670: C3 Set vehicle/entity's event speed to fast CA/4671: 8B Move vehicle/entity left 3 tiles CA/4672: C2 Set vehicle/entity's event speed to normal CA/4673: 83 Move vehicle/entity left 1 tile CA/4674: C1 Set vehicle/entity's event speed to slow CA/4675: 83 Move vehicle/entity left 1 tile CA/4676: FF End queue CA/4677: 91 Pause for 15 units CA/4678: 1D Begin action queue for character $1D (NPC $1D), 9 bytes long CA/467A: C2 Set vehicle/entity's event speed to normal CA/467B: 83 Move vehicle/entity left 1 tile CA/467C: C3 Set vehicle/entity's event speed to fast CA/467D: 87 Move vehicle/entity left 2 tiles CA/467E: C4 Set vehicle/entity's event speed to faster CA/467F: AA Move vehicle/entity left/up 2x1 tiles CA/4680: FC Branch 1 bytes backwards ($CA467F) CA/4682: FF End queue CA/4683: 1E Begin action queue for character $1E (NPC $1E), 3 bytes long CA/4685: FC Branch 11 bytes backwards ($CA467A) CA/4687: FF End queue CA/4688: 1F Begin action queue for character $1F (NPC $1F), 3 bytes long CA/468A: FC Branch 5 bytes backwards ($CA4685) CA/468C: FF End queue CA/468D: 35 Pause execution until action queue for object $30 (Camera) is complete CA/468F: 92 Pause for 30 units CA/4690: 5A Fade screen at speed $08 CA/4692: 5C Pause execution until fade in or fade out is complete CA/4693: 95 Pause for 120 units CA/4694: 6B Load map $00D6 (Setzer and Darill's cliff (Setzer's flashback)) instantly, (upper bits $3400), place party at (29, 2), facing left CA/469A: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/469C: D5 Set vehicle/entity's position to (31, 4) CA/469F: CC Turn vehicle/entity up CA/46A0: FF End queue CA/46A1: 59 Unfade screen at speed $08 CA/46A3: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/46A5: C0 Set vehicle/entity's event speed to slowest CA/46A6: 92 Move vehicle/entity down 5 tiles CA/46A7: FF End queue CA/46A8: 94 Pause for 60 units CA/46A9: 09 Begin action queue for character $09 (Actor in stot 9), 12 bytes long (Wait until complete) CA/46AB: C1 Set vehicle/entity's event speed to slow CA/46AC: CF Turn vehicle/entity left CA/46AD: E0 Pause for 4 * 12 (48) frames CA/46AF: 22 Do vehicle/entity graphical action $22 CA/46B0: E0 Pause for 4 * 16 (64) frames CA/46B2: 82 Move vehicle/entity down 1 tile CA/46B3: E0 Pause for 4 * 20 (80) frames CA/46B5: 23 Do vehicle/entity graphical action $23 CA/46B6: FF End queue CA/46B7: 95 Pause for 120 units CA/46B8: B0 Execute the following commands until $B1 17 times CA/46BA: 50 Tint screen (cumulative) with color $9F CA/46BC: 52 Tint characters (cumulative) with color $9F CA/46BE: B4 Pause for 3 units CA/46C0: B1 End block of repeating commands CA/46C1: 95 Pause for 120 units CA/46C2: 4B Display dialogue message $09AB, wait for button press (Show text only) (At bottom of screen) The wreck of the Falcon was found a full year later, in a distant land… CA/46C5: 35 Pause execution until action queue for object $30 (Camera) is complete CA/46C7: 5A Fade screen at speed $08 CA/46C9: 5C Pause execution until fade in or fade out is complete CA/46CA: 94 Pause for 60 units CA/46CB: D7 Clear event bit $1E80($3F3) [$1EFE, bit 3] CA/46CD: 6B Load map $000B (Falcon, upper deck (general use / with Daryl / buried / homing pigeon)) instantly, (upper bits $3400), place party at (23, 8), facing left CA/46D3: 60 Change background layer $06 to palette $1D CA/46D6: 5E Scroll Layer 2, speed 0 x 0 CA/46D9: 65 Command $65, $00, $00 CA/46DC: 65 Command $65, $01, $00 CA/46DF: 65 Command $65, $02, $00 CA/46E2: B0 Execute the following commands until $B1 26 times CA/46E4: 51 Modify background color range from [60, 6F]: Do (Black) at intensity 3 CA/46E8: B1 End block of repeating commands CA/46E9: 41 Show object $09 CA/46EB: 3C Set up the party as follows: $09 (Actor in stot 9), $04 (Actor in stot 4), $06 (Actor in stot 6), $FF () CA/46F0: 09 Begin action queue for character $09 (Actor in stot 9), 6 bytes long (Wait until complete) CA/46F2: C2 Set vehicle/entity's event speed to normal CA/46F3: D5 Set vehicle/entity's position to (24, 8) CA/46F6: CF Turn vehicle/entity left CA/46F7: FF End queue CA/46F8: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CA/46FA: FC Branch 8 bytes backwards ($CA46F2) CA/46FC: FF End queue CA/46FD: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long CA/46FF: FC Branch 5 bytes backwards ($CA46FA) CA/4701: FF End queue CA/4702: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CA/4704: FC Branch 5 bytes backwards ($CA46FF) CA/4706: FF End queue CA/4707: 94 Pause for 60 units CA/4708: 59 Unfade screen at speed $04 CA/470A: 91 Pause for 15 units CA/470B: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/470D: C1 Set vehicle/entity's event speed to slow CA/470E: 8B Move vehicle/entity left 3 tiles CA/470F: FF End queue CA/4710: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long (Wait until complete) CA/4712: C1 Set vehicle/entity's event speed to slow CA/4713: 8F Move vehicle/entity left 4 tiles CA/4714: FF End queue CA/4715: 41 Show object $04 CA/4717: 41 Show object $06 CA/4719: 41 Show object $34 CA/471B: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/471D: 87 Move vehicle/entity left 2 tiles CA/471E: FF End queue CA/471F: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long CA/4721: A3 Move vehicle/entity left/up 1x1 tiles CA/4722: CF Turn vehicle/entity left CA/4723: FF End queue CA/4724: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CA/4726: A2 Move vehicle/entity left/down 1x1 tiles CA/4727: CF Turn vehicle/entity left CA/4728: FF End queue CA/4729: 35 Pause execution until action queue for object $30 (Camera) is complete CA/472B: 4B Display dialogue message $09AC, wait for button press SETZER: I restored the craft, and then put it to rest down here. CA/472E: 93 Pause for 45 units CA/472F: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/4731: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/4732: E0 Pause for 4 * 8 (32) frames CA/4734: 23 Do vehicle/entity graphical action $23 CA/4735: FF End queue CA/4736: 93 Pause for 45 units CA/4737: 4B Display dialogue message $09AD, wait for button press EDGAR: This is THE Falcon? CA/473A: F2 Fade out current song with transition time 64 CA/473C: 94 Pause for 60 units CA/473D: 09 Begin action queue for character $09 (Actor in stot 9), 14 bytes long (Wait until complete) CA/473F: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/4740: E0 Pause for 4 * 10 (40) frames CA/4742: CD Turn vehicle/entity right CA/4743: E0 Pause for 4 * 8 (32) frames CA/4745: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/4746: E0 Pause for 4 * 1 (4) frames CA/4748: CD Turn vehicle/entity right CA/4749: E0 Pause for 4 * 16 (64) frames CA/474B: CE Turn vehicle/entity down CA/474C: FF End queue CA/474D: F0 Play song 76 (Searching for Friends), (high bit clear), full volume CA/474F: 4B Display dialogue message $09A5, wait for button press SETZER: I put it in storage. I couldn't bear to look at it. But now it just may save us… The Falcon. CA/4752: 39 Free screen CA/4753: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/4755: 93 Move vehicle/entity left 5 tiles CA/4756: FF End queue CA/4757: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CA/4759: 93 Move vehicle/entity left 5 tiles CA/475A: FF End queue CA/475B: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CA/475D: 93 Move vehicle/entity left 5 tiles CA/475E: FF End queue CA/475F: 09 Begin action queue for character $09 (Actor in stot 9), 9 bytes long (Wait until complete) CA/4761: C2 Set vehicle/entity's event speed to normal CA/4762: 93 Move vehicle/entity left 5 tiles CA/4763: E0 Pause for 4 * 8 (32) frames CA/4765: 0F Do vehicle/entity graphical action $0F CA/4766: E0 Pause for 4 * 4 (16) frames CA/4768: 0A Do vehicle/entity graphical action $0A CA/4769: FF End queue CA/476A: 65 Command $65, $00, $20 CA/476D: 65 Command $65, $01, $20 CA/4770: 65 Command $65, $02, $20 CA/4773: 5E Scroll Layer 2, speed 240 x 0 CA/4776: 92 Pause for 30 units CA/4777: 5E Scroll Layer 2, speed 192 x 0 CA/477A: 94 Pause for 60 units CA/477B: 6A Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (158, 51), facing up, party is in the airship CA/4781: C0 Modify vehicle script behavior ($20): Allow ship to propel without changing direction facing CA/4783: C2 Set vehicle's propulsion direction to $0064 (100 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required CA/4786: FA Show airship emerging from the ocean CA/4787: D2 Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)), position (16, 08), mode $40 CA/478D: 38 Hold screen CA/478E: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/4790: D5 Set vehicle/entity's position to (15, 8) CA/4793: CF Turn vehicle/entity left CA/4794: FF End queue CA/4795: 96 Restore screen from fade CA/4796: 94 Pause for 60 units CA/4797: 4B Display dialogue message $09AE, wait for button press EDGAR: I finally think we're gonna pull this off! CELES: We can attack Kefka's tower from the air! EDGAR: The Falcon's going to give us one last chance at that guy… CA/479A: 94 Pause for 60 units CA/479B: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/479D: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/479E: FF End queue CA/479F: 4B Display dialogue message $09AF, wait for button press SETZER: But first we need to find our friends! CA/47A2: 04 Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete) CA/47A4: 83 Move vehicle/entity left 1 tile CA/47A5: E0 Pause for 4 * 6 (24) frames CA/47A7: 22 Do vehicle/entity graphical action $22 CA/47A8: E0 Pause for 4 * 3 (12) frames CA/47AA: CF Turn vehicle/entity left CA/47AB: FF End queue CA/47AC: 4B Display dialogue message $09B0, wait for button press EDGAR: Right. First things first. For once I feel hopeful! CA/47AF: 95 Pause for 120 units CA/47B0: 3D Create object $19 CA/47B2: 41 Show object $19 CA/47B4: 19 Begin action queue for character $19 (NPC $19), 15 bytes long CA/47B6: C4 Set vehicle/entity's event speed to faster CA/47B7: 87 Move vehicle/entity left 2 tiles CA/47B8: AA Move vehicle/entity left/up 2x1 tiles CA/47B9: C3 Set vehicle/entity's event speed to fast CA/47BA: AA Move vehicle/entity left/up 2x1 tiles CA/47BB: C2 Set vehicle/entity's event speed to normal CA/47BC: AA Move vehicle/entity left/up 2x1 tiles CA/47BD: C1 Set vehicle/entity's event speed to slow CA/47BE: AA Move vehicle/entity left/up 2x1 tiles CA/47BF: C2 Set vehicle/entity's event speed to normal CA/47C0: 87 Move vehicle/entity left 2 tiles CA/47C1: C3 Set vehicle/entity's event speed to fast CA/47C2: AA Move vehicle/entity left/up 2x1 tiles CA/47C3: AA Move vehicle/entity left/up 2x1 tiles CA/47C4: FF End queue CA/47C5: 92 Pause for 30 units CA/47C6: 06 Begin action queue for character $06 (Actor in stot 6), 11 bytes long (Wait until complete) CA/47C8: 1F Do vehicle/entity graphical action $1F CA/47C9: E0 Pause for 4 * 10 (40) frames CA/47CB: C2 Set vehicle/entity's event speed to normal CA/47CC: A2 Move vehicle/entity left/down 1x1 tiles CA/47CD: A2 Move vehicle/entity left/down 1x1 tiles CA/47CE: 82 Move vehicle/entity down 1 tile CA/47CF: E0 Pause for 4 * 6 (24) frames CA/47D1: 23 Do vehicle/entity graphical action $23 CA/47D2: FF End queue CA/47D3: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/47D5: CE Turn vehicle/entity down CA/47D6: FF End queue CA/47D7: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/47D9: CE Turn vehicle/entity down CA/47DA: FF End queue CA/47DB: 92 Pause for 30 units CA/47DC: 4B Display dialogue message $09B1, wait for button press CELES: Hey! A bird! CA/47DF: 6A Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (25, 160), facing up, party is in the airship CA/47E5: F7 Change graphic to pidgeon CA/47E6: C5 Set vehicle height to $7E (max is $7E), (unknown byte $00) CA/47E9: C1 Set vehicle's facing direction to $00B4 (180 degrees) (0 is north, goes counter-clockwise) CA/47EC: C2 Set vehicle's propulsion direction to $00B4 (180 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required CA/47EF: C6 Propel vehicle at speed $0320 CA/47F2: 10 Move vehicle as follows: (turn left), 16 units CA/47F4: E0 Pause for 24 units CA/47F6: 40 Move vehicle as follows: (go down), 26 units CA/47F8: 20 Move vehicle as follows: (go up), 26 units CA/47FA: E0 Pause for 8 units CA/47FC: 10 Move vehicle as follows: (turn left), 18 units CA/47FE: E0 Pause for 4 units CA/4800: 12 Move vehicle as follows: (turn left, decrease speed by $100), 2 units CA/4802: 50 Move vehicle as follows: (go down, turn left), 6 units CA/4804: E0 Pause for 4 units CA/4806: 50 Move vehicle as follows: (go down, turn left), 4 units CA/4808: 40 Move vehicle as follows: (go down), 10 units CA/480A: D9 Fade screen CA/480B: E0 Pause for 2 units CA/480D: DF Show mini-map CA/480E: D2 Load map $000B (Falcon, upper deck (general use / with Daryl / buried / homing pigeon)), position (16, 08), mode $40 CA/4814: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/4816: D5 Set vehicle/entity's position to (15, 8) CA/4819: CE Turn vehicle/entity down CA/481A: FF End queue CA/481B: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/481D: CF Turn vehicle/entity left CA/481E: FF End queue CA/481F: 96 Restore screen from fade CA/4820: 5C Pause execution until fade in or fade out is complete CA/4821: 94 Pause for 60 units CA/4822: B0 Execute the following commands until $B1 3 times CA/4824: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/4826: 15 Do vehicle/entity graphical action $15 CA/4827: FF End queue CA/4828: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/482A: CF Turn vehicle/entity left CA/482B: FF End queue CA/482C: B1 End block of repeating commands CA/482D: 92 Pause for 30 units CA/482E: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/4830: CC Turn vehicle/entity up CA/4831: E0 Pause for 4 * 4 (16) frames CA/4833: 1B Do vehicle/entity graphical action $1B CA/4834: FF End queue CA/4835: 4B Display dialogue message $09B2, wait for button press CELES: SETZER! Follow that bird! SETZER: But why? CELES: I…don't know…! Something inside just tells me it's important… CA/4838: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/483A: CE Turn vehicle/entity down CA/483B: E0 Pause for 4 * 8 (32) frames CA/483D: 23 Do vehicle/entity graphical action $23 CA/483E: FF End queue CA/483F: 94 Pause for 60 units CA/4840: 5A Fade screen at speed $02 CA/4842: 5C Pause execution until fade in or fade out is complete CA/4843: B2 Call subroutine $CACB95 CA/4847: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/4849: D2 Set event bit $1E80($1B9) [$1EB7, bit 1] CA/484B: D2 Set event bit $1E80($1B8) [$1EB7, bit 0] CA/484D: D0 Set event bit $1E80($0CC) [$1E99, bit 4] CA/484F: D0 Set event bit $1E80($0CD) [$1E99, bit 5] CA/4851: D3 Clear event bit $1E80($1C1) [$1EB8, bit 1] CA/4853: D3 Clear event bit $1E80($1C2) [$1EB8, bit 2] CA/4855: D1 Clear event bit $1E80($09E) [$1E93, bit 6] CA/4857: D7 Clear event bit $1E80($34C) [$1EE9, bit 4] CA/4859: D7 Clear event bit $1E80($34D) [$1EE9, bit 5] CA/485B: D7 Clear event bit $1E80($34E) [$1EE9, bit 6] CA/485D: D7 Clear event bit $1E80($34F) [$1EE9, bit 7] CA/485F: D7 Clear event bit $1E80($350) [$1EEA, bit 0] CA/4861: D7 Clear event bit $1E80($347) [$1EE8, bit 7] CA/4863: D7 Clear event bit $1E80($3F4) [$1EFE, bit 4] CA/4865: D7 Clear event bit $1E80($341) [$1EE8, bit 1] CA/4867: D6 Set event bit $1E80($386) [$1EF0, bit 6] CA/4869: D6 Set event bit $1E80($36F) [$1EED, bit 7] CA/486B: D6 Set event bit $1E80($387) [$1EF0, bit 7] CA/486D: D7 Clear event bit $1E80($349) [$1EE9, bit 1] CA/486F: D6 Set event bit $1E80($39B) [$1EF3, bit 3] CA/4871: 77 Perform level averaging on character $0B (GAU ) and calculate new maximum HP/MP CA/4873: 39 Free screen CA/4874: B2 Call subroutine $CA0159 CA/4878: 6B Load map $0001 (World of Ruin) instantly, (upper bits $0400), place party at (25, 160), facing up, party is in the airship CA/487E: C5 Set vehicle height to $7E (max is $7E), (unknown byte $00) CA/4881: C1 Set vehicle's facing direction to $00B4 (180 degrees) (0 is north, goes counter-clockwise) CA/4884: C2 Set vehicle's propulsion direction to $00B4 (180 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required CA/4887: C6 Propel vehicle at speed $0320 CA/488A: DF Show mini-map CA/488B: 10 Move vehicle as follows: (turn left), 16 units CA/488D: E0 Pause for 24 units CA/488F: 40 Move vehicle as follows: (go down), 26 units CA/4891: 20 Move vehicle as follows: (go up), 26 units CA/4893: E0 Pause for 8 units CA/4895: 10 Move vehicle as follows: (turn left), 18 units CA/4897: E0 Pause for 4 units CA/4899: 12 Move vehicle as follows: (turn left, decrease speed by $100), 2 units CA/489B: 10 Move vehicle as follows: (turn left), 6 units CA/489D: E0 Pause for 8 units CA/489F: 50 Move vehicle as follows: (go down, turn left), 4 units CA/48A1: 42 Move vehicle as follows: (go down, decrease speed by $100), 1 units CA/48A3: FF End vehicle script CA/48A4: 41 Show object $09 CA/48A6: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/48A8: D5 Set vehicle/entity's position to (14, 6) CA/48AB: CF Turn vehicle/entity left CA/48AC: FF End queue CA/48AD: 96 Restore screen from fade CA/48AE: 1D Begin action queue for character $1D (NPC $1D), 5 bytes long CA/48B0: A6 Move vehicle/entity right/down 2x1 tiles CA/48B1: 81 Move vehicle/entity right 1 tile CA/48B2: A5 Move vehicle/entity right/up 2x1 tiles CA/48B3: 81 Move vehicle/entity right 1 tile CA/48B4: FF End queue CA/48B5: 1E Begin action queue for character $1E (NPC $1E), 3 bytes long CA/48B7: FC Branch 8 bytes backwards ($CA48AF) CA/48B9: FF End queue CA/48BA: 1F Begin action queue for character $1F (NPC $1F), 3 bytes long CA/48BC: FC Branch 6 bytes backwards ($CA48B6) CA/48BE: FF End queue CA/48BF: FE Return CA/48C0: FE Return CA/48C1: A1 Reset timer 0 CA/48C3: A1 Reset timer 2 CA/48C5: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CA/48C7: C2 Set vehicle/entity's event speed to normal CA/48C8: A8 Move vehicle/entity left/down 1x2 tiles CA/48C9: A8 Move vehicle/entity left/down 1x2 tiles CA/48CA: D1 Make vehicle/entity disappear CA/48CB: FF End queue CA/48CC: D5 Clear event bit $1E80($2F3) [$1EDE, bit 3] CA/48CE: D5 Clear event bit $1E80($2E3) [$1EDC, bit 3] CA/48D0: D0 Set event bit $1E80($0A3) [$1E94, bit 3] CA/48D2: B2 Call subroutine $CA5806 CA/48D6: D5 Clear event bit $1E80($2BC) [$1ED7, bit 4] CA/48D8: 5A Fade screen at speed $08 CA/48DA: 5C Pause execution until fade in or fade out is complete CA/48DB: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CA/48DD: 6B Load map $000A (Blackjack, upper deck (IAF sequence / various cutscenes)) instantly, (upper bits $3400), place party at (14, 6), facing left CA/48E3: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete) CA/48E5: D5 Set vehicle/entity's position to (14, 0) CA/48E8: 0B Do vehicle/entity graphical action $0B CA/48E9: C7 Set vehicle/entity to stay still when moving CA/48EA: C3 Set vehicle/entity's event speed to fast CA/48EB: C8 Set object layering priority to 2 (low nibble 2) CA/48ED: FF End queue CA/48EE: 96 Restore screen from fade CA/48EF: 31 Begin action queue for character $31 (Party Character 0), 13 bytes long CA/48F1: 96 Move vehicle/entity down 6 tiles CA/48F2: 1F Do vehicle/entity graphical action $1F CA/48F3: C2 Set vehicle/entity's event speed to normal CA/48F4: DD Make vehicle/entity jump (high) CA/48F5: 85 Move vehicle/entity right 2 tiles CA/48F6: 28 Do vehicle/entity graphical action $28 CA/48F7: E0 Pause for 4 * 8 (32) frames CA/48F9: C6 Set vehicle/entity to walk when moving CA/48FA: CE Turn vehicle/entity down CA/48FB: C8 Set object layering priority to 0 (low nibble 0) CA/48FD: FF End queue CA/48FE: 95 Pause for 120 units CA/48FF: B0 Execute the following commands until $B1 31 times CA/4901: 51 Modify background color range from [60, 6F]: Do (Black) at intensity 3 CA/4905: B1 End block of repeating commands CA/4906: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CA/4908: 91 Pause for 15 units CA/4909: 4B Display dialogue message $0875, wait for button press Can't you diffuse the statues?! CA/490C: 97 Fade screen to black CA/490D: 5C Pause execution until fade in or fade out is complete CA/490E: 42 Hide object $31 CA/4910: 6B Load map $0178 (Floating Island, outdoors, without background clouds (end of the WoB)) instantly, (upper bits $3400), place party at (60, 6), facing left CA/4916: 60 Change background layer $0F to palette $10 CA/4919: 3D Create object $19 CA/491B: 3D Create object $1A CA/491D: 41 Show object $19 CA/491F: 41 Show object $1A CA/4921: B2 Call subroutine $CAE46F CA/4925: F4 Play sound effect 24 CA/4927: 19 Begin action queue for character $19 (NPC $19), 9 bytes long CA/4929: A0 Move vehicle/entity right/up 1x1 tiles CA/492A: E0 Pause for 4 * 4 (16) frames CA/492C: C5 Set vehicle/entity's event speed to fastest CA/492D: A7 Move vehicle/entity right/down 1x2 tiles CA/492E: A7 Move vehicle/entity right/down 1x2 tiles CA/492F: A7 Move vehicle/entity right/down 1x2 tiles CA/4930: A7 Move vehicle/entity right/down 1x2 tiles CA/4931: FF End queue CA/4932: 92 Pause for 30 units CA/4933: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CA/4935: A3 Move vehicle/entity left/up 1x1 tiles CA/4936: FF End queue CA/4937: 92 Pause for 30 units CA/4938: F4 Play sound effect 24 CA/493A: 1A Begin action queue for character $1A (NPC $1A), 9 bytes long CA/493C: C5 Set vehicle/entity's event speed to fastest CA/493D: A9 Move vehicle/entity left/down 2x1 tiles CA/493E: A9 Move vehicle/entity left/down 2x1 tiles CA/493F: A9 Move vehicle/entity left/down 2x1 tiles CA/4940: A9 Move vehicle/entity left/down 2x1 tiles CA/4941: A9 Move vehicle/entity left/down 2x1 tiles CA/4942: 9F Move vehicle/entity left 8 tiles CA/4943: 9F Move vehicle/entity left 8 tiles CA/4944: FF End queue CA/4945: 30 Begin action queue for character $30 (Camera), 17 bytes long CA/4947: C5 Set vehicle/entity's event speed to fastest CA/4948: A9 Move vehicle/entity left/down 2x1 tiles CA/4949: 9F Move vehicle/entity left 8 tiles CA/494A: AA Move vehicle/entity left/up 2x1 tiles CA/494B: C4 Set vehicle/entity's event speed to faster CA/494C: A3 Move vehicle/entity left/up 1x1 tiles CA/494D: C3 Set vehicle/entity's event speed to fast CA/494E: A3 Move vehicle/entity left/up 1x1 tiles CA/494F: C2 Set vehicle/entity's event speed to normal CA/4950: AB Move vehicle/entity left/up 1x2 tiles CA/4951: C1 Set vehicle/entity's event speed to slow CA/4952: 80 Move vehicle/entity up 1 tile CA/4953: A0 Move vehicle/entity right/up 1x1 tiles CA/4954: C0 Set vehicle/entity's event speed to slowest CA/4955: A0 Move vehicle/entity right/up 1x1 tiles CA/4956: A5 Move vehicle/entity right/up 2x1 tiles CA/4957: FF End queue CA/4958: 95 Pause for 120 units CA/4959: 3D Create object $1B CA/495B: 41 Show object $1B CA/495D: 1B Begin action queue for character $1B (NPC $1B), 11 bytes long CA/495F: A4 Move vehicle/entity right/up 1x2 tiles CA/4960: A4 Move vehicle/entity right/up 1x2 tiles CA/4961: C1 Set vehicle/entity's event speed to slow CA/4962: A4 Move vehicle/entity right/up 1x2 tiles CA/4963: A0 Move vehicle/entity right/up 1x1 tiles CA/4964: A0 Move vehicle/entity right/up 1x1 tiles CA/4965: A0 Move vehicle/entity right/up 1x1 tiles CA/4966: A5 Move vehicle/entity right/up 2x1 tiles CA/4967: A5 Move vehicle/entity right/up 2x1 tiles CA/4968: A5 Move vehicle/entity right/up 2x1 tiles CA/4969: FF End queue CA/496A: B5 Pause for 15 * 20 (300) units CA/496C: 97 Fade screen to black CA/496D: 5C Pause execution until fade in or fade out is complete CA/496E: 35 Pause execution until action queue for object $30 (Camera) is complete CA/4970: 6B Load map $0186 (Forested cliffs, rise and fall and split (end of the WoB)) instantly, (upper bits $3400), place party at (9, 15), facing left CA/4976: 30 Begin action queue for character $30 (Camera), 4 bytes long CA/4978: C1 Set vehicle/entity's event speed to slow CA/4979: A4 Move vehicle/entity right/up 1x2 tiles CA/497A: A4 Move vehicle/entity right/up 1x2 tiles CA/497B: FF End queue CA/497C: B5 Pause for 15 * 6 (90) units CA/497E: 10 Begin action queue for character $10 (NPC $10), 12 bytes long CA/4980: C4 Set vehicle/entity's event speed to faster CA/4981: D5 Set vehicle/entity's position to (13, 16) CA/4984: A5 Move vehicle/entity right/up 2x1 tiles CA/4985: A5 Move vehicle/entity right/up 2x1 tiles CA/4986: D5 Set vehicle/entity's position to (0, 0) CA/4989: FC Branch 8 bytes backwards ($CA4981) CA/498B: FF End queue CA/498C: 11 Begin action queue for character $11 (NPC $11), 14 bytes long CA/498E: C4 Set vehicle/entity's event speed to faster CA/498F: E0 Pause for 4 * 3 (12) frames CA/4991: D5 Set vehicle/entity's position to (13, 16) CA/4994: A4 Move vehicle/entity right/up 1x2 tiles CA/4995: A4 Move vehicle/entity right/up 1x2 tiles CA/4996: D5 Set vehicle/entity's position to (0, 0) CA/4999: FC Branch 10 bytes backwards ($CA498F) CA/499B: FF End queue CA/499C: 12 Begin action queue for character $12 (NPC $12), 14 bytes long CA/499E: C4 Set vehicle/entity's event speed to faster CA/499F: E0 Pause for 4 * 4 (16) frames CA/49A1: D5 Set vehicle/entity's position to (11, 15) CA/49A4: A5 Move vehicle/entity right/up 2x1 tiles CA/49A5: A5 Move vehicle/entity right/up 2x1 tiles CA/49A6: D5 Set vehicle/entity's position to (0, 0) CA/49A9: FC Branch 10 bytes backwards ($CA499F) CA/49AB: FF End queue CA/49AC: 13 Begin action queue for character $13 (NPC $13), 15 bytes long CA/49AE: C4 Set vehicle/entity's event speed to faster CA/49AF: E0 Pause for 4 * 6 (24) frames CA/49B1: D5 Set vehicle/entity's position to (9, 15) CA/49B4: A0 Move vehicle/entity right/up 1x1 tiles CA/49B5: A0 Move vehicle/entity right/up 1x1 tiles CA/49B6: A0 Move vehicle/entity right/up 1x1 tiles CA/49B7: D5 Set vehicle/entity's position to (0, 0) CA/49BA: FC Branch 11 bytes backwards ($CA49AF) CA/49BC: FF End queue CA/49BD: 14 Begin action queue for character $14 (NPC $14), 15 bytes long CA/49BF: C4 Set vehicle/entity's event speed to faster CA/49C0: E0 Pause for 4 * 8 (32) frames CA/49C2: D5 Set vehicle/entity's position to (10, 15) CA/49C5: 84 Move vehicle/entity up 2 tiles CA/49C6: A4 Move vehicle/entity right/up 1x2 tiles CA/49C7: A4 Move vehicle/entity right/up 1x2 tiles CA/49C8: D5 Set vehicle/entity's position to (0, 0) CA/49CB: FC Branch 11 bytes backwards ($CA49C0) CA/49CD: FF End queue CA/49CE: 91 Pause for 15 units CA/49CF: 35 Pause execution until action queue for object $30 (Camera) is complete CA/49D1: F4 Play sound effect 18 CA/49D3: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CA/49D5: 58 Shake screen ($F9): (Intensity: 1)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/49D7: 74 Replace current map's Layer 2 at (9, 15) with the following (2 x 2) chunk CA/49DC: $00, $00 CA/49DE: $03, $04 CA/49E0: 74 Replace current map's Layer 2 at (6, 10) with the following (4 x 2) chunk CA/49E5: $08, $00, $18, $00 CA/49E9: $08, $00, $18, $00 CA/49ED: 75 Refresh map after alteration CA/49EE: 5E Scroll Layer 2, speed 0 x 16 CA/49F1: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CA/49F3: 92 Pause for 30 units CA/49F4: 5E Scroll Layer 2, speed 0 x 10 CA/49F7: 91 Pause for 15 units CA/49F8: F4 Play sound effect 18 CA/49FA: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CA/49FC: 10 Begin action queue for character $10 (NPC $10), 10 bytes long CA/49FE: D5 Set vehicle/entity's position to (11, 10) CA/4A01: A0 Move vehicle/entity right/up 1x1 tiles CA/4A02: A5 Move vehicle/entity right/up 2x1 tiles CA/4A03: A5 Move vehicle/entity right/up 2x1 tiles CA/4A04: D5 Set vehicle/entity's position to (0, 0) CA/4A07: FF End queue CA/4A08: 11 Begin action queue for character $11 (NPC $11), 10 bytes long CA/4A0A: D5 Set vehicle/entity's position to (10, 9) CA/4A0D: A0 Move vehicle/entity right/up 1x1 tiles CA/4A0E: A5 Move vehicle/entity right/up 2x1 tiles CA/4A0F: 89 Move vehicle/entity right 3 tiles CA/4A10: D5 Set vehicle/entity's position to (0, 0) CA/4A13: FF End queue CA/4A14: 12 Begin action queue for character $12 (NPC $12), 10 bytes long CA/4A16: D5 Set vehicle/entity's position to (10, 8) CA/4A19: A0 Move vehicle/entity right/up 1x1 tiles CA/4A1A: A5 Move vehicle/entity right/up 2x1 tiles CA/4A1B: A5 Move vehicle/entity right/up 2x1 tiles CA/4A1C: D5 Set vehicle/entity's position to (0, 0) CA/4A1F: FF End queue CA/4A20: 13 Begin action queue for character $13 (NPC $13), 9 bytes long CA/4A22: D5 Set vehicle/entity's position to (10, 7) CA/4A25: A0 Move vehicle/entity right/up 1x1 tiles CA/4A26: 81 Move vehicle/entity right 1 tile CA/4A27: D5 Set vehicle/entity's position to (0, 0) CA/4A2A: FF End queue CA/4A2B: 14 Begin action queue for character $14 (NPC $14), 10 bytes long CA/4A2D: D5 Set vehicle/entity's position to (10, 6) CA/4A30: 80 Move vehicle/entity up 1 tile CA/4A31: A0 Move vehicle/entity right/up 1x1 tiles CA/4A32: A5 Move vehicle/entity right/up 2x1 tiles CA/4A33: D5 Set vehicle/entity's position to (0, 0) CA/4A36: FF End queue CA/4A37: 74 Replace current map's Layer 2 at (7, 7) with the following (10 x 10) chunk CA/4A3C: $67, $88, $98, $09, $09, $09, $09, $19, $09, $19 CA/4A46: $77, $98, $88, $05, $09, $09, $09, $09, $19, $09 CA/4A50: $77, $88, $98, $88, $09, $09, $09, $09, $09, $19 CA/4A5A: $67, $98, $88, $98, $09, $09, $09, $09, $09, $09 CA/4A64: $D8, $88, $98, $88, $05, $09, $09, $09, $09, $19 CA/4A6E: $B8, $52, $D9, $DA, $DB, $00, $00, $00, $00, $00 CA/4A78: $C8, $B8, $B9, $BA, $BB, $00, $00, $00, $00, $02 CA/4A82: $82, $C8, $C9, $CA, $CB, $00, $00, $00, $02, $98 CA/4A8C: $88, $82, $83, $84, $85, $03, $05, $02, $98, $88 CA/4A96: $88, $88, $98, $88, $88, $88, $98, $88, $98, $98 CA/4AA0: 74 Replace current map's Layer 2 at (7, 71) with the following (14 x 5) chunk CA/4AA5: $00, $00, $00, $02, $03, $00, $00, $00, $67, $88, $00, $00, $00, $77 CA/4AB3: $88, $00, $00, $00, $B0, $98, $00, $00, $00, $C8, $67, $00, $00, $00 CA/4AC1: $B8, $77, $00, $00, $00, $C8, $B0, $00, $00, $00, $00, $C8, $00, $00 CA/4ACF: $00, $00, $B8, $00, $00, $00, $00, $C8, $00, $00, $00, $00, $00, $00 CA/4ADD: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/4AEB: 75 Refresh map after alteration CA/4AEC: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CA/4AEE: 5E Scroll Layer 2, speed 0 x 10 CA/4AF1: 91 Pause for 15 units CA/4AF2: 30 Begin action queue for character $30 (Camera), 5 bytes long CA/4AF4: C3 Set vehicle/entity's event speed to fast CA/4AF5: 88 Move vehicle/entity up 3 tiles CA/4AF6: C0 Set vehicle/entity's event speed to slowest CA/4AF7: 80 Move vehicle/entity up 1 tile CA/4AF8: FF End queue CA/4AF9: 92 Pause for 30 units CA/4AFA: F4 Play sound effect 6 CA/4AFC: 5E Scroll Layer 2, speed 0 x 2 CA/4AFF: 92 Pause for 30 units CA/4B00: B3 Call subroutine $CAD033, 2 times CA/4B05: 35 Pause execution until action queue for object $30 (Camera) is complete CA/4B07: F4 Play sound effect 18 CA/4B09: 74 Replace current map's Layer 2 at (10, 2) with the following (13 x 7) chunk CA/4B0E: $09, $09, $09, $19, $09, $19, $09, $67, $88, $88, $88, $09, $09 CA/4B1B: $19, $77, $88, $98, $88, $88, $09, $09, $B0, $98, $88, $98, $88 CA/4B28: $98, $19, $C8, $67, $98, $88, $98, $15, $09, $B8, $77, $88, $98 CA/4B35: $15, $26, $19, $82, $B0, $D9, $15, $26, $36, $09, $88, $C8, $B9 CA/4B42: $25, $36, $36, $19, $98, $B8, $C9, $35, $36, $26, $12, $88, $82 CA/4B4F: $C9, $35, $26, $66, $22, $54, $DB, $B9, $25, $66, $36, $32, $BA CA/4B5C: $BB, $C9, $65, $36, $3A, $02, $CA, $CB, $B3, $5B, $3A, $02, $98 CA/4B69: 74 Replace current map's Layer 2 at (10, 71) with the following (14 x 7) chunk CA/4B6E: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/4B7C: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $05 CA/4B8A: $00, $00, $00, $00, $00, $02, $68, $00, $00, $00, $00, $02, $98, $DB CA/4B98: $00, $00, $00, $02, $98, $DB, $BC, $00, $00, $00, $D8, $DB, $BC, $CC CA/4BA6: $00, $00, $00, $B8, $BB, $CC, $BC, $00, $00, $00, $C8, $CB, $BC, $BC CA/4BB4: $00, $00, $00, $B8, $BB, $BC, $CC, $00, $00, $00, $C8, $CB, $CC, $CC CA/4BC2: $00, $00, $00, $C8, $CB, $CC, $00, $00, $00, $00, $C8, $CB, $00, $00 CA/4BD0: 75 Refresh map after alteration CA/4BD1: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CA/4BD3: D5 Set vehicle/entity's position to (16, 13) CA/4BD6: A5 Move vehicle/entity right/up 2x1 tiles CA/4BD7: A5 Move vehicle/entity right/up 2x1 tiles CA/4BD8: D5 Set vehicle/entity's position to (0, 0) CA/4BDB: FC Branch 8 bytes backwards ($CA4BD3) CA/4BDD: FF End queue CA/4BDE: 11 Begin action queue for character $11 (NPC $11), 13 bytes long CA/4BE0: E0 Pause for 4 * 1 (4) frames CA/4BE2: D5 Set vehicle/entity's position to (15, 14) CA/4BE5: A4 Move vehicle/entity right/up 1x2 tiles CA/4BE6: A4 Move vehicle/entity right/up 1x2 tiles CA/4BE7: D5 Set vehicle/entity's position to (0, 0) CA/4BEA: FC Branch 10 bytes backwards ($CA4BE0) CA/4BEC: FF End queue CA/4BED: 12 Begin action queue for character $12 (NPC $12), 13 bytes long CA/4BEF: E0 Pause for 4 * 3 (12) frames CA/4BF1: D5 Set vehicle/entity's position to (15, 14) CA/4BF4: A5 Move vehicle/entity right/up 2x1 tiles CA/4BF5: A5 Move vehicle/entity right/up 2x1 tiles CA/4BF6: D5 Set vehicle/entity's position to (0, 0) CA/4BF9: FC Branch 10 bytes backwards ($CA4BEF) CA/4BFB: FF End queue CA/4BFC: 13 Begin action queue for character $13 (NPC $13), 13 bytes long CA/4BFE: E0 Pause for 4 * 4 (16) frames CA/4C00: D5 Set vehicle/entity's position to (13, 15) CA/4C03: A4 Move vehicle/entity right/up 1x2 tiles CA/4C04: A4 Move vehicle/entity right/up 1x2 tiles CA/4C05: D5 Set vehicle/entity's position to (0, 0) CA/4C08: FC Branch 10 bytes backwards ($CA4BFE) CA/4C0A: FF End queue CA/4C0B: 14 Begin action queue for character $14 (NPC $14), 14 bytes long CA/4C0D: E0 Pause for 4 * 6 (24) frames CA/4C0F: D5 Set vehicle/entity's position to (14, 15) CA/4C12: 88 Move vehicle/entity up 3 tiles CA/4C13: A4 Move vehicle/entity right/up 1x2 tiles CA/4C14: A4 Move vehicle/entity right/up 1x2 tiles CA/4C15: D5 Set vehicle/entity's position to (0, 0) CA/4C18: FC Branch 11 bytes backwards ($CA4C0D) CA/4C1A: FF End queue CA/4C1B: 30 Begin action queue for character $30 (Camera), 6 bytes long CA/4C1D: C2 Set vehicle/entity's event speed to normal CA/4C1E: A7 Move vehicle/entity right/down 1x2 tiles CA/4C1F: 8E Move vehicle/entity down 4 tiles CA/4C20: C1 Set vehicle/entity's event speed to slow CA/4C21: 86 Move vehicle/entity down 2 tiles CA/4C22: FF End queue CA/4C23: 5E Scroll Layer 2, speed 0 x 240 CA/4C26: 92 Pause for 30 units CA/4C27: F4 Play sound effect 6 CA/4C29: 5E Scroll Layer 2, speed 0 x 229 CA/4C2C: 94 Pause for 60 units CA/4C2D: 5E Scroll Layer 2, speed 0 x 0 CA/4C30: 91 Pause for 15 units CA/4C31: 35 Pause execution until action queue for object $30 (Camera) is complete CA/4C33: 91 Pause for 15 units CA/4C34: F4 Play sound effect 18 CA/4C36: 74 Replace current map's Layer 2 at (10, 8) with the following (15 x 10) chunk CA/4C3B: $05, $00, $00, $00, $00, $00, $00, $00, $00, $00, $78, $00, $00, $00, $00 CA/4C4A: $00, $00, $00, $00, $00, $78, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/4C59: $88, $05, $00, $00, $00, $00, $00, $00, $00, $00, $DA, $DB, $00, $00, $00 CA/4C68: $00, $00, $00, $00, $00, $BA, $BB, $00, $00, $00, $00, $00, $00, $00, $00 CA/4C77: $CA, $CB, $00, $00, $00, $00, $00, $00, $00, $00, $84, $85, $03, $05, $00 CA/4C86: $00, $00, $00, $00, $00, $88, $88, $88, $78, $00, $00, $00, $00, $00, $00 CA/4C95: $D9, $D9, $98, $78, $00, $00, $00, $00, $00, $00, $83, $83, $B0, $DC, $00 CA/4CA4: $00, $00, $00, $00, $00, $88, $98, $82, $BB, $00, $00, $00, $00, $00, $00 CA/4CB3: $98, $88, $B1, $25, $00, $00, $00, $00, $00, $00, $88, $68, $25, $35, $00 CA/4CC2: $00, $00, $00, $00, $00, $D9, $B1, $25, $35, $00, $00, $00, $00, $00, $00 CA/4CD1: 74 Replace current map's Layer 2 at (9, 69) with the following (15 x 11) chunk CA/4CD6: $01, $01, $B0, $D9, $15, $26, $36, $09, $19, $09, $19, $01, $01, $C8, $B9 CA/4CE5: $25, $36, $36, $19, $09, $19, $09, $01, $01, $B8, $C9, $35, $36, $26, $12 CA/4CF4: $19, $09, $19, $01, $01, $B8, $C9, $35, $26, $66, $22, $09, $19, $09, $01 CA/4D03: $01, $C8, $B9, $25, $66, $36, $32, $19, $09, $19, $01, $01, $0C, $C9, $65 CA/4D12: $36, $36, $B5, $09, $19, $09, $01, $01, $1C, $B3, $35, $36, $B5, $98, $19 CA/4D21: $09, $19, $01, $01, $01, $1C, $6C, $B5, $98, $88, $09, $19, $09, $01, $01 CA/4D30: $01, $01, $1C, $67, $98, $98, $19, $09, $19, $01, $01, $01, $01, $01, $D8 CA/4D3F: $D9, $D9, $09, $19, $09, $01, $01, $01, $01, $7B, $E8, $83, $83, $92, $09 CA/4D4E: $19, $01, $01, $01, $01, $01, $84, $77, $88, $B2, $B3, $92, $00, $00, $00 CA/4D5D: $00, $02, $98, $B0, $D9, $09, $09, $B2, $00, $00, $00, $02, $98, $98, $82 CA/4D6C: $83, $B3, $92, $09, $00, $00, $02, $98, $98, $98, $98, $09, $09, $B2, $09 CA/4D7B: 75 Refresh map after alteration CA/4D7C: 10 Begin action queue for character $10 (NPC $10), 14 bytes long CA/4D7E: D5 Set vehicle/entity's position to (13, 21) CA/4D81: A3 Move vehicle/entity left/up 1x1 tiles CA/4D82: A3 Move vehicle/entity left/up 1x1 tiles CA/4D83: AB Move vehicle/entity left/up 1x2 tiles CA/4D84: AB Move vehicle/entity left/up 1x2 tiles CA/4D85: D5 Set vehicle/entity's position to (12, 12) CA/4D88: A4 Move vehicle/entity right/up 1x2 tiles CA/4D89: A0 Move vehicle/entity right/up 1x1 tiles CA/4D8A: A5 Move vehicle/entity right/up 2x1 tiles CA/4D8B: FF End queue CA/4D8C: 11 Begin action queue for character $11 (NPC $11), 16 bytes long CA/4D8E: E0 Pause for 4 * 1 (4) frames CA/4D90: D5 Set vehicle/entity's position to (11, 21) CA/4D93: A4 Move vehicle/entity right/up 1x2 tiles CA/4D94: A4 Move vehicle/entity right/up 1x2 tiles CA/4D95: A0 Move vehicle/entity right/up 1x1 tiles CA/4D96: A0 Move vehicle/entity right/up 1x1 tiles CA/4D97: D5 Set vehicle/entity's position to (11, 10) CA/4D9A: A4 Move vehicle/entity right/up 1x2 tiles CA/4D9B: A0 Move vehicle/entity right/up 1x1 tiles CA/4D9C: A5 Move vehicle/entity right/up 2x1 tiles CA/4D9D: FF End queue CA/4D9E: 12 Begin action queue for character $12 (NPC $12), 13 bytes long CA/4DA0: E0 Pause for 4 * 3 (12) frames CA/4DA2: D5 Set vehicle/entity's position to (13, 19) CA/4DA5: AB Move vehicle/entity left/up 1x2 tiles CA/4DA6: A4 Move vehicle/entity right/up 1x2 tiles CA/4DA7: A0 Move vehicle/entity right/up 1x1 tiles CA/4DA8: A5 Move vehicle/entity right/up 2x1 tiles CA/4DA9: D5 Set vehicle/entity's position to (0, 0) CA/4DAC: FF End queue CA/4DAD: 13 Begin action queue for character $13 (NPC $13), 12 bytes long CA/4DAF: E0 Pause for 4 * 2 (8) frames CA/4DB1: D5 Set vehicle/entity's position to (14, 16) CA/4DB4: A3 Move vehicle/entity left/up 1x1 tiles CA/4DB5: A3 Move vehicle/entity left/up 1x1 tiles CA/4DB6: A3 Move vehicle/entity left/up 1x1 tiles CA/4DB7: D5 Set vehicle/entity's position to (0, 0) CA/4DBA: FF End queue CA/4DBB: 14 Begin action queue for character $14 (NPC $14), 12 bytes long CA/4DBD: E0 Pause for 4 * 3 (12) frames CA/4DBF: D5 Set vehicle/entity's position to (12, 14) CA/4DC2: A0 Move vehicle/entity right/up 1x1 tiles CA/4DC3: A5 Move vehicle/entity right/up 2x1 tiles CA/4DC4: A4 Move vehicle/entity right/up 1x2 tiles CA/4DC5: D5 Set vehicle/entity's position to (0, 0) CA/4DC8: FF End queue CA/4DC9: F4 Play sound effect 6 CA/4DCB: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/4DCD: C0 Set vehicle/entity's event speed to slowest CA/4DCE: 82 Move vehicle/entity down 1 tile CA/4DCF: FF End queue CA/4DD0: 5E Scroll Layer 2, speed 244 x 0 CA/4DD3: 91 Pause for 15 units CA/4DD4: F4 Play sound effect 6 CA/4DD6: 5E Scroll Layer 2, speed 252 x 0 CA/4DD9: B5 Pause for 15 * 8 (120) units CA/4DDB: 97 Fade screen to black CA/4DDC: 5C Pause execution until fade in or fade out is complete CA/4DDD: 5E Scroll Layer 2, speed 0 x 0 CA/4DE0: 35 Pause execution until action queue for object $30 (Camera) is complete CA/4DE2: 6B Load map $0185 (Town-like, ground splits open (end of the WoB)) instantly, (upper bits $3400), place party at (8, 9), facing left CA/4DE8: 51 Modify background color range from [05, 07]: Subtract (Black) at intensity 0 CA/4DEC: B0 Execute the following commands until $B1 4 times CA/4DEE: 51 Modify background color range from [05, 07]: Do (Black) at intensity 0 CA/4DF2: B1 End block of repeating commands CA/4DF3: 73 Replace current map's Layer 1 at (5, 64) with the following (5 x 2) chunk, refresh immediately CA/4DF8: $E2, $E2, $F2, $F2, $D2 CA/4DFD: $D2, $E2, $E2, $F2, $F2 CA/4E02: 96 Restore screen from fade CA/4E03: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/4E05: 89 Move vehicle/entity right 3 tiles CA/4E06: A0 Move vehicle/entity right/up 1x1 tiles CA/4E07: A0 Move vehicle/entity right/up 1x1 tiles CA/4E08: CD Turn vehicle/entity right CA/4E09: FF End queue CA/4E0A: 11 Begin action queue for character $11 (NPC $11), 9 bytes long CA/4E0C: 19 Do vehicle/entity graphical action $19 CA/4E0D: E0 Pause for 4 * 4 (16) frames CA/4E0F: 1A Do vehicle/entity graphical action $1A CA/4E10: E0 Pause for 4 * 4 (16) frames CA/4E12: 89 Move vehicle/entity right 3 tiles CA/4E13: 1F Do vehicle/entity graphical action $1F CA/4E14: FF End queue CA/4E15: 12 Begin action queue for character $12 (NPC $12), 5 bytes long CA/4E17: 89 Move vehicle/entity right 3 tiles CA/4E18: A0 Move vehicle/entity right/up 1x1 tiles CA/4E19: 80 Move vehicle/entity up 1 tile CA/4E1A: CF Turn vehicle/entity left CA/4E1B: FF End queue CA/4E1C: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CA/4E1E: CE Turn vehicle/entity down CA/4E1F: E0 Pause for 4 * 6 (24) frames CA/4E21: 82 Move vehicle/entity down 1 tile CA/4E22: FF End queue CA/4E23: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CA/4E25: 89 Move vehicle/entity right 3 tiles CA/4E26: A0 Move vehicle/entity right/up 1x1 tiles CA/4E27: FF End queue CA/4E28: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CA/4E2A: A9 Move vehicle/entity left/down 2x1 tiles CA/4E2B: E0 Pause for 4 * 3 (12) frames CA/4E2D: 09 Do vehicle/entity graphical action $09 (kneeling) CA/4E2E: FF End queue CA/4E2F: 16 Begin action queue for character $16 (NPC $16), 7 bytes long CA/4E31: E0 Pause for 4 * 4 (16) frames CA/4E33: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/4E34: E0 Pause for 4 * 2 (8) frames CA/4E36: 0A Do vehicle/entity graphical action $0A CA/4E37: FF End queue CA/4E38: 17 Begin action queue for character $17 (NPC $17), 3 bytes long CA/4E3A: A9 Move vehicle/entity left/down 2x1 tiles CA/4E3B: 18 Do vehicle/entity graphical action $18 CA/4E3C: FF End queue CA/4E3D: 5C Pause execution until fade in or fade out is complete CA/4E3E: 94 Pause for 60 units CA/4E3F: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CA/4E41: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CA/4E43: C7 Set vehicle/entity to stay still when moving CA/4E44: 1F Do vehicle/entity graphical action $1F CA/4E45: C2 Set vehicle/entity's event speed to normal CA/4E46: DD Make vehicle/entity jump (high) CA/4E47: 87 Move vehicle/entity left 2 tiles CA/4E48: 28 Do vehicle/entity graphical action $28 CA/4E49: FF End queue CA/4E4A: 11 Begin action queue for character $11 (NPC $11), 4 bytes long CA/4E4C: DD Make vehicle/entity jump (high) CA/4E4D: CE Turn vehicle/entity down CA/4E4E: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/4E4F: FF End queue CA/4E50: 12 Begin action queue for character $12 (NPC $12), 9 bytes long CA/4E52: C4 Set vehicle/entity's event speed to faster CA/4E53: 0B Do vehicle/entity graphical action $0B CA/4E54: C7 Set vehicle/entity to stay still when moving CA/4E55: A3 Move vehicle/entity left/up 1x1 tiles CA/4E56: 1F Do vehicle/entity graphical action $1F CA/4E57: E0 Pause for 4 * 3 (12) frames CA/4E59: 28 Do vehicle/entity graphical action $28 CA/4E5A: FF End queue CA/4E5B: 14 Begin action queue for character $14 (NPC $14), 6 bytes long CA/4E5D: C7 Set vehicle/entity to stay still when moving CA/4E5E: 1F Do vehicle/entity graphical action $1F CA/4E5F: DD Make vehicle/entity jump (high) CA/4E60: 84 Move vehicle/entity up 2 tiles CA/4E61: 17 Do vehicle/entity graphical action $17 CA/4E62: FF End queue CA/4E63: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CA/4E65: 1F Do vehicle/entity graphical action $1F CA/4E66: C7 Set vehicle/entity to stay still when moving CA/4E67: C0 Set vehicle/entity's event speed to slowest CA/4E68: 81 Move vehicle/entity right 1 tile CA/4E69: FF End queue CA/4E6A: 16 Begin action queue for character $16 (NPC $16), 7 bytes long CA/4E6C: 09 Do vehicle/entity graphical action $09 (kneeling) CA/4E6D: E0 Pause for 4 * 6 (24) frames CA/4E6F: A3 Move vehicle/entity left/up 1x1 tiles CA/4E70: A3 Move vehicle/entity left/up 1x1 tiles CA/4E71: 09 Do vehicle/entity graphical action $09 (kneeling) CA/4E72: FF End queue CA/4E73: 17 Begin action queue for character $17 (NPC $17), 9 bytes long CA/4E75: 1F Do vehicle/entity graphical action $1F CA/4E76: E0 Pause for 4 * 1 (4) frames CA/4E78: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/4E79: E0 Pause for 4 * 1 (4) frames CA/4E7B: FC Branch 6 bytes backwards ($CA4E75) CA/4E7D: FF End queue CA/4E7E: F4 Play sound effect 18 CA/4E80: B2 Call subroutine $CA5DCC CA/4E84: B2 Call subroutine $CA5DE7 CA/4E88: B2 Call subroutine $CA5E01 CA/4E8C: 5E Scroll Layer 2, speed 248 x 0 CA/4E8F: F4 Play sound effect 6 CA/4E91: 94 Pause for 60 units CA/4E92: 5E Scroll Layer 2, speed 252 x 0 CA/4E95: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CA/4E97: 0F Do vehicle/entity graphical action $0F CA/4E98: FF End queue CA/4E99: 17 Begin action queue for character $17 (NPC $17), 7 bytes long CA/4E9B: C4 Set vehicle/entity's event speed to faster CA/4E9C: C7 Set vehicle/entity to stay still when moving CA/4E9D: 0B Do vehicle/entity graphical action $0B CA/4E9E: A2 Move vehicle/entity left/down 1x1 tiles CA/4E9F: 8A Move vehicle/entity down 3 tiles CA/4EA0: D1 Make vehicle/entity disappear CA/4EA1: FF End queue CA/4EA2: 91 Pause for 15 units CA/4EA3: 5E Scroll Layer 2, speed 0 x 0 CA/4EA6: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CA/4EA8: 17 Do vehicle/entity graphical action $17 CA/4EA9: E0 Pause for 4 * 1 (4) frames CA/4EAB: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/4EAC: FF End queue CA/4EAD: 11 Begin action queue for character $11 (NPC $11), 6 bytes long CA/4EAF: C4 Set vehicle/entity's event speed to faster CA/4EB0: A4 Move vehicle/entity right/up 1x2 tiles CA/4EB1: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/4EB2: A7 Move vehicle/entity right/down 1x2 tiles CA/4EB3: 28 Do vehicle/entity graphical action $28 CA/4EB4: FF End queue CA/4EB5: 91 Pause for 15 units CA/4EB6: 5E Scroll Layer 2, speed 32 x 0 CA/4EB9: 42 Hide object $14 CA/4EBB: 91 Pause for 15 units CA/4EBC: 5E Scroll Layer 2, speed 0 x 0 CA/4EBF: 15 Begin action queue for character $15 (NPC $15), 6 bytes long CA/4EC1: 28 Do vehicle/entity graphical action $28 CA/4EC2: C4 Set vehicle/entity's event speed to faster CA/4EC3: A9 Move vehicle/entity left/down 2x1 tiles CA/4EC4: A9 Move vehicle/entity left/down 2x1 tiles CA/4EC5: A9 Move vehicle/entity left/down 2x1 tiles CA/4EC6: FF End queue CA/4EC7: F4 Play sound effect 187 CA/4EC9: 5E Scroll Layer 2, speed 253 x 0 CA/4ECC: 95 Pause for 120 units CA/4ECD: 5E Scroll Layer 2, speed 0 x 0 CA/4ED0: 6A Load map $017D (Mountain cliffs, collapsing (end of the WoB)) after fade out, (upper bits $3400), place party at (40, 26), facing left CA/4ED6: F4 Play sound effect 165 CA/4ED8: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/4EDA: 81 Move vehicle/entity right 1 tile CA/4EDB: 83 Move vehicle/entity left 1 tile CA/4EDC: FC Branch 2 bytes backwards ($CA4EDA) CA/4EDE: FF End queue CA/4EDF: 12 Begin action queue for character $12 (NPC $12), 14 bytes long CA/4EE1: E0 Pause for 4 * 3 (12) frames CA/4EE3: D5 Set vehicle/entity's position to (44, 23) CA/4EE6: AB Move vehicle/entity left/up 1x2 tiles CA/4EE7: AB Move vehicle/entity left/up 1x2 tiles CA/4EE8: AB Move vehicle/entity left/up 1x2 tiles CA/4EE9: D5 Set vehicle/entity's position to (0, 0) CA/4EEC: FC Branch 11 bytes backwards ($CA4EE1) CA/4EEE: FF End queue CA/4EEF: 13 Begin action queue for character $13 (NPC $13), 13 bytes long CA/4EF1: E0 Pause for 4 * 5 (20) frames CA/4EF3: D5 Set vehicle/entity's position to (45, 20) CA/4EF6: AA Move vehicle/entity left/up 2x1 tiles CA/4EF7: AA Move vehicle/entity left/up 2x1 tiles CA/4EF8: D5 Set vehicle/entity's position to (0, 0) CA/4EFB: FC Branch 10 bytes backwards ($CA4EF1) CA/4EFD: FF End queue CA/4EFE: 14 Begin action queue for character $14 (NPC $14), 14 bytes long CA/4F00: E0 Pause for 4 * 6 (24) frames CA/4F02: D5 Set vehicle/entity's position to (45, 21) CA/4F05: AB Move vehicle/entity left/up 1x2 tiles CA/4F06: AB Move vehicle/entity left/up 1x2 tiles CA/4F07: AB Move vehicle/entity left/up 1x2 tiles CA/4F08: D5 Set vehicle/entity's position to (0, 0) CA/4F0B: FC Branch 11 bytes backwards ($CA4F00) CA/4F0D: FF End queue CA/4F0E: 15 Begin action queue for character $15 (NPC $15), 14 bytes long CA/4F10: E0 Pause for 4 * 4 (16) frames CA/4F12: D5 Set vehicle/entity's position to (46, 19) CA/4F15: A3 Move vehicle/entity left/up 1x1 tiles CA/4F16: A3 Move vehicle/entity left/up 1x1 tiles CA/4F17: A3 Move vehicle/entity left/up 1x1 tiles CA/4F18: D5 Set vehicle/entity's position to (0, 0) CA/4F1B: FC Branch 11 bytes backwards ($CA4F10) CA/4F1D: FF End queue CA/4F1E: 96 Restore screen from fade CA/4F1F: 5D Scroll Layer 1, speed 4 x 250 CA/4F22: 5E Scroll Layer 2, speed 4 x 2 CA/4F25: 92 Pause for 30 units CA/4F26: 11 Begin action queue for character $11 (NPC $11), 14 bytes long CA/4F28: C7 Set vehicle/entity to stay still when moving CA/4F29: 0B Do vehicle/entity graphical action $0B CA/4F2A: C4 Set vehicle/entity's event speed to faster CA/4F2B: A8 Move vehicle/entity left/down 1x2 tiles CA/4F2C: A8 Move vehicle/entity left/down 1x2 tiles CA/4F2D: 86 Move vehicle/entity down 2 tiles CA/4F2E: C2 Set vehicle/entity's event speed to normal CA/4F2F: 1F Do vehicle/entity graphical action $1F CA/4F30: DD Make vehicle/entity jump (high) CA/4F31: 87 Move vehicle/entity left 2 tiles CA/4F32: C4 Set vehicle/entity's event speed to faster CA/4F33: 0A Do vehicle/entity graphical action $0A CA/4F34: 9E Move vehicle/entity down 8 tiles CA/4F35: FF End queue CA/4F36: B5 Pause for 15 * 16 (240) units CA/4F38: 97 Fade screen to black CA/4F39: 5C Pause execution until fade in or fade out is complete CA/4F3A: 6B Load map $000D (Blackjack, upper deck, breaking apart (end of the WoB)) instantly, (upper bits $3400), place party at (15, 7), facing left CA/4F40: 3F Remove character $06 (Actor in stot 6) from the party CA/4F43: 3D Create object $00 CA/4F45: 41 Show object $00 CA/4F47: 3F Assign character $00 (Actor in stot 0) to party 1 CA/4F4A: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CA/4F4C: D5 Set vehicle/entity's position to (15, 6) CA/4F4F: CF Turn vehicle/entity left CA/4F50: FF End queue CA/4F51: 8D Remove all equipment from character $00 (Actor in stot 0) CA/4F53: 8D Remove all equipment from character $01 (Actor in stot 1) CA/4F55: 8D Remove all equipment from character $02 (Actor in stot 2) CA/4F57: 8D Remove all equipment from character $04 (Actor in stot 4) CA/4F59: 8D Remove all equipment from character $05 (Actor in stot 5) CA/4F5B: 8D Remove all equipment from character $06 (Actor in stot 6) CA/4F5D: 8D Remove all equipment from character $07 (Actor in stot 7) CA/4F5F: 8D Remove all equipment from character $08 (Actor in stot 8) CA/4F61: 8D Remove all equipment from character $09 (Actor in stot 9) CA/4F63: 8D Remove all equipment from character $0A (Actor in stot 10) CA/4F65: 8D Remove all equipment from character $0B (Actor in stot 11) CA/4F67: 8D Remove all equipment from character $0C (Actor in stot 12) CA/4F69: 8D Remove all equipment from character $0D (Actor in stot 13) CA/4F6B: 3F Remove character $01 (Actor in stot 1) from the party CA/4F6E: 3F Remove character $02 (Actor in stot 2) from the party CA/4F71: 3F Remove character $03 (Actor in stot 3) from the party CA/4F74: 3F Remove character $04 (Actor in stot 4) from the party CA/4F77: 3F Remove character $05 (Actor in stot 5) from the party CA/4F7A: 3F Remove character $06 (Actor in stot 6) from the party CA/4F7D: 3F Remove character $07 (Actor in stot 7) from the party CA/4F80: 3F Remove character $08 (Actor in stot 8) from the party CA/4F83: 3F Remove character $09 (Actor in stot 9) from the party CA/4F86: 3F Remove character $0A (Actor in stot 10) from the party CA/4F89: 3F Remove character $0B (Actor in stot 11) from the party CA/4F8C: 3F Remove character $0C (Actor in stot 12) from the party CA/4F8F: 3F Remove character $0D (Actor in stot 13) from the party CA/4F92: 3E Delete object $06 CA/4F94: 3E Delete object $01 CA/4F96: 3E Delete object $02 CA/4F98: 3E Delete object $03 CA/4F9A: 3E Delete object $04 CA/4F9C: 3E Delete object $05 CA/4F9E: 3E Delete object $06 CA/4FA0: 3E Delete object $07 CA/4FA2: 3E Delete object $08 CA/4FA4: 3E Delete object $09 CA/4FA6: 3E Delete object $0A CA/4FA8: 3E Delete object $0B CA/4FAA: 3E Delete object $0C CA/4FAC: 3E Delete object $0D CA/4FAE: 96 Restore screen from fade CA/4FAF: 39 Free screen CA/4FB0: 4B Display dialogue message $0876, wait for button press (At bottom of screen) SETZER: Hang on! CA/4FB3: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CA/4FB5: 3D Create object $12 CA/4FB7: 3D Create object $1A CA/4FB9: 3D Create object $16 CA/4FBB: 41 Show object $12 CA/4FBD: 41 Show object $1A CA/4FBF: 41 Show object $16 CA/4FC1: 3E Delete object $11 CA/4FC3: 3E Delete object $15 CA/4FC5: 3E Delete object $19 CA/4FC7: C0 If ($1E80($37D) [$1EEF, bit 5] is clear), branch to $CA4FD7 CA/4FCD: 3D Create object $14 CA/4FCF: 41 Show object $14 CA/4FD1: 3E Delete object $13 CA/4FD3: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CA/4FD5: 09 Do vehicle/entity graphical action $09 (kneeling) CA/4FD6: FF End queue CA/4FD7: F4 Play sound effect 18 CA/4FD9: 58 Shake screen ($FB): (Intensity: 3)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/4FDB: 74 Replace current map's Layer 2 at (15, 3) with the following (10 x 13) chunk CA/4FE0: $6E, $6E, $D1, $00, $00, $00, $00, $00, $00, $B3 CA/4FEA: $00, $00, $27, $7E, $7E, $E1, $00, $00, $00, $00 CA/4FF4: $00, $00, $00, $00, $26, $28, $8B, $9A, $00, $00 CA/4FFE: $00, $00, $00, $00, $00, $00, $00, $00, $00, $8B CA/5008: $8B, $D2, $00, $00, $00, $00, $00, $00, $00, $00 CA/5012: $00, $00, $8B, $D2, $00, $00, $00, $00, $00, $00 CA/501C: $00, $00, $00, $00, $00, $F2, $00, $00, $00, $00 CA/5026: $00, $00, $00, $00, $00, $00, $00, $00, $E6, $00 CA/5030: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/503A: $00, $F6, $00, $00, $00, $00, $00, $00, $00, $00 CA/5044: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/504E: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/5058: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/5062: 74 Replace current map's Layer 2 at (15, 66) with the following (11 x 13) chunk CA/5067: $00, $00, $00, $00, $3A, $D0, $00, $00, $00, $00, $00 CA/5072: $00, $00, $00, $00, $E0, $6F, $B4, $B6, $00, $00, $00 CA/507D: $B3, $00, $00, $27, $00, $00, $F0, $7F, $5A, $39, $8E CA/5088: $8F, $00, $A5, $86, $26, $28, $00, $E2, $FB, $0D, $0D CA/5093: $0D, $9E, $9F, $2D, $2E, $2F, $5F, $91, $00, $00, $60 CA/509E: $8B, $0D, $FC, $8B, $3C, $2C, $3E, $3F, $A0, $A1, $00 CA/50A9: $70, $EC, $8B, $2A, $2B, $3C, $4C, $4D, $4E, $4F, $B0 CA/50B4: $B1, $00, $F1, $47, $48, $B4, $B5, $4C, $52, $53, $85 CA/50BF: $86, $C0, $C1, $00, $E3, $58, $55, $5A, $5B, $5C, $62 CA/50CA: $63, $95, $96, $00, $00, $00, $67, $68, $69, $6A, $6B CA/50D5: $6C, $72, $73, $00, $A6, $A7, $00, $76, $77, $78, $79 CA/50E0: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $87 CA/50EB: $88, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/50F6: 75 Refresh map after alteration CA/50F7: 12 Begin action queue for character $12 (NPC $12), 11 bytes long CA/50F9: DD Make vehicle/entity jump (high) CA/50FA: 82 Move vehicle/entity down 1 tile CA/50FB: 23 Do vehicle/entity graphical action $23 CA/50FC: E0 Pause for 4 * 3 (12) frames CA/50FE: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/50FF: E0 Pause for 4 * 3 (12) frames CA/5101: FC Branch 6 bytes backwards ($CA50FB) CA/5103: FF End queue CA/5104: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CA/5106: 81 Move vehicle/entity right 1 tile CA/5107: FF End queue CA/5108: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long CA/510A: 1F Do vehicle/entity graphical action $1F CA/510B: FF End queue CA/510C: 1A Begin action queue for character $1A (NPC $1A), 4 bytes long CA/510E: 28 Do vehicle/entity graphical action $28 CA/510F: C7 Set vehicle/entity to stay still when moving CA/5110: A1 Move vehicle/entity right/down 1x1 tiles CA/5111: FF End queue CA/5112: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CA/5114: CE Turn vehicle/entity down CA/5115: E0 Pause for 4 * 2 (8) frames CA/5117: 82 Move vehicle/entity down 1 tile CA/5118: E0 Pause for 4 * 8 (32) frames CA/511A: 0A Do vehicle/entity graphical action $0A CA/511B: FF End queue CA/511C: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long CA/511E: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/511F: FF End queue CA/5120: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long CA/5122: 1F Do vehicle/entity graphical action $1F CA/5123: E0 Pause for 4 * 3 (12) frames CA/5125: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/5126: FF End queue CA/5127: 5E Scroll Layer 2, speed 2 x 244 CA/512A: 92 Pause for 30 units CA/512B: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long CA/512D: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/512E: FF End queue CA/512F: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/5131: C3 Set vehicle/entity's event speed to fast CA/5132: A7 Move vehicle/entity right/down 1x2 tiles CA/5133: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/5134: FF End queue CA/5135: 18 Begin action queue for character $18 (NPC $18), 5 bytes long CA/5137: C7 Set vehicle/entity to stay still when moving CA/5138: C4 Set vehicle/entity's event speed to faster CA/5139: 17 Do vehicle/entity graphical action $17 CA/513A: 82 Move vehicle/entity down 1 tile CA/513B: FF End queue CA/513C: B5 Pause for 15 * 5 (75) units CA/513E: 18 Begin action queue for character $18 (NPC $18), 11 bytes long CA/5140: 0B Do vehicle/entity graphical action $0B CA/5141: 8E Move vehicle/entity down 4 tiles CA/5142: C2 Set vehicle/entity's event speed to normal CA/5143: DD Make vehicle/entity jump (high) CA/5144: A9 Move vehicle/entity left/down 2x1 tiles CA/5145: 28 Do vehicle/entity graphical action $28 CA/5146: C3 Set vehicle/entity's event speed to fast CA/5147: A2 Move vehicle/entity left/down 1x1 tiles CA/5148: A8 Move vehicle/entity left/down 1x2 tiles CA/5149: D1 Make vehicle/entity disappear CA/514A: FF End queue CA/514B: 92 Pause for 30 units CA/514C: 38 Hold screen CA/514D: F4 Play sound effect 18 CA/514F: B3 Call subroutine $CAD033, 2 times CA/5154: 17 Begin action queue for character $17 (NPC $17), 11 bytes long CA/5156: C7 Set vehicle/entity to stay still when moving CA/5157: 0B Do vehicle/entity graphical action $0B CA/5158: C4 Set vehicle/entity's event speed to faster CA/5159: 8D Move vehicle/entity right 4 tiles CA/515A: A6 Move vehicle/entity right/down 2x1 tiles CA/515B: A1 Move vehicle/entity right/down 1x1 tiles CA/515C: A7 Move vehicle/entity right/down 1x2 tiles CA/515D: A7 Move vehicle/entity right/down 1x2 tiles CA/515E: 8E Move vehicle/entity down 4 tiles CA/515F: D1 Make vehicle/entity disappear CA/5160: FF End queue CA/5161: 10 Begin action queue for character $10 (NPC $10), 8 bytes long CA/5163: C7 Set vehicle/entity to stay still when moving CA/5164: 17 Do vehicle/entity graphical action $17 CA/5165: C4 Set vehicle/entity's event speed to faster CA/5166: A1 Move vehicle/entity right/down 1x1 tiles CA/5167: A7 Move vehicle/entity right/down 1x2 tiles CA/5168: 92 Move vehicle/entity down 5 tiles CA/5169: D1 Make vehicle/entity disappear CA/516A: FF End queue CA/516B: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long CA/516D: C2 Set vehicle/entity's event speed to normal CA/516E: C7 Set vehicle/entity to stay still when moving CA/516F: 0B Do vehicle/entity graphical action $0B CA/5170: 81 Move vehicle/entity right 1 tile CA/5171: C4 Set vehicle/entity's event speed to faster CA/5172: 17 Do vehicle/entity graphical action $17 CA/5173: 86 Move vehicle/entity down 2 tiles CA/5174: FF End queue CA/5175: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long CA/5177: A6 Move vehicle/entity right/down 2x1 tiles CA/5178: 28 Do vehicle/entity graphical action $28 CA/5179: FF End queue CA/517A: 91 Pause for 15 units CA/517B: F4 Play sound effect 18 CA/517D: B2 Call subroutine $CAD033 CA/5181: C0 If ($1E80($37D) [$1EEF, bit 5] is clear), branch to $CA5189 CA/5187: 3E Delete object $14 CA/5189: 1B Begin action queue for character $1B (NPC $1B), 11 bytes long (Wait until complete) CA/518B: C4 Set vehicle/entity's event speed to faster CA/518C: 95 Move vehicle/entity right 6 tiles CA/518D: A6 Move vehicle/entity right/down 2x1 tiles CA/518E: A6 Move vehicle/entity right/down 2x1 tiles CA/518F: A1 Move vehicle/entity right/down 1x1 tiles CA/5190: A1 Move vehicle/entity right/down 1x1 tiles CA/5191: A7 Move vehicle/entity right/down 1x2 tiles CA/5192: A7 Move vehicle/entity right/down 1x2 tiles CA/5193: 8A Move vehicle/entity down 3 tiles CA/5194: D1 Make vehicle/entity disappear CA/5195: FF End queue CA/5196: 92 Pause for 30 units CA/5197: 5E Scroll Layer 2, speed 0 x 0 CA/519A: F4 Play sound effect 18 CA/519C: B3 Call subroutine $CAD033, 3 times CA/51A1: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long CA/51A3: 9E Move vehicle/entity down 8 tiles CA/51A4: C6 Set vehicle/entity to walk when moving CA/51A5: D1 Make vehicle/entity disappear CA/51A6: FF End queue CA/51A7: 1C Begin action queue for character $1C (NPC $1C), 8 bytes long (Wait until complete) CA/51A9: 0B Do vehicle/entity graphical action $0B CA/51AA: C7 Set vehicle/entity to stay still when moving CA/51AB: DD Make vehicle/entity jump (high) CA/51AC: 82 Move vehicle/entity down 1 tile CA/51AD: C4 Set vehicle/entity's event speed to faster CA/51AE: 9A Move vehicle/entity down 7 tiles CA/51AF: D1 Make vehicle/entity disappear CA/51B0: FF End queue CA/51B1: 91 Pause for 15 units CA/51B2: 6A Load map $0000 (World of Balance) after fade out, (upper bits $0400), place party at (96, 119), facing up, party is in the airship CA/51B8: F8 Show part of world getting blown up CA/51B9: D2 Load map $0003 (Darkness (briefly on many occasions, inc. Tent use on the world map)), position (08, 16), mode $00 CA/51BF: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/51C1: F2 Fade out current song with transition time 240 CA/51C3: AD Show world getting torn apart CA/51C4: 6B Load map $0003 (Darkness (briefly on many occasions, inc. Tent use on the world map)) instantly, (upper bits $2400), place party at (8, 16), facing down CA/51CA: 48 Display dialogue message $0877, continue executing commands (Show text only) On that day, the world was changed forever… CA/51CD: B5 Pause for 15 * 8 (120) units CA/51CF: 59 Unfade screen at speed $08 CA/51D1: B5 Pause for 15 * 32 (480) units CA/51D3: 5A Fade screen at speed $08 CA/51D5: 5C Pause execution until fade in or fade out is complete CA/51D6: EF Play song 57 (Wind), (high bit clear) volume 0.000000% CA/51D9: F6 Subcommand $81: Change volume of currently playing song to $80, transition time 255 CA/51DD: B5 Pause for 15 * 64 (960) units CA/51DF: 3D Create object $06 CA/51E1: 3F Assign character $06 (Actor in stot 6) to party 1 CA/51E4: 3F Remove character $00 (Actor in stot 0) from the party CA/51E7: 3E Delete object $00 CA/51E9: 6B Load map $0001 (World of Ruin) instantly, (upper bits $0400), place party at (74, 22), facing up, party is in the airship CA/51EF: D1 Hide vehicle CA/51F0: DD Hide mini-map CA/51F1: C5 Set vehicle height to $7E (max is $7E), (unknown byte $00) CA/51F4: C2 Set vehicle's propulsion direction to $001E (30 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required CA/51F7: C6 Propel vehicle at speed $0096 CA/51FA: E0 Pause for 255 units CA/51FC: E0 Pause for 48 units CA/51FE: D2 Load map $018E (Solitary Island, beach with fish), position (07, 07), mode $40 CA/5204: F2 Fade out current song with transition time 32 CA/5206: 59 Unfade screen at speed $04 CA/5208: 95 Pause for 120 units CA/5209: F0 Play song 58 (Windy Shores), (high bit clear), full volume CA/520B: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/520D: B5 Pause for 15 * 24 (360) units CA/520F: 6A Load map $018C (Solitary Island, outside house) after fade out, (upper bits $2400), place party at (7, 8), facing down CA/5215: B5 Pause for 15 * 32 (480) units CA/5217: 6A Load map $018D (Solitary Island, inside house) after fade out, (upper bits $2400), place party at (100, 38), facing down CA/521D: B2 Call subroutine $CACB95 CA/5221: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/5223: D5 Set vehicle/entity's position to (100, 38) CA/5226: CE Turn vehicle/entity down CA/5227: FF End queue CA/5228: 10 Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete) CA/522A: D5 Set vehicle/entity's position to (100, 46) CA/522D: C8 Set object layering priority to 0 (low nibble 0) CA/522F: FF End queue CA/5230: 39 Free screen CA/5231: 59 Unfade screen at speed $04 CA/5233: B5 Pause for 15 * 48 (720) units CA/5235: F4 Play sound effect 44 CA/5237: 94 Pause for 60 units CA/5238: 10 Begin action queue for character $10 (NPC $10), 25 bytes long CA/523A: 90 Move vehicle/entity up 5 tiles CA/523B: E0 Pause for 4 * 8 (32) frames CA/523D: 83 Move vehicle/entity left 1 tile CA/523E: 88 Move vehicle/entity up 3 tiles CA/523F: 8B Move vehicle/entity left 3 tiles CA/5240: CC Turn vehicle/entity up CA/5241: E0 Pause for 4 * 16 (64) frames CA/5243: CD Turn vehicle/entity right CA/5244: E0 Pause for 4 * 16 (64) frames CA/5246: C2 Set vehicle/entity's event speed to normal CA/5247: 89 Move vehicle/entity right 3 tiles CA/5248: E0 Pause for 4 * 26 (104) frames CA/524A: CE Turn vehicle/entity down CA/524B: E0 Pause for 4 * 8 (32) frames CA/524D: C1 Set vehicle/entity's event speed to slow CA/524E: 8B Move vehicle/entity left 3 tiles CA/524F: C8 Set object layering priority to 1 (low nibble 1) CA/5251: 82 Move vehicle/entity down 1 tile CA/5252: FF End queue CA/5253: 35 Pause execution until action queue for object $10 (NPC $10) is complete CA/5255: 95 Pause for 120 units CA/5256: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/5258: 20 Do vehicle/entity graphical action $20 CA/5259: E0 Pause for 4 * 1 (4) frames CA/525B: CE Turn vehicle/entity down CA/525C: FF End queue CA/525D: B5 Pause for 15 * 16 (240) units CA/525F: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/5261: C0 Set vehicle/entity's event speed to slowest CA/5262: 83 Move vehicle/entity left 1 tile CA/5263: CE Turn vehicle/entity down CA/5264: FF End queue CA/5265: B5 Pause for 15 * 16 (240) units CA/5267: B3 Call subroutine $CAC7FE, 2 times CA/526C: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/526E: CD Turn vehicle/entity right CA/526F: FF End queue CA/5270: B5 Pause for 15 * 10 (150) units CA/5272: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/5274: CF Turn vehicle/entity left CA/5275: FF End queue CA/5276: B5 Pause for 15 * 16 (240) units CA/5278: 4B Display dialogue message $0878, wait for button press CID: CELES…at last…! CA/527B: 92 Pause for 30 units CA/527C: 10 Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete) CA/527E: C2 Set vehicle/entity's event speed to normal CA/527F: 80 Move vehicle/entity up 1 tile CA/5280: C8 Set object layering priority to 0 (low nibble 0) CA/5282: 85 Move vehicle/entity right 2 tiles CA/5283: FF End queue CA/5284: 4B Display dialogue message $0878, wait for button press CID: CELES…at last…! CA/5287: 94 Pause for 60 units CA/5288: B3 Call subroutine $CAC807, 2 times CA/528D: 4B Display dialogue message $0879, wait for button press CID: You're finally awake! CELES: I…feel like I've been sleeping for ever… CID: For one year, actually… I thought you were out for good. CELES: A whole year… You've watched over me the whole time? CA/5290: 92 Pause for 30 units CA/5291: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CA/5293: CE Turn vehicle/entity down CA/5294: FF End queue CA/5295: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/5297: C1 Set vehicle/entity's event speed to slow CA/5298: 82 Move vehicle/entity down 1 tile CA/5299: 81 Move vehicle/entity right 1 tile CA/529A: 86 Move vehicle/entity down 2 tiles CA/529B: FF End queue CA/529C: 4B Display dialogue message $087A, wait for button press CID: Yes, and I'm about out of energy. CA/529F: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/52A1: CF Turn vehicle/entity left CA/52A2: E0 Pause for 4 * 6 (24) frames CA/52A4: CC Turn vehicle/entity up CA/52A5: FF End queue CA/52A6: B5 Pause for 15 * 10 (150) units CA/52A8: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/52AA: CD Turn vehicle/entity right CA/52AB: FF End queue CA/52AC: 94 Pause for 60 units CA/52AD: 4B Display dialogue message $087B, wait for button press CID: We're on a tiny, deserted island. After the world crumbled, I awoke to find us here together with… …a few strangers. CELES: The world…! So, it wasn't just a dream. CA/52B0: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/52B2: CE Turn vehicle/entity down CA/52B3: FF End queue CA/52B4: 92 Pause for 30 units CA/52B5: 4B Display dialogue message $087C, wait for button press CELES: Where are my friends? Where's LOCKE…? CID: I don't know. I only know we're here… Maybe we're the only people left alive… CID: Since that day, the world's continued its slide into ruin. Animals and plants are dying… The few others who washed up here with us passed away of boredom and despair. CA/52B8: 93 Pause for 45 units CA/52B9: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/52BB: 20 Do vehicle/entity graphical action $20 CA/52BC: FF End queue CA/52BD: 94 Pause for 60 units CA/52BE: 4B Display dialogue message $087D, wait for button press CELES: My friends… they're probably all gone… CA/52C1: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/52C3: 84 Move vehicle/entity up 2 tiles CA/52C4: FF End queue CA/52C5: 4B Display dialogue message $087E, wait for button press CID: CELES…you're the closest thing to family that I have…we could just live out our lives here peacefully… CELES: I suppose so, Cid… Or should I say, Granddad?! May I call you that? CID: Gramps, eh? I'm overwhelmed! All of a sudden I have a granddaughter! Cough… Wheeze… CELES: My long-lost Granddad… CA/52C8: 92 Pause for 30 units CA/52C9: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/52CB: CE Turn vehicle/entity down CA/52CC: FF End queue CA/52CD: 92 Pause for 30 units CA/52CE: 4B Display dialogue message $087F, wait for button press CID: Ha, ha…hack…cough! CELES: Hey, are you hungry? CID: I…haven't eaten in 3 or so days, ever since I became ill. CELES: What would you like? CID: Well, unless I ask for fish, I won't get anything! That's all there is here! CELES: I'll go catch some. CA/52D1: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/52D3: 78 Enable ability to pass through other objects for object $10 (NPC $10) CA/52D5: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long CA/52D7: C1 Set vehicle/entity's event speed to slow CA/52D8: C7 Set vehicle/entity to stay still when moving CA/52D9: CD Turn vehicle/entity right CA/52DA: 83 Move vehicle/entity left 1 tile CA/52DB: C6 Set vehicle/entity to walk when moving CA/52DC: FF End queue CA/52DD: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/52DF: 80 Move vehicle/entity up 1 tile CA/52E0: E0 Pause for 4 * 6 (24) frames CA/52E2: CF Turn vehicle/entity left CA/52E3: FF End queue CA/52E4: 94 Pause for 60 units CA/52E5: 10 Begin action queue for character $10 (NPC $10), 6 bytes long CA/52E7: C7 Set vehicle/entity to stay still when moving CA/52E8: 81 Move vehicle/entity right 1 tile CA/52E9: E0 Pause for 4 * 8 (32) frames CA/52EB: CE Turn vehicle/entity down CA/52EC: FF End queue CA/52ED: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/52EF: 81 Move vehicle/entity right 1 tile CA/52F0: E0 Pause for 4 * 32 (128) frames CA/52F2: CE Turn vehicle/entity down CA/52F3: FF End queue CA/52F4: D0 Set event bit $1E80($0A4) [$1E94, bit 4] CA/52F6: 6C Set parent map to $0001 (World of Ruin), parent coordinates to (76, 0), facing up CA/52FC: E8 Set word $1FC2($07) [$1FD0] to $0078 CA/5300: B2 Call subroutine $CA534A CA/5304: 77 Perform level averaging on character $06 (CELES ) and calculate new maximum HP/MP CA/5306: 8B For character $06 (Actor in stot 6), take HP and set to maximum CA/5309: 8C For character $06 (Actor in stot 6), take MP and set to maximum CA/530C: 88 Remove the following status ailments from character $06 (Actor in stot 6): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CA/5310: D5 Clear event bit $1E80($2F0) [$1EDE, bit 0] CA/5312: D5 Clear event bit $1E80($2F1) [$1EDE, bit 1] CA/5314: D5 Clear event bit $1E80($2F2) [$1EDE, bit 2] CA/5316: D5 Clear event bit $1E80($2F3) [$1EDE, bit 3] CA/5318: D5 Clear event bit $1E80($2F4) [$1EDE, bit 4] CA/531A: D5 Clear event bit $1E80($2F5) [$1EDE, bit 5] CA/531C: D5 Clear event bit $1E80($2F7) [$1EDE, bit 7] CA/531E: D5 Clear event bit $1E80($2F8) [$1EDF, bit 0] CA/5320: D5 Clear event bit $1E80($2F9) [$1EDF, bit 1] CA/5322: D5 Clear event bit $1E80($2FA) [$1EDF, bit 2] CA/5324: D5 Clear event bit $1E80($2FB) [$1EDF, bit 3] CA/5326: D5 Clear event bit $1E80($2FC) [$1EDF, bit 4] CA/5328: D5 Clear event bit $1E80($2FD) [$1EDF, bit 5] CA/532A: D3 Clear event bit $1E80($1B9) [$1EB7, bit 1] CA/532C: B2 Call subroutine $CCE4D9 CA/5330: B2 Call subroutine $CB69B5 CA/5334: B2 Call subroutine $CB4B4B CA/5338: A0 Set timer 0 to $0040 [0m: 01s: 04j], jump to subroutine $CA533F if it expires. Flags: (Countdown pauses in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CA/533E: FE Return CA/533F: EA Decrement word $1FC2($07) [$1FD0] by $0001 CA/5343: A0 Set timer 0 to $0040 [0m: 01s: 04j], jump to subroutine $CA533F if it expires. Flags: (Countdown pauses in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CA/5349: FE Return CA/534A: D7 Clear event bit $1E80($369) [$1EED, bit 1] CA/534C: D7 Clear event bit $1E80($36A) [$1EED, bit 2] CA/534E: D7 Clear event bit $1E80($36B) [$1EED, bit 3] CA/5350: D7 Clear event bit $1E80($36C) [$1EED, bit 4] CA/5352: BD Pseudo-randomly jump to $CA5358 50% of the time CA/5356: D6 Set event bit $1E80($369) [$1EED, bit 1] CA/5358: BD Pseudo-randomly jump to $CA535E 50% of the time CA/535C: D6 Set event bit $1E80($36A) [$1EED, bit 2] CA/535E: BD Pseudo-randomly jump to $CA5364 50% of the time CA/5362: D6 Set event bit $1E80($36B) [$1EED, bit 3] CA/5364: BD Pseudo-randomly jump to $CA536A 50% of the time CA/5368: D6 Set event bit $1E80($36C) [$1EED, bit 4] CA/536A: FE Return CA/536B: F4 Play sound effect 192 CA/536D: FB Apply a special effect (wow effect?) to the currently playing sound effect CA/536E: 94 Pause for 60 units CA/536F: FE Return CA/5370: B2 Call subroutine $CA534A CA/5374: C0 If ($1E80($0B3) [$1E96, bit 3] is set), branch to $CA5713 CA/537A: C0 If ($1E80($0B4) [$1E96, bit 4] is set), branch to $CA5419 CA/5380: C0 If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CA5EB3 (simply returns) CA/5386: CB If ($1E80($1D2) [$1EBA, bit 2] is clear) and ($1E80($1D3) [$1EBA, bit 3] is clear) and ($1E80($1D4) [$1EBA, bit 4] is clear) and ($1E80($1D5) [$1EBA, bit 5] is clear), branch to $CA53C5 CA/5392: C0 If ($1E80($1D2) [$1EBA, bit 2] is clear), branch to $CA539E CA/5398: D3 Clear event bit $1E80($1D2) [$1EBA, bit 2] CA/539A: E9 Increment word $1FC2($07) [$1FD0] by $0020 CA/539E: C0 If ($1E80($1D3) [$1EBA, bit 3] is clear), branch to $CA53AA CA/53A4: D3 Clear event bit $1E80($1D3) [$1EBA, bit 3] CA/53A6: E9 Increment word $1FC2($07) [$1FD0] by $0010 CA/53AA: C0 If ($1E80($1D4) [$1EBA, bit 4] is clear), branch to $CA53B6 CA/53B0: D3 Clear event bit $1E80($1D4) [$1EBA, bit 4] CA/53B2: EA Decrement word $1FC2($07) [$1FD0] by $0004 CA/53B6: C0 If ($1E80($1D5) [$1EBA, bit 5] is clear), branch to $CA53C2 CA/53BC: D3 Clear event bit $1E80($1D5) [$1EBA, bit 5] CA/53BE: EA Decrement word $1FC2($07) [$1FD0] by $0010 CA/53C2: 4B Display dialogue message $088A, wait for button press CELES: Granddad, here's a fish! Eat up! CID: Oh! Yum… Chomp, munch, chew… CA/53C5: EB Compare word $1FC2($07) [$1FD0] to $0100, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CA/53C9: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CA5713 CA/53CF: EB Compare word $1FC2($07) [$1FD0] to $00E6, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CA/53D3: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CA5746 CA/53D9: EB Compare word $1FC2($07) [$1FD0] to $00C8, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CA/53DD: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CA574A CA/53E3: EB Compare word $1FC2($07) [$1FD0] to $00A0, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CA/53E7: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CA574E CA/53ED: EB Compare word $1FC2($07) [$1FD0] to $0078, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CA/53F1: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CA5752 CA/53F7: EB Compare word $1FC2($07) [$1FD0] to $005A, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CA/53FB: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CA5756 CA/5401: EB Compare word $1FC2($07) [$1FD0] to $003C, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CA/5405: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CA575A CA/540B: EB Compare word $1FC2($07) [$1FD0] to $001E, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CA/540F: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CA575E CA/5415: 4B Display dialogue message $0888, wait for button press CID: Good-bye… CA/5418: FE Return CA/5419: 4B Display dialogue message $0889, wait for button press …… CA/541C: C0 If ($1E80($0B2) [$1E96, bit 2] is set), branch to $CA5EB3 (simply returns) CA/5422: D0 Set event bit $1E80($0B2) [$1E96, bit 2] CA/5424: A1 Reset timer 0 CA/5426: B2 Call subroutine $CACA8D CA/542A: 4B Display dialogue message $088C, wait for button press CELES: Granddad. You have to eat, or else… W…what's the matter? CA/542D: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/542F: C2 Set vehicle/entity's event speed to normal CA/5430: 83 Move vehicle/entity left 1 tile CA/5431: 80 Move vehicle/entity up 1 tile CA/5432: CD Turn vehicle/entity right CA/5433: FF End queue CA/5434: 95 Pause for 120 units CA/5435: B3 Call subroutine $CAC810, 2 times CA/543A: 92 Pause for 30 units CA/543B: 4B Display dialogue message $088D, wait for button press CELES: Cid… CA/543E: F0 Play song 18 (Celes), (high bit clear), full volume CA/5440: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CA/5442: C7 Set vehicle/entity to stay still when moving CA/5443: C0 Set vehicle/entity's event speed to slowest CA/5444: 83 Move vehicle/entity left 1 tile CA/5445: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/5446: E0 Pause for 4 * 24 (96) frames CA/5448: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/5449: FF End queue CA/544A: B5 Pause for 15 * 10 (150) units CA/544C: 4B Display dialogue message $088E, wait for button press CELES: No…NO!! You promised you'd stay here with me!! CA/544F: B5 Pause for 15 * 6 (90) units CA/5451: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete) CA/5453: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/5454: E0 Pause for 4 * 1 (4) frames CA/5456: CD Turn vehicle/entity right CA/5457: E0 Pause for 4 * 2 (8) frames CA/5459: C6 Set vehicle/entity to walk when moving CA/545A: C2 Set vehicle/entity's event speed to normal CA/545B: A1 Move vehicle/entity right/down 1x1 tiles CA/545C: 81 Move vehicle/entity right 1 tile CA/545D: CC Turn vehicle/entity up CA/545E: FF End queue CA/545F: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long CA/5461: 1B Do vehicle/entity graphical action $1B CA/5462: E0 Pause for 4 * 1 (4) frames CA/5464: 1C Do vehicle/entity graphical action $1C CA/5465: E0 Pause for 4 * 1 (4) frames CA/5467: FC Branch 6 bytes backwards ($CA5461) CA/5469: FF End queue CA/546A: 4B Display dialogue message $088F, wait for button press CELES: Granddad, ANSWER ME! Tell me you're just joking! CA/546D: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/546F: 21 Do vehicle/entity graphical action $21 CA/5470: FF End queue CA/5471: 95 Pause for 120 units CA/5472: 38 Hold screen CA/5473: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long CA/5475: 4B Do vehicle/entity graphical action $0B, flipped horizontally CA/5476: C7 Set vehicle/entity to stay still when moving CA/5477: C0 Set vehicle/entity's event speed to slowest CA/5478: A2 Move vehicle/entity left/down 1x1 tiles CA/5479: FF End queue CA/547A: 3D Create object $14 CA/547C: 41 Show object $14 CA/547E: 45 Refresh objects CA/547F: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CA/5481: A0 Move vehicle/entity right/up 1x1 tiles CA/5482: D1 Make vehicle/entity disappear CA/5483: FF End queue CA/5484: B4 Pause for 26 units CA/5486: 3D Create object $15 CA/5488: 41 Show object $15 CA/548A: 45 Refresh objects CA/548B: 15 Begin action queue for character $15 (NPC $15), 3 bytes long CA/548D: A0 Move vehicle/entity right/up 1x1 tiles CA/548E: D1 Make vehicle/entity disappear CA/548F: FF End queue CA/5490: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CA/5492: 91 Pause for 15 units CA/5493: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CA/5495: C6 Set vehicle/entity to walk when moving CA/5496: C3 Set vehicle/entity's event speed to fast CA/5497: 86 Move vehicle/entity down 2 tiles CA/5498: A7 Move vehicle/entity right/down 1x2 tiles CA/5499: 86 Move vehicle/entity down 2 tiles CA/549A: FF End queue CA/549B: 94 Pause for 60 units CA/549C: 39 Free screen CA/549D: D6 Set event bit $1E80($370) [$1EEE, bit 0] CA/549F: D7 Clear event bit $1E80($371) [$1EEE, bit 1] CA/54A1: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/54A3: 6C Set parent map to $0001 (World of Ruin), parent coordinates to (73, 0), facing right CA/54A9: 6A Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (75, 240), facing up, flags $00 CA/54AF: C1 Set vehicle/entity's event speed to slow CA/54B0: 83 Move vehicle/entity left 1 tile CA/54B1: 9C Move vehicle/entity up 8 tiles CA/54B2: 80 Move vehicle/entity up 1 tile CA/54B3: D2 Load map $018F (Solitary Island, north cliffs), position (12, 25), mode $80 CA/54B9: FE Return CA/54BA: 4B Display dialogue message $0893, wait for button press (Show text only) (At bottom of screen) CID: Those others who were here… when they were feeling down they'd take a leap of faith from the cliffs up north…perked 'em right up! CA/54BD: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/54BF: C1 Set vehicle/entity's event speed to slow CA/54C0: FF End queue CA/54C1: B2 Call subroutine $CACAD9 CA/54C5: B5 Pause for 15 * 10 (150) units CA/54C7: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CA/54C9: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/54CA: E0 Pause for 4 * 16 (64) frames CA/54CC: C7 Set vehicle/entity to stay still when moving CA/54CD: C1 Set vehicle/entity's event speed to slow CA/54CE: 83 Move vehicle/entity left 1 tile CA/54CF: C6 Set vehicle/entity to walk when moving CA/54D0: FF End queue CA/54D1: 95 Pause for 120 units CA/54D2: 4B Display dialogue message $0894, wait for button press CELES: Everyone's gone… Even LOCKE, who promised to watch over me… The world's slowly ebbing away… CA/54D5: B5 Pause for 15 * 16 (240) units CA/54D7: 31 Begin action queue for character $31 (Party Character 0), 17 bytes long (Wait until complete) CA/54D9: 20 Do vehicle/entity graphical action $20 CA/54DA: E0 Pause for 4 * 24 (96) frames CA/54DC: 23 Do vehicle/entity graphical action $23 CA/54DD: E0 Pause for 4 * 32 (128) frames CA/54DF: 83 Move vehicle/entity left 1 tile CA/54E0: E0 Pause for 4 * 32 (128) frames CA/54E2: 15 Do vehicle/entity graphical action $15 CA/54E3: E0 Pause for 4 * 96 (384) frames CA/54E5: 22 Do vehicle/entity graphical action $22 CA/54E6: E0 Pause for 4 * 1 (4) frames CA/54E8: 09 Do vehicle/entity graphical action $09 (kneeling) CA/54E9: FF End queue CA/54EA: 91 Pause for 15 units CA/54EB: B0 Execute the following commands until $B1 31 times CA/54ED: 51 Modify background color range from [50, 5F]: Do (Black) at intensity 3 CA/54F1: B4 Pause for 1 units CA/54F3: B1 End block of repeating commands CA/54F4: 38 Hold screen CA/54F5: 31 Begin action queue for character $31 (Party Character 0), 17 bytes long CA/54F7: 4B Do vehicle/entity graphical action $0B, flipped horizontally CA/54F8: C7 Set vehicle/entity to stay still when moving CA/54F9: C0 Set vehicle/entity's event speed to slowest CA/54FA: A2 Move vehicle/entity left/down 1x1 tiles CA/54FB: A8 Move vehicle/entity left/down 1x2 tiles CA/54FC: A8 Move vehicle/entity left/down 1x2 tiles CA/54FD: C1 Set vehicle/entity's event speed to slow CA/54FE: A8 Move vehicle/entity left/down 1x2 tiles CA/54FF: C2 Set vehicle/entity's event speed to normal CA/5500: A8 Move vehicle/entity left/down 1x2 tiles CA/5501: C3 Set vehicle/entity's event speed to fast CA/5502: A8 Move vehicle/entity left/down 1x2 tiles CA/5503: A8 Move vehicle/entity left/down 1x2 tiles CA/5504: C4 Set vehicle/entity's event speed to faster CA/5505: A8 Move vehicle/entity left/down 1x2 tiles CA/5506: A8 Move vehicle/entity left/down 1x2 tiles CA/5507: FF End queue CA/5508: 95 Pause for 120 units CA/5509: 3D Create object $11 CA/550B: 41 Show object $11 CA/550D: 45 Refresh objects CA/550E: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/5510: A0 Move vehicle/entity right/up 1x1 tiles CA/5511: D1 Make vehicle/entity disappear CA/5512: FF End queue CA/5513: B4 Pause for 29 units CA/5515: 3D Create object $12 CA/5517: 41 Show object $12 CA/5519: 45 Refresh objects CA/551A: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/551C: A0 Move vehicle/entity right/up 1x1 tiles CA/551D: D1 Make vehicle/entity disappear CA/551E: FF End queue CA/551F: 92 Pause for 30 units CA/5520: 30 Begin action queue for character $30 (Camera), 9 bytes long CA/5522: C1 Set vehicle/entity's event speed to slow CA/5523: 86 Move vehicle/entity down 2 tiles CA/5524: C2 Set vehicle/entity's event speed to normal CA/5525: 8A Move vehicle/entity down 3 tiles CA/5526: C1 Set vehicle/entity's event speed to slow CA/5527: 86 Move vehicle/entity down 2 tiles CA/5528: C0 Set vehicle/entity's event speed to slowest CA/5529: 82 Move vehicle/entity down 1 tile CA/552A: FF End queue CA/552B: B5 Pause for 15 * 6 (90) units CA/552D: 3D Create object $13 CA/552F: 41 Show object $13 CA/5531: 45 Refresh objects CA/5532: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/5534: A4 Move vehicle/entity right/up 1x2 tiles CA/5535: D1 Make vehicle/entity disappear CA/5536: FF End queue CA/5537: B4 Pause for 29 units CA/5539: 3D Create object $14 CA/553B: 41 Show object $14 CA/553D: 45 Refresh objects CA/553E: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CA/5540: A0 Move vehicle/entity right/up 1x1 tiles CA/5541: D1 Make vehicle/entity disappear CA/5542: FF End queue CA/5543: 35 Pause execution until action queue for object $30 (Camera) is complete CA/5545: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CA/5547: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CA/5549: F2 Fade out current song with transition time 160 CA/554B: 5A Fade screen at speed $02 CA/554D: B5 Pause for 15 * 48 (720) units CA/554F: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/5551: D7 Clear event bit $1E80($369) [$1EED, bit 1] CA/5553: D7 Clear event bit $1E80($36A) [$1EED, bit 2] CA/5555: D7 Clear event bit $1E80($36B) [$1EED, bit 3] CA/5557: D7 Clear event bit $1E80($36C) [$1EED, bit 4] CA/5559: 39 Free screen CA/555A: 6B Load map $0190 (Solitary Island, beach w/o fish (Celes fails suicide / Celes rafts away)) instantly, (upper bits $0400), place party at (10, 9), facing up CA/5560: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long CA/5562: 28 Do vehicle/entity graphical action $28 CA/5563: C6 Set vehicle/entity to walk when moving CA/5564: FF End queue CA/5565: B5 Pause for 15 * 24 (360) units CA/5567: 59 Unfade screen at speed $02 CA/5569: B5 Pause for 15 * 48 (720) units CA/556B: 3D Create object $12 CA/556D: 41 Show object $12 CA/556F: 12 Begin action queue for character $12 (NPC $12), 6 bytes long (Wait until complete) CA/5571: A9 Move vehicle/entity left/down 2x1 tiles CA/5572: A9 Move vehicle/entity left/down 2x1 tiles CA/5573: A9 Move vehicle/entity left/down 2x1 tiles CA/5574: C2 Set vehicle/entity's event speed to normal CA/5575: A9 Move vehicle/entity left/down 2x1 tiles CA/5576: FF End queue CA/5577: 3D Create object $13 CA/5579: 41 Show object $13 CA/557B: 42 Hide object $12 CA/557D: 95 Pause for 120 units CA/557E: 13 Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete) CA/5580: DC Make vehicle/entity jump (low) CA/5581: 81 Move vehicle/entity right 1 tile CA/5582: FF End queue CA/5583: B5 Pause for 15 * 16 (240) units CA/5585: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/5587: 09 Do vehicle/entity graphical action $09 (kneeling) CA/5588: FF End queue CA/5589: 95 Pause for 120 units CA/558A: 4B Display dialogue message $0895, wait for button press CELES: Phew… Why did you nurse me back to health? Did I ever ask you to help me?! CA/558D: 94 Pause for 60 units CA/558E: F0 Play song 14 (Forever Rachel), (high bit clear), full volume CA/5590: 3D Create object $15 CA/5592: 41 Show object $15 CA/5594: 45 Refresh objects CA/5595: 15 Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete) CA/5597: DD Make vehicle/entity jump (high) CA/5598: CE Turn vehicle/entity down CA/5599: E0 Pause for 4 * 8 (32) frames CA/559B: FF End queue CA/559C: 42 Hide object $15 CA/559E: 94 Pause for 60 units CA/559F: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/55A1: 22 Do vehicle/entity graphical action $22 CA/55A2: FF End queue CA/55A3: 93 Pause for 45 units CA/55A4: B3 Call subroutine $CAC807, 3 times CA/55A9: 94 Pause for 60 units CA/55AA: B2 Call subroutine $CACAD9 CA/55AE: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/55B0: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/55B1: FF End queue CA/55B2: 4B Display dialogue message $0896, wait for button press CELES: A bandana??? No…it can't be… CELES: Hey, you! Where'd you get this?! Is the person who healed you still alive? Answer me! CA/55B5: 42 Hide object $13 CA/55B7: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CA/55B9: CC Turn vehicle/entity up CA/55BA: FF End queue CA/55BB: 14 Begin action queue for character $14 (NPC $14), 10 bytes long (Wait until complete) CA/55BD: D5 Set vehicle/entity's position to (9, 9) CA/55C0: AB Move vehicle/entity left/up 1x2 tiles CA/55C1: AB Move vehicle/entity left/up 1x2 tiles CA/55C2: AB Move vehicle/entity left/up 1x2 tiles CA/55C3: AB Move vehicle/entity left/up 1x2 tiles CA/55C4: 88 Move vehicle/entity up 3 tiles CA/55C5: D1 Make vehicle/entity disappear CA/55C6: FF End queue CA/55C7: B5 Pause for 15 * 16 (240) units CA/55C9: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/55CB: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/55CC: FF End queue CA/55CD: B5 Pause for 15 * 6 (90) units CA/55CF: 4B Display dialogue message $0897, wait for button press CELES: He's alive… LOCKE's still alive!!! CA/55D2: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/55D4: D6 Set event bit $1E80($372) [$1EEE, bit 2] CA/55D6: D7 Clear event bit $1E80($368) [$1EED, bit 0] CA/55D8: D7 Clear event bit $1E80($370) [$1EEE, bit 0] CA/55DA: B2 Call subroutine $CAC8E1 CA/55DE: 6C Set parent map to $0001 (World of Ruin), parent coordinates to (76, 0), facing up CA/55E4: FE Return CA/55E5: 4B Display dialogue message $0898, wait for button press (Show text only) You need to leave! The others are surely waiting for you! Find the stairs next to the stove. Down them lies your road to freedom. Love, Granddad CA/55E8: FE Return CA/55E9: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/55EB: 10 Do vehicle/entity graphical action $10 CA/55EC: FF End queue CA/55ED: F4 Play sound effect 141 CA/55EF: 86 Give esper $3F (Palidor ) to party CA/55F1: 3E Delete object $15 CA/55F3: 4B Display dialogue message $091A, wait for button press Received the Magicite “Palidor”! CA/55F6: D7 Clear event bit $1E80($39B) [$1EF3, bit 3] CA/55F8: FE Return CA/55F9: B2 Call subroutine $CAC8E1 CA/55FD: FE Return CA/55FE: A2 Command $A2 CA/55FF: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/5601: C1 Set vehicle/entity's event speed to slow CA/5602: FF End queue CA/5603: B2 Call subroutine $CACAB3 CA/5607: C0 If ($1E80($0B4) [$1E96, bit 4] is set), branch to $CA5633 CA/560D: 3D Create object $10 CA/560F: 41 Show object $10 CA/5611: 10 Begin action queue for character $10 (NPC $10), 8 bytes long (Wait until complete) CA/5613: C8 Set object layering priority to 3 (low nibble 3) CA/5615: D5 Set vehicle/entity's position to (87, 48) CA/5618: 83 Move vehicle/entity left 1 tile CA/5619: CE Turn vehicle/entity down CA/561A: FF End queue CA/561B: 94 Pause for 60 units CA/561C: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/561E: 80 Move vehicle/entity up 1 tile CA/561F: FF End queue CA/5620: 4B Display dialogue message $0891, wait for button press (At bottom of screen) CELES: Granddad. CID: CELES… You must leave this place. You have to find your friends! CELES: I know… But I'll bring 'em all back to meet you! CID: That LOCKE fellow, too, no doubt… CA/5623: 94 Pause for 60 units CA/5624: F0 Play song 52 (The Day After), (high bit clear), full volume CA/5626: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CA/5628: 21 Do vehicle/entity graphical action $21 CA/5629: E0 Pause for 4 * 2 (8) frames CA/562B: CC Turn vehicle/entity up CA/562C: E0 Pause for 4 * 10 (40) frames CA/562E: 82 Move vehicle/entity down 1 tile CA/562F: FF End queue CA/5630: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/5632: 92 Pause for 30 units CA/5633: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/5635: 78 Enable ability to pass through other objects for object $13 (NPC $13) CA/5637: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CA/5639: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/563A: E0 Pause for 4 * 5 (20) frames CA/563C: CE Turn vehicle/entity down CA/563D: C7 Set vehicle/entity to stay still when moving CA/563E: C0 Set vehicle/entity's event speed to slowest CA/563F: FF End queue CA/5640: B0 Execute the following commands until $B1 2 times CA/5642: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CA/5644: 80 Move vehicle/entity up 1 tile CA/5645: FF End queue CA/5646: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/5648: 80 Move vehicle/entity up 1 tile CA/5649: FF End queue CA/564A: 91 Pause for 15 units CA/564B: B1 End block of repeating commands CA/564C: 6A Load map $0190 (Solitary Island, beach w/o fish (Celes fails suicide / Celes rafts away)) after fade out, (upper bits $0400), place party at (6, 7), facing up CA/5652: 3D Create object $10 CA/5654: 41 Show object $10 CA/5656: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/5658: 78 Enable ability to pass through other objects for object $10 (NPC $10) CA/565A: C0 If ($1E80($0B4) [$1E96, bit 4] is set), branch to $CA5679 CA/5660: 3D Create object $11 CA/5662: 41 Show object $11 CA/5664: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long CA/5666: 1B Do vehicle/entity graphical action $1B CA/5667: E0 Pause for 4 * 1 (4) frames CA/5669: 1C Do vehicle/entity graphical action $1C CA/566A: E0 Pause for 4 * 1 (4) frames CA/566C: FC Branch 6 bytes backwards ($CA5666) CA/566E: FF End queue CA/566F: 59 Unfade screen at speed $08 CA/5671: B5 Pause for 15 * 16 (240) units CA/5673: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA5686 CA/5679: 59 Unfade screen at speed $08 CA/567B: B5 Pause for 15 * 24 (360) units CA/567D: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/567F: 21 Do vehicle/entity graphical action $21 CA/5680: FF End queue CA/5681: B5 Pause for 15 * 12 (180) units CA/5683: 4B Display dialogue message $0892, wait for button press (Show text only) CELES: I'll make you proud of me…Granddad… CA/5686: B5 Pause for 15 * 10 (150) units CA/5688: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CA/568A: C6 Set vehicle/entity to walk when moving CA/568B: C1 Set vehicle/entity's event speed to slow CA/568C: A1 Move vehicle/entity right/down 1x1 tiles CA/568D: A1 Move vehicle/entity right/down 1x1 tiles CA/568E: CF Turn vehicle/entity left CA/568F: E0 Pause for 4 * 6 (24) frames CA/5691: C0 Set vehicle/entity's event speed to slowest CA/5692: 09 Do vehicle/entity graphical action $09 (kneeling) CA/5693: C7 Set vehicle/entity to stay still when moving CA/5694: FF End queue CA/5695: B0 Execute the following commands until $B1 4 times CA/5697: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CA/5699: 81 Move vehicle/entity right 1 tile CA/569A: FF End queue CA/569B: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/569D: 81 Move vehicle/entity right 1 tile CA/569E: FF End queue CA/569F: 91 Pause for 15 units CA/56A0: B1 End block of repeating commands CA/56A1: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/56A3: C2 Set vehicle/entity's event speed to normal CA/56A4: C6 Set vehicle/entity to walk when moving CA/56A5: 83 Move vehicle/entity left 1 tile CA/56A6: CE Turn vehicle/entity down CA/56A7: FF End queue CA/56A8: B4 Pause for 8 units CA/56AA: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/56AC: DC Make vehicle/entity jump (low) CA/56AD: 82 Move vehicle/entity down 1 tile CA/56AE: C8 Set object layering priority to 0 (low nibble 0) CA/56B0: FF End queue CA/56B1: 44 Place character $06 (Actor in stot 6) on vehicle $60 (Raft) (Character is shown) CA/56B4: 42 Hide object $10 CA/56B6: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CA/56B8: C0 Set vehicle/entity's event speed to slowest CA/56B9: A1 Move vehicle/entity right/down 1x1 tiles CA/56BA: C1 Set vehicle/entity's event speed to slow CA/56BB: A7 Move vehicle/entity right/down 1x2 tiles CA/56BC: A7 Move vehicle/entity right/down 1x2 tiles CA/56BD: 8A Move vehicle/entity down 3 tiles CA/56BE: FF End queue CA/56BF: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CA/56C1: 44 Place character $06 (Actor in stot 6) on vehicle $00 (No vehicle) (Character is not shown) CA/56C4: 6A Load map $0001 (World of Ruin) after fade out, (upper bits $1400), place party at (75, 245), facing right, party is in the airship CA/56CA: D1 Hide vehicle CA/56CB: DD Hide mini-map CA/56CC: 20 Move vehicle as follows: (go up), 48 units CA/56CE: C0 Modify vehicle script behavior ($20): Allow ship to propel without changing direction facing CA/56D0: C1 Set vehicle's facing direction to $0000 (0 degrees) (0 is north, goes counter-clockwise) CA/56D3: C2 Set vehicle's propulsion direction to $0122 (290 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required CA/56D6: C6 Propel vehicle at speed $00B4 CA/56D9: E0 Pause for 240 units CA/56DB: C2 Set vehicle's propulsion direction to $012C (300 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required CA/56DE: E0 Pause for 192 units CA/56E0: 40 Move vehicle as follows: (go down), 48 units CA/56E2: D2 Load map $0003 (Darkness (briefly on many occasions, inc. Tent use on the world map)), position (08, 08), mode $40 CA/56E8: F2 Fade out current song with transition time 64 CA/56EA: FA Stop temporarily played song CA/56EB: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/56ED: B2 Call subroutine $CAC7F1 CA/56F1: D7 Clear event bit $1E80($36D) [$1EED, bit 5] CA/56F3: D7 Clear event bit $1E80($367) [$1EEC, bit 7] CA/56F5: D7 Clear event bit $1E80($373) [$1EEE, bit 3] CA/56F7: D6 Set event bit $1E80($374) [$1EEE, bit 4] CA/56F9: D7 Clear event bit $1E80($379) [$1EEF, bit 1] CA/56FB: D6 Set event bit $1E80($37A) [$1EEF, bit 2] CA/56FD: D7 Clear event bit $1E80($380) [$1EF0, bit 0] CA/56FF: D7 Clear event bit $1E80($381) [$1EF0, bit 1] CA/5701: D6 Set event bit $1E80($382) [$1EF0, bit 2] CA/5703: D6 Set event bit $1E80($397) [$1EF2, bit 7] CA/5705: D4 Set event bit $1E80($276) [$1ECE, bit 6] CA/5707: D4 Set event bit $1E80($2B7) [$1ED6, bit 7] CA/5709: 6B Load map $0001 (World of Ruin) instantly, (upper bits $0400), place party at (146, 212), facing up CA/570F: D0 Make vehicle/entity visible CA/5710: DF Hide mini-map CA/5711: 28 Do vehicle/entity graphical action $28 CA/5712: FF End map script CA/5713: A1 Reset timer 0 CA/5715: 4B Display dialogue message $0880, wait for button press CID: I feel much better! Thanks, CELES! CA/5718: C0 If ($1E80($0B3) [$1E96, bit 3] is set), branch to $CA5EB3 (simply returns) CA/571E: D0 Set event bit $1E80($0B3) [$1E96, bit 3] CA/5720: 93 Pause for 45 units CA/5721: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long CA/5723: C2 Set vehicle/entity's event speed to normal CA/5724: 82 Move vehicle/entity down 1 tile CA/5725: CC Turn vehicle/entity up CA/5726: E0 Pause for 4 * 8 (32) frames CA/5728: CF Turn vehicle/entity left CA/5729: FF End queue CA/572A: 10 Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete) CA/572C: C8 Set object layering priority to 0 (low nibble 0) CA/572E: 93 Move vehicle/entity left 5 tiles CA/572F: CE Turn vehicle/entity down CA/5730: E0 Pause for 4 * 6 (24) frames CA/5732: FF End queue CA/5733: 4B Display dialogue message $088B, wait for button press CELES: What's up? CID: CELES…the project that kept me going over the past year is down below. Go have a look at it! CA/5736: F4 Play sound effect 44 CA/5738: 42 Hide object $12 CA/573A: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CA/573C: 8D Move vehicle/entity right 4 tiles CA/573D: CE Turn vehicle/entity down CA/573E: FF End queue CA/573F: D7 Clear event bit $1E80($368) [$1EED, bit 0] CA/5741: D7 Clear event bit $1E80($367) [$1EEC, bit 7] CA/5743: D6 Set event bit $1E80($36E) [$1EED, bit 6] CA/5745: FE Return CA/5746: 4B Display dialogue message $0881, wait for button press CID: My dear, I…feel I'm not going to be around much longer… CA/5749: FE Return CA/574A: 4B Display dialogue message $0882, wait for button press CID: CELES, thanks for all you've done for me! CA/574D: FE Return CA/574E: 4B Display dialogue message $0883, wait for button press CID: Hackack!! I feel a little better! CA/5751: FE Return CA/5752: 4B Display dialogue message $0884, wait for button press CID: Cough…wheeze… I can't bear this any longer… CA/5755: FE Return CA/5756: 4B Display dialogue message $0885, wait for button press CID: I…I'm not long for this cruel new world… CA/5759: FE Return CA/575A: 4B Display dialogue message $0886, wait for button press CID: My worst nightmare is to think of you alone here on this wretched island…hack…wheeze!! CA/575D: FE Return CA/575E: 4B Display dialogue message $0887, wait for button press CID: Cough…hack…ACK!! While I can still talk, I…wheeze…pant…want to thank you…cough! CA/5761: FE Return CA/5762: 3E Delete object $11 CA/5764: D7 Clear event bit $1E80($369) [$1EED, bit 1] CA/5766: D2 Set event bit $1E80($1D2) [$1EBA, bit 2] CA/5768: FE Return CA/5769: 3E Delete object $12 CA/576B: D7 Clear event bit $1E80($36A) [$1EED, bit 2] CA/576D: D2 Set event bit $1E80($1D3) [$1EBA, bit 3] CA/576F: FE Return CA/5770: 3E Delete object $13 CA/5772: D7 Clear event bit $1E80($36B) [$1EED, bit 3] CA/5774: D2 Set event bit $1E80($1D4) [$1EBA, bit 4] CA/5776: FE Return CA/5777: 3E Delete object $14 CA/5779: D7 Clear event bit $1E80($36C) [$1EED, bit 4] CA/577B: D2 Set event bit $1E80($1D5) [$1EBA, bit 5] CA/577D: FE Return CA/577E: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CA/5784: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CA/5786: C0 If ($1E80($1FD) [$1EBF, bit 5] is set), branch to $CA57A8 CA/578C: D2 Set event bit $1E80($1FD) [$1EBF, bit 5] CA/578E: 11 Begin action queue for character $11 (NPC $11), 13 bytes long CA/5790: A2 Move vehicle/entity left/down 1x1 tiles CA/5791: A2 Move vehicle/entity left/down 1x1 tiles CA/5792: A2 Move vehicle/entity left/down 1x1 tiles CA/5793: A8 Move vehicle/entity left/down 1x2 tiles CA/5794: C1 Set vehicle/entity's event speed to slow CA/5795: A8 Move vehicle/entity left/down 1x2 tiles CA/5796: C0 Set vehicle/entity's event speed to slowest CA/5797: A8 Move vehicle/entity left/down 1x2 tiles CA/5798: 80 Move vehicle/entity up 1 tile CA/5799: 82 Move vehicle/entity down 1 tile CA/579A: FC Branch 2 bytes backwards ($CA5798) CA/579C: FF End queue CA/579D: 4B Display dialogue message $0872, wait for button press The airship's below. ^ (Jump!!) ^ (Wait!!) CA/57A0: B6 Indexed branch based on prior dialogue selection [$CA48C1, $CA5EB3] CA/57A7: FE Return CA/57A8: 4B Display dialogue message $0873, wait for button press ^ (Jump!!) ^ (Gotta wait for SHADOW…) CA/57AB: B6 Indexed branch based on prior dialogue selection [$CA48C1, $CA5EB3] CA/57B2: FE Return CA/57B3: C1 If ($1E80($1FE) [$1EBF, bit 6] is clear) or ($1E80($1FD) [$1EBF, bit 5] is clear), branch to $CA5EB3 (simply returns) CA/57BB: A1 Reset timer 0 CA/57BD: A1 Reset timer 2 CA/57BF: 3D Create object $03 CA/57C1: 45 Refresh objects CA/57C2: 03 Begin action queue for character $03 (Actor in stot 3), 7 bytes long (Wait until complete) CA/57C4: D5 Set vehicle/entity's position to (104, 12) CA/57C7: C7 Set vehicle/entity to stay still when moving CA/57C8: C1 Set vehicle/entity's event speed to slow CA/57C9: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/57CA: FF End queue CA/57CB: 41 Show object $03 CA/57CD: 03 Begin action queue for character $03 (Actor in stot 3), 8 bytes long (Wait until complete) CA/57CF: 85 Move vehicle/entity right 2 tiles CA/57D0: 4B Do vehicle/entity graphical action $0B, flipped horizontally CA/57D1: C2 Set vehicle/entity's event speed to normal CA/57D2: A6 Move vehicle/entity right/down 2x1 tiles CA/57D3: C3 Set vehicle/entity's event speed to fast CA/57D4: A6 Move vehicle/entity right/down 2x1 tiles CA/57D5: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/57D6: FF End queue CA/57D7: 92 Pause for 30 units CA/57D8: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/57DA: 1F Do vehicle/entity graphical action $1F CA/57DB: E0 Pause for 4 * 3 (12) frames CA/57DD: CF Turn vehicle/entity left CA/57DE: FF End queue CA/57DF: F4 Play sound effect 24 CA/57E1: 4B Display dialogue message $0874, wait for button press (At bottom of screen) “SHADOW!!” SHADOW: I'll be blown to bits before I can even collect my pay… CA/57E4: D6 Set event bit $1E80($37D) [$1EEF, bit 5] CA/57E6: B2 Call subroutine $CA5806 CA/57EA: 03 Begin action queue for character $03 (Actor in stot 3), 21 bytes long (Wait until complete) CA/57EC: C6 Set vehicle/entity to walk when moving CA/57ED: C2 Set vehicle/entity's event speed to normal CA/57EE: 81 Move vehicle/entity right 1 tile CA/57EF: A1 Move vehicle/entity right/down 1x1 tiles CA/57F0: A1 Move vehicle/entity right/down 1x1 tiles CA/57F1: A1 Move vehicle/entity right/down 1x1 tiles CA/57F2: E0 Pause for 4 * 3 (12) frames CA/57F4: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/57F5: E0 Pause for 4 * 1 (4) frames CA/57F7: 09 Do vehicle/entity graphical action $09 (kneeling) CA/57F8: E0 Pause for 4 * 1 (4) frames CA/57FA: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/57FB: C7 Set vehicle/entity to stay still when moving CA/57FC: DD Make vehicle/entity jump (high) CA/57FD: 86 Move vehicle/entity down 2 tiles CA/57FE: C4 Set vehicle/entity's event speed to faster CA/57FF: 96 Move vehicle/entity down 6 tiles CA/5800: FF End queue CA/5801: B2 Call subroutine $CA48D6 CA/5805: FE Return CA/5806: 38 Hold screen CA/5807: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long CA/5809: C2 Set vehicle/entity's event speed to normal CA/580A: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/580B: E0 Pause for 4 * 4 (16) frames CA/580D: C7 Set vehicle/entity to stay still when moving CA/580E: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/580F: DD Make vehicle/entity jump (high) CA/5810: 86 Move vehicle/entity down 2 tiles CA/5811: C4 Set vehicle/entity's event speed to faster CA/5812: 9E Move vehicle/entity down 8 tiles CA/5813: C6 Set vehicle/entity to walk when moving CA/5814: FF End queue CA/5815: 94 Pause for 60 units CA/5816: FE Return CA/5817: 4B Display dialogue message $084D, wait for button press (At bottom of screen) SETZER: Quick! Let's jump onto that thing! Only 3 allowed in your party. The others must stay on board. CA/581A: B2 Call subroutine $CACB9F CA/581E: 3B Position character in a "ready-to-go" stance CA/581F: B2 Call subroutine $CB41A5 CA/5823: 6B Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")) instantly, (upper bits $3400), place party at (15, 6), facing left CA/5829: 47 Make character in slot 0 the lead character CA/582A: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CA/582E: C0 If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CA583A CA/5834: 96 Restore screen from fade CA/5835: 5C Pause execution until fade in or fade out is complete CA/5836: 4B Display dialogue message $084E, wait for button press (At bottom of screen) Only 3 allowed in your party. The others must stay on board. CA/5839: FE Return CA/583A: C0 If ($1E80($0A0) [$1E94, bit 0] is set), branch to $CA597F CA/5840: F0 Play song 26 (Save Them!), (high bit clear), full volume CA/5842: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/5844: 96 Restore screen from fade CA/5845: 5C Pause execution until fade in or fade out is complete CA/5846: 94 Pause for 60 units CA/5847: 97 Fade screen to black CA/5848: 5C Pause execution until fade in or fade out is complete CA/5849: 39 Free screen CA/584A: 6B Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (180, 216), facing up, party is in the airship CA/5850: 24 Move vehicle as follows: (go up, move forward), 96 units CA/5852: D2 Load map $000A (Blackjack, upper deck (IAF sequence / various cutscenes)), position (14, 06), mode $00 CA/5858: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/585A: 78 Enable ability to pass through other objects for object $10 (NPC $10) CA/585C: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/585E: 78 Enable ability to pass through other objects for object $12 (NPC $12) CA/5860: 78 Enable ability to pass through other objects for object $13 (NPC $13) CA/5862: 78 Enable ability to pass through other objects for object $14 (NPC $14) CA/5864: 78 Enable ability to pass through other objects for object $15 (NPC $15) CA/5866: 78 Enable ability to pass through other objects for object $16 (NPC $16) CA/5868: 78 Enable ability to pass through other objects for object $17 (NPC $17) CA/586A: 78 Enable ability to pass through other objects for object $18 (NPC $18) CA/586C: 78 Enable ability to pass through other objects for object $19 (NPC $19) CA/586E: 78 Enable ability to pass through other objects for object $1A (NPC $1A) CA/5870: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CA/5872: 78 Enable ability to pass through other objects for object $1C (NPC $1C) CA/5874: 10 Begin action queue for character $10 (NPC $10), 26 bytes long CA/5876: D5 Set vehicle/entity's position to (31, 10) CA/5879: 9F Move vehicle/entity left 8 tiles CA/587A: 9F Move vehicle/entity left 8 tiles CA/587B: 9F Move vehicle/entity left 8 tiles CA/587C: C2 Set vehicle/entity's event speed to normal CA/587D: 87 Move vehicle/entity left 2 tiles CA/587E: C1 Set vehicle/entity's event speed to slow CA/587F: 83 Move vehicle/entity left 1 tile CA/5880: 89 Move vehicle/entity right 3 tiles CA/5881: C1 Set vehicle/entity's event speed to slow CA/5882: 83 Move vehicle/entity left 1 tile CA/5883: C2 Set vehicle/entity's event speed to normal CA/5884: 83 Move vehicle/entity left 1 tile CA/5885: C3 Set vehicle/entity's event speed to fast CA/5886: AA Move vehicle/entity left/up 2x1 tiles CA/5887: A3 Move vehicle/entity left/up 1x1 tiles CA/5888: AB Move vehicle/entity left/up 1x2 tiles CA/5889: 8C Move vehicle/entity up 4 tiles CA/588A: A4 Move vehicle/entity right/up 1x2 tiles CA/588B: E0 Pause for 4 * 64 (256) frames CA/588D: FC Branch 23 bytes backwards ($CA5876) CA/588F: FF End queue CA/5890: 11 Begin action queue for character $11 (NPC $11), 28 bytes long CA/5892: D5 Set vehicle/entity's position to (30, 11) CA/5895: 9F Move vehicle/entity left 8 tiles CA/5896: 9F Move vehicle/entity left 8 tiles CA/5897: 9F Move vehicle/entity left 8 tiles CA/5898: C2 Set vehicle/entity's event speed to normal CA/5899: 87 Move vehicle/entity left 2 tiles CA/589A: C1 Set vehicle/entity's event speed to slow CA/589B: 83 Move vehicle/entity left 1 tile CA/589C: 89 Move vehicle/entity right 3 tiles CA/589D: C1 Set vehicle/entity's event speed to slow CA/589E: 87 Move vehicle/entity left 2 tiles CA/589F: C2 Set vehicle/entity's event speed to normal CA/58A0: AA Move vehicle/entity left/up 2x1 tiles CA/58A1: A3 Move vehicle/entity left/up 1x1 tiles CA/58A2: C3 Set vehicle/entity's event speed to fast CA/58A3: AB Move vehicle/entity left/up 1x2 tiles CA/58A4: 80 Move vehicle/entity up 1 tile CA/58A5: A0 Move vehicle/entity right/up 1x1 tiles CA/58A6: A5 Move vehicle/entity right/up 2x1 tiles CA/58A7: A5 Move vehicle/entity right/up 2x1 tiles CA/58A8: A4 Move vehicle/entity right/up 1x2 tiles CA/58A9: E0 Pause for 4 * 64 (256) frames CA/58AB: FC Branch 25 bytes backwards ($CA5892) CA/58AD: FF End queue CA/58AE: 12 Begin action queue for character $12 (NPC $12), 22 bytes long CA/58B0: D5 Set vehicle/entity's position to (29, 12) CA/58B3: 9F Move vehicle/entity left 8 tiles CA/58B4: 9F Move vehicle/entity left 8 tiles CA/58B5: 9F Move vehicle/entity left 8 tiles CA/58B6: C2 Set vehicle/entity's event speed to normal CA/58B7: 87 Move vehicle/entity left 2 tiles CA/58B8: C1 Set vehicle/entity's event speed to slow CA/58B9: 83 Move vehicle/entity left 1 tile CA/58BA: 89 Move vehicle/entity right 3 tiles CA/58BB: E0 Pause for 4 * 1 (4) frames CA/58BD: C3 Set vehicle/entity's event speed to fast CA/58BE: A9 Move vehicle/entity left/down 2x1 tiles CA/58BF: C4 Set vehicle/entity's event speed to faster CA/58C0: A8 Move vehicle/entity left/down 1x2 tiles CA/58C1: E0 Pause for 4 * 64 (256) frames CA/58C3: FC Branch 19 bytes backwards ($CA58B0) CA/58C5: FF End queue CA/58C6: 13 Begin action queue for character $13 (NPC $13), 22 bytes long CA/58C8: D5 Set vehicle/entity's position to (31, 13) CA/58CB: 9F Move vehicle/entity left 8 tiles CA/58CC: 9F Move vehicle/entity left 8 tiles CA/58CD: 9F Move vehicle/entity left 8 tiles CA/58CE: C2 Set vehicle/entity's event speed to normal CA/58CF: 87 Move vehicle/entity left 2 tiles CA/58D0: C1 Set vehicle/entity's event speed to slow CA/58D1: 83 Move vehicle/entity left 1 tile CA/58D2: 85 Move vehicle/entity right 2 tiles CA/58D3: E0 Pause for 4 * 2 (8) frames CA/58D5: C3 Set vehicle/entity's event speed to fast CA/58D6: A9 Move vehicle/entity left/down 2x1 tiles CA/58D7: C4 Set vehicle/entity's event speed to faster CA/58D8: A8 Move vehicle/entity left/down 1x2 tiles CA/58D9: E0 Pause for 4 * 64 (256) frames CA/58DB: FC Branch 19 bytes backwards ($CA58C8) CA/58DD: FF End queue CA/58DE: 14 Begin action queue for character $14 (NPC $14), 22 bytes long CA/58E0: D5 Set vehicle/entity's position to (33, 14) CA/58E3: 9F Move vehicle/entity left 8 tiles CA/58E4: 9F Move vehicle/entity left 8 tiles CA/58E5: 9F Move vehicle/entity left 8 tiles CA/58E6: C2 Set vehicle/entity's event speed to normal CA/58E7: 87 Move vehicle/entity left 2 tiles CA/58E8: C1 Set vehicle/entity's event speed to slow CA/58E9: 83 Move vehicle/entity left 1 tile CA/58EA: 81 Move vehicle/entity right 1 tile CA/58EB: E0 Pause for 4 * 4 (16) frames CA/58ED: C2 Set vehicle/entity's event speed to normal CA/58EE: A9 Move vehicle/entity left/down 2x1 tiles CA/58EF: C3 Set vehicle/entity's event speed to fast CA/58F0: A8 Move vehicle/entity left/down 1x2 tiles CA/58F1: E0 Pause for 4 * 64 (256) frames CA/58F3: FC Branch 19 bytes backwards ($CA58E0) CA/58F5: FF End queue CA/58F6: 15 Begin action queue for character $15 (NPC $15), 27 bytes long CA/58F8: D5 Set vehicle/entity's position to (0, 4) CA/58FB: E0 Pause for 4 * 56 (224) frames CA/58FD: 9D Move vehicle/entity right 8 tiles CA/58FE: A5 Move vehicle/entity right/up 2x1 tiles CA/58FF: 9D Move vehicle/entity right 8 tiles CA/5900: C3 Set vehicle/entity's event speed to fast CA/5901: 95 Move vehicle/entity right 6 tiles CA/5902: A6 Move vehicle/entity right/down 2x1 tiles CA/5903: A1 Move vehicle/entity right/down 1x1 tiles CA/5904: A7 Move vehicle/entity right/down 1x2 tiles CA/5905: 86 Move vehicle/entity down 2 tiles CA/5906: C1 Set vehicle/entity's event speed to slow CA/5907: A8 Move vehicle/entity left/down 1x2 tiles CA/5908: A2 Move vehicle/entity left/down 1x1 tiles CA/5909: A9 Move vehicle/entity left/down 2x1 tiles CA/590A: C2 Set vehicle/entity's event speed to normal CA/590B: A0 Move vehicle/entity right/up 1x1 tiles CA/590C: A0 Move vehicle/entity right/up 1x1 tiles CA/590D: A0 Move vehicle/entity right/up 1x1 tiles CA/590E: A0 Move vehicle/entity right/up 1x1 tiles CA/590F: A0 Move vehicle/entity right/up 1x1 tiles CA/5910: FC Branch 24 bytes backwards ($CA58F8) CA/5912: FF End queue CA/5913: 16 Begin action queue for character $16 (NPC $16), 23 bytes long CA/5915: D5 Set vehicle/entity's position to (0, 3) CA/5918: E0 Pause for 4 * 32 (128) frames CA/591A: 9D Move vehicle/entity right 8 tiles CA/591B: A5 Move vehicle/entity right/up 2x1 tiles CA/591C: C3 Set vehicle/entity's event speed to fast CA/591D: 9D Move vehicle/entity right 8 tiles CA/591E: 89 Move vehicle/entity right 3 tiles CA/591F: A6 Move vehicle/entity right/down 2x1 tiles CA/5920: A7 Move vehicle/entity right/down 1x2 tiles CA/5921: A7 Move vehicle/entity right/down 1x2 tiles CA/5922: A7 Move vehicle/entity right/down 1x2 tiles CA/5923: 86 Move vehicle/entity down 2 tiles CA/5924: A8 Move vehicle/entity left/down 1x2 tiles CA/5925: A8 Move vehicle/entity left/down 1x2 tiles CA/5926: A2 Move vehicle/entity left/down 1x1 tiles CA/5927: A2 Move vehicle/entity left/down 1x1 tiles CA/5928: A2 Move vehicle/entity left/down 1x1 tiles CA/5929: FC Branch 20 bytes backwards ($CA5915) CA/592B: FF End queue CA/592C: 3A Enable player to move while event commands execute CA/592D: B5 Pause for 15 * 32 (480) units CA/592F: 4B Display dialogue message $084F, wait for button press Uh, oh!!! The Imperial Airforce (IAF)! We're surrounded! Let's give 'em a bloody lip! CA/5932: 4D Invoke battle, enemy set $7E, background $25 (Airship, World of Balance, centered), (mosaic effect enabled), (swoosh sound enabled) CA/5935: B2 Call subroutine $CA5EA9 CA/5939: 96 Restore screen from fade CA/593A: 19 Begin action queue for character $19 (NPC $19), 13 bytes long CA/593C: C4 Set vehicle/entity's event speed to faster CA/593D: E0 Pause for 4 * 16 (64) frames CA/593F: D5 Set vehicle/entity's position to (15, 4) CA/5942: 85 Move vehicle/entity right 2 tiles CA/5943: D5 Set vehicle/entity's position to (0, 0) CA/5946: FC Branch 9 bytes backwards ($CA593D) CA/5948: FF End queue CA/5949: 1A Begin action queue for character $1A (NPC $1A), 13 bytes long CA/594B: C4 Set vehicle/entity's event speed to faster CA/594C: E0 Pause for 4 * 8 (32) frames CA/594E: D5 Set vehicle/entity's position to (12, 9) CA/5951: 85 Move vehicle/entity right 2 tiles CA/5952: D5 Set vehicle/entity's position to (0, 0) CA/5955: FC Branch 9 bytes backwards ($CA594C) CA/5957: FF End queue CA/5958: 1B Begin action queue for character $1B (NPC $1B), 13 bytes long CA/595A: C4 Set vehicle/entity's event speed to faster CA/595B: E0 Pause for 4 * 20 (80) frames CA/595D: D5 Set vehicle/entity's position to (18, 11) CA/5960: 85 Move vehicle/entity right 2 tiles CA/5961: D5 Set vehicle/entity's position to (0, 0) CA/5964: FC Branch 9 bytes backwards ($CA595B) CA/5966: FF End queue CA/5967: 1C Begin action queue for character $1C (NPC $1C), 13 bytes long CA/5969: C4 Set vehicle/entity's event speed to faster CA/596A: E0 Pause for 4 * 12 (48) frames CA/596C: D5 Set vehicle/entity's position to (11, 2) CA/596F: 85 Move vehicle/entity right 2 tiles CA/5970: D5 Set vehicle/entity's position to (0, 0) CA/5973: FC Branch 9 bytes backwards ($CA596A) CA/5975: FF End queue CA/5976: D0 Set event bit $1E80($0A0) [$1E94, bit 0] CA/5978: A0 Set timer 0 to $0100 [0m: 04s: 16j], jump to subroutine $CA598F if it expires. Flags: (Countdown pauses in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CA/597E: FE Return CA/597F: 96 Restore screen from fade CA/5980: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/5982: C2 Set vehicle/entity's event speed to normal CA/5983: 86 Move vehicle/entity down 2 tiles CA/5984: FF End queue CA/5985: 38 Hold screen CA/5986: B2 Call subroutine $CA5ABE CA/598A: B2 Call subroutine $CA5A42 CA/598E: FE Return CA/598F: A1 Reset timer 0 CA/5991: 4D Invoke battle, enemy set $7E, background $25 (Airship, World of Balance, centered), (mosaic effect enabled), (swoosh sound enabled) CA/5994: B2 Call subroutine $CA5EA9 CA/5998: 96 Restore screen from fade CA/5999: A0 Set timer 0 to $0180 [0m: 06s: 24j], jump to subroutine $CA59A0 if it expires. Flags: (Countdown pauses in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CA/599F: FE Return CA/59A0: A1 Reset timer 0 CA/59A2: 4D Invoke battle, enemy set $7E, background $25 (Airship, World of Balance, centered), (mosaic effect enabled), (swoosh sound enabled) CA/59A5: B2 Call subroutine $CA5EA9 CA/59A9: 96 Restore screen from fade CA/59AA: A0 Set timer 0 to $0140 [0m: 05s: 20j], jump to subroutine $CA59B1 if it expires. Flags: (Countdown pauses in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CA/59B0: FE Return CA/59B1: A1 Reset timer 0 CA/59B3: 4D Invoke battle, enemy set $7E, background $25 (Airship, World of Balance, centered), (mosaic effect enabled), (swoosh sound enabled) CA/59B6: B2 Call subroutine $CA5EA9 CA/59BA: 96 Restore screen from fade CA/59BB: 93 Pause for 45 units CA/59BC: 4B Display dialogue message $0850, wait for button press Something… curious…approaches!! CA/59BF: 17 Begin action queue for character $17 (NPC $17), 26 bytes long CA/59C1: C7 Set vehicle/entity to stay still when moving CA/59C2: A6 Move vehicle/entity right/down 2x1 tiles CA/59C3: C0 Set vehicle/entity's event speed to slowest CA/59C4: A6 Move vehicle/entity right/down 2x1 tiles CA/59C5: 86 Move vehicle/entity down 2 tiles CA/59C6: A2 Move vehicle/entity left/down 1x1 tiles CA/59C7: E0 Pause for 4 * 16 (64) frames CA/59C9: A6 Move vehicle/entity right/down 2x1 tiles CA/59CA: C1 Set vehicle/entity's event speed to slow CA/59CB: A6 Move vehicle/entity right/down 2x1 tiles CA/59CC: A1 Move vehicle/entity right/down 1x1 tiles CA/59CD: 9D Move vehicle/entity right 8 tiles CA/59CE: C4 Set vehicle/entity's event speed to faster CA/59CF: 85 Move vehicle/entity right 2 tiles CA/59D0: C1 Set vehicle/entity's event speed to slow CA/59D1: A5 Move vehicle/entity right/up 2x1 tiles CA/59D2: A6 Move vehicle/entity right/down 2x1 tiles CA/59D3: A5 Move vehicle/entity right/up 2x1 tiles CA/59D4: A5 Move vehicle/entity right/up 2x1 tiles CA/59D5: C3 Set vehicle/entity's event speed to fast CA/59D6: A0 Move vehicle/entity right/up 1x1 tiles CA/59D7: C2 Set vehicle/entity's event speed to normal CA/59D8: A0 Move vehicle/entity right/up 1x1 tiles CA/59D9: 80 Move vehicle/entity up 1 tile CA/59DA: FF End queue CA/59DB: 18 Begin action queue for character $18 (NPC $18), 22 bytes long CA/59DD: E0 Pause for 4 * 240 (960) frames CA/59DF: E0 Pause for 4 * 72 (288) frames CA/59E1: D5 Set vehicle/entity's position to (28, 6) CA/59E4: DD Make vehicle/entity jump (high) CA/59E5: 87 Move vehicle/entity left 2 tiles CA/59E6: E0 Pause for 4 * 3 (12) frames CA/59E8: DD Make vehicle/entity jump (high) CA/59E9: AA Move vehicle/entity left/up 2x1 tiles CA/59EA: DD Make vehicle/entity jump (high) CA/59EB: A8 Move vehicle/entity left/down 1x2 tiles CA/59EC: E0 Pause for 4 * 8 (32) frames CA/59EE: 80 Move vehicle/entity up 1 tile CA/59EF: CF Turn vehicle/entity left CA/59F0: E2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/59F2: FF End queue CA/59F3: A0 Set timer 0 to $01A0 [0m: 06s: 56j], jump to subroutine $CA59FA if it expires. Flags: (Countdown pauses in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CA/59F9: FE Return CA/59FA: A1 Reset timer 0 CA/59FC: 4D Invoke battle, enemy set $7E, background $25 (Airship, World of Balance, centered), (mosaic effect enabled), (swoosh sound enabled) CA/59FF: B2 Call subroutine $CA5EA9 CA/5A03: 96 Restore screen from fade CA/5A04: A0 Set timer 0 to $0200 [0m: 08s: 32j], jump to subroutine $CA5A0B if it expires. Flags: (Countdown pauses in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CA/5A0A: FE Return CA/5A0B: A1 Reset timer 0 CA/5A0D: 4D Invoke battle, enemy set $7E, background $25 (Airship, World of Balance, centered), (mosaic effect enabled), (swoosh sound enabled) CA/5A10: B2 Call subroutine $CA5EA9 CA/5A14: 96 Restore screen from fade CA/5A15: FE Return CA/5A16: C0 If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CA5EB3 (simply returns) CA/5A1C: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CA/5A1E: 4D Invoke battle, enemy set $6B, background $30 (Airship, World of Balance, right), (mosaic effect enabled), (swoosh sound enabled) CA/5A21: B2 Call subroutine $CA5EA9 CA/5A25: 96 Restore screen from fade CA/5A26: A2 Command $A2 CA/5A27: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete) CA/5A29: C8 Set object layering priority to 2 (low nibble 2) CA/5A2B: 1F Do vehicle/entity graphical action $1F CA/5A2C: C7 Set vehicle/entity to stay still when moving CA/5A2D: C2 Set vehicle/entity's event speed to normal CA/5A2E: DD Make vehicle/entity jump (high) CA/5A2F: 86 Move vehicle/entity down 2 tiles CA/5A30: C3 Set vehicle/entity's event speed to fast CA/5A31: 9E Move vehicle/entity down 8 tiles CA/5A32: C8 Set object layering priority to 0 (low nibble 0) CA/5A34: FF End queue CA/5A35: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/5A37: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CA/5A3B: 4D Invoke battle, enemy set $59, background $07 (Falling through the Clouds), (mosaic effect enabled), (swoosh sound enabled) CA/5A3E: B2 Call subroutine $CA5EA9 CA/5A42: 6B Load map $018A (Floating Island, outdoors, with background clouds (normal)) instantly, (upper bits $2400), place party at (4, 8), facing down CA/5A48: 41 Show object $31 CA/5A4A: 38 Hold screen CA/5A4B: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long CA/5A4D: D5 Set vehicle/entity's position to (4, 0) CA/5A50: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/5A51: C7 Set vehicle/entity to stay still when moving CA/5A52: C3 Set vehicle/entity's event speed to fast CA/5A53: 9E Move vehicle/entity down 8 tiles CA/5A54: 8E Move vehicle/entity down 4 tiles CA/5A55: 09 Do vehicle/entity graphical action $09 (kneeling) CA/5A56: FF End queue CA/5A57: 96 Restore screen from fade CA/5A58: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/5A5A: C2 Set vehicle/entity's event speed to normal CA/5A5B: 8E Move vehicle/entity down 4 tiles CA/5A5C: FF End queue CA/5A5D: 35 Pause execution until action queue for object $30 (Camera) is complete CA/5A5F: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CA/5A61: 39 Free screen CA/5A62: 94 Pause for 60 units CA/5A63: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/5A65: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/5A66: C6 Set vehicle/entity to walk when moving CA/5A67: FF End queue CA/5A68: 4B Display dialogue message $0851, wait for button press Kefka, Gestahl…and the Statues are just ahead. CA/5A6B: FE Return CA/5A6C: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CA/5A72: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CA/5A74: 38 Hold screen CA/5A75: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/5A77: C1 Set vehicle/entity's event speed to slow CA/5A78: 8A Move vehicle/entity down 3 tiles CA/5A79: FF End queue CA/5A7A: 4B Display dialogue message $0857, wait for button press The airship's below! Do you wish to return? ^ (No) ^ (Yes) CA/5A7D: 30 Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete) CA/5A7F: 88 Move vehicle/entity up 3 tiles CA/5A80: FF End queue CA/5A81: 39 Free screen CA/5A82: B6 Indexed branch based on prior dialogue selection [$CA5EB3, $CA5A8A] CA/5A89: FE Return CA/5A8A: DE Load CaseWord with the characters in the currently active party? CA/5A8B: BE If character $03 (SHADOW) is in the current CaseWord, call subroutine $CAD9FC CA/5A90: B2 Call subroutine $CA5ABE CA/5A94: D4 Set event bit $1E80($246) [$1EC8, bit 6] CA/5A96: 6B Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")) instantly, (upper bits $0400), place party at (16, 6), facing up CA/5A9C: 38 Hold screen CA/5A9D: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CA/5A9F: C8 Set object layering priority to 2 (low nibble 2) CA/5AA1: D5 Set vehicle/entity's position to (14, 0) CA/5AA4: C3 Set vehicle/entity's event speed to fast CA/5AA5: FF End queue CA/5AA6: 96 Restore screen from fade CA/5AA7: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CA/5AA9: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/5AAA: 96 Move vehicle/entity down 6 tiles CA/5AAB: 0B Do vehicle/entity graphical action $0B CA/5AAC: C2 Set vehicle/entity's event speed to normal CA/5AAD: DD Make vehicle/entity jump (high) CA/5AAE: 85 Move vehicle/entity right 2 tiles CA/5AAF: 28 Do vehicle/entity graphical action $28 CA/5AB0: C6 Set vehicle/entity to walk when moving CA/5AB1: C8 Set object layering priority to 0 (low nibble 0) CA/5AB3: FF End queue CA/5AB4: 39 Free screen CA/5AB5: C0 If ($1E80($35F) [$1EEB, bit 7] is clear), branch to $CA5EB3 (simply returns) CA/5ABB: D6 Set event bit $1E80($35E) [$1EEB, bit 6] CA/5ABD: FE Return CA/5ABE: 31 Begin action queue for character $31 (Party Character 0), 14 bytes long CA/5AC0: C8 Set object layering priority to 2 (low nibble 2) CA/5AC2: C2 Set vehicle/entity's event speed to normal CA/5AC3: 09 Do vehicle/entity graphical action $09 (kneeling) CA/5AC4: E0 Pause for 4 * 2 (8) frames CA/5AC6: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/5AC7: C7 Set vehicle/entity to stay still when moving CA/5AC8: 86 Move vehicle/entity down 2 tiles CA/5AC9: C3 Set vehicle/entity's event speed to fast CA/5ACA: 92 Move vehicle/entity down 5 tiles CA/5ACB: C8 Set object layering priority to 0 (low nibble 0) CA/5ACD: FF End queue CA/5ACE: 94 Pause for 60 units CA/5ACF: 97 Fade screen to black CA/5AD0: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CA/5AD2: 5C Pause execution until fade in or fade out is complete CA/5AD3: FE Return CA/5AD4: C8 Set bit $1E80($02BD) [$1ED7, bit 5] CA/5AD7: D2 Load map $0003 (Darkness (briefly on many occasions, inc. Tent use on the world map)), position (08, 09), mode $C0 CA/5ADD: FE Return CA/5ADE: 6A Load map $000A (Blackjack, upper deck (IAF sequence / various cutscenes)) after fade out, (upper bits $3400), place party at (16, 6), facing left CA/5AE4: F0 Play song 6 (Terra), (high bit clear), full volume CA/5AE6: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/5AE8: C0 If ($1E80($09E) [$1E93, bit 6] is set), branch to $CA5EB3 (simply returns) CA/5AEE: B2 Call subroutine $CA5D94 CA/5AF2: 92 Pause for 30 units CA/5AF3: 96 Restore screen from fade CA/5AF4: 94 Pause for 60 units CA/5AF5: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/5AF7: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/5AF8: FF End queue CA/5AF9: 4B Display dialogue message $0849, wait for button press (At bottom of screen) SETZER: The Empire's after the sealed gate! They're looking for some statues or something. STRAGO: No!!! CA/5AFC: 07 Begin action queue for character $07 (Actor in stot 7), 6 bytes long (Wait until complete) CA/5AFE: C1 Set vehicle/entity's event speed to slow CA/5AFF: 87 Move vehicle/entity left 2 tiles CA/5B00: E0 Pause for 4 * 8 (32) frames CA/5B02: 22 Do vehicle/entity graphical action $22 CA/5B03: FF End queue CA/5B04: 92 Pause for 30 units CA/5B05: F2 Fade out current song with transition time 32 CA/5B07: D9 Clear event bit $1E80($468) [$1F0D, bit 0] CA/5B09: 6A Load map $0187 (Cave to the Sealed Gate, sealed gate room) after fade out, (upper bits $2400), place party at (8, 10), facing down CA/5B0F: F0 Play song 57 (Wind), (high bit clear), full volume CA/5B11: 42 Hide object $00 CA/5B13: 42 Hide object $06 CA/5B15: 42 Hide object $07 CA/5B17: 42 Hide object $08 CA/5B19: 42 Hide object $09 CA/5B1B: 3D Create object $19 CA/5B1D: 41 Show object $19 CA/5B1F: 3D Create object $16 CA/5B21: 41 Show object $16 CA/5B23: 16 Begin action queue for character $16 (NPC $16), 7 bytes long (Wait until complete) CA/5B25: D5 Set vehicle/entity's position to (7, 17) CA/5B28: CC Turn vehicle/entity up CA/5B29: C8 Set object layering priority to 2 (low nibble 2) CA/5B2B: FF End queue CA/5B2C: 96 Restore screen from fade CA/5B2D: 38 Hold screen CA/5B2E: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/5B30: C1 Set vehicle/entity's event speed to slow CA/5B31: 92 Move vehicle/entity down 5 tiles CA/5B32: FF End queue CA/5B33: 94 Pause for 60 units CA/5B34: 19 Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete) CA/5B36: CF Turn vehicle/entity left CA/5B37: FF End queue CA/5B38: 93 Pause for 45 units CA/5B39: 4B Display dialogue message $084B, wait for button press GESTAHL: Oh, those silly Espers! To think they opened the gate themselves! The Statues should be just ahead. If we can just get our hands on them, we'll have everything we ever dreamed of! CA/5B3C: 35 Pause execution until action queue for object $30 (Camera) is complete CA/5B3E: F4 Play sound effect 205 CA/5B40: 16 Begin action queue for character $16 (NPC $16), 10 bytes long CA/5B42: C2 Set vehicle/entity's event speed to normal CA/5B43: 1D Do vehicle/entity graphical action $1D CA/5B44: E0 Pause for 4 * 1 (4) frames CA/5B46: 1E Do vehicle/entity graphical action $1E CA/5B47: E0 Pause for 4 * 1 (4) frames CA/5B49: FC Branch 6 bytes backwards ($CA5B43) CA/5B4B: FF End queue CA/5B4C: 19 Begin action queue for character $19 (NPC $19), 8 bytes long (Wait until complete) CA/5B4E: 84 Move vehicle/entity up 2 tiles CA/5B4F: E0 Pause for 4 * 8 (32) frames CA/5B51: CF Turn vehicle/entity left CA/5B52: E0 Pause for 4 * 12 (48) frames CA/5B54: 82 Move vehicle/entity down 1 tile CA/5B55: FF End queue CA/5B56: 4B Display dialogue message $084C, wait for button press GESTAHL: Come quickly! CA/5B59: 16 Begin action queue for character $16 (NPC $16), 5 bytes long (Wait until complete) CA/5B5B: 1F Do vehicle/entity graphical action $1F CA/5B5C: E0 Pause for 4 * 4 (16) frames CA/5B5E: 58 Do vehicle/entity graphical action $18, flipped horizontally CA/5B5F: FF End queue CA/5B60: 93 Pause for 45 units CA/5B61: 19 Begin action queue for character $19 (NPC $19), 2 bytes long CA/5B63: 9C Move vehicle/entity up 8 tiles CA/5B64: FF End queue CA/5B65: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CA/5B67: 81 Move vehicle/entity right 1 tile CA/5B68: 94 Move vehicle/entity up 6 tiles CA/5B69: FF End queue CA/5B6A: 94 Pause for 60 units CA/5B6B: 5A Fade screen at speed $08 CA/5B6D: 5C Pause execution until fade in or fade out is complete CA/5B6E: B2 Call subroutine $CAC8E1 CA/5B72: 6B Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")) instantly, (upper bits $2400), place party at (16, 8), facing down CA/5B78: B2 Call subroutine $CA5D94 CA/5B7C: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long CA/5B7E: D5 Set vehicle/entity's position to (15, 7) CA/5B81: CE Turn vehicle/entity down CA/5B82: FF End queue CA/5B83: 41 Show object $00 CA/5B85: 91 Pause for 15 units CA/5B86: 96 Restore screen from fade CA/5B87: 92 Pause for 30 units CA/5B88: 00 Begin action queue for character $00 (Actor in stot 0), 10 bytes long CA/5B8A: CE Turn vehicle/entity down CA/5B8B: E0 Pause for 4 * 16 (64) frames CA/5B8D: C1 Set vehicle/entity's event speed to slow CA/5B8E: 81 Move vehicle/entity right 1 tile CA/5B8F: 86 Move vehicle/entity down 2 tiles CA/5B90: E0 Pause for 4 * 10 (40) frames CA/5B92: 13 Do vehicle/entity graphical action $13 CA/5B93: FF End queue CA/5B94: B5 Pause for 15 * 12 (180) units CA/5B96: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/5B98: C2 Set vehicle/entity's event speed to normal CA/5B99: A1 Move vehicle/entity right/down 1x1 tiles CA/5B9A: 82 Move vehicle/entity down 1 tile CA/5B9B: 23 Do vehicle/entity graphical action $23 CA/5B9C: FF End queue CA/5B9D: 93 Pause for 45 units CA/5B9E: F2 Fade out current song with transition time 128 CA/5BA0: 4B Display dialogue message $084A, wait for button press (At bottom of screen) CELES: What's wrong, TERRA? TERRA: The island… The world is groaning in pain… CA/5BA3: 92 Pause for 30 units CA/5BA4: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/5BA6: 20 Do vehicle/entity graphical action $20 CA/5BA7: FF End queue CA/5BA8: 92 Pause for 30 units CA/5BA9: F4 Play sound effect 165 CA/5BAB: F6 Subcommand $82: Change volume of currently playing sound effect to $00, transition time 0 CA/5BAF: F6 Subcommand $82: Change volume of currently playing sound effect to $70, transition time 192 CA/5BB3: B5 Pause for 15 * 10 (150) units CA/5BB5: B3 Call subroutine $CAC7FE, 3 times CA/5BBA: B5 Pause for 15 * 6 (90) units CA/5BBC: 97 Fade screen to black CA/5BBD: 5C Pause execution until fade in or fade out is complete CA/5BBE: 42 Hide object $00 CA/5BC0: 3E Delete object $06 CA/5BC2: 3E Delete object $07 CA/5BC4: 3E Delete object $08 CA/5BC6: 3E Delete object $09 CA/5BC8: F6 Subcommand $82: Change volume of currently playing sound effect to $A0, transition time 48 CA/5BCC: 6B Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (180, 216), facing up, party is in the airship CA/5BD2: D1 Hide vehicle CA/5BD3: DD Hide mini-map CA/5BD4: C5 Set vehicle height to $7E (max is $7E), (unknown byte $00) CA/5BD7: C0 Modify vehicle script behavior ($20): Allow ship to propel without changing direction facing CA/5BD9: C1 Set vehicle's facing direction to $0014 (20 degrees) (0 is north, goes counter-clockwise) CA/5BDC: C6 Propel vehicle at speed $0078 CA/5BDF: E0 Pause for 112 units CA/5BE1: D2 Load map $018B (Town-like, ground splits open (rise of the Floating Island)), position (08, 07), mode $40 CA/5BE7: F6 Subcommand $82: Change volume of currently playing sound effect to $00, transition time 48 CA/5BEB: 96 Restore screen from fade CA/5BEC: 91 Pause for 15 units CA/5BED: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CA/5BEF: 80 Move vehicle/entity up 1 tile CA/5BF0: E0 Pause for 4 * 1 (4) frames CA/5BF2: 82 Move vehicle/entity down 1 tile CA/5BF3: FF End queue CA/5BF4: 93 Pause for 45 units CA/5BF5: F0 Play song 54 (Catastrophe), (high bit clear), full volume CA/5BF7: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/5BF9: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CA/5BFB: F4 Play sound effect 18 CA/5BFD: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/5BFF: 2D Do vehicle/entity graphical action $2D CA/5C00: FF End queue CA/5C01: B2 Call subroutine $CA5DCC CA/5C05: 94 Pause for 60 units CA/5C06: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CA/5C08: DD Make vehicle/entity jump (high) CA/5C09: 82 Move vehicle/entity down 1 tile CA/5C0A: 28 Do vehicle/entity graphical action $28 CA/5C0B: FF End queue CA/5C0C: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/5C0E: F4 Play sound effect 18 CA/5C10: B2 Call subroutine $CA5DE7 CA/5C14: 94 Pause for 60 units CA/5C15: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/5C17: F4 Play sound effect 18 CA/5C19: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CA/5C1B: B2 Call subroutine $CA5E01 CA/5C1F: 11 Begin action queue for character $11 (NPC $11), 4 bytes long CA/5C21: DD Make vehicle/entity jump (high) CA/5C22: 81 Move vehicle/entity right 1 tile CA/5C23: 2D Do vehicle/entity graphical action $2D CA/5C24: FF End queue CA/5C25: 10 Begin action queue for character $10 (NPC $10), 20 bytes long CA/5C27: C7 Set vehicle/entity to stay still when moving CA/5C28: DC Make vehicle/entity jump (low) CA/5C29: A2 Move vehicle/entity left/down 1x1 tiles CA/5C2A: 2D Do vehicle/entity graphical action $2D CA/5C2B: E0 Pause for 4 * 10 (40) frames CA/5C2D: CE Turn vehicle/entity down CA/5C2E: E0 Pause for 4 * 16 (64) frames CA/5C30: CD Turn vehicle/entity right CA/5C31: E0 Pause for 4 * 16 (64) frames CA/5C33: 2D Do vehicle/entity graphical action $2D CA/5C34: C4 Set vehicle/entity's event speed to faster CA/5C35: A8 Move vehicle/entity left/down 1x2 tiles CA/5C36: C8 Set object layering priority to 3 (low nibble 3) CA/5C38: 9E Move vehicle/entity down 8 tiles CA/5C39: D1 Make vehicle/entity disappear CA/5C3A: FF End queue CA/5C3B: 12 Begin action queue for character $12 (NPC $12), 5 bytes long CA/5C3D: E0 Pause for 4 * 3 (12) frames CA/5C3F: 88 Move vehicle/entity up 3 tiles CA/5C40: CD Turn vehicle/entity right CA/5C41: FF End queue CA/5C42: 13 Begin action queue for character $13 (NPC $13), 10 bytes long CA/5C44: DD Make vehicle/entity jump (high) CA/5C45: A3 Move vehicle/entity left/up 1x1 tiles CA/5C46: 2D Do vehicle/entity graphical action $2D CA/5C47: E0 Pause for 4 * 8 (32) frames CA/5C49: CC Turn vehicle/entity up CA/5C4A: E0 Pause for 4 * 3 (12) frames CA/5C4C: 80 Move vehicle/entity up 1 tile CA/5C4D: FF End queue CA/5C4E: F6 Subcommand $82: Change volume of currently playing sound effect to $A0, transition time 1 CA/5C52: F4 Play sound effect 165 CA/5C54: 58 Shake screen ($FA): (Intensity: 2)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/5C56: 5E Scroll Layer 2, speed 251 x 8 CA/5C59: 95 Pause for 120 units CA/5C5A: 14 Begin action queue for character $14 (NPC $14), 14 bytes long CA/5C5C: DD Make vehicle/entity jump (high) CA/5C5D: 86 Move vehicle/entity down 2 tiles CA/5C5E: C7 Set vehicle/entity to stay still when moving CA/5C5F: 17 Do vehicle/entity graphical action $17 CA/5C60: E0 Pause for 4 * 24 (96) frames CA/5C62: 0B Do vehicle/entity graphical action $0B CA/5C63: C8 Set object layering priority to 3 (low nibble 3) CA/5C65: C4 Set vehicle/entity's event speed to faster CA/5C66: 9E Move vehicle/entity down 8 tiles CA/5C67: 92 Move vehicle/entity down 5 tiles CA/5C68: D1 Make vehicle/entity disappear CA/5C69: FF End queue CA/5C6A: 5E Scroll Layer 2, speed 254 x 254 CA/5C6D: 94 Pause for 60 units CA/5C6E: 5E Scroll Layer 2, speed 255 x 14 CA/5C71: B5 Pause for 15 * 12 (180) units CA/5C73: 58 Shake screen ($F9): (Intensity: 1)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/5C75: 6A Load map $0188 (Jidoor, outdoors (people watch as the Floating Island passes overhead)) after fade out, (upper bits $2400), place party at (14, 40), facing down CA/5C7B: F6 Subcommand $82: Change volume of currently playing sound effect to $70, transition time 64 CA/5C7F: 38 Hold screen CA/5C80: 51 Modify background color range from [05, 07]: Subtract (Black) at intensity 0 CA/5C84: B0 Execute the following commands until $B1 4 times CA/5C86: 51 Modify background color range from [05, 07]: Do (Black) at intensity 0 CA/5C8A: B1 End block of repeating commands CA/5C8B: 96 Restore screen from fade CA/5C8C: 5F Scroll Layer 3, speed 0 x 244 CA/5C8F: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/5C91: C0 Set vehicle/entity's event speed to slowest CA/5C92: 9E Move vehicle/entity down 8 tiles CA/5C93: FF End queue CA/5C94: 10 Begin action queue for character $10 (NPC $10), 19 bytes long CA/5C96: 8A Move vehicle/entity down 3 tiles CA/5C97: 81 Move vehicle/entity right 1 tile CA/5C98: CC Turn vehicle/entity up CA/5C99: E0 Pause for 4 * 26 (104) frames CA/5C9B: C3 Set vehicle/entity's event speed to fast CA/5C9C: 8E Move vehicle/entity down 4 tiles CA/5C9D: 8B Move vehicle/entity left 3 tiles CA/5C9E: 92 Move vehicle/entity down 5 tiles CA/5C9F: 87 Move vehicle/entity left 2 tiles CA/5CA0: CC Turn vehicle/entity up CA/5CA1: E0 Pause for 4 * 16 (64) frames CA/5CA3: A1 Move vehicle/entity right/down 1x1 tiles CA/5CA4: A1 Move vehicle/entity right/down 1x1 tiles CA/5CA5: 8E Move vehicle/entity down 4 tiles CA/5CA6: 89 Move vehicle/entity right 3 tiles CA/5CA7: CC Turn vehicle/entity up CA/5CA8: FF End queue CA/5CA9: 11 Begin action queue for character $11 (NPC $11), 8 bytes long CA/5CAB: 8D Move vehicle/entity right 4 tiles CA/5CAC: CC Turn vehicle/entity up CA/5CAD: E0 Pause for 4 * 8 (32) frames CA/5CAF: A2 Move vehicle/entity left/down 1x1 tiles CA/5CB0: A2 Move vehicle/entity left/down 1x1 tiles CA/5CB1: CC Turn vehicle/entity up CA/5CB2: FF End queue CA/5CB3: 12 Begin action queue for character $12 (NPC $12), 10 bytes long CA/5CB5: E0 Pause for 4 * 16 (64) frames CA/5CB7: 96 Move vehicle/entity down 6 tiles CA/5CB8: 93 Move vehicle/entity left 5 tiles CA/5CB9: 80 Move vehicle/entity up 1 tile CA/5CBA: E0 Pause for 4 * 48 (192) frames CA/5CBC: 8B Move vehicle/entity left 3 tiles CA/5CBD: CC Turn vehicle/entity up CA/5CBE: FF End queue CA/5CBF: B5 Pause for 15 * 5 (75) units CA/5CC1: B0 Execute the following commands until $B1 6 times CA/5CC3: 53 Modify object color range from [00, 0F]: Do unknown operation (Black) at intensity 3 CA/5CC7: B1 End block of repeating commands CA/5CC8: B5 Pause for 15 * 5 (75) units CA/5CCA: B0 Execute the following commands until $B1 6 times CA/5CCC: 53 Modify object color range from [30, 3F]: Do unknown operation (Black) at intensity 3 CA/5CD0: B1 End block of repeating commands CA/5CD1: B5 Pause for 15 * 7 (105) units CA/5CD3: B0 Execute the following commands until $B1 6 times CA/5CD5: 53 Modify object color range from [10, 1F]: Do unknown operation (Black) at intensity 3 CA/5CD9: B1 End block of repeating commands CA/5CDA: 35 Pause execution until action queue for object $30 (Camera) is complete CA/5CDC: 97 Fade screen to black CA/5CDD: 5C Pause execution until fade in or fade out is complete CA/5CDE: 5F Scroll Layer 3, speed 0 x 0 CA/5CE1: A8 Show floating island soaring into the sky CA/5CE2: 6B Load map $018A (Floating Island, outdoors, with background clouds (normal)) instantly, (upper bits $2400), place party at (52, 20), facing down CA/5CE8: F6 Subcommand $82: Change volume of currently playing sound effect to $00, transition time 240 CA/5CEC: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/5CEE: 42 Hide object $31 CA/5CF0: 42 Hide object $10 CA/5CF2: 96 Restore screen from fade CA/5CF3: 30 Begin action queue for character $30 (Camera), 11 bytes long (Wait until complete) CA/5CF5: C1 Set vehicle/entity's event speed to slow CA/5CF6: A0 Move vehicle/entity right/up 1x1 tiles CA/5CF7: A0 Move vehicle/entity right/up 1x1 tiles CA/5CF8: A0 Move vehicle/entity right/up 1x1 tiles CA/5CF9: A0 Move vehicle/entity right/up 1x1 tiles CA/5CFA: A0 Move vehicle/entity right/up 1x1 tiles CA/5CFB: A0 Move vehicle/entity right/up 1x1 tiles CA/5CFC: A0 Move vehicle/entity right/up 1x1 tiles CA/5CFD: A0 Move vehicle/entity right/up 1x1 tiles CA/5CFE: 9C Move vehicle/entity up 8 tiles CA/5CFF: FF End queue CA/5D00: 94 Pause for 60 units CA/5D01: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete) CA/5D03: CD Turn vehicle/entity right CA/5D04: E0 Pause for 4 * 2 (8) frames CA/5D06: CE Turn vehicle/entity down CA/5D07: FF End queue CA/5D08: 94 Pause for 60 units CA/5D09: 11 Begin action queue for character $11 (NPC $11), 12 bytes long CA/5D0B: CE Turn vehicle/entity down CA/5D0C: E0 Pause for 4 * 3 (12) frames CA/5D0E: 1D Do vehicle/entity graphical action $1D CA/5D0F: E0 Pause for 4 * 1 (4) frames CA/5D11: 1E Do vehicle/entity graphical action $1E CA/5D12: E0 Pause for 4 * 1 (4) frames CA/5D14: FC Branch 6 bytes backwards ($CA5D0E) CA/5D16: FF End queue CA/5D17: 94 Pause for 60 units CA/5D18: 4B Display dialogue message $0846, wait for button press GESTAHL: Fuwa, ha, ha! Now THIS is power! This, and my Magicite… now nothing can stop me! CA/5D1B: 94 Pause for 60 units CA/5D1C: F6 Subcommand $82: Change volume of currently playing sound effect to $00, transition time 128 CA/5D20: 6A Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")) after fade out, (upper bits $2400), place party at (16, 8), facing down CA/5D26: B2 Call subroutine $CA5D94 CA/5D2A: 41 Show object $00 CA/5D2C: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CA/5D2E: D5 Set vehicle/entity's position to (16, 8) CA/5D31: CE Turn vehicle/entity down CA/5D32: FF End queue CA/5D33: 39 Free screen CA/5D34: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long CA/5D36: D5 Set vehicle/entity's position to (15, 7) CA/5D39: CE Turn vehicle/entity down CA/5D3A: FF End queue CA/5D3B: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/5D3D: D5 Set vehicle/entity's position to (17, 7) CA/5D40: 23 Do vehicle/entity graphical action $23 CA/5D41: FF End queue CA/5D42: 96 Restore screen from fade CA/5D43: 95 Pause for 120 units CA/5D44: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long (Wait until complete) CA/5D46: CE Turn vehicle/entity down CA/5D47: E0 Pause for 4 * 10 (40) frames CA/5D49: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/5D4A: FF End queue CA/5D4B: 4B Display dialogue message $0847, wait for button press (At bottom of screen) STRAGO: The beginning of all magic… TERRA: Those? STRAGO: It is said that they somehow neutralized each other's power, then sealed themselves away… STRAGO: If the 3 statues should ever be moved out of alignment, the resulting inbalance of power would… …rearrange the face of our planet… TERRA: What?! CA/5D4E: 92 Pause for 30 units CA/5D4F: B3 Call subroutine $CAC7FE, 2 times CA/5D54: 5A Fade screen at speed $08 CA/5D56: 5C Pause execution until fade in or fade out is complete CA/5D57: 3E Delete object $06 CA/5D59: 3E Delete object $09 CA/5D5B: B2 Call subroutine $CACB95 CA/5D5F: 3B Position character in a "ready-to-go" stance CA/5D60: D4 Set event bit $1E80($246) [$1EC8, bit 6] CA/5D62: 6B Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (249, 126), facing up, party is in the airship CA/5D68: 30 Move vehicle as follows: (go up, turn left), 64 units CA/5D6A: 20 Move vehicle as follows: (go up), 16 units CA/5D6C: E0 Pause for 8 units CA/5D6E: 04 Move vehicle as follows: (move forward), 1 units CA/5D70: E0 Pause for 1 units CA/5D72: 04 Move vehicle as follows: (move forward), 1 units CA/5D74: E0 Pause for 1 units CA/5D76: 04 Move vehicle as follows: (move forward), 1 units CA/5D78: E0 Pause for 8 units CA/5D7A: D2 Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")), position (16, 06), mode $80 CA/5D80: 92 Pause for 30 units CA/5D81: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/5D83: 87 Move vehicle/entity left 2 tiles CA/5D84: FF End queue CA/5D85: D0 Set event bit $1E80($09E) [$1E93, bit 6] CA/5D87: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/5D89: D3 Clear event bit $1E80($1BA) [$1EB7, bit 2] CA/5D8B: B2 Call subroutine $CCE4C2 CA/5D8F: B2 Call subroutine $CAF579 CA/5D93: FE Return CA/5D94: 3D Create object $06 CA/5D96: 3D Create object $09 CA/5D98: 3D Create object $07 CA/5D9A: 3D Create object $08 CA/5D9C: 3D Create object $00 CA/5D9E: 41 Show object $06 CA/5DA0: 41 Show object $07 CA/5DA2: 41 Show object $08 CA/5DA4: 41 Show object $09 CA/5DA6: 41 Show object $00 CA/5DA8: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CA/5DAA: D5 Set vehicle/entity's position to (16, 6) CA/5DAD: CF Turn vehicle/entity left CA/5DAE: FF End queue CA/5DAF: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/5DB1: D5 Set vehicle/entity's position to (17, 5) CA/5DB4: CF Turn vehicle/entity left CA/5DB5: FF End queue CA/5DB6: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long CA/5DB8: D5 Set vehicle/entity's position to (18, 7) CA/5DBB: CF Turn vehicle/entity left CA/5DBC: FF End queue CA/5DBD: 08 Begin action queue for character $08 (Actor in stot 8), 5 bytes long CA/5DBF: D5 Set vehicle/entity's position to (19, 6) CA/5DC2: CF Turn vehicle/entity left CA/5DC3: FF End queue CA/5DC4: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/5DC6: D5 Set vehicle/entity's position to (14, 6) CA/5DC9: CF Turn vehicle/entity left CA/5DCA: FF End queue CA/5DCB: FE Return CA/5DCC: 73 Replace current map's Layer 1 at (6, 0) with the following (7 x 3) chunk, refresh immediately CA/5DD1: $BC, $00, $00, $BC, $00, $00, $BC CA/5DD8: $00, $00, $BC, $00, $00, $BC, $00 CA/5DDF: $00, $5D, $AC, $00, $F0, $07, $AB CA/5DE6: FE Return CA/5DE7: 73 Replace current map's Layer 1 at (7, 6) with the following (5 x 4) chunk, refresh immediately CA/5DEC: $BC, $00, $00, $00, $BC CA/5DF1: $00, $00, $00, $5D, $AC CA/5DF6: $00, $00, $F0, $5D, $4F CA/5DFB: $00, $F0, $F0, $5D, $00 CA/5E00: FE Return CA/5E01: 73 Replace current map's Layer 1 at (9, 10) with the following (4 x 7) chunk, refresh immediately CA/5E06: $4E, $00, $00, $00 CA/5E0A: $00, $00, $00, $5D CA/5E0E: $AC, $00, $00, $00 CA/5E12: $00, $00, $F0, $5D CA/5E16: $AB, $AB, $AB, $4F CA/5E1A: $00, $F0, $F0, $F0 CA/5E1E: $F0, $F0, $3E, $AB CA/5E22: FE Return CA/5E23: AB Invoke game loading screen CA/5E24: C0 If ($1E80($2FF) [$1EDF, bit 7] is clear), branch to $CA5E2C CA/5E2A: AC Command $AC CA/5E2B: FE Return CA/5E2C: D4 Set event bit $1E80($2FE) [$1EDF, bit 6] CA/5E2E: B2 Call subroutine $CA5E8E CA/5E32: FE Return CA/5E33: A9 Show title screen CA/5E34: 7F Change character $00's name to $1D (????? ) CA/5E37: 40 Assign properties $00 to character $00 (Actor in stot 0) CA/5E3A: 3D Create object $00 CA/5E3C: 3F Assign character $00 (Actor in stot 0) to party 1 CA/5E3F: 37 Assign graphics $00 to object $00 (Actor in stot 0) CA/5E42: 43 Assign palette $02 to character $00 (Actor in stot 0) CA/5E45: D4 Set event bit $1E80($2E0) [$1EDC, bit 0] CA/5E47: D4 Set event bit $1E80($2F0) [$1EDE, bit 0] CA/5E49: 7F Change character $0E's name to $20 (WEDGE ) CA/5E4C: 40 Assign properties $20 to character $0E (Actor in stot 14) CA/5E4F: 3D Create object $0E CA/5E51: 3F Assign character $0E (Actor in stot 14) to party 1 CA/5E54: 37 Assign graphics $0E to object $0E (Actor in stot 14) CA/5E57: 43 Assign palette $01 to character $0E (Actor in stot 14) CA/5E5A: 7F Change character $0F's name to $21 (VICKS ) CA/5E5D: 40 Assign properties $21 to character $0F (Actor in stot 15) CA/5E60: 3D Create object $0F CA/5E62: 3F Assign character $0F (Actor in stot 15) to party 1 CA/5E65: 37 Assign graphics $0E to object $0F (Actor in stot 15) CA/5E68: 43 Assign palette $01 to character $0F (Actor in stot 15) CA/5E6B: 3C Set up the party as follows: $00 (Actor in stot 0), $FF (), $FF (), $FF () CA/5E70: 46 Make party 1 the current party CA/5E72: 89 Inflict the following status ailments on character $00 (Actor in stot 0): M-Tek CA/5E76: 89 Inflict the following status ailments on character $0E (Actor in stot 14): M-Tek CA/5E7A: 89 Inflict the following status ailments on character $0F (Actor in stot 15): M-Tek CA/5E7E: D2 Set event bit $1E80($10B) [$1EA1, bit 3] CA/5E80: D2 Set event bit $1E80($1E3) [$1EBC, bit 3] CA/5E82: 6C Set parent map to $0000 (World of Balance), parent coordinates to (84, 0), facing down CA/5E88: C0 If ($1E80($2FF) [$1EDF, bit 7] is set), branch to $CA5E23 CA/5E8E: B2 Call subroutine $CC985B CA/5E92: AA Show intro with Magitek Armor walking through snowfields CA/5E93: C0 If ($1E80($2FE) [$1EDF, bit 6] is set), branch to $CC9A4F CA/5E99: C0 If ($1E80($2FF) [$1EDF, bit 7] is clear), branch to $CA5E33 CA/5E9F: AB Invoke game loading screen CA/5EA0: C0 If ($1E80($2FF) [$1EDF, bit 7] is clear), branch to $CC9A4F CA/5EA6: AC Command $AC CA/5EA7: FE Return CA/5EA8: FE Return CA/5EA9: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CA5EB2 CA/5EAE: B2 Call subroutine $CCE566 CA/5EB2: FE Return CA/5EB3: FE Return CA/5EB4: FF CA/5EB5: B0 If ($1E80($10B) [$1EA1, bit 3] is clear), branch to $CA5EB4 CA/5EBB: D2 Load map $0037 (Figaro Castle, outdoors (both worlds and ending)), position (28, 42), mode $80 CA/5EC1: FE Return CA/5EC2: B0 If ($1E80($10C) [$1EA1, bit 4] is clear), branch to $CA5EB4 CA/5EC8: D2 Load map $0037 (Figaro Castle, outdoors (both worlds and ending)), position (28, 42), mode $80 CA/5ECE: FE Return CA/5ECF: B0 If ($1E80($079) [$1E8F, bit 1] is set), branch to $CA5EDC CA/5ED5: D2 Load map $00F2 (Vector, outdoors, intact (before the Esper attack)), position (32, 61), mode $80 CA/5EDB: FE Return CA/5EDC: D2 Load map $00FD (Vector, outdoors, trashed (after the Esper attack)), position (32, 61), mode $80 CA/5EE2: FE Return CA/5EE3: B0 If ($1E80($01A) [$1E83, bit 2] is set), branch to $CA5EF0 CA/5EE9: D2 Load map $0048 (Cave to South Figaro, main cave / short tunnel / east exit (WoB pre-Celes)), position (16, 42), mode $80 CA/5EEF: FE Return CA/5EF0: D2 Load map $0045 (Cave to South Figaro, main cave / short tunnel / east exit (WoB post-Celes)), position (16, 42), mode $80 CA/5EF6: FE Return CA/5EF7: C0 If ($1E80($01A) [$1E83, bit 2] is set), branch to $CA5F04 CA/5EFD: 6A Load map $0049 (Cave to South Figaro, recovery spring / up NW stairs (WoB, pre-Celes)) after fade out, (upper bits $0400), place party at (47, 39), facing up CA/5F03: FE Return CA/5F04: 6A Load map $0046 (Cave to South Figaro, recovery spring / up NW stairs (WoB post-Celes)) after fade out, (upper bits $0400), place party at (47, 39), facing up CA/5F0A: FE Return CA/5F0B: B0 If ($1E80($106) [$1EA0, bit 6] is clear), branch to $CA5EB4 CA/5F11: D2 Load map $0037 (Figaro Castle, outdoors (both worlds and ending)), position (28, 42), mode $80 CA/5F17: FE Return CA/5F18: B0 If ($1E80($0DC) [$1E9B, bit 4] is clear), branch to $CA5EB4 CA/5F1E: D2 Load map $0037 (Figaro Castle, outdoors (both worlds and ending)), position (28, 42), mode $80 CA/5F24: FE Return CA/5F25: C0 If ($1E80($0CD) [$1E99, bit 5] is set), branch to $CA5F32 CA/5F2B: 6A Load map $0035 (Cave to South Figaro, second cave beyond the turtle (WoR only)) after fade out, (upper bits $0400), place party at (21, 55), facing up CA/5F31: FE Return CA/5F32: 6A Load map $0191 (Cave to Ancient Castle, all caves except save point) after fade out, (upper bits $2400), place party at (42, 5), facing down CA/5F38: FE Return CA/5F39: B9 If ($1E80($0B4) [$1E96, bit 4] is clear) and ($1E80($0B3) [$1E96, bit 3] is clear), branch to $CA5EB4 CA/5F41: D2 Load map $018F (Solitary Island, north cliffs), position (08, 29), mode $80 CA/5F47: FE Return CA/5F48: C0 If ($1E80($110) [$1EA2, bit 0] is set), branch to $CA5F62 CA/5F4E: C0 If ($1E80($057) [$1E8A, bit 7] is set), branch to $CA5F5B CA/5F54: 6A Load map $00EA (Opera House, theater (overture to the opera)) after fade out, (upper bits $0400), place party at (25, 48), facing up CA/5F5A: FE Return CA/5F5B: 6A Load map $00E9 (Opera House, theater (opera dance scene / party onstage with Celes)) after fade out, (upper bits $0400), place party at (25, 48), facing up CA/5F61: FE Return CA/5F62: 6A Load map $00E7 (Opera House, theater (opera fight scene / WoR)) after fade out, (upper bits $0400), place party at (25, 48), facing up CA/5F68: FE Return CA/5F69: C0 If ($1E80($110) [$1EA2, bit 0] is set), branch to $CA5F83 CA/5F6F: C0 If ($1E80($057) [$1E8A, bit 7] is set), branch to $CA5F7C CA/5F75: 6A Load map $00EA (Opera House, theater (overture to the opera)) after fade out, (upper bits $0400), place party at (7, 48), facing up CA/5F7B: FE Return CA/5F7C: 6A Load map $00E9 (Opera House, theater (opera dance scene / party onstage with Celes)) after fade out, (upper bits $0400), place party at (7, 48), facing up CA/5F82: FE Return CA/5F83: 6A Load map $00E7 (Opera House, theater (opera fight scene / WoR)) after fade out, (upper bits $0400), place party at (7, 48), facing up CA/5F89: FE Return CA/5F8A: C0 If ($1E80($0B1) [$1E96, bit 1] is set), branch to $CA5EB3 (simply returns) CA/5F90: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/5F92: 8C Move vehicle/entity up 4 tiles CA/5F93: FF End queue CA/5F94: D0 Set event bit $1E80($0B1) [$1E96, bit 1] CA/5F96: B2 Call subroutine $CBA3EC CA/5F9A: FE Return CA/5F9B: 4B Display dialogue message $0B6A, wait for button press You've seen it, haven't you? CA/5F9E: FE Return CA/5F9F: C0 If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CA5FBA CA/5FA5: DE Load CaseWord with the characters in the currently active party? CA/5FA6: C0 If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CA71BA CA/5FAC: 4B Display dialogue message $0B68, wait for button press It doesn't look like it, but this castle incorporates some of the most high-tech devices in existence. For example, … CA/5FAF: 91 Pause for 15 units CA/5FB0: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA5F9B CA/5FB6: 4B Display dialogue message $0B69, wait for button press Oops…they're all top-secret! CA/5FB9: FE Return CA/5FBA: B2 Call subroutine $CACA8D CA/5FBE: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CA/5FC0: CE Turn vehicle/entity down CA/5FC1: FF End queue CA/5FC2: 4B Display dialogue message $0093, wait for button press EDGAR: Get ready…! SOLDIER: Yes, Sir! CA/5FC5: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/5FC7: CC Turn vehicle/entity up CA/5FC8: FF End queue CA/5FC9: 91 Pause for 15 units CA/5FCA: B2 Call subroutine $CAD037 CA/5FCE: 91 Pause for 15 units CA/5FCF: 13 Begin action queue for character $13 (NPC $13), 4 bytes long (Wait until complete) CA/5FD1: C3 Set vehicle/entity's event speed to fast CA/5FD2: 84 Move vehicle/entity up 2 tiles CA/5FD3: D1 Make vehicle/entity disappear CA/5FD4: FF End queue CA/5FD5: 45 Refresh objects CA/5FD6: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/5FD8: 9C Move vehicle/entity up 8 tiles CA/5FD9: FF End queue CA/5FDA: 4B Display dialogue message $0094, wait for button press KEFKA: Changed your mind…? CA/5FDD: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/5FDF: CE Turn vehicle/entity down CA/5FE0: E0 Pause for 4 * 16 (64) frames CA/5FE2: 23 Do vehicle/entity graphical action $23 CA/5FE3: FF End queue CA/5FE4: 4B Display dialogue message $0095, wait for button press EDGAR: I guess I have no choice… CA/5FE7: 3D Create object $1B CA/5FE9: 3D Create object $1D CA/5FEB: 3D Create object $1E CA/5FED: 3D Create object $00 CA/5FEF: 3D Create object $01 CA/5FF1: 3F Assign character $01 (Actor in stot 1) to party 1 CA/5FF4: 3F Assign character $00 (Actor in stot 0) to party 1 CA/5FF7: 45 Refresh objects CA/5FF8: 1B Begin action queue for character $1B (NPC $1B), 6 bytes long CA/5FFA: C8 Set object layering priority to 2 (low nibble 2) CA/5FFC: D5 Set vehicle/entity's position to (39, 22) CA/5FFF: FF End queue CA/6000: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CA/6002: D5 Set vehicle/entity's position to (17, 24) CA/6005: C3 Set vehicle/entity's event speed to fast CA/6006: FF End queue CA/6007: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CA/6009: D5 Set vehicle/entity's position to (19, 24) CA/600C: C3 Set vehicle/entity's event speed to fast CA/600D: FF End queue CA/600E: 41 Show object $01 CA/6010: 41 Show object $00 CA/6012: 41 Show object $1E CA/6014: 45 Refresh objects CA/6015: 44 Place character $1E (NPC $1E) on vehicle $20 (Chocobo) (Character is not shown) CA/6018: 44 Place character $01 (Actor in stot 1) on vehicle $20 (Chocobo) (Character is not shown) CA/601B: 44 Place character $00 (Actor in stot 0) on vehicle $20 (Chocobo) (Character is not shown) CA/601E: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CA/6020: E0 Pause for 4 * 8 (32) frames CA/6022: 8C Move vehicle/entity up 4 tiles CA/6023: 8F Move vehicle/entity left 4 tiles CA/6024: FF End queue CA/6025: 04 Begin action queue for character $04 (Actor in stot 4), 11 bytes long (Wait until complete) CA/6027: C3 Set vehicle/entity's event speed to fast CA/6028: C8 Set object layering priority to 2 (low nibble 2) CA/602A: 9B Move vehicle/entity left 7 tiles CA/602B: E0 Pause for 4 * 6 (24) frames CA/602D: C2 Set vehicle/entity's event speed to normal CA/602E: DC Make vehicle/entity jump (low) CA/602F: 83 Move vehicle/entity left 1 tile CA/6030: 09 Do vehicle/entity graphical action $09 (kneeling) CA/6031: FF End queue CA/6032: 91 Pause for 15 units CA/6033: F4 Play sound effect 184 CA/6035: B4 Pause for 2 units CA/6037: F4 Play sound effect 184 CA/6039: 91 Pause for 15 units CA/603A: 41 Show object $1B CA/603C: 41 Show object $1D CA/603E: 45 Refresh objects CA/603F: F0 Play song 13 (Locke), (high bit clear), full volume CA/6041: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CA/6043: 90 Move vehicle/entity up 5 tiles CA/6044: FF End queue CA/6045: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CA/6047: 90 Move vehicle/entity up 5 tiles CA/6048: FF End queue CA/6049: 1E Begin action queue for character $1E (NPC $1E), 2 bytes long CA/604B: 90 Move vehicle/entity up 5 tiles CA/604C: FF End queue CA/604D: 04 Begin action queue for character $04 (Actor in stot 4), 10 bytes long CA/604F: E0 Pause for 4 * 2 (8) frames CA/6051: C7 Set vehicle/entity to stay still when moving CA/6052: 17 Do vehicle/entity graphical action $17 CA/6053: DD Make vehicle/entity jump (high) CA/6054: 87 Move vehicle/entity left 2 tiles CA/6055: C6 Set vehicle/entity to walk when moving CA/6056: CC Turn vehicle/entity up CA/6057: C3 Set vehicle/entity's event speed to fast CA/6058: FF End queue CA/6059: 91 Pause for 15 units CA/605A: F4 Play sound effect 40 CA/605C: 35 Pause execution until action queue for object $04 (Actor in stot 4) is complete CA/605E: 42 Hide object $1E CA/6060: 45 Refresh objects CA/6061: 44 Place character $04 (Actor in stot 4) on vehicle $20 (Chocobo) (Character is shown) CA/6064: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/6066: 80 Move vehicle/entity up 1 tile CA/6067: FF End queue CA/6068: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CA/606A: 88 Move vehicle/entity up 3 tiles CA/606B: FF End queue CA/606C: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/606E: 88 Move vehicle/entity up 3 tiles CA/606F: FF End queue CA/6070: 4B Display dialogue message $0096, wait for button press EDGAR: Or maybe I do! CA/6073: 38 Hold screen CA/6074: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/6076: C2 Set vehicle/entity's event speed to normal CA/6077: 8D Move vehicle/entity right 4 tiles CA/6078: FF End queue CA/6079: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/607B: C8 Set object layering priority to 0 (low nibble 0) CA/607D: 88 Move vehicle/entity up 3 tiles CA/607E: 85 Move vehicle/entity right 2 tiles CA/607F: FF End queue CA/6080: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long CA/6082: 88 Move vehicle/entity up 3 tiles CA/6083: A4 Move vehicle/entity right/up 1x2 tiles CA/6084: 81 Move vehicle/entity right 1 tile CA/6085: C8 Set object layering priority to 0 (low nibble 0) CA/6087: FF End queue CA/6088: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CA/608A: 88 Move vehicle/entity up 3 tiles CA/608B: CD Turn vehicle/entity right CA/608C: C8 Set object layering priority to 0 (low nibble 0) CA/608E: FF End queue CA/608F: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CA/6091: E0 Pause for 4 * 8 (32) frames CA/6093: CE Turn vehicle/entity down CA/6094: FF End queue CA/6095: 91 Pause for 15 units CA/6096: B0 Execute the following commands until $B1 4 times CA/6098: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/609A: 1D Do vehicle/entity graphical action $1D CA/609B: FF End queue CA/609C: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/609E: 1E Do vehicle/entity graphical action $1E CA/609F: FF End queue CA/60A0: B1 End block of repeating commands CA/60A1: 92 Pause for 30 units CA/60A2: 14 Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete) CA/60A4: CF Turn vehicle/entity left CA/60A5: E0 Pause for 4 * 1 (4) frames CA/60A7: CC Turn vehicle/entity up CA/60A8: FF End queue CA/60A9: 35 Pause execution until action queue for object $30 (Camera) is complete CA/60AB: 4B Display dialogue message $0097, wait for button press (At bottom of screen) KEFKA: Ackk! Shameful that a king should flee, leaving his people behind! How utterly delightful! CA/60AE: 42 Hide object $10 CA/60B0: 45 Refresh objects CA/60B1: B2 Call subroutine $CAD05B CA/60B5: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CA/60B7: 78 Enable ability to pass through other objects for object $1D (NPC $1D) CA/60B9: 78 Enable ability to pass through other objects for object $01 (LOCKE ) CA/60BB: 78 Enable ability to pass through other objects for object $00 (TERRA ) CA/60BD: 14 Begin action queue for character $14 (NPC $14), 10 bytes long CA/60BF: C8 Set object layering priority to 3 (low nibble 3) CA/60C1: E0 Pause for 4 * 8 (32) frames CA/60C3: 8D Move vehicle/entity right 4 tiles CA/60C4: 9E Move vehicle/entity down 8 tiles CA/60C5: 9E Move vehicle/entity down 8 tiles CA/60C6: 92 Move vehicle/entity down 5 tiles CA/60C7: 8E Move vehicle/entity down 4 tiles CA/60C8: FF End queue CA/60C9: 04 Begin action queue for character $04 (Actor in stot 4), 24 bytes long CA/60CB: E0 Pause for 4 * 8 (32) frames CA/60CD: 91 Move vehicle/entity right 5 tiles CA/60CE: D5 Set vehicle/entity's position to (0, 0) CA/60D1: E0 Pause for 4 * 5 (20) frames CA/60D3: D5 Set vehicle/entity's position to (30, 11) CA/60D6: 95 Move vehicle/entity right 6 tiles CA/60D7: 85 Move vehicle/entity right 2 tiles CA/60D8: 9E Move vehicle/entity down 8 tiles CA/60D9: 9E Move vehicle/entity down 8 tiles CA/60DA: 9E Move vehicle/entity down 8 tiles CA/60DB: 86 Move vehicle/entity down 2 tiles CA/60DC: A2 Move vehicle/entity left/down 1x1 tiles CA/60DD: A2 Move vehicle/entity left/down 1x1 tiles CA/60DE: 8E Move vehicle/entity down 4 tiles CA/60DF: A2 Move vehicle/entity left/down 1x1 tiles CA/60E0: A2 Move vehicle/entity left/down 1x1 tiles CA/60E1: 97 Move vehicle/entity left 6 tiles CA/60E2: FF End queue CA/60E3: 01 Begin action queue for character $01 (Actor in stot 1), 26 bytes long CA/60E5: E0 Pause for 4 * 12 (48) frames CA/60E7: 95 Move vehicle/entity right 6 tiles CA/60E8: D5 Set vehicle/entity's position to (0, 0) CA/60EB: E0 Pause for 4 * 5 (20) frames CA/60ED: D5 Set vehicle/entity's position to (30, 12) CA/60F0: 91 Move vehicle/entity right 5 tiles CA/60F1: 85 Move vehicle/entity right 2 tiles CA/60F2: 9E Move vehicle/entity down 8 tiles CA/60F3: 9A Move vehicle/entity down 7 tiles CA/60F4: C9 Place object on vehicle $A02 [to decode later] CA/60F6: 9A Move vehicle/entity down 7 tiles CA/60F7: 82 Move vehicle/entity down 1 tile CA/60F8: A2 Move vehicle/entity left/down 1x1 tiles CA/60F9: A2 Move vehicle/entity left/down 1x1 tiles CA/60FA: 8E Move vehicle/entity down 4 tiles CA/60FB: A2 Move vehicle/entity left/down 1x1 tiles CA/60FC: A2 Move vehicle/entity left/down 1x1 tiles CA/60FD: 8B Move vehicle/entity left 3 tiles CA/60FE: FF End queue CA/60FF: 00 Begin action queue for character $00 (Actor in stot 0), 30 bytes long CA/6101: E0 Pause for 4 * 10 (40) frames CA/6103: 95 Move vehicle/entity right 6 tiles CA/6104: D5 Set vehicle/entity's position to (0, 0) CA/6107: E0 Pause for 4 * 7 (28) frames CA/6109: D5 Set vehicle/entity's position to (31, 10) CA/610C: 8D Move vehicle/entity right 4 tiles CA/610D: 81 Move vehicle/entity right 1 tile CA/610E: A1 Move vehicle/entity right/down 1x1 tiles CA/610F: A1 Move vehicle/entity right/down 1x1 tiles CA/6110: A1 Move vehicle/entity right/down 1x1 tiles CA/6111: 9E Move vehicle/entity down 8 tiles CA/6112: 96 Move vehicle/entity down 6 tiles CA/6113: C9 Place object on vehicle $A02 [to decode later] CA/6115: 9E Move vehicle/entity down 8 tiles CA/6116: 8A Move vehicle/entity down 3 tiles CA/6117: A2 Move vehicle/entity left/down 1x1 tiles CA/6118: A2 Move vehicle/entity left/down 1x1 tiles CA/6119: 8E Move vehicle/entity down 4 tiles CA/611A: A2 Move vehicle/entity left/down 1x1 tiles CA/611B: A2 Move vehicle/entity left/down 1x1 tiles CA/611C: A2 Move vehicle/entity left/down 1x1 tiles CA/611D: 93 Move vehicle/entity left 5 tiles CA/611E: FF End queue CA/611F: 30 Begin action queue for character $30 (Camera), 24 bytes long CA/6121: 9D Move vehicle/entity right 8 tiles CA/6122: 81 Move vehicle/entity right 1 tile CA/6123: A1 Move vehicle/entity right/down 1x1 tiles CA/6124: A1 Move vehicle/entity right/down 1x1 tiles CA/6125: A1 Move vehicle/entity right/down 1x1 tiles CA/6126: A1 Move vehicle/entity right/down 1x1 tiles CA/6127: A1 Move vehicle/entity right/down 1x1 tiles CA/6128: A1 Move vehicle/entity right/down 1x1 tiles CA/6129: A1 Move vehicle/entity right/down 1x1 tiles CA/612A: 86 Move vehicle/entity down 2 tiles CA/612B: C3 Set vehicle/entity's event speed to fast CA/612C: 9E Move vehicle/entity down 8 tiles CA/612D: A2 Move vehicle/entity left/down 1x1 tiles CA/612E: A2 Move vehicle/entity left/down 1x1 tiles CA/612F: A2 Move vehicle/entity left/down 1x1 tiles CA/6130: A2 Move vehicle/entity left/down 1x1 tiles CA/6131: C2 Set vehicle/entity's event speed to normal CA/6132: A2 Move vehicle/entity left/down 1x1 tiles CA/6133: A2 Move vehicle/entity left/down 1x1 tiles CA/6134: A2 Move vehicle/entity left/down 1x1 tiles CA/6135: A2 Move vehicle/entity left/down 1x1 tiles CA/6136: A2 Move vehicle/entity left/down 1x1 tiles CA/6137: 83 Move vehicle/entity left 1 tile CA/6138: FF End queue CA/6139: 1B Begin action queue for character $1B (NPC $1B), 24 bytes long CA/613B: C8 Set object layering priority to 2 (low nibble 2) CA/613D: E0 Pause for 4 * 52 (208) frames CA/613F: C3 Set vehicle/entity's event speed to fast CA/6140: 87 Move vehicle/entity left 2 tiles CA/6141: CC Turn vehicle/entity up CA/6142: E0 Pause for 4 * 4 (16) frames CA/6144: 82 Move vehicle/entity down 1 tile CA/6145: E0 Pause for 4 * 2 (8) frames CA/6147: C7 Set vehicle/entity to stay still when moving CA/6148: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/6149: C2 Set vehicle/entity's event speed to normal CA/614A: DD Make vehicle/entity jump (high) CA/614B: 86 Move vehicle/entity down 2 tiles CA/614C: C3 Set vehicle/entity's event speed to fast CA/614D: 86 Move vehicle/entity down 2 tiles CA/614E: D5 Set vehicle/entity's position to (0, 0) CA/6151: C6 Set vehicle/entity to walk when moving CA/6152: FF End queue CA/6153: 1D Begin action queue for character $1D (NPC $1D), 24 bytes long CA/6155: C8 Set object layering priority to 2 (low nibble 2) CA/6157: E0 Pause for 4 * 52 (208) frames CA/6159: C3 Set vehicle/entity's event speed to fast CA/615A: 83 Move vehicle/entity left 1 tile CA/615B: CC Turn vehicle/entity up CA/615C: E0 Pause for 4 * 4 (16) frames CA/615E: 82 Move vehicle/entity down 1 tile CA/615F: E0 Pause for 4 * 3 (12) frames CA/6161: C7 Set vehicle/entity to stay still when moving CA/6162: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/6163: C2 Set vehicle/entity's event speed to normal CA/6164: DD Make vehicle/entity jump (high) CA/6165: 86 Move vehicle/entity down 2 tiles CA/6166: C3 Set vehicle/entity's event speed to fast CA/6167: 86 Move vehicle/entity down 2 tiles CA/6168: D5 Set vehicle/entity's position to (0, 0) CA/616B: C6 Set vehicle/entity to walk when moving CA/616C: FF End queue CA/616D: 94 Pause for 60 units CA/616E: 4B Display dialogue message $0098, wait for button press (At bottom of screen) EDGAR: Jump! CA/6171: 35 Pause execution until action queue for object $00 (Actor in stot 0) is complete CA/6173: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CA/6175: CC Turn vehicle/entity up CA/6176: FF End queue CA/6177: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/6179: CC Turn vehicle/entity up CA/617A: FF End queue CA/617B: 35 Pause execution until action queue for object $30 (Camera) is complete CA/617D: 4B Display dialogue message $009A, wait for button press EDGAR: OK! Dive now!!! CA/6180: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CA/6182: 8F Move vehicle/entity left 4 tiles CA/6183: CE Turn vehicle/entity down CA/6184: FF End queue CA/6185: 4B Display dialogue message $0099, wait for button press LOCKE: Yahoooo! CA/6188: 04 Begin action queue for character $04 (Actor in stot 4), 7 bytes long CA/618A: A2 Move vehicle/entity left/down 1x1 tiles CA/618B: A2 Move vehicle/entity left/down 1x1 tiles CA/618C: A2 Move vehicle/entity left/down 1x1 tiles CA/618D: A2 Move vehicle/entity left/down 1x1 tiles CA/618E: A2 Move vehicle/entity left/down 1x1 tiles CA/618F: A2 Move vehicle/entity left/down 1x1 tiles CA/6190: FF End queue CA/6191: 01 Begin action queue for character $01 (Actor in stot 1), 7 bytes long CA/6193: E0 Pause for 4 * 1 (4) frames CA/6195: A8 Move vehicle/entity left/down 1x2 tiles CA/6196: A8 Move vehicle/entity left/down 1x2 tiles CA/6197: A8 Move vehicle/entity left/down 1x2 tiles CA/6198: A8 Move vehicle/entity left/down 1x2 tiles CA/6199: FF End queue CA/619A: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete) CA/619C: E0 Pause for 4 * 2 (8) frames CA/619E: A9 Move vehicle/entity left/down 2x1 tiles CA/619F: A9 Move vehicle/entity left/down 2x1 tiles CA/61A0: A9 Move vehicle/entity left/down 2x1 tiles CA/61A1: A9 Move vehicle/entity left/down 2x1 tiles CA/61A2: FF End queue CA/61A3: B0 Execute the following commands until $B1 2 times CA/61A5: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/61A7: 13 Do vehicle/entity graphical action $13 CA/61A8: FF End queue CA/61A9: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/61AB: CE Turn vehicle/entity down CA/61AC: FF End queue CA/61AD: B1 End block of repeating commands CA/61AE: 36 Disable ability to pass through other objects for object $01 (Actor in stot 1) CA/61B0: 36 Disable ability to pass through other objects for object $00 (Actor in stot 0) CA/61B2: F4 Play sound effect 165 CA/61B4: F6 Subcommand $82: Change volume of currently playing sound effect to $C0, transition time 0 CA/61B8: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CA/61BA: C7 Set vehicle/entity to stay still when moving CA/61BB: DC Make vehicle/entity jump (low) CA/61BC: CE Turn vehicle/entity down CA/61BD: 1F Do vehicle/entity graphical action $1F CA/61BE: FF End queue CA/61BF: 58 Shake screen ($F7): (Intensity: 3)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/61C1: B5 Pause for 15 * 6 (90) units CA/61C3: F6 Subcommand $82: Change volume of currently playing sound effect to $70, transition time 64 CA/61C7: 6A Load map $0036 (Figaro Castle, outdoors, "Figaro submerge mode engaged!") after fade out, (upper bits $0400), place party at (13, 24), facing up CA/61CD: B2 Call subroutine $CAD4BE CA/61D1: 42 Hide object $31 CA/61D3: 96 Restore screen from fade CA/61D4: 58 Shake screen ($F5): (Intensity: 1)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/61D6: 5C Pause execution until fade in or fade out is complete CA/61D7: 91 Pause for 15 units CA/61D8: 11 Begin action queue for character $11 (NPC $11), 7 bytes long CA/61DA: CC Turn vehicle/entity up CA/61DB: E0 Pause for 4 * 2 (8) frames CA/61DD: DC Make vehicle/entity jump (low) CA/61DE: 80 Move vehicle/entity up 1 tile CA/61DF: D1 Make vehicle/entity disappear CA/61E0: FF End queue CA/61E1: 5D Scroll Layer 1, speed 246 x 0 CA/61E4: B5 Pause for 15 * 7 (105) units CA/61E6: B4 Pause for 7 units CA/61E8: 5D Scroll Layer 1, speed 0 x 0 CA/61EB: 73 Replace current map's Layer 1 at (16, 19) with the following (12 x 5) chunk, refresh immediately CA/61F0: $D9, $D9, $F5, $D9, $F5, $00, $00, $00, $00, $D9, $00, $45 CA/61FC: $36, $51, $51, $00, $F1, $43, $60, $60, $00, $F9, $3A, $3B CA/6208: $3C, $00, $55, $0B, $0C, $0D, $00, $55, $1B, $1C, $1D, $00 CA/6214: $78, $D2, $C2, $C2, $00, $C2, $C2, $C2, $C2, $00, $57, $58 CA/6220: $51, $28, $D9, $67, $68, $60, $38, $D9, $74, $75, $E7, $38 CA/622C: 12 Begin action queue for character $12 (NPC $12), 14 bytes long CA/622E: E0 Pause for 4 * 20 (80) frames CA/6230: 84 Move vehicle/entity up 2 tiles CA/6231: CD Turn vehicle/entity right CA/6232: E0 Pause for 4 * 6 (24) frames CA/6234: 98 Move vehicle/entity up 7 tiles CA/6235: D5 Set vehicle/entity's position to (28, 8) CA/6238: CE Turn vehicle/entity down CA/6239: C8 Set object layering priority to 2 (low nibble 2) CA/623B: FF End queue CA/623C: 30 Begin action queue for character $30 (Camera), 6 bytes long CA/623E: C3 Set vehicle/entity's event speed to fast CA/623F: 95 Move vehicle/entity right 6 tiles CA/6240: 9D Move vehicle/entity right 8 tiles CA/6241: 9D Move vehicle/entity right 8 tiles CA/6242: 9D Move vehicle/entity right 8 tiles CA/6243: FF End queue CA/6244: 93 Pause for 45 units CA/6245: 48 Display dialogue message $009B, continue executing commands SOLDIER: Figaro Submerge Mode engaged! CA/6248: 35 Pause execution until action queue for object $30 (Camera) is complete CA/624A: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CA/624C: CC Turn vehicle/entity up CA/624D: E0 Pause for 4 * 2 (8) frames CA/624F: DC Make vehicle/entity jump (low) CA/6250: 80 Move vehicle/entity up 1 tile CA/6251: D1 Make vehicle/entity disappear CA/6252: FF End queue CA/6253: 5D Scroll Layer 1, speed 10 x 0 CA/6256: B5 Pause for 15 * 7 (105) units CA/6258: B4 Pause for 1 units CA/625A: 5D Scroll Layer 1, speed 0 x 0 CA/625D: 73 Replace current map's Layer 1 at (32, 16) with the following (1 x 4) chunk, refresh immediately CA/6262: $C3 CA/6263: $C3 CA/6264: $C3 CA/6265: $C3 CA/6266: 73 Replace current map's Layer 1 at (32, 21) with the following (7 x 5) chunk, refresh immediately CA/626B: $36, $51, $51, $44, $00, $43, $60 CA/6272: $60, $F0, $00, $3A, $3B, $3C, $F8 CA/6279: $00, $0B, $0C, $0D, $54, $00, $1B CA/6280: $1C, $1D, $54, $00, $D2, $C2, $C2 CA/6287: $77, $00, $00, $F4, $C2, $C2, $00 CA/628E: 30 Begin action queue for character $30 (Camera), 14 bytes long (Wait until complete) CA/6290: 8C Move vehicle/entity up 4 tiles CA/6291: A3 Move vehicle/entity left/up 1x1 tiles CA/6292: A3 Move vehicle/entity left/up 1x1 tiles CA/6293: A3 Move vehicle/entity left/up 1x1 tiles CA/6294: A3 Move vehicle/entity left/up 1x1 tiles CA/6295: A3 Move vehicle/entity left/up 1x1 tiles CA/6296: A3 Move vehicle/entity left/up 1x1 tiles CA/6297: A3 Move vehicle/entity left/up 1x1 tiles CA/6298: A3 Move vehicle/entity left/up 1x1 tiles CA/6299: A3 Move vehicle/entity left/up 1x1 tiles CA/629A: AA Move vehicle/entity left/up 2x1 tiles CA/629B: AA Move vehicle/entity left/up 2x1 tiles CA/629C: AA Move vehicle/entity left/up 2x1 tiles CA/629D: FF End queue CA/629E: B2 Call subroutine $CA652B CA/62A2: 4B Display dialogue message $009C, wait for button press (At bottom of screen) CHANCELLOR: No one can touch the people of Figaro! CA/62A5: F6 Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 32 CA/62A9: 58 Shake screen ($F7): (Intensity: 3)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/62AB: 12 Begin action queue for character $12 (NPC $12), 9 bytes long CA/62AD: E0 Pause for 4 * 8 (32) frames CA/62AF: CC Turn vehicle/entity up CA/62B0: E0 Pause for 4 * 6 (24) frames CA/62B2: C2 Set vehicle/entity's event speed to normal CA/62B3: 80 Move vehicle/entity up 1 tile CA/62B4: D1 Make vehicle/entity disappear CA/62B5: FF End queue CA/62B6: 58 Shake screen ($F5): (Intensity: 1)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/62B8: 5D Scroll Layer 1, speed 0 x 246 CA/62BB: B5 Pause for 15 * 11 (165) units CA/62BD: 97 Fade screen to black CA/62BE: 5C Pause execution until fade in or fade out is complete CA/62BF: 5D Scroll Layer 1, speed 0 x 0 CA/62C2: D3 Clear event bit $1E80($10B) [$1EA1, bit 3] CA/62C4: 6B Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (64, 76), facing up CA/62CA: DD Show mini-map CA/62CB: D1 Make vehicle/entity disappear CA/62CC: FD Show Figaro Castle submerging CA/62CD: E0 Pause for 4 * 16 (64) units CA/62CF: D2 Load map $0037 (Figaro Castle, outdoors (both worlds and ending)), position (32, 51), mode $40 CA/62D5: 41 Show object $31 CA/62D7: 42 Hide object $15 CA/62D9: 42 Hide object $16 CA/62DB: 1F Begin action queue for character $1F (NPC $1F), 4 bytes long CA/62DD: D5 Set vehicle/entity's position to (37, 44) CA/62E0: FF End queue CA/62E1: 20 Begin action queue for character $20 (NPC $20), 4 bytes long CA/62E3: D5 Set vehicle/entity's position to (43, 44) CA/62E6: FF End queue CA/62E7: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CA/62E9: D5 Set vehicle/entity's position to (22, 51) CA/62EC: FF End queue CA/62ED: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long CA/62EF: D5 Set vehicle/entity's position to (21, 52) CA/62F2: FF End queue CA/62F3: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CA/62F5: D5 Set vehicle/entity's position to (22, 53) CA/62F8: FF End queue CA/62F9: 14 Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete) CA/62FB: D5 Set vehicle/entity's position to (31, 49) CA/62FE: 28 Do vehicle/entity graphical action $28 CA/62FF: FF End queue CA/6300: 96 Restore screen from fade CA/6301: 95 Pause for 120 units CA/6302: F6 Subcommand $82: Change volume of currently playing sound effect to $00, transition time 128 CA/6306: 58 Shake screen ($F6): (Intensity: 2)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/6308: B5 Pause for 15 * 6 (90) units CA/630A: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/630C: 94 Pause for 60 units CA/630D: 14 Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete) CA/630F: 09 Do vehicle/entity graphical action $09 (kneeling) CA/6310: E0 Pause for 4 * 4 (16) frames CA/6312: 20 Do vehicle/entity graphical action $20 CA/6313: FF End queue CA/6314: 92 Pause for 30 units CA/6315: B0 Execute the following commands until $B1 4 times CA/6317: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/6319: 23 Do vehicle/entity graphical action $23 CA/631A: FF End queue CA/631B: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/631D: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/631E: FF End queue CA/631F: B1 End block of repeating commands CA/6320: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/6322: 18 Do vehicle/entity graphical action $18 CA/6323: FF End queue CA/6324: 92 Pause for 30 units CA/6325: 4B Display dialogue message $009E, wait for button press (At bottom of screen) KEFKA: Go!! GET THEM! CA/6328: 14 Begin action queue for character $14 (NPC $14), 14 bytes long CA/632A: E0 Pause for 4 * 3 (12) frames CA/632C: CE Turn vehicle/entity down CA/632D: E0 Pause for 4 * 2 (8) frames CA/632F: 59 Do vehicle/entity graphical action $19, flipped horizontally CA/6330: E0 Pause for 4 * 1 (4) frames CA/6332: 5A Do vehicle/entity graphical action $1A, flipped horizontally CA/6333: E0 Pause for 4 * 1 (4) frames CA/6335: FC Branch 6 bytes backwards ($CA632F) CA/6337: FF End queue CA/6338: 20 Begin action queue for character $20 (NPC $20), 12 bytes long CA/633A: C3 Set vehicle/entity's event speed to fast CA/633B: A2 Move vehicle/entity left/down 1x1 tiles CA/633C: A2 Move vehicle/entity left/down 1x1 tiles CA/633D: A8 Move vehicle/entity left/down 1x2 tiles CA/633E: A9 Move vehicle/entity left/down 2x1 tiles CA/633F: A9 Move vehicle/entity left/down 2x1 tiles CA/6340: A9 Move vehicle/entity left/down 2x1 tiles CA/6341: A9 Move vehicle/entity left/down 2x1 tiles CA/6342: 9F Move vehicle/entity left 8 tiles CA/6343: 9F Move vehicle/entity left 8 tiles CA/6344: 9B Move vehicle/entity left 7 tiles CA/6345: FF End queue CA/6346: 1F Begin action queue for character $1F (NPC $1F), 16 bytes long CA/6348: C3 Set vehicle/entity's event speed to fast CA/6349: A8 Move vehicle/entity left/down 1x2 tiles CA/634A: A8 Move vehicle/entity left/down 1x2 tiles CA/634B: A8 Move vehicle/entity left/down 1x2 tiles CA/634C: A2 Move vehicle/entity left/down 1x1 tiles CA/634D: A9 Move vehicle/entity left/down 2x1 tiles CA/634E: A9 Move vehicle/entity left/down 2x1 tiles CA/634F: 83 Move vehicle/entity left 1 tile CA/6350: AA Move vehicle/entity left/up 2x1 tiles CA/6351: AA Move vehicle/entity left/up 2x1 tiles CA/6352: C2 Set vehicle/entity's event speed to normal CA/6353: 93 Move vehicle/entity left 5 tiles CA/6354: C3 Set vehicle/entity's event speed to fast CA/6355: 9F Move vehicle/entity left 8 tiles CA/6356: 83 Move vehicle/entity left 1 tile CA/6357: FF End queue CA/6358: 30 Begin action queue for character $30 (Camera), 11 bytes long CA/635A: C0 Set vehicle/entity's event speed to slowest CA/635B: 83 Move vehicle/entity left 1 tile CA/635C: C1 Set vehicle/entity's event speed to slow CA/635D: 83 Move vehicle/entity left 1 tile CA/635E: C2 Set vehicle/entity's event speed to normal CA/635F: 83 Move vehicle/entity left 1 tile CA/6360: C3 Set vehicle/entity's event speed to fast CA/6361: 9F Move vehicle/entity left 8 tiles CA/6362: 9F Move vehicle/entity left 8 tiles CA/6363: 87 Move vehicle/entity left 2 tiles CA/6364: FF End queue CA/6365: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long CA/6367: C2 Set vehicle/entity's event speed to normal CA/6368: E0 Pause for 4 * 12 (48) frames CA/636A: 9F Move vehicle/entity left 8 tiles CA/636B: 9B Move vehicle/entity left 7 tiles CA/636C: FF End queue CA/636D: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long CA/636F: C2 Set vehicle/entity's event speed to normal CA/6370: E0 Pause for 4 * 12 (48) frames CA/6372: 9F Move vehicle/entity left 8 tiles CA/6373: 9B Move vehicle/entity left 7 tiles CA/6374: FF End queue CA/6375: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long CA/6377: C2 Set vehicle/entity's event speed to normal CA/6378: E0 Pause for 4 * 12 (48) frames CA/637A: 9F Move vehicle/entity left 8 tiles CA/637B: 9B Move vehicle/entity left 7 tiles CA/637C: FF End queue CA/637D: 35 Pause execution until action queue for object $20 (NPC $20) is complete CA/637F: B8 Set bit $1DC9($41) [$1DD1, bit 1] CA/6381: 35 Pause execution until action queue for object $30 (Camera) is complete CA/6383: 4D Invoke battle, enemy set $41, background $02 (Desert), (mosaic effect enabled), (swoosh sound enabled) CA/6386: B2 Call subroutine $CA5EA9 CA/638A: D7 Clear event bit $1E80($3FE) [$1EFF, bit 6] CA/638C: 6B Load map $0037 (Figaro Castle, outdoors (both worlds and ending)) instantly, (upper bits $2400), place party at (35, 50), facing down CA/6392: 3D Create object $14 CA/6394: 41 Show object $14 CA/6396: 45 Refresh objects CA/6397: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CA/6399: D5 Set vehicle/entity's position to (44, 49) CA/639C: FF End queue CA/639D: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/639F: C3 Set vehicle/entity's event speed to fast CA/63A0: D5 Set vehicle/entity's position to (34, 47) CA/63A3: FF End queue CA/63A4: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CA/63A6: C3 Set vehicle/entity's event speed to fast CA/63A7: D5 Set vehicle/entity's position to (35, 46) CA/63AA: FF End queue CA/63AB: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CA/63AD: C3 Set vehicle/entity's event speed to fast CA/63AE: D5 Set vehicle/entity's position to (36, 48) CA/63B1: FF End queue CA/63B2: 96 Restore screen from fade CA/63B3: 14 Begin action queue for character $14 (NPC $14), 18 bytes long CA/63B5: CF Turn vehicle/entity left CA/63B6: E0 Pause for 4 * 120 (480) frames CA/63B8: CE Turn vehicle/entity down CA/63B9: E0 Pause for 4 * 12 (48) frames CA/63BB: CD Turn vehicle/entity right CA/63BC: E0 Pause for 4 * 6 (24) frames CA/63BE: C7 Set vehicle/entity to stay still when moving CA/63BF: DC Make vehicle/entity jump (low) CA/63C0: CD Turn vehicle/entity right CA/63C1: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/63C2: E0 Pause for 4 * 3 (12) frames CA/63C4: FC Branch 5 bytes backwards ($CA63BF) CA/63C6: FF End queue CA/63C7: 30 Begin action queue for character $30 (Camera), 16 bytes long CA/63C9: C3 Set vehicle/entity's event speed to fast CA/63CA: 9F Move vehicle/entity left 8 tiles CA/63CB: 9F Move vehicle/entity left 8 tiles CA/63CC: C2 Set vehicle/entity's event speed to normal CA/63CD: 8B Move vehicle/entity left 3 tiles CA/63CE: C1 Set vehicle/entity's event speed to slow CA/63CF: 83 Move vehicle/entity left 1 tile CA/63D0: 81 Move vehicle/entity right 1 tile CA/63D1: C2 Set vehicle/entity's event speed to normal CA/63D2: 81 Move vehicle/entity right 1 tile CA/63D3: C3 Set vehicle/entity's event speed to fast CA/63D4: 9D Move vehicle/entity right 8 tiles CA/63D5: 9D Move vehicle/entity right 8 tiles CA/63D6: 9D Move vehicle/entity right 8 tiles CA/63D7: 89 Move vehicle/entity right 3 tiles CA/63D8: FF End queue CA/63D9: 04 Begin action queue for character $04 (Actor in stot 4), 17 bytes long CA/63DB: 9F Move vehicle/entity left 8 tiles CA/63DC: 9F Move vehicle/entity left 8 tiles CA/63DD: 8F Move vehicle/entity left 4 tiles CA/63DE: A9 Move vehicle/entity left/down 2x1 tiles CA/63DF: A2 Move vehicle/entity left/down 1x1 tiles CA/63E0: 82 Move vehicle/entity down 1 tile CA/63E1: A6 Move vehicle/entity right/down 2x1 tiles CA/63E2: A6 Move vehicle/entity right/down 2x1 tiles CA/63E3: 9D Move vehicle/entity right 8 tiles CA/63E4: C2 Set vehicle/entity's event speed to normal CA/63E5: 8D Move vehicle/entity right 4 tiles CA/63E6: C3 Set vehicle/entity's event speed to fast CA/63E7: 8D Move vehicle/entity right 4 tiles CA/63E8: 9D Move vehicle/entity right 8 tiles CA/63E9: 9D Move vehicle/entity right 8 tiles CA/63EA: 9D Move vehicle/entity right 8 tiles CA/63EB: FF End queue CA/63EC: 01 Begin action queue for character $01 (Actor in stot 1), 13 bytes long CA/63EE: 9F Move vehicle/entity left 8 tiles CA/63EF: 9F Move vehicle/entity left 8 tiles CA/63F0: 97 Move vehicle/entity left 6 tiles CA/63F1: A8 Move vehicle/entity left/down 1x2 tiles CA/63F2: 86 Move vehicle/entity down 2 tiles CA/63F3: A7 Move vehicle/entity right/down 1x2 tiles CA/63F4: A6 Move vehicle/entity right/down 2x1 tiles CA/63F5: 9D Move vehicle/entity right 8 tiles CA/63F6: 9D Move vehicle/entity right 8 tiles CA/63F7: 9D Move vehicle/entity right 8 tiles CA/63F8: 9D Move vehicle/entity right 8 tiles CA/63F9: 9D Move vehicle/entity right 8 tiles CA/63FA: FF End queue CA/63FB: 00 Begin action queue for character $00 (Actor in stot 0), 19 bytes long CA/63FD: 9F Move vehicle/entity left 8 tiles CA/63FE: 9F Move vehicle/entity left 8 tiles CA/63FF: 97 Move vehicle/entity left 6 tiles CA/6400: A2 Move vehicle/entity left/down 1x1 tiles CA/6401: A8 Move vehicle/entity left/down 1x2 tiles CA/6402: A7 Move vehicle/entity right/down 1x2 tiles CA/6403: A1 Move vehicle/entity right/down 1x1 tiles CA/6404: A6 Move vehicle/entity right/down 2x1 tiles CA/6405: 81 Move vehicle/entity right 1 tile CA/6406: C2 Set vehicle/entity's event speed to normal CA/6407: A5 Move vehicle/entity right/up 2x1 tiles CA/6408: 85 Move vehicle/entity right 2 tiles CA/6409: C3 Set vehicle/entity's event speed to fast CA/640A: 9D Move vehicle/entity right 8 tiles CA/640B: 9D Move vehicle/entity right 8 tiles CA/640C: 9D Move vehicle/entity right 8 tiles CA/640D: 9D Move vehicle/entity right 8 tiles CA/640E: 95 Move vehicle/entity right 6 tiles CA/640F: FF End queue CA/6410: 93 Pause for 45 units CA/6411: 4B Display dialogue message $009D, wait for button press (At bottom of screen) EDGAR: Bravo, Figaro!!! CA/6414: 35 Pause execution until action queue for object $00 (Actor in stot 0) is complete CA/6416: F2 Fade out current song with transition time 64 CA/6418: 4B Display dialogue message $009F, wait for button press (At bottom of screen) KEFKA: Son of a submariner! They'll pay for this… CA/641B: 94 Pause for 60 units CA/641C: 35 Pause execution until action queue for object $30 (Camera) is complete CA/641E: 6A Load map $0038 (Empty desert (fleeing on chocobos / Imperials en route to Narshe)) after fade out, (upper bits $2400), place party at (17, 7), facing down CA/6424: F6 Subcommand $10: Play song $3F (Train Running) at volume $38 (may have other effects) CA/6428: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/642A: D5 Set vehicle/entity's position to (9, 8) CA/642D: C3 Set vehicle/entity's event speed to fast CA/642E: FF End queue CA/642F: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CA/6431: D5 Set vehicle/entity's position to (11, 9) CA/6434: C3 Set vehicle/entity's event speed to fast CA/6435: FF End queue CA/6436: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CA/6438: D5 Set vehicle/entity's position to (8, 10) CA/643B: C3 Set vehicle/entity's event speed to fast CA/643C: FF End queue CA/643D: 96 Restore screen from fade CA/643E: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/6440: 9D Move vehicle/entity right 8 tiles CA/6441: 81 Move vehicle/entity right 1 tile CA/6442: FC Branch 1 bytes backwards ($CA6441) CA/6444: FF End queue CA/6445: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CA/6447: 9D Move vehicle/entity right 8 tiles CA/6448: 81 Move vehicle/entity right 1 tile CA/6449: FC Branch 1 bytes backwards ($CA6448) CA/644B: FF End queue CA/644C: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CA/644E: 9D Move vehicle/entity right 8 tiles CA/644F: 81 Move vehicle/entity right 1 tile CA/6450: FC Branch 1 bytes backwards ($CA644F) CA/6452: FF End queue CA/6453: 30 Begin action queue for character $30 (Camera), 7 bytes long CA/6455: C2 Set vehicle/entity's event speed to normal CA/6456: 9D Move vehicle/entity right 8 tiles CA/6457: C3 Set vehicle/entity's event speed to fast CA/6458: 81 Move vehicle/entity right 1 tile CA/6459: FC Branch 1 bytes backwards ($CA6458) CA/645B: FF End queue CA/645C: 93 Pause for 45 units CA/645D: 4B Display dialogue message $00A0, wait for button press LOCKE: This is great! CA/6460: 95 Pause for 120 units CA/6461: 48 Display dialogue message $00A1, continue executing commands TERRA: Was that a bad person? I… I'm scared… CA/6464: B0 Execute the following commands until broken by $BC command detecting confirm button press CA/6466: B4 Pause for 1 units CA/6468: BC If bit $1E80($1B4) [$1EB6, bit 4] is clear, return CA/646B: 49 If dialogue window is up, wait for keypress then dismiss CA/646C: 92 Pause for 30 units CA/646D: 04 Begin action queue for character $04 (Actor in stot 4), 9 bytes long CA/646F: C2 Set vehicle/entity's event speed to normal CA/6470: A6 Move vehicle/entity right/down 2x1 tiles CA/6471: C3 Set vehicle/entity's event speed to fast CA/6472: A6 Move vehicle/entity right/down 2x1 tiles CA/6473: A6 Move vehicle/entity right/down 2x1 tiles CA/6474: 81 Move vehicle/entity right 1 tile CA/6475: FC Branch 1 bytes backwards ($CA6474) CA/6477: FF End queue CA/6478: B5 Pause for 15 * 6 (90) units CA/647A: 48 Display dialogue message $00A2, continue executing commands EDGAR: TERRA, there's someone I'd like you to meet…! CA/647D: B0 Execute the following commands until broken by $BC command detecting confirm button press CA/647F: B4 Pause for 1 units CA/6481: BC If bit $1E80($1B4) [$1EB6, bit 4] is clear, return CA/6484: 49 If dialogue window is up, wait for keypress then dismiss CA/6485: 91 Pause for 15 units CA/6486: 01 Begin action queue for character $01 (Actor in stot 1), 7 bytes long CA/6488: C2 Set vehicle/entity's event speed to normal CA/6489: 85 Move vehicle/entity right 2 tiles CA/648A: C3 Set vehicle/entity's event speed to fast CA/648B: 81 Move vehicle/entity right 1 tile CA/648C: FC Branch 1 bytes backwards ($CA648B) CA/648E: FF End queue CA/648F: 92 Pause for 30 units CA/6490: 4B Display dialogue message $00A3, wait for button press LOCKE: We're members of the Returners. EDGAR: Our mentor, Banon, would certainly like to meet you. “Magic” is going to be the key to winning this war. CA/6493: 92 Pause for 30 units CA/6494: 4B Display dialogue message $00A4, wait for button press TERRA: “Magic”… CA/6497: 92 Pause for 30 units CA/6498: 4B Display dialogue message $00A5, wait for button press EDGAR: TERRA has magical powers. That Esper seemed to…react to her. Can there be some connection? TERRA: I haven't the foggiest! It just seems natural to me that I have the use of this power… CA/649B: 91 Pause for 15 units CA/649C: 48 Display dialogue message $00A6, continue executing commands EDGAR: But no HUMAN is born with the powers you seem to have, and… CA/649F: B0 Execute the following commands until broken by $BC command detecting confirm button press CA/64A1: B4 Pause for 1 units CA/64A3: BC If bit $1E80($1B4) [$1EB6, bit 4] is clear, return CA/64A6: 49 If dialogue window is up, wait for keypress then dismiss CA/64A7: F2 Fade out current song with transition time 128 CA/64A9: 30 Begin action queue for character $30 (Camera), 14 bytes long CA/64AB: 8D Move vehicle/entity right 4 tiles CA/64AC: C2 Set vehicle/entity's event speed to normal CA/64AD: 85 Move vehicle/entity right 2 tiles CA/64AE: C1 Set vehicle/entity's event speed to slow CA/64AF: 81 Move vehicle/entity right 1 tile CA/64B0: E0 Pause for 4 * 3 (12) frames CA/64B2: C0 Set vehicle/entity's event speed to slowest CA/64B3: 83 Move vehicle/entity left 1 tile CA/64B4: C1 Set vehicle/entity's event speed to slow CA/64B5: 8B Move vehicle/entity left 3 tiles CA/64B6: C0 Set vehicle/entity's event speed to slowest CA/64B7: 87 Move vehicle/entity left 2 tiles CA/64B8: FF End queue CA/64B9: 01 Begin action queue for character $01 (Actor in stot 1), 19 bytes long CA/64BB: 9D Move vehicle/entity right 8 tiles CA/64BC: C2 Set vehicle/entity's event speed to normal CA/64BD: A6 Move vehicle/entity right/down 2x1 tiles CA/64BE: C1 Set vehicle/entity's event speed to slow CA/64BF: A1 Move vehicle/entity right/down 1x1 tiles CA/64C0: C0 Set vehicle/entity's event speed to slowest CA/64C1: 82 Move vehicle/entity down 1 tile CA/64C2: A2 Move vehicle/entity left/down 1x1 tiles CA/64C3: C1 Set vehicle/entity's event speed to slow CA/64C4: 9F Move vehicle/entity left 8 tiles CA/64C5: A9 Move vehicle/entity left/down 2x1 tiles CA/64C6: A9 Move vehicle/entity left/down 2x1 tiles CA/64C7: AA Move vehicle/entity left/up 2x1 tiles CA/64C8: AB Move vehicle/entity left/up 1x2 tiles CA/64C9: 80 Move vehicle/entity up 1 tile CA/64CA: A4 Move vehicle/entity right/up 1x2 tiles CA/64CB: 81 Move vehicle/entity right 1 tile CA/64CC: A6 Move vehicle/entity right/down 2x1 tiles CA/64CD: FF End queue CA/64CE: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CA/64D0: C1 Set vehicle/entity's event speed to slow CA/64D1: 81 Move vehicle/entity right 1 tile CA/64D2: C0 Set vehicle/entity's event speed to slowest CA/64D3: 81 Move vehicle/entity right 1 tile CA/64D4: FF End queue CA/64D5: 04 Begin action queue for character $04 (Actor in stot 4), 16 bytes long (Wait until complete) CA/64D7: 9D Move vehicle/entity right 8 tiles CA/64D8: C2 Set vehicle/entity's event speed to normal CA/64D9: A5 Move vehicle/entity right/up 2x1 tiles CA/64DA: C1 Set vehicle/entity's event speed to slow CA/64DB: A0 Move vehicle/entity right/up 1x1 tiles CA/64DC: C2 Set vehicle/entity's event speed to normal CA/64DD: 80 Move vehicle/entity up 1 tile CA/64DE: A3 Move vehicle/entity left/up 1x1 tiles CA/64DF: AA Move vehicle/entity left/up 2x1 tiles CA/64E0: C1 Set vehicle/entity's event speed to slow CA/64E1: 87 Move vehicle/entity left 2 tiles CA/64E2: A9 Move vehicle/entity left/down 2x1 tiles CA/64E3: C0 Set vehicle/entity's event speed to slowest CA/64E4: A2 Move vehicle/entity left/down 1x1 tiles CA/64E5: CE Turn vehicle/entity down CA/64E6: FF End queue CA/64E7: F0 Play song 5 (Awakening), (high bit clear), full volume CA/64E9: B5 Pause for 15 * 6 (90) units CA/64EB: 4B Display dialogue message $00A7, wait for button press EDGAR: I apologize. TERRA: What should I do…? EDGAR: I'm sure the Empire is going to come after you… If they get their hands on you again, the world's finished… TERRA, you want to understand your own powers, right? CA/64EE: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/64F0: C2 Set vehicle/entity's event speed to normal CA/64F1: 85 Move vehicle/entity right 2 tiles CA/64F2: 86 Move vehicle/entity down 2 tiles CA/64F3: CF Turn vehicle/entity left CA/64F4: FF End queue CA/64F5: 4B Display dialogue message $00A8, wait for button press EDGAR: Then I think we need to consult with Banon. TERRA: …… CA/64F8: 35 Pause execution until action queue for object $01 (Actor in stot 1) is complete CA/64FA: 35 Pause execution until action queue for object $30 (Camera) is complete CA/64FC: 4B Display dialogue message $00A9, wait for button press LOCKE: Please… CA/64FF: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/6501: CE Turn vehicle/entity down CA/6502: FF End queue CA/6503: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CA/6505: A1 Move vehicle/entity right/down 1x1 tiles CA/6506: 82 Move vehicle/entity down 1 tile CA/6507: CF Turn vehicle/entity left CA/6508: FF End queue CA/6509: 4B Display dialogue message $00AA, wait for button press EDGAR: OK! To the south there's a cave that leads to South Figaro. CA/650C: 92 Pause for 30 units CA/650D: 97 Fade screen to black CA/650E: 5C Pause execution until fade in or fade out is complete CA/650F: 39 Free screen CA/6510: 44 Place character $04 (Actor in stot 4) on vehicle $00 (No vehicle) (Character is not shown) CA/6513: 44 Place character $01 (Actor in stot 1) on vehicle $00 (No vehicle) (Character is not shown) CA/6516: 44 Place character $00 (Actor in stot 0) on vehicle $00 (No vehicle) (Character is not shown) CA/6519: D6 Set event bit $1E80($30B) [$1EE1, bit 3] CA/651B: D2 Set event bit $1E80($108) [$1EA1, bit 0] CA/651D: D1 Clear event bit $1E80($0DE) [$1E9B, bit 6] CA/651F: B2 Call subroutine $CACB95 CA/6523: 6B Load map $0000 (World of Balance) instantly, (upper bits $2400), place party at (65, 77), facing down, party is in overworld chocobo mode CA/6529: DF Show mini-map CA/652A: FF End vehicle script CA/652B: 73 Replace current map's Layer 1 at (21, 19) with the following (13 x 16) chunk, refresh immediately CA/6530: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/653D: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/654A: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/6557: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/6564: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/6571: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/657E: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/658B: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/6598: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/65A5: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/65B2: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/65BF: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/65CC: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/65D9: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/65E6: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/65F3: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/6600: FE Return CA/6601: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA661B CA/6607: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA6617 CA/660D: C0 If ($1E80($004) [$1E80, bit 4] is clear), branch to $CA661F CA/6613: 4B Display dialogue message $0050, wait for button press Feel free to wander about. CA/6616: FE Return CA/6617: 4B Display dialogue message $03AE, wait for button press The Empire is no longer our ally! CA/661A: FE Return CA/661B: 4B Display dialogue message $0963, wait for button press No more Returners…no more Empire. Now who am I gonna side with? CA/661E: FE Return CA/661F: 4B Display dialogue message $0051, wait for button press Go see the King! CA/6622: FE Return CA/6623: B2 Call subroutine $CACA8D CA/6627: C0 If ($1E80($004) [$1E80, bit 4] is set), branch to $CA6D63 CA/662D: B2 Call subroutine $CAC6AC CA/6631: 38 Hold screen CA/6632: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CA/6634: C2 Set vehicle/entity's event speed to normal CA/6635: 86 Move vehicle/entity down 2 tiles CA/6636: CC Turn vehicle/entity up CA/6637: FF End queue CA/6638: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CA/663A: CC Turn vehicle/entity up CA/663B: C3 Set vehicle/entity's event speed to fast CA/663C: FF End queue CA/663D: B0 Execute the following commands until $B1 3 times CA/663F: 01 Begin action queue for character $01 (Actor in stot 1), 7 bytes long (Wait until complete) CA/6641: 21 Do vehicle/entity graphical action $21 CA/6642: E0 Pause for 4 * 1 (4) frames CA/6644: CC Turn vehicle/entity up CA/6645: E0 Pause for 4 * 4 (16) frames CA/6647: FF End queue CA/6648: B1 End block of repeating commands CA/6649: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CA/664B: 81 Move vehicle/entity right 1 tile CA/664C: CE Turn vehicle/entity down CA/664D: FF End queue CA/664E: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/6650: 82 Move vehicle/entity down 1 tile CA/6651: FF End queue CA/6652: 4B Display dialogue message $0040, wait for button press (At bottom of screen) MAN: You mean, THIS young woman…?! CA/6655: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/6657: 82 Move vehicle/entity down 1 tile CA/6658: 81 Move vehicle/entity right 1 tile CA/6659: 82 Move vehicle/entity down 1 tile CA/665A: CF Turn vehicle/entity left CA/665B: FF End queue CA/665C: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/665E: CD Turn vehicle/entity right CA/665F: FF End queue CA/6660: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/6662: 22 Do vehicle/entity graphical action $22 CA/6663: E0 Pause for 4 * 8 (32) frames CA/6665: CF Turn vehicle/entity left CA/6666: FF End queue CA/6667: 94 Pause for 60 units CA/6668: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/666A: 55 Do vehicle/entity graphical action $15, flipped horizontally CA/666B: FF End queue CA/666C: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/666E: CD Turn vehicle/entity right CA/666F: FF End queue CA/6670: 92 Pause for 30 units CA/6671: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CA/6673: 80 Move vehicle/entity up 1 tile CA/6674: 83 Move vehicle/entity left 1 tile CA/6675: 80 Move vehicle/entity up 1 tile CA/6676: FF End queue CA/6677: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/6679: CC Turn vehicle/entity up CA/667A: FF End queue CA/667B: 4B Display dialogue message $0041, wait for button press TERRA: Who do you think you are? CA/667E: 92 Pause for 30 units CA/667F: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/6681: 21 Do vehicle/entity graphical action $21 CA/6682: FF End queue CA/6683: 4B Display dialogue message $0042, wait for button press MAN: Oh…sorry! CA/6686: 93 Pause for 45 units CA/6687: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/6689: CC Turn vehicle/entity up CA/668A: FF End queue CA/668B: 93 Pause for 45 units CA/668C: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/668E: CD Turn vehicle/entity right CA/668F: FF End queue CA/6690: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/6692: 20 Do vehicle/entity graphical action $20 CA/6693: FF End queue CA/6694: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/6696: CE Turn vehicle/entity down CA/6697: FF End queue CA/6698: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/669A: 25 Do vehicle/entity graphical action $25 CA/669B: FF End queue CA/669C: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/669E: 24 Do vehicle/entity graphical action $24 CA/669F: FF End queue CA/66A0: 4B Display dialogue message $0043, wait for button press MAN: How rude of me to turn my back to a lady! CA/66A3: 42 Hide object $00 CA/66A5: 42 Hide object $01 CA/66A7: 42 Hide object $11 CA/66A9: 42 Hide object $12 CA/66AB: B2 Call subroutine $CAD00F CA/66AF: 94 Pause for 60 units CA/66B0: 4B Display dialogue message $0044, wait for button press (Show text only) (At bottom of screen) The young king of Figaro Castle, ally to the Empire, and a master designer of machinery… CA/66B3: 92 Pause for 30 units CA/66B4: 80 Add item $AA (AutoCrossbow) to inventory CA/66B6: 7F Change character $04's name to $04 (EDGAR ) CA/66B9: 37 Assign graphics $04 to object $04 (Actor in stot 4) CA/66BC: 43 Assign palette $00 to character $04 (Actor in stot 4) CA/66BF: 98 Invoke name change screen for character $04 (Actor in stot 4) CA/66C1: 50 Tint screen (cumulative) with color $BC CA/66C3: 96 Restore screen from fade CA/66C4: 94 Pause for 60 units CA/66C5: B2 Call subroutine $CAD015 CA/66C9: 41 Show object $00 CA/66CB: 41 Show object $01 CA/66CD: 41 Show object $11 CA/66CF: 41 Show object $12 CA/66D1: 45 Refresh objects CA/66D2: 93 Pause for 45 units CA/66D3: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/66D5: CE Turn vehicle/entity down CA/66D6: FF End queue CA/66D7: B5 Pause for 15 * 6 (90) units CA/66D9: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/66DB: 82 Move vehicle/entity down 1 tile CA/66DC: FF End queue CA/66DD: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/66DF: C2 Set vehicle/entity's event speed to normal CA/66E0: 86 Move vehicle/entity down 2 tiles CA/66E1: FF End queue CA/66E2: 4B Display dialogue message $0045, wait for button press (At bottom of screen) EDGAR: I am EDGAR, King of Figaro. CA/66E5: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CA/66E7: C3 Set vehicle/entity's event speed to fast CA/66E8: 82 Move vehicle/entity down 1 tile CA/66E9: FF End queue CA/66EA: 4B Display dialogue message $0046, wait for button press (At bottom of screen) LOCKE: Surprised someone like me knows a king? CA/66ED: 39 Free screen CA/66EE: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/66F0: CD Turn vehicle/entity right CA/66F1: FF End queue CA/66F2: B0 Execute the following commands until $B1 3 times CA/66F4: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CA/66F6: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/66F7: E0 Pause for 4 * 1 (4) frames CA/66F9: CD Turn vehicle/entity right CA/66FA: E0 Pause for 4 * 3 (12) frames CA/66FC: FF End queue CA/66FD: 01 Begin action queue for character $01 (Actor in stot 1), 7 bytes long (Wait until complete) CA/66FF: E0 Pause for 4 * 3 (12) frames CA/6701: 22 Do vehicle/entity graphical action $22 CA/6702: E0 Pause for 4 * 1 (4) frames CA/6704: CF Turn vehicle/entity left CA/6705: FF End queue CA/6706: B1 End block of repeating commands CA/6707: 94 Pause for 60 units CA/6708: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/670A: CE Turn vehicle/entity down CA/670B: FF End queue CA/670C: 4B Display dialogue message $0047, wait for button press (At bottom of screen) LOCKE: Talk to you later! CA/670F: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CA/6711: 9E Move vehicle/entity down 8 tiles CA/6712: 8E Move vehicle/entity down 4 tiles CA/6713: D1 Make vehicle/entity disappear CA/6714: FF End queue CA/6715: 45 Refresh objects CA/6716: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CA/6718: CD Turn vehicle/entity right CA/6719: FF End queue CA/671A: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CA/671C: 81 Move vehicle/entity right 1 tile CA/671D: 8E Move vehicle/entity down 4 tiles CA/671E: 23 Do vehicle/entity graphical action $23 CA/671F: FF End queue CA/6720: 3F Remove character $01 (Actor in stot 1) from the party CA/6723: 3E Delete object $01 CA/6725: 45 Refresh objects CA/6726: 88 Remove the following status ailments from character $00 (Actor in stot 0): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/672A: 8B For character $00 (Actor in stot 0), take HP and set to maximum CA/672D: 4B Display dialogue message $0048, wait for button press EDGAR: So…you're an Imperial soldier! No problem. Figaro and the Empire are allies! Please, relax while you're here. It's not in my blood to harm a lady. CA/6730: 92 Pause for 30 units CA/6731: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/6733: 82 Move vehicle/entity down 1 tile CA/6734: FF End queue CA/6735: 4B Display dialogue message $0049, wait for button press TERRA: Look, why are you helping me? Is it because of my…abilities? CA/6738: B0 Execute the following commands until $B1 4 times CA/673A: 10 Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete) CA/673C: 24 Do vehicle/entity graphical action $24 CA/673D: E0 Pause for 4 * 1 (4) frames CA/673F: 25 Do vehicle/entity graphical action $25 CA/6740: E0 Pause for 4 * 1 (4) frames CA/6742: FF End queue CA/6743: B1 End block of repeating commands CA/6744: 4B Display dialogue message $004A, wait for button press EDGAR: I'll give you 3 reasons: First of all, your beauty has captivated me! Second…I'm dying to know if I'm your type… CA/6747: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/6749: 8A Move vehicle/entity down 3 tiles CA/674A: FF End queue CA/674B: 4B Display dialogue message $004B, wait for button press I guess your…abilities…would be a distant 3rd. CA/674E: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/6750: 86 Move vehicle/entity down 2 tiles CA/6751: FF End queue CA/6752: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CA/6754: E0 Pause for 4 * 16 (64) frames CA/6756: 23 Do vehicle/entity graphical action $23 CA/6757: FF End queue CA/6758: B3 Call subroutine $CAC7FE, 2 times CA/675D: 92 Pause for 30 units CA/675E: 4B Display dialogue message $004C, wait for button press TERRA: ……? What's with you, anyway? CA/6761: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/6763: 82 Move vehicle/entity down 1 tile CA/6764: E0 Pause for 4 * 16 (64) frames CA/6766: 20 Do vehicle/entity graphical action $20 CA/6767: FF End queue CA/6768: 4B Display dialogue message $004D, wait for button press EDGAR: Guess my technique's getting a bit rusty… CA/676B: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CA/676D: 8E Move vehicle/entity down 4 tiles CA/676E: D1 Make vehicle/entity disappear CA/676F: FF End queue CA/6770: 45 Refresh objects CA/6771: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CA/6773: CE Turn vehicle/entity down CA/6774: E0 Pause for 4 * 8 (32) frames CA/6776: 20 Do vehicle/entity graphical action $20 CA/6777: FF End queue CA/6778: 4B Display dialogue message $004F, wait for button press TERRA: Hmm…I suppose a normal girl would have found him dashing. But I'm hardly…normal… CA/677B: D0 Set event bit $1E80($004) [$1E80, bit 4] CA/677D: D7 Clear event bit $1E80($308) [$1EE1, bit 0] CA/677F: D7 Clear event bit $1E80($30D) [$1EE1, bit 5] CA/6781: D6 Set event bit $1E80($30E) [$1EE1, bit 6] CA/6783: D6 Set event bit $1E80($315) [$1EE2, bit 5] CA/6785: FE Return CA/6786: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA6790 CA/678C: 4B Display dialogue message $0056, wait for button press I heard the Empire is using something called “magic”… CA/678F: FE Return CA/6790: 4B Display dialogue message $03AC, wait for button press Submerged, this castle could even travel under a mountain range! CA/6793: FE Return CA/6794: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA6790 CA/679A: 4B Display dialogue message $0058, wait for button press Gestahl has harnessed the power of magic. Who can stop him now?! CA/679D: FE Return CA/679E: 4B Display dialogue message $03AF, wait for button press You must be tired! How about a rest? CA/67A1: FE Return CA/67A2: DE Load CaseWord with the characters in the currently active party? CA/67A3: BE If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA67DE; else If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA67E2 CA/67AB: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA67BD CA/67B1: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA67BA CA/67B7: 9B Invoke shop $04 CA/67B9: FE Return CA/67BA: 9B Invoke shop $2F CA/67BC: FE Return CA/67BD: 9B Invoke shop $40 CA/67BF: FE Return CA/67C0: DE Load CaseWord with the characters in the currently active party? CA/67C1: BE If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA67DE; else If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA67E2 CA/67C9: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA67DB CA/67CF: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA67D8 CA/67D5: 9B Invoke shop $52 CA/67D7: FE Return CA/67D8: 9B Invoke shop $53 CA/67DA: FE Return CA/67DB: 9B Invoke shop $54 CA/67DD: FE Return CA/67DE: 4B Display dialogue message $006F, wait for button press MERCHANT: I can't take money from the King! EDGAR: Look, don't you have a family? Just shut up and take it. CA/67E1: FE Return CA/67E2: 4B Display dialogue message $0070, wait for button press MERCHANT: Sir SABIN, I can't take your money! SABIN: Take it! Haven't you heard? My brother says I'm a notorious spendthrift! CA/67E5: FE Return CA/67E6: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA67F0 CA/67EC: 4B Display dialogue message $006E, wait for button press CHANCELLOR: The whole business of the succession was so repugnant to SABIN, the King's brother, that…… ……he fled the castle forever. The succession was settled with a coin toss… CA/67EF: FE Return CA/67F0: DE Load CaseWord with the characters in the currently active party? CA/67F1: BE If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA67FF CA/67F6: BE If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA6803 CA/67FB: 4B Display dialogue message $03B6, wait for button press CHANCELLOR: Make yourselves at home here. CA/67FE: FE Return CA/67FF: 4B Display dialogue message $03B4, wait for button press CHANCELLOR: Welcome back, King EDGAR! CA/6802: FE Return CA/6803: 4B Display dialogue message $03B5, wait for button press CHANCELLOR: Huh!? SABIN… What a splendid young man you've become! CA/6806: FE Return CA/6807: C0 If ($1E80($2DF) [$1EDB, bit 7] is set), branch to $CA681B CA/680D: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA6817 CA/6813: 4B Display dialogue message $0061, wait for button press These thieves have been terrorizing the vicinity. Stay away from 'em! CA/6816: FE Return CA/6817: 4B Display dialogue message $0961, wait for button press I know someone who deserves to be locked up in here! CA/681A: FE Return CA/681B: 4B Display dialogue message $0962, wait for button press You found an ancient text at the library, right? CA/681E: FE Return CA/681F: 4B Display dialogue message $0062, wait for button press I demand to see EDGAR! How dare they keep us in this stinking pit! CA/6822: FE Return CA/6823: 4B Display dialogue message $0063, wait for button press Hey! Let us outta here! CA/6826: FE Return CA/6827: 4B Display dialogue message $0064, wait for button press Relax, they're just blowing off steam. But I'm telling you, there's no sense keeping us here! We're just small potatos compared to the real threat lurking out there! And King EDGAR knows it! CA/682A: FE Return CA/682B: 4B Display dialogue message $0065, wait for button press I'm Lone Wolf, the pickpocket! CA/682E: FE Return CA/682F: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA68DC CA/6835: C0 If ($1E80($048) [$1E89, bit 0] is clear), branch to $CA68D8 CA/683B: 4B Display dialogue message $03D2, wait for button press Lots of requests this month! If it's your wish, I'll take you beyond the mountains. CA/683E: C0 If ($1E80($10B) [$1EA1, bit 3] is clear), branch to $CA684F CA/6844: 4B Display dialogue message $03D4, wait for button press ^ (Go to Kohlingen?) ^ (Stop?) CA/6847: B6 Indexed branch based on prior dialogue selection [$CA685A, $CA5EB3] CA/684E: FE Return CA/684F: 4B Display dialogue message $03D3, wait for button press ^ (Go to Figaro?) ^ (Stop?) CA/6852: B6 Indexed branch based on prior dialogue selection [$CA6899, $CA5EB3] CA/6859: FE Return CA/685A: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CA/685C: 88 Move vehicle/entity up 3 tiles CA/685D: FF End queue CA/685E: 4B Display dialogue message $03D7, wait for button press (At bottom of screen) Urgggh! CA/6861: D3 Clear event bit $1E80($10B) [$1EA1, bit 3] CA/6863: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/6865: 6A Load map $0000 (World of Balance) after fade out, (upper bits $0400), place party at (64, 76), facing up, flags $00 CA/686B: C1 Set vehicle/entity's event speed to slow CA/686C: D1 Make vehicle/entity disappear CA/686D: FD Show Figaro Castle submerging CA/686E: A3 Move vehicle/entity left/up 1x1 tiles CA/686F: A3 Move vehicle/entity left/up 1x1 tiles CA/6870: A3 Move vehicle/entity left/up 1x1 tiles CA/6871: A3 Move vehicle/entity left/up 1x1 tiles CA/6872: A3 Move vehicle/entity left/up 1x1 tiles CA/6873: A3 Move vehicle/entity left/up 1x1 tiles CA/6874: A3 Move vehicle/entity left/up 1x1 tiles CA/6875: A3 Move vehicle/entity left/up 1x1 tiles CA/6876: A3 Move vehicle/entity left/up 1x1 tiles CA/6877: A3 Move vehicle/entity left/up 1x1 tiles CA/6878: A3 Move vehicle/entity left/up 1x1 tiles CA/6879: A3 Move vehicle/entity left/up 1x1 tiles CA/687A: A3 Move vehicle/entity left/up 1x1 tiles CA/687B: A3 Move vehicle/entity left/up 1x1 tiles CA/687C: A3 Move vehicle/entity left/up 1x1 tiles CA/687D: A3 Move vehicle/entity left/up 1x1 tiles CA/687E: A3 Move vehicle/entity left/up 1x1 tiles CA/687F: A3 Move vehicle/entity left/up 1x1 tiles CA/6880: A3 Move vehicle/entity left/up 1x1 tiles CA/6881: A3 Move vehicle/entity left/up 1x1 tiles CA/6882: A3 Move vehicle/entity left/up 1x1 tiles CA/6883: A3 Move vehicle/entity left/up 1x1 tiles CA/6884: AA Move vehicle/entity left/up 2x1 tiles CA/6885: AA Move vehicle/entity left/up 2x1 tiles CA/6886: AA Move vehicle/entity left/up 2x1 tiles CA/6887: AA Move vehicle/entity left/up 2x1 tiles CA/6888: AA Move vehicle/entity left/up 2x1 tiles CA/6889: AA Move vehicle/entity left/up 2x1 tiles CA/688A: FE Show Figaro Castle emerging CA/688B: D2 Load map $003D (Figaro Castle, switch room and prison (always)), position (06, 34), mode $00 CA/6891: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/6893: 4B Display dialogue message $03D8, wait for button press Next stop, Kohlingen! Watch your step! CA/6896: D2 Set event bit $1E80($10C) [$1EA1, bit 4] CA/6898: FE Return CA/6899: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CA/689B: 88 Move vehicle/entity up 3 tiles CA/689C: FF End queue CA/689D: 4B Display dialogue message $03D7, wait for button press (At bottom of screen) Urgggh! CA/68A0: D3 Clear event bit $1E80($10C) [$1EA1, bit 4] CA/68A2: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/68A4: 6A Load map $0000 (World of Balance) after fade out, (upper bits $0400), place party at (31, 48), facing up, flags $00 CA/68AA: C1 Set vehicle/entity's event speed to slow CA/68AB: D1 Make vehicle/entity disappear CA/68AC: FD Show Figaro Castle submerging CA/68AD: A1 Move vehicle/entity right/down 1x1 tiles CA/68AE: A1 Move vehicle/entity right/down 1x1 tiles CA/68AF: A1 Move vehicle/entity right/down 1x1 tiles CA/68B0: A1 Move vehicle/entity right/down 1x1 tiles CA/68B1: A1 Move vehicle/entity right/down 1x1 tiles CA/68B2: A1 Move vehicle/entity right/down 1x1 tiles CA/68B3: A1 Move vehicle/entity right/down 1x1 tiles CA/68B4: A1 Move vehicle/entity right/down 1x1 tiles CA/68B5: A1 Move vehicle/entity right/down 1x1 tiles CA/68B6: A1 Move vehicle/entity right/down 1x1 tiles CA/68B7: A1 Move vehicle/entity right/down 1x1 tiles CA/68B8: A1 Move vehicle/entity right/down 1x1 tiles CA/68B9: A1 Move vehicle/entity right/down 1x1 tiles CA/68BA: A1 Move vehicle/entity right/down 1x1 tiles CA/68BB: A1 Move vehicle/entity right/down 1x1 tiles CA/68BC: A1 Move vehicle/entity right/down 1x1 tiles CA/68BD: A1 Move vehicle/entity right/down 1x1 tiles CA/68BE: A1 Move vehicle/entity right/down 1x1 tiles CA/68BF: A1 Move vehicle/entity right/down 1x1 tiles CA/68C0: A1 Move vehicle/entity right/down 1x1 tiles CA/68C1: A1 Move vehicle/entity right/down 1x1 tiles CA/68C2: A1 Move vehicle/entity right/down 1x1 tiles CA/68C3: A6 Move vehicle/entity right/down 2x1 tiles CA/68C4: A6 Move vehicle/entity right/down 2x1 tiles CA/68C5: A6 Move vehicle/entity right/down 2x1 tiles CA/68C6: A6 Move vehicle/entity right/down 2x1 tiles CA/68C7: A6 Move vehicle/entity right/down 2x1 tiles CA/68C8: A6 Move vehicle/entity right/down 2x1 tiles CA/68C9: FE Show Figaro Castle emerging CA/68CA: D2 Load map $003D (Figaro Castle, switch room and prison (always)), position (06, 34), mode $00 CA/68D0: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/68D2: 4B Display dialogue message $03D9, wait for button press Next stop, South Figaro. Watch your step! CA/68D5: D2 Set event bit $1E80($10B) [$1EA1, bit 3] CA/68D7: FE Return CA/68D8: 4B Display dialogue message $03D5, wait for button press Beyond is the Figaro Castle Engine Room. We're ready to leave at a moment's notice! CA/68DB: FE Return CA/68DC: C0 If ($1E80($0C6) [$1E98, bit 6] is set), branch to $CA68E6 CA/68E2: 4B Display dialogue message $094E, wait for button press I…it was awful… CA/68E5: FE Return CA/68E6: C0 If ($1E80($26F) [$1ECD, bit 7] is set), branch to $CA695E CA/68EC: C0 If ($1E80($106) [$1EA0, bit 6] is clear), branch to $CA68FD CA/68F2: 4B Display dialogue message $03D4, wait for button press ^ (Go to Kohlingen?) ^ (Stop?) CA/68F5: B6 Indexed branch based on prior dialogue selection [$CA6908, $CA5EB3] CA/68FC: FE Return CA/68FD: 4B Display dialogue message $03D3, wait for button press ^ (Go to Figaro?) ^ (Stop?) CA/6900: B6 Indexed branch based on prior dialogue selection [$CA6986, $CA5EB3] CA/6907: FE Return CA/6908: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CA/690A: 88 Move vehicle/entity up 3 tiles CA/690B: FF End queue CA/690C: 4B Display dialogue message $03D7, wait for button press (At bottom of screen) Urgggh! CA/690F: D3 Clear event bit $1E80($106) [$1EA0, bit 6] CA/6911: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/6913: 6A Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (81, 85), facing up, flags $00 CA/6919: C1 Set vehicle/entity's event speed to slow CA/691A: D1 Make vehicle/entity disappear CA/691B: FD Show Figaro Castle submerging CA/691C: A3 Move vehicle/entity left/up 1x1 tiles CA/691D: A3 Move vehicle/entity left/up 1x1 tiles CA/691E: A3 Move vehicle/entity left/up 1x1 tiles CA/691F: A3 Move vehicle/entity left/up 1x1 tiles CA/6920: A3 Move vehicle/entity left/up 1x1 tiles CA/6921: B0 If ($1E80($0CD) [$1E99, bit 5] is set), branch to $CA694F CA/6927: A3 Move vehicle/entity left/up 1x1 tiles CA/6928: A3 Move vehicle/entity left/up 1x1 tiles CA/6929: A3 Move vehicle/entity left/up 1x1 tiles CA/692A: A3 Move vehicle/entity left/up 1x1 tiles CA/692B: A3 Move vehicle/entity left/up 1x1 tiles CA/692C: A3 Move vehicle/entity left/up 1x1 tiles CA/692D: A3 Move vehicle/entity left/up 1x1 tiles CA/692E: A3 Move vehicle/entity left/up 1x1 tiles CA/692F: A3 Move vehicle/entity left/up 1x1 tiles CA/6930: A3 Move vehicle/entity left/up 1x1 tiles CA/6931: A3 Move vehicle/entity left/up 1x1 tiles CA/6932: A3 Move vehicle/entity left/up 1x1 tiles CA/6933: A3 Move vehicle/entity left/up 1x1 tiles CA/6934: A3 Move vehicle/entity left/up 1x1 tiles CA/6935: A3 Move vehicle/entity left/up 1x1 tiles CA/6936: A3 Move vehicle/entity left/up 1x1 tiles CA/6937: A3 Move vehicle/entity left/up 1x1 tiles CA/6938: A3 Move vehicle/entity left/up 1x1 tiles CA/6939: A3 Move vehicle/entity left/up 1x1 tiles CA/693A: A3 Move vehicle/entity left/up 1x1 tiles CA/693B: A3 Move vehicle/entity left/up 1x1 tiles CA/693C: A3 Move vehicle/entity left/up 1x1 tiles CA/693D: A3 Move vehicle/entity left/up 1x1 tiles CA/693E: FE Show Figaro Castle emerging CA/693F: D2 Load map $003D (Figaro Castle, switch room and prison (always)), position (06, 34), mode $00 CA/6945: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/6947: 4B Display dialogue message $03D8, wait for button press Next stop, Kohlingen! Watch your step! CA/694A: D0 Set event bit $1E80($0DC) [$1E9B, bit 4] CA/694C: D5 Clear event bit $1E80($2B9) [$1ED7, bit 1] CA/694E: FE Return CA/694F: D2 Load map $003D (Figaro Castle, switch room and prison (always)), position (06, 34), mode $00 CA/6955: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/6957: D4 Set event bit $1E80($2B7) [$1ED6, bit 7] CA/6959: D4 Set event bit $1E80($26F) [$1ECD, bit 7] CA/695B: D6 Set event bit $1E80($397) [$1EF2, bit 7] CA/695D: 92 Pause for 30 units CA/695E: 4B Display dialogue message $01DF, wait for button press There's something odd about this stratum… It's as if we've bumped into something… ^ (Continue journey) ^ (Stop and explore) CA/6961: B6 Indexed branch based on prior dialogue selection [$CA6969, $CA5EB3] CA/6968: FE Return CA/6969: D5 Clear event bit $1E80($2B7) [$1ED6, bit 7] CA/696B: D5 Clear event bit $1E80($26F) [$1ECD, bit 7] CA/696D: D7 Clear event bit $1E80($397) [$1EF2, bit 7] CA/696F: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/6971: 6A Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (67, 71), facing up, flags $00 CA/6977: C1 Set vehicle/entity's event speed to slow CA/6978: D1 Make vehicle/entity disappear CA/6979: B0 If ($1E80($2B9) [$1ED7, bit 1] is clear), branch to $CA69AD CA/697F: B0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA6931 CA/6985: FF End map script CA/6986: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CA/6988: 88 Move vehicle/entity up 3 tiles CA/6989: FF End queue CA/698A: 4B Display dialogue message $03D7, wait for button press (At bottom of screen) Urgggh! CA/698D: D1 Clear event bit $1E80($0DC) [$1E9B, bit 4] CA/698F: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/6991: 6A Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (53, 58), facing up, flags $00 CA/6997: C1 Set vehicle/entity's event speed to slow CA/6998: D1 Make vehicle/entity disappear CA/6999: FD Show Figaro Castle submerging CA/699A: A1 Move vehicle/entity right/down 1x1 tiles CA/699B: A1 Move vehicle/entity right/down 1x1 tiles CA/699C: A1 Move vehicle/entity right/down 1x1 tiles CA/699D: A1 Move vehicle/entity right/down 1x1 tiles CA/699E: A1 Move vehicle/entity right/down 1x1 tiles CA/699F: B0 If ($1E80($0CD) [$1E99, bit 5] is set), branch to $CA694F CA/69A5: A1 Move vehicle/entity right/down 1x1 tiles CA/69A6: A1 Move vehicle/entity right/down 1x1 tiles CA/69A7: A1 Move vehicle/entity right/down 1x1 tiles CA/69A8: A1 Move vehicle/entity right/down 1x1 tiles CA/69A9: A1 Move vehicle/entity right/down 1x1 tiles CA/69AA: A1 Move vehicle/entity right/down 1x1 tiles CA/69AB: A1 Move vehicle/entity right/down 1x1 tiles CA/69AC: A1 Move vehicle/entity right/down 1x1 tiles CA/69AD: A1 Move vehicle/entity right/down 1x1 tiles CA/69AE: A1 Move vehicle/entity right/down 1x1 tiles CA/69AF: A1 Move vehicle/entity right/down 1x1 tiles CA/69B0: A1 Move vehicle/entity right/down 1x1 tiles CA/69B1: A1 Move vehicle/entity right/down 1x1 tiles CA/69B2: A1 Move vehicle/entity right/down 1x1 tiles CA/69B3: A1 Move vehicle/entity right/down 1x1 tiles CA/69B4: A1 Move vehicle/entity right/down 1x1 tiles CA/69B5: A1 Move vehicle/entity right/down 1x1 tiles CA/69B6: A1 Move vehicle/entity right/down 1x1 tiles CA/69B7: A1 Move vehicle/entity right/down 1x1 tiles CA/69B8: A1 Move vehicle/entity right/down 1x1 tiles CA/69B9: A1 Move vehicle/entity right/down 1x1 tiles CA/69BA: A1 Move vehicle/entity right/down 1x1 tiles CA/69BB: A1 Move vehicle/entity right/down 1x1 tiles CA/69BC: FE Show Figaro Castle emerging CA/69BD: D2 Load map $003D (Figaro Castle, switch room and prison (always)), position (06, 34), mode $00 CA/69C3: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/69C5: 4B Display dialogue message $03D9, wait for button press Next stop, South Figaro. Watch your step! CA/69C8: D2 Set event bit $1E80($106) [$1EA0, bit 6] CA/69CA: D4 Set event bit $1E80($2B9) [$1ED7, bit 1] CA/69CC: FE Return CA/69CD: C9 If ($1E80($0C6) [$1E98, bit 6] is set) and ($1E80($0C7) [$1E98, bit 7] is clear), branch to $CA69FD CA/69D5: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA5EB3 (simply returns) CA/69DB: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/69DD: 78 Enable ability to pass through other objects for object $15 (NPC $15) CA/69DF: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CA/69E1: A2 Move vehicle/entity left/down 1x1 tiles CA/69E2: FF End queue CA/69E3: 15 Begin action queue for character $15 (NPC $15), 3 bytes long CA/69E5: 82 Move vehicle/entity down 1 tile CA/69E6: CD Turn vehicle/entity right CA/69E7: FF End queue CA/69E8: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/69EA: C2 Set vehicle/entity's event speed to normal CA/69EB: C7 Set vehicle/entity to stay still when moving CA/69EC: 81 Move vehicle/entity right 1 tile CA/69ED: C6 Set vehicle/entity to walk when moving CA/69EE: FF End queue CA/69EF: 4B Display dialogue message $03D6, wait for button press That's dangerous! CA/69F2: 15 Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete) CA/69F4: 80 Move vehicle/entity up 1 tile CA/69F5: A0 Move vehicle/entity right/up 1x1 tiles CA/69F6: CE Turn vehicle/entity down CA/69F7: FF End queue CA/69F8: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CA/69FA: 36 Disable ability to pass through other objects for object $15 (NPC $15) CA/69FC: FE Return CA/69FD: 15 Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete) CA/69FF: 86 Move vehicle/entity down 2 tiles CA/6A00: CF Turn vehicle/entity left CA/6A01: FF End queue CA/6A02: 4B Display dialogue message $095B, wait for button press Nonsense! It's been fixed! Next stop, the surface! CA/6A05: 15 Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete) CA/6A07: C3 Set vehicle/entity's event speed to fast CA/6A08: 90 Move vehicle/entity up 5 tiles CA/6A09: FF End queue CA/6A0A: 6A Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (81, 84), facing up, flags $00 CA/6A10: C1 Set vehicle/entity's event speed to slow CA/6A11: D1 Make vehicle/entity disappear CA/6A12: FE Show Figaro Castle emerging CA/6A13: D2 Load map $003D (Figaro Castle, switch room and prison (always)), position (06, 34), mode $00 CA/6A19: 6C Set parent map to $0001 (World of Ruin), parent coordinates to (81, 0), facing down CA/6A1F: D2 Set event bit $1E80($106) [$1EA0, bit 6] CA/6A21: D0 Set event bit $1E80($0C7) [$1E98, bit 7] CA/6A23: D5 Clear event bit $1E80($2B7) [$1ED6, bit 7] CA/6A25: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/6A27: FE Return CA/6A28: 4B Display dialogue message $094E, wait for button press I…it was awful… CA/6A2B: FE Return CA/6A2C: C0 If ($1E80($26E) [$1ECD, bit 6] is set), branch to $CA5EB3 (simply returns) CA/6A32: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CA/6A34: 09 Do vehicle/entity graphical action $09 (kneeling) CA/6A35: FF End queue CA/6A36: 94 Pause for 60 units CA/6A37: 4B Display dialogue message $094D, wait for button press GERAD: You all right? You were almost a goner. CA/6A3A: 17 Begin action queue for character $17 (NPC $17), 7 bytes long CA/6A3C: 94 Move vehicle/entity up 6 tiles CA/6A3D: A4 Move vehicle/entity right/up 1x2 tiles CA/6A3E: 83 Move vehicle/entity left 1 tile CA/6A3F: A3 Move vehicle/entity left/up 1x1 tiles CA/6A40: A3 Move vehicle/entity left/up 1x1 tiles CA/6A41: D1 Make vehicle/entity disappear CA/6A42: FF End queue CA/6A43: D4 Set event bit $1E80($26E) [$1ECD, bit 6] CA/6A45: D7 Clear event bit $1E80($383) [$1EF0, bit 3] CA/6A47: FE Return CA/6A48: 73 Replace current map's Layer 1 at (29, 5) with the following (2 x 1) chunk, refresh immediately CA/6A4D: $06, $16 CA/6A4F: B2 Call subroutine $CACA8D CA/6A53: B2 Call subroutine $CAC6AC CA/6A57: 3C Set up the party as follows: $06 (Actor in stot 6), $FF (), $FF (), $FF () CA/6A5C: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CA/6A5E: C2 Set vehicle/entity's event speed to normal CA/6A5F: 83 Move vehicle/entity left 1 tile CA/6A60: CC Turn vehicle/entity up CA/6A61: FF End queue CA/6A62: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CA/6A64: CC Turn vehicle/entity up CA/6A65: FF End queue CA/6A66: 91 Pause for 15 units CA/6A67: 38 Hold screen CA/6A68: 30 Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete) CA/6A6A: 94 Move vehicle/entity up 6 tiles CA/6A6B: FF End queue CA/6A6C: 4B Display dialogue message $094F, wait for button press (At bottom of screen) GERAD: Here's the problem… What a mess… Boss! What're we gonna do? Our treasure's stored in the room back there! CA/6A6F: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long CA/6A71: CE Turn vehicle/entity down CA/6A72: FF End queue CA/6A73: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long CA/6A75: CE Turn vehicle/entity down CA/6A76: FF End queue CA/6A77: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long CA/6A79: CE Turn vehicle/entity down CA/6A7A: FF End queue CA/6A7B: 1E Begin action queue for character $1E (NPC $1E), 2 bytes long (Wait until complete) CA/6A7D: CE Turn vehicle/entity down CA/6A7E: FF End queue CA/6A7F: 92 Pause for 30 units CA/6A80: 1A Begin action queue for character $1A (NPC $1A), 3 bytes long (Wait until complete) CA/6A82: 88 Move vehicle/entity up 3 tiles CA/6A83: 0A Do vehicle/entity graphical action $0A CA/6A84: FF End queue CA/6A85: 4B Display dialogue message $0950, wait for button press GERAD: You guys get in there while I keep this thing busy! “But boss! That's dangerous!” GERAD: Get going! CA/6A88: 1B Begin action queue for character $1B (NPC $1B), 3 bytes long (Wait until complete) CA/6A8A: 88 Move vehicle/entity up 3 tiles CA/6A8B: D1 Make vehicle/entity disappear CA/6A8C: FF End queue CA/6A8D: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long CA/6A8F: 83 Move vehicle/entity left 1 tile CA/6A90: 84 Move vehicle/entity up 2 tiles CA/6A91: D1 Make vehicle/entity disappear CA/6A92: FF End queue CA/6A93: 1D Begin action queue for character $1D (NPC $1D), 3 bytes long CA/6A95: 90 Move vehicle/entity up 5 tiles CA/6A96: D1 Make vehicle/entity disappear CA/6A97: FF End queue CA/6A98: 1E Begin action queue for character $1E (NPC $1E), 3 bytes long (Wait until complete) CA/6A9A: 94 Move vehicle/entity up 6 tiles CA/6A9B: D1 Make vehicle/entity disappear CA/6A9C: FF End queue CA/6A9D: 94 Pause for 60 units CA/6A9E: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long CA/6AA0: 84 Move vehicle/entity up 2 tiles CA/6AA1: FF End queue CA/6AA2: 91 Pause for 15 units CA/6AA3: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/6AA5: C3 Set vehicle/entity's event speed to fast CA/6AA6: 84 Move vehicle/entity up 2 tiles CA/6AA7: FF End queue CA/6AA8: 4B Display dialogue message $0951, wait for button press CELES: EDGAR! CA/6AAB: B5 Pause for 15 * 10 (150) units CA/6AAD: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete) CA/6AAF: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/6AB0: E0 Pause for 4 * 2 (8) frames CA/6AB2: 24 Do vehicle/entity graphical action $24 CA/6AB3: FF End queue CA/6AB4: 4B Display dialogue message $0952, wait for button press EDGAR: What're ya waiting for, CELES? Give me a hand!! CELES: EDGAR! It IS you! CA/6AB7: 3E Delete object $10 CA/6AB9: 3E Delete object $11 CA/6ABB: 3E Delete object $12 CA/6ABD: 3E Delete object $13 CA/6ABF: 3E Delete object $14 CA/6AC1: 3E Delete object $15 CA/6AC3: 3E Delete object $16 CA/6AC5: 3E Delete object $17 CA/6AC7: 3E Delete object $18 CA/6AC9: 3E Delete object $19 CA/6ACB: 3D Create object $04 CA/6ACD: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CA/6ACF: D5 Set vehicle/entity's position to (23, 8) CA/6AD2: FF End queue CA/6AD3: 77 Perform level averaging on character $04 (EDGAR ) and calculate new maximum HP/MP CA/6AD5: 8B For character $04 (Actor in stot 4), take HP and set to maximum CA/6AD8: 8C For character $04 (Actor in stot 4), take MP and set to maximum CA/6ADB: 88 Remove the following status ailments from character $04 (Actor in stot 4): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CA/6ADF: D4 Set event bit $1E80($2F4) [$1EDE, bit 4] CA/6AE1: 3F Assign character $04 (Actor in stot 4) to party 1 CA/6AE4: 9C Place optimum equipment on character $04 (Actor in stot 4) CA/6AE6: 4D Invoke battle, enemy set $54, background $37 (Tentacles), (mosaic effect enabled), (swoosh sound enabled) CA/6AE9: B2 Call subroutine $CA5EA9 CA/6AED: BE If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA6C0C CA/6AF2: 96 Restore screen from fade CA/6AF3: 5C Pause execution until fade in or fade out is complete CA/6AF4: 93 Pause for 45 units CA/6AF5: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CA/6AF7: CE Turn vehicle/entity down CA/6AF8: FF End queue CA/6AF9: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/6AFB: 84 Move vehicle/entity up 2 tiles CA/6AFC: FF End queue CA/6AFD: 4B Display dialogue message $0953, wait for button press CELES: Why the stupid farce? EDGAR: Well, I heard that Figaro had had an accident. I wanted to help, but didn't know where to look. Then I heard that those idiots had escaped from the prison. CELES: You needed to use them… EDGAR: Bingo. I had to wait until they led me to their secret cave. CELES: Amazing, considering that you threw most of 'em in jail to begin with! CA/6B00: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CA/6B02: C2 Set vehicle/entity's event speed to normal CA/6B03: A0 Move vehicle/entity right/up 1x1 tiles CA/6B04: 80 Move vehicle/entity up 1 tile CA/6B05: FF End queue CA/6B06: 92 Pause for 30 units CA/6B07: DE Load CaseWord with the characters in the currently active party? CA/6B08: BE If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA6BF3 CA/6B0D: 1A Begin action queue for character $1A (NPC $1A), 10 bytes long (Wait until complete) CA/6B0F: C3 Set vehicle/entity's event speed to fast CA/6B10: 8C Move vehicle/entity up 4 tiles CA/6B11: 1B Do vehicle/entity graphical action $1B CA/6B12: E0 Pause for 4 * 10 (40) frames CA/6B14: 1F Do vehicle/entity graphical action $1F CA/6B15: E0 Pause for 4 * 4 (16) frames CA/6B17: 23 Do vehicle/entity graphical action $23 CA/6B18: FF End queue CA/6B19: 4B Display dialogue message $0955, wait for button press (At bottom of screen) EDGAR: Uh, oh…! Let's hide! CA/6B1C: 1A Begin action queue for character $1A (NPC $1A), 4 bytes long CA/6B1E: 87 Move vehicle/entity left 2 tiles CA/6B1F: 80 Move vehicle/entity up 1 tile CA/6B20: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/6B21: FF End queue CA/6B22: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CA/6B24: C3 Set vehicle/entity's event speed to fast CA/6B25: 9C Move vehicle/entity up 8 tiles CA/6B26: 87 Move vehicle/entity left 2 tiles CA/6B27: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/6B28: FF End queue CA/6B29: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/6B2B: C3 Set vehicle/entity's event speed to fast CA/6B2C: 94 Move vehicle/entity up 6 tiles CA/6B2D: 85 Move vehicle/entity right 2 tiles CA/6B2E: 09 Do vehicle/entity graphical action $09 (kneeling) CA/6B2F: FF End queue CA/6B30: B5 Pause for 15 * 6 (90) units CA/6B32: 73 Replace current map's Layer 1 at (29, 5) with the following (2 x 1) chunk, refresh immediately CA/6B37: $06, $16 CA/6B39: F4 Play sound effect 44 CA/6B3B: 3D Create object $1B CA/6B3D: 41 Show object $1B CA/6B3F: 3D Create object $1C CA/6B41: 41 Show object $1C CA/6B43: 3D Create object $1D CA/6B45: 41 Show object $1D CA/6B47: 3D Create object $1E CA/6B49: 41 Show object $1E CA/6B4B: 45 Refresh objects CA/6B4C: 1B Begin action queue for character $1B (NPC $1B), 6 bytes long CA/6B4E: D5 Set vehicle/entity's position to (29, 5) CA/6B51: 9A Move vehicle/entity down 7 tiles CA/6B52: CF Turn vehicle/entity left CA/6B53: FF End queue CA/6B54: 91 Pause for 15 units CA/6B55: 1C Begin action queue for character $1C (NPC $1C), 6 bytes long CA/6B57: D5 Set vehicle/entity's position to (29, 5) CA/6B5A: 96 Move vehicle/entity down 6 tiles CA/6B5B: CD Turn vehicle/entity right CA/6B5C: FF End queue CA/6B5D: 91 Pause for 15 units CA/6B5E: 1D Begin action queue for character $1D (NPC $1D), 5 bytes long CA/6B60: D5 Set vehicle/entity's position to (29, 5) CA/6B63: 92 Move vehicle/entity down 5 tiles CA/6B64: FF End queue CA/6B65: 91 Pause for 15 units CA/6B66: 1E Begin action queue for character $1E (NPC $1E), 6 bytes long (Wait until complete) CA/6B68: D5 Set vehicle/entity's position to (29, 5) CA/6B6B: 8E Move vehicle/entity down 4 tiles CA/6B6C: CC Turn vehicle/entity up CA/6B6D: FF End queue CA/6B6E: 4B Display dialogue message $0956, wait for button press (At bottom of screen) Boss! ……? Boss? CA/6B71: 1B Begin action queue for character $1B (NPC $1B), 3 bytes long (Wait until complete) CA/6B73: C2 Set vehicle/entity's event speed to normal CA/6B74: 82 Move vehicle/entity down 1 tile CA/6B75: FF End queue CA/6B76: 4B Display dialogue message $0957, wait for button press (At bottom of screen) Must have been eaten by that thing… CA/6B79: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete) CA/6B7B: C1 Set vehicle/entity's event speed to slow CA/6B7C: 82 Move vehicle/entity down 1 tile CA/6B7D: FF End queue CA/6B7E: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete) CA/6B80: CC Turn vehicle/entity up CA/6B81: FF End queue CA/6B82: 93 Pause for 45 units CA/6B83: 4B Display dialogue message $0958, wait for button press It wasn't even much of a monster… Well, let's go… CA/6B86: 1B Begin action queue for character $1B (NPC $1B), 4 bytes long CA/6B88: C2 Set vehicle/entity's event speed to normal CA/6B89: 9E Move vehicle/entity down 8 tiles CA/6B8A: D1 Make vehicle/entity disappear CA/6B8B: FF End queue CA/6B8C: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long CA/6B8E: FC Branch 6 bytes backwards ($CA6B88) CA/6B90: FF End queue CA/6B91: 1D Begin action queue for character $1D (NPC $1D), 3 bytes long CA/6B93: FC Branch 5 bytes backwards ($CA6B8E) CA/6B95: FF End queue CA/6B96: 1E Begin action queue for character $1E (NPC $1E), 3 bytes long CA/6B98: FC Branch 5 bytes backwards ($CA6B93) CA/6B9A: FF End queue CA/6B9B: 93 Pause for 45 units CA/6B9C: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/6B9E: A4 Move vehicle/entity right/up 1x2 tiles CA/6B9F: A4 Move vehicle/entity right/up 1x2 tiles CA/6BA0: FF End queue CA/6BA1: 39 Free screen CA/6BA2: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CA/6BA4: C2 Set vehicle/entity's event speed to normal CA/6BA5: 85 Move vehicle/entity right 2 tiles CA/6BA6: 86 Move vehicle/entity down 2 tiles CA/6BA7: CC Turn vehicle/entity up CA/6BA8: FF End queue CA/6BA9: 1A Begin action queue for character $1A (NPC $1A), 4 bytes long CA/6BAB: C2 Set vehicle/entity's event speed to normal CA/6BAC: 82 Move vehicle/entity down 1 tile CA/6BAD: 81 Move vehicle/entity right 1 tile CA/6BAE: FF End queue CA/6BAF: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/6BB1: C2 Set vehicle/entity's event speed to normal CA/6BB2: 83 Move vehicle/entity left 1 tile CA/6BB3: FF End queue CA/6BB4: B5 Pause for 15 * 6 (90) units CA/6BB6: 4B Display dialogue message $0959, wait for button press “You don't want that treasure back…?” EDGAR: It's completely worthless. Besides, Kefka's the one we need to worry about. Those guys haven't committed any serious crimes… CELES: Come on, let's go… CA/6BB9: BE If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA6BF7 CA/6BBE: F0 Play song 10 (Edgar and Sabin), (high bit clear), full volume CA/6BC0: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete) CA/6BC2: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/6BC3: E0 Pause for 4 * 2 (8) frames CA/6BC5: CD Turn vehicle/entity right CA/6BC6: FF End queue CA/6BC7: B5 Pause for 15 * 6 (90) units CA/6BC9: B2 Call subroutine $CB2E34 CA/6BCD: 78 Enable ability to pass through other objects for object $1A (NPC $1A) CA/6BCF: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/6BD1: 84 Move vehicle/entity up 2 tiles CA/6BD2: FF End queue CA/6BD3: 92 Pause for 30 units CA/6BD4: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long CA/6BD6: 81 Move vehicle/entity right 1 tile CA/6BD7: FF End queue CA/6BD8: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/6BDA: 83 Move vehicle/entity left 1 tile CA/6BDB: FF End queue CA/6BDC: D7 Clear event bit $1E80($3F0) [$1EFE, bit 0] CA/6BDE: D7 Clear event bit $1E80($3F1) [$1EFE, bit 1] CA/6BE0: D7 Clear event bit $1E80($3F2) [$1EFE, bit 2] CA/6BE2: D7 Clear event bit $1E80($382) [$1EF0, bit 2] CA/6BE4: D7 Clear event bit $1E80($397) [$1EF2, bit 7] CA/6BE6: D6 Set event bit $1E80($381) [$1EF0, bit 1] CA/6BE8: D0 Set event bit $1E80($0C6) [$1E98, bit 6] CA/6BEA: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/6BEC: 3E Delete object $1A CA/6BEE: B2 Call subroutine $CACB95 CA/6BF2: FE Return CA/6BF3: 4B Display dialogue message $0954, wait for button press SABIN: Don't treat us like strangers anymore! CA/6BF6: FE Return CA/6BF7: 32 Begin action queue for character $32 (Party Character 1), 14 bytes long CA/6BF9: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/6BFA: E0 Pause for 4 * 2 (8) frames CA/6BFC: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/6BFD: E0 Pause for 4 * 2 (8) frames CA/6BFF: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/6C00: E0 Pause for 4 * 2 (8) frames CA/6C02: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/6C03: E0 Pause for 4 * 6 (24) frames CA/6C05: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/6C06: FF End queue CA/6C07: 92 Pause for 30 units CA/6C08: 4B Display dialogue message $095A, wait for button press SABIN: There's only one little problem, eh, brother! CA/6C0B: FE Return CA/6C0C: 3C Set up the party as follows: $06 (Actor in stot 6), $05 (Actor in stot 5), $FF (), $FF () CA/6C11: FE Return CA/6C12: 4B Display dialogue message $0059, wait for button press Though EDGAR showers his attentions on women, most are too smart to pay any attention to him. CA/6C15: DE Load CaseWord with the characters in the currently active party? CA/6C16: C0 If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/6C1C: 4B Display dialogue message $005E, wait for button press Ah! King EDGAR! CA/6C1F: FE Return CA/6C20: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA6C42 CA/6C26: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA6C3A CA/6C2C: 4B Display dialogue message $005C, wait for button press He recently tried to hit on the high priestess… Surely, he's…talked to you? CA/6C2F: DE Load CaseWord with the characters in the currently active party? CA/6C30: C0 If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CA6C3E CA/6C36: 4B Display dialogue message $005E, wait for button press Ah! King EDGAR! CA/6C39: FE Return CA/6C3A: 4B Display dialogue message $03AB, wait for button press Who'd have thought a person could fly over a mountain range? CA/6C3D: FE Return CA/6C3E: 4B Display dialogue message $005D, wait for button press TERRA: …… CA/6C41: FE Return CA/6C42: 4B Display dialogue message $095D, wait for button press Several of the castle's citizens left to join the Cult of Kefka. If a loved one should call out a cult member's name, however… CA/6C45: FE Return CA/6C46: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA6C5A CA/6C4C: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA6C56 CA/6C52: 4B Display dialogue message $0053, wait for button press Long ago, a force called “magic” existed. People who used magic were called “Mage Knights.” CA/6C55: FE Return CA/6C56: 4B Display dialogue message $03AD, wait for button press Wanna get past the mountains? This castle can't fly, but it can submerge! Find the person in charge of the Engine Room! CA/6C59: FE Return CA/6C5A: 4B Display dialogue message $095E, wait for button press Magicite gives humans magical powers? Amazing! CA/6C5D: FE Return CA/6C5E: C0 If ($1E80($2DF) [$1EDB, bit 7] is set), branch to $CA6C72 CA/6C64: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA6C6E CA/6C6A: 4B Display dialogue message $0054, wait for button press Scholars the world over are doing research on magic. Silly people, scholars… CA/6C6D: FE Return CA/6C6E: 4B Display dialogue message $095F, wait for button press Has magic really made a comeback… CA/6C71: FE Return CA/6C72: 4B Display dialogue message $0055, wait for button press Ancient texts I'm studying speak of a “1000 year-old city beneath the sand.” I wonder what this means, “…when the queen stands and takes 5 steps…” CA/6C75: FE Return CA/6C76: DE Load CaseWord with the characters in the currently active party? CA/6C77: C0 If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CA6C81 CA/6C7D: 4B Display dialogue message $005A, wait for button press His highness said he'd marry me when I get older! CA/6C80: FE Return CA/6C81: 4B Display dialogue message $005B, wait for button press I wanna marry the king! CA/6C84: FE Return CA/6C85: C0 If ($1E80($049) [$1E89, bit 1] is set), branch to $CA6D5F CA/6C8B: C0 If ($1E80($005) [$1E80, bit 5] is set), branch to $CA6D5B CA/6C91: D6 Set event bit $1E80($308) [$1EE1, bit 0] CA/6C93: D6 Set event bit $1E80($316) [$1EE2, bit 6] CA/6C95: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/6C97: D0 Set event bit $1E80($005) [$1E80, bit 5] CA/6C99: F2 Fade out current song with transition time 112 CA/6C9B: 4B Display dialogue message $0067, wait for button press MATRON: EDGAR has a twin brother. He was such a nice boy… CA/6C9E: B5 Pause for 15 * 10 (150) units CA/6CA0: D6 Set event bit $1E80($3FE) [$1EFF, bit 6] CA/6CA2: 6A Load map $003C (Figaro Castle, library (always)) after fade out, (upper bits $2400), place party at (100, 20), facing down CA/6CA8: F1 Fade in song 11 (Coin Song) (high bit set) with transition time 255 CA/6CAB: 37 Assign graphics $04 to object $00 (Actor in stot 0) CA/6CAE: 43 Assign palette $00 to character $00 (Actor in stot 0) CA/6CB1: 42 Hide object $10 CA/6CB3: 42 Hide object $11 CA/6CB5: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/6CB7: C8 Set object layering priority to 1 (low nibble 1) CA/6CB9: FF End queue CA/6CBA: 96 Restore screen from fade CA/6CBB: 5C Pause execution until fade in or fade out is complete CA/6CBC: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/6CBE: 98 Move vehicle/entity up 7 tiles CA/6CBF: FF End queue CA/6CC0: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/6CC2: C2 Set vehicle/entity's event speed to normal CA/6CC3: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/6CC4: FF End queue CA/6CC5: B5 Pause for 15 * 5 (75) units CA/6CC7: 13 Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete) CA/6CC9: 88 Move vehicle/entity up 3 tiles CA/6CCA: 83 Move vehicle/entity left 1 tile CA/6CCB: FF End queue CA/6CCC: 4B Display dialogue message $0068, wait for button press YOUTH: Brother, What's wrong with father? What's all this talk of his successor? EDGAR: Are you blind? Look how thin his face has become! CA/6CCF: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/6CD1: CE Turn vehicle/entity down CA/6CD2: FF End queue CA/6CD3: 93 Pause for 45 units CA/6CD4: B0 Execute the following commands until $B1 2 times CA/6CD6: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/6CD8: 15 Do vehicle/entity graphical action $15 CA/6CD9: FF End queue CA/6CDA: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/6CDC: CF Turn vehicle/entity left CA/6CDD: FF End queue CA/6CDE: B1 End block of repeating commands CA/6CDF: 94 Pause for 60 units CA/6CE0: 4B Display dialogue message $0069, wait for button press YOUTH: ?……What is it? CA/6CE3: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CA/6CE5: E0 Pause for 4 * 2 (8) frames CA/6CE7: 8B Move vehicle/entity left 3 tiles CA/6CE8: FF End queue CA/6CE9: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/6CEB: 87 Move vehicle/entity left 2 tiles CA/6CEC: 82 Move vehicle/entity down 1 tile CA/6CED: FF End queue CA/6CEE: 38 Hold screen CA/6CEF: 4B Display dialogue message $006A, wait for button press (At bottom of screen) YOUTH: Brother! CA/6CF2: 93 Pause for 45 units CA/6CF3: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/6CF5: 20 Do vehicle/entity graphical action $20 CA/6CF6: FF End queue CA/6CF7: B5 Pause for 15 * 6 (90) units CA/6CF9: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CA/6CFB: E0 Pause for 4 * 2 (8) frames CA/6CFD: 83 Move vehicle/entity left 1 tile CA/6CFE: 82 Move vehicle/entity down 1 tile CA/6CFF: FF End queue CA/6D00: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CA/6D02: A1 Move vehicle/entity right/down 1x1 tiles CA/6D03: 86 Move vehicle/entity down 2 tiles CA/6D04: 83 Move vehicle/entity left 1 tile CA/6D05: A2 Move vehicle/entity left/down 1x1 tiles CA/6D06: A2 Move vehicle/entity left/down 1x1 tiles CA/6D07: D1 Make vehicle/entity disappear CA/6D08: FF End queue CA/6D09: 45 Refresh objects CA/6D0A: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/6D0C: C1 Set vehicle/entity's event speed to slow CA/6D0D: 80 Move vehicle/entity up 1 tile CA/6D0E: FF End queue CA/6D0F: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/6D11: 13 Do vehicle/entity graphical action $13 CA/6D12: FF End queue CA/6D13: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/6D15: CE Turn vehicle/entity down CA/6D16: FF End queue CA/6D17: 93 Pause for 45 units CA/6D18: 4B Display dialogue message $006B, wait for button press YOUTH: Tears……?! CA/6D1B: 94 Pause for 60 units CA/6D1C: B2 Call subroutine $CAD00F CA/6D20: 94 Pause for 60 units CA/6D21: 4B Display dialogue message $006C, wait for button press (Show text only) (At bottom of screen) EDGAR's twin brother, who traded the throne for his own freedom… CA/6D24: 92 Pause for 30 units CA/6D25: 7F Change character $05's name to $05 (SABIN ) CA/6D28: 37 Assign graphics $05 to object $05 (Actor in stot 5) CA/6D2B: 43 Assign palette $00 to character $05 (Actor in stot 5) CA/6D2E: 98 Invoke name change screen for character $05 (Actor in stot 5) CA/6D30: 50 Tint screen (cumulative) with color $BC CA/6D32: 96 Restore screen from fade CA/6D33: 94 Pause for 60 units CA/6D34: F2 Fade out current song with transition time 128 CA/6D36: B2 Call subroutine $CAD015 CA/6D3A: 94 Pause for 60 units CA/6D3B: D7 Clear event bit $1E80($3FE) [$1EFF, bit 6] CA/6D3D: 6A Load map $0039 (Figaro Castle, west tower (Edgar's room) (always)) after fade out, (upper bits $3400), place party at (59, 21), facing left CA/6D43: 39 Free screen CA/6D44: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/6D46: C8 Set object layering priority to 0 (low nibble 0) CA/6D48: FF End queue CA/6D49: 37 Assign graphics $00 to object $00 (Actor in stot 0) CA/6D4C: 43 Assign palette $02 to character $00 (Actor in stot 0) CA/6D4F: 41 Show object $31 CA/6D51: 96 Restore screen from fade CA/6D52: 94 Pause for 60 units CA/6D53: 4B Display dialogue message $006D, wait for button press MATRON: Yes… His name is SABIN. Oh, he looked so like his father! When he ran away, he was a sweet little child. I wonder what he's like now? CA/6D56: F3 Fade in previously faded out song with transition time 128 CA/6D58: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/6D5A: FE Return CA/6D5B: 4B Display dialogue message $0066, wait for button press MATRON: EDGAR's at it again!? He hits on anything that moves! CA/6D5E: FE Return CA/6D5F: 4B Display dialogue message $03B3, wait for button press MATRON: SABIN… Every bit an adult, now… I remember that time so vividly. I was so angry… I learned something important on that day… CA/6D62: FE Return CA/6D63: 4B Display dialogue message $0073, wait for button press EDGAR: Well? How do you like my castle? CA/6D66: F2 Fade out current song with transition time 8 CA/6D68: 3D Create object $13 CA/6D6A: 41 Show object $13 CA/6D6C: 45 Refresh objects CA/6D6D: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CA/6D6F: E0 Pause for 4 * 20 (80) frames CA/6D71: CD Turn vehicle/entity right CA/6D72: FF End queue CA/6D73: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/6D75: 94 Move vehicle/entity up 6 tiles CA/6D76: FF End queue CA/6D77: 4B Display dialogue message $0074, wait for button press King EDGAR! Someone from the Empire to see you! CA/6D7A: F0 Play song 22 (Kefka), (high bit clear), full volume CA/6D7C: 92 Pause for 30 units CA/6D7D: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/6D7F: 58 Do vehicle/entity graphical action $18, flipped horizontally CA/6D80: FF End queue CA/6D81: 4B Display dialogue message $0075, wait for button press EDGAR: Probably Kefka! CA/6D84: D6 Set event bit $1E80($311) [$1EE2, bit 1] CA/6D86: D6 Set event bit $1E80($3FE) [$1EFF, bit 6] CA/6D88: D7 Clear event bit $1E80($315) [$1EE2, bit 5] CA/6D8A: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/6D8C: 6A Load map $0037 (Figaro Castle, outdoors (both worlds and ending)) after fade out, (upper bits $2400), place party at (28, 51), facing down CA/6D92: 40 Assign properties $04 to character $04 (Actor in stot 4) CA/6D95: 88 Remove the following status ailments from character $04 (Actor in stot 4): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/6D99: 8B For character $04 (Actor in stot 4), take HP and set to maximum CA/6D9C: 3D Create object $04 CA/6D9E: 3F Assign character $04 (Actor in stot 4) to party 1 CA/6DA1: D4 Set event bit $1E80($2E4) [$1EDC, bit 4] CA/6DA3: D4 Set event bit $1E80($2F4) [$1EDE, bit 4] CA/6DA5: 42 Hide object $00 CA/6DA7: 3C Set up the party as follows: $04 (Actor in stot 4), $FF (), $FF (), $FF () CA/6DAC: 3F Remove character $00 (Actor in stot 0) from the party CA/6DAF: 3E Delete object $00 CA/6DB1: 38 Hold screen CA/6DB2: 41 Show object $04 CA/6DB4: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CA/6DB6: D5 Set vehicle/entity's position to (28, 16) CA/6DB9: FF End queue CA/6DBA: 41 Show object $10 CA/6DBC: 45 Refresh objects CA/6DBD: 59 Unfade screen at speed $08 CA/6DBF: 15 Begin action queue for character $15 (NPC $15), 6 bytes long CA/6DC1: 9C Move vehicle/entity up 8 tiles CA/6DC2: 80 Move vehicle/entity up 1 tile CA/6DC3: E0 Pause for 4 * 10 (40) frames CA/6DC5: CD Turn vehicle/entity right CA/6DC6: FF End queue CA/6DC7: 16 Begin action queue for character $16 (NPC $16), 6 bytes long CA/6DC9: 9C Move vehicle/entity up 8 tiles CA/6DCA: 80 Move vehicle/entity up 1 tile CA/6DCB: E0 Pause for 4 * 10 (40) frames CA/6DCD: CF Turn vehicle/entity left CA/6DCE: FF End queue CA/6DCF: 14 Begin action queue for character $14 (NPC $14), 11 bytes long (Wait until complete) CA/6DD1: 94 Move vehicle/entity up 6 tiles CA/6DD2: E0 Pause for 4 * 10 (40) frames CA/6DD4: CE Turn vehicle/entity down CA/6DD5: E0 Pause for 4 * 6 (24) frames CA/6DD7: 20 Do vehicle/entity graphical action $20 CA/6DD8: E0 Pause for 4 * 2 (8) frames CA/6DDA: 09 Do vehicle/entity graphical action $09 (kneeling) CA/6DDB: FF End queue CA/6DDC: 95 Pause for 120 units CA/6DDD: 4B Display dialogue message $0076, wait for button press (At bottom of screen) KEFKA: Phooey! Emperor Gestahl's stupid orders! CA/6DE0: 92 Pause for 30 units CA/6DE1: 14 Begin action queue for character $14 (NPC $14), 11 bytes long (Wait until complete) CA/6DE3: C7 Set vehicle/entity to stay still when moving CA/6DE4: DC Make vehicle/entity jump (low) CA/6DE5: CE Turn vehicle/entity down CA/6DE6: 19 Do vehicle/entity graphical action $19 CA/6DE7: DD Make vehicle/entity jump (high) CA/6DE8: CE Turn vehicle/entity down CA/6DE9: 19 Do vehicle/entity graphical action $19 CA/6DEA: E0 Pause for 4 * 1 (4) frames CA/6DEC: 18 Do vehicle/entity graphical action $18 CA/6DED: FF End queue CA/6DEE: 4B Display dialogue message $0077, wait for button press (At bottom of screen) KEFKA: EDGAR, you pinhead! Why do you have to live in the middle of nowhere? These recon jobs are the pits! CA/6DF1: 14 Begin action queue for character $14 (NPC $14), 8 bytes long (Wait until complete) CA/6DF3: 23 Do vehicle/entity graphical action $23 CA/6DF4: E0 Pause for 4 * 6 (24) frames CA/6DF6: 19 Do vehicle/entity graphical action $19 CA/6DF7: E0 Pause for 4 * 1 (4) frames CA/6DF9: 1A Do vehicle/entity graphical action $1A CA/6DFA: FF End queue CA/6DFB: 4B Display dialogue message $0078, wait for button press (At bottom of screen) KEFKA: Ahem…there's SAND on my boots! CA/6DFE: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/6E00: 0A Do vehicle/entity graphical action $0A CA/6E01: FF End queue CA/6E02: 91 Pause for 15 units CA/6E03: 15 Begin action queue for character $15 (NPC $15), 9 bytes long CA/6E05: 1F Do vehicle/entity graphical action $1F CA/6E06: E0 Pause for 4 * 4 (16) frames CA/6E08: CE Turn vehicle/entity down CA/6E09: E0 Pause for 4 * 4 (16) frames CA/6E0B: C3 Set vehicle/entity's event speed to fast CA/6E0C: 86 Move vehicle/entity down 2 tiles CA/6E0D: FF End queue CA/6E0E: 91 Pause for 15 units CA/6E0F: 16 Begin action queue for character $16 (NPC $16), 9 bytes long (Wait until complete) CA/6E11: 1F Do vehicle/entity graphical action $1F CA/6E12: E0 Pause for 4 * 4 (16) frames CA/6E14: CE Turn vehicle/entity down CA/6E15: E0 Pause for 4 * 2 (8) frames CA/6E17: C3 Set vehicle/entity's event speed to fast CA/6E18: 86 Move vehicle/entity down 2 tiles CA/6E19: FF End queue CA/6E1A: 15 Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete) CA/6E1C: A1 Move vehicle/entity right/down 1x1 tiles CA/6E1D: CC Turn vehicle/entity up CA/6E1E: FF End queue CA/6E1F: B0 Execute the following commands until $B1 8 times CA/6E21: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CA/6E23: 5B Do vehicle/entity graphical action $1B, flipped horizontally CA/6E24: FF End queue CA/6E25: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CA/6E27: 5C Do vehicle/entity graphical action $1C, flipped horizontally CA/6E28: FF End queue CA/6E29: F4 Play sound effect 13 CA/6E2B: B1 End block of repeating commands CA/6E2C: 15 Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete) CA/6E2E: A3 Move vehicle/entity left/up 1x1 tiles CA/6E2F: 1A Do vehicle/entity graphical action $1A CA/6E30: C2 Set vehicle/entity's event speed to normal CA/6E31: FF End queue CA/6E32: 91 Pause for 15 units CA/6E33: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CA/6E35: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/6E36: FF End queue CA/6E37: 16 Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete) CA/6E39: A2 Move vehicle/entity left/down 1x1 tiles CA/6E3A: CC Turn vehicle/entity up CA/6E3B: FF End queue CA/6E3C: B0 Execute the following commands until $B1 8 times CA/6E3E: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CA/6E40: 1B Do vehicle/entity graphical action $1B CA/6E41: FF End queue CA/6E42: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CA/6E44: 1C Do vehicle/entity graphical action $1C CA/6E45: FF End queue CA/6E46: F4 Play sound effect 13 CA/6E48: B1 End block of repeating commands CA/6E49: 16 Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete) CA/6E4B: A0 Move vehicle/entity right/up 1x1 tiles CA/6E4C: 1A Do vehicle/entity graphical action $1A CA/6E4D: C2 Set vehicle/entity's event speed to normal CA/6E4E: FF End queue CA/6E4F: 92 Pause for 30 units CA/6E50: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/6E52: CE Turn vehicle/entity down CA/6E53: FF End queue CA/6E54: 4B Display dialogue message $0079, wait for button press (At bottom of screen) SOLDIERS: Yes, Sir! All set, Sir! CA/6E57: 14 Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete) CA/6E59: 20 Do vehicle/entity graphical action $20 CA/6E5A: E0 Pause for 4 * 1 (4) frames CA/6E5C: CE Turn vehicle/entity down CA/6E5D: FF End queue CA/6E5E: 93 Pause for 45 units CA/6E5F: F4 Play sound effect 205 CA/6E61: B0 Execute the following commands until $B1 8 times CA/6E63: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/6E65: 1D Do vehicle/entity graphical action $1D CA/6E66: FF End queue CA/6E67: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/6E69: 1E Do vehicle/entity graphical action $1E CA/6E6A: FF End queue CA/6E6B: B1 End block of repeating commands CA/6E6C: B5 Pause for 15 * 10 (150) units CA/6E6E: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/6E70: 18 Do vehicle/entity graphical action $18 CA/6E71: FF End queue CA/6E72: 4B Display dialogue message $007A, wait for button press (At bottom of screen) KEFKA: Idiots! CA/6E75: 30 Begin action queue for character $30 (Camera), 4 bytes long CA/6E77: C2 Set vehicle/entity's event speed to normal CA/6E78: 9C Move vehicle/entity up 8 tiles CA/6E79: 84 Move vehicle/entity up 2 tiles CA/6E7A: FF End queue CA/6E7B: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/6E7D: E0 Pause for 4 * 34 (136) frames CA/6E7F: 83 Move vehicle/entity left 1 tile CA/6E80: CE Turn vehicle/entity down CA/6E81: FF End queue CA/6E82: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CA/6E84: E0 Pause for 4 * 4 (16) frames CA/6E86: 9C Move vehicle/entity up 8 tiles CA/6E87: 80 Move vehicle/entity up 1 tile CA/6E88: FF End queue CA/6E89: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CA/6E8B: E0 Pause for 4 * 4 (16) frames CA/6E8D: 9C Move vehicle/entity up 8 tiles CA/6E8E: 80 Move vehicle/entity up 1 tile CA/6E8F: FF End queue CA/6E90: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CA/6E92: C6 Set vehicle/entity to walk when moving CA/6E93: 9C Move vehicle/entity up 8 tiles CA/6E94: 84 Move vehicle/entity up 2 tiles CA/6E95: FF End queue CA/6E96: 4B Display dialogue message $0072, wait for button press Sir Kefka!? What on earth do… KEFKA: Outta my way! CA/6E99: 91 Pause for 15 units CA/6E9A: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/6E9C: C7 Set vehicle/entity to stay still when moving CA/6E9D: CD Turn vehicle/entity right CA/6E9E: 81 Move vehicle/entity right 1 tile CA/6E9F: FF End queue CA/6EA0: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/6EA2: CD Turn vehicle/entity right CA/6EA3: FF End queue CA/6EA4: 92 Pause for 30 units CA/6EA5: 35 Pause execution until action queue for object $30 (Camera) is complete CA/6EA7: B2 Call subroutine $CAD05B CA/6EAB: 10 Begin action queue for character $10 (NPC $10), 8 bytes long CA/6EAD: E0 Pause for 4 * 6 (24) frames CA/6EAF: C6 Set vehicle/entity to walk when moving CA/6EB0: CF Turn vehicle/entity left CA/6EB1: E0 Pause for 4 * 6 (24) frames CA/6EB3: CC Turn vehicle/entity up CA/6EB4: FF End queue CA/6EB5: 15 Begin action queue for character $15 (NPC $15), 9 bytes long CA/6EB7: C8 Set object layering priority to 3 (low nibble 3) CA/6EB9: 81 Move vehicle/entity right 1 tile CA/6EBA: 9C Move vehicle/entity up 8 tiles CA/6EBB: C3 Set vehicle/entity's event speed to fast CA/6EBC: A0 Move vehicle/entity right/up 1x1 tiles CA/6EBD: 80 Move vehicle/entity up 1 tile CA/6EBE: 90 Move vehicle/entity up 5 tiles CA/6EBF: FF End queue CA/6EC0: 16 Begin action queue for character $16 (NPC $16), 11 bytes long CA/6EC2: C8 Set object layering priority to 3 (low nibble 3) CA/6EC4: E0 Pause for 4 * 4 (16) frames CA/6EC6: 83 Move vehicle/entity left 1 tile CA/6EC7: 90 Move vehicle/entity up 5 tiles CA/6EC8: C3 Set vehicle/entity's event speed to fast CA/6EC9: A3 Move vehicle/entity left/up 1x1 tiles CA/6ECA: 9C Move vehicle/entity up 8 tiles CA/6ECB: 80 Move vehicle/entity up 1 tile CA/6ECC: FF End queue CA/6ECD: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CA/6ECF: C8 Set object layering priority to 3 (low nibble 3) CA/6ED1: 9C Move vehicle/entity up 8 tiles CA/6ED2: 90 Move vehicle/entity up 5 tiles CA/6ED3: FF End queue CA/6ED4: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/6ED6: C1 Set vehicle/entity's event speed to slow CA/6ED7: E0 Pause for 4 * 26 (104) frames CA/6ED9: 96 Move vehicle/entity down 6 tiles CA/6EDA: FF End queue CA/6EDB: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CA/6EDD: 9C Move vehicle/entity up 8 tiles CA/6EDE: 9C Move vehicle/entity up 8 tiles CA/6EDF: 88 Move vehicle/entity up 3 tiles CA/6EE0: FF End queue CA/6EE1: 39 Free screen CA/6EE2: 3A Enable player to move while event commands execute CA/6EE3: D7 Clear event bit $1E80($308) [$1EE1, bit 0] CA/6EE5: FE Return CA/6EE6: C0 If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CA6EFE CA/6EEC: 4B Display dialogue message $0071, wait for button press EDGAR: You've been busy down south! Looking for more cities to destroy? TROOPER: That's for us to know! CA/6EEF: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/6EF1: FE Return CA/6EF2: C0 If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CA6EFE CA/6EF8: 4B Display dialogue message $007B, wait for button press EDGAR: I thought we were allies! What are you doing in my domain? CA/6EFB: D2 Set event bit $1E80($1F1) [$1EBE, bit 1] CA/6EFD: FE Return CA/6EFE: 4B Display dialogue message $0092, wait for button press Fire! Fire! Heh, heh heh… CA/6F01: FE Return CA/6F02: C0 If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CA6F5C CA/6F08: C1 If ($1E80($1F0) [$1EBE, bit 0] is clear) or ($1E80($1F1) [$1EBE, bit 1] is clear), branch to $CA5EB3 (simply returns) CA/6F10: 4B Display dialogue message $007C, wait for button press EDGAR: What brings Kefka, humble servant of Emperor Gestahl, into our lowly presence? KEFKA: A girl of no importance recently escaped from us. We heard she found refuge here… CA/6F13: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CA/6F15: C1 Set vehicle/entity's event speed to slow CA/6F16: 84 Move vehicle/entity up 2 tiles CA/6F17: E0 Pause for 4 * 2 (8) frames CA/6F19: CD Turn vehicle/entity right CA/6F1A: FF End queue CA/6F1B: 4B Display dialogue message $007D, wait for button press EDGAR: Hmm…this wouldn't have anything to do with this “witch” everyone's been whispering about, would it? KEFKA: Lies! She…merely stole something of minor value. Is she here? CA/6F1E: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/6F20: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/6F21: FF End queue CA/6F22: 4B Display dialogue message $007E, wait for button press EDGAR: That's a tough one! CA/6F25: 94 Pause for 60 units CA/6F26: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/6F28: C2 Set vehicle/entity's event speed to normal CA/6F29: 82 Move vehicle/entity down 1 tile CA/6F2A: FF End queue CA/6F2B: 4B Display dialogue message $007F, wait for button press EDGAR: You see, there're more girls here than grains of sand out there. I can't keep track of 'em all! KEFKA: I'd hate to be you if we find out you're lying… Mwa, ha! CA/6F2E: 14 Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete) CA/6F30: 82 Move vehicle/entity down 1 tile CA/6F31: E0 Pause for 4 * 2 (8) frames CA/6F33: CD Turn vehicle/entity right CA/6F34: FF End queue CA/6F35: 4B Display dialogue message $0080, wait for button press KEFKA: I truly hope nothing happens to your precious Figaro…! CA/6F38: F2 Fade out current song with transition time 128 CA/6F3A: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CA/6F3C: 9E Move vehicle/entity down 8 tiles CA/6F3D: 9E Move vehicle/entity down 8 tiles CA/6F3E: FF End queue CA/6F3F: 15 Begin action queue for character $15 (NPC $15), 8 bytes long CA/6F41: C3 Set vehicle/entity's event speed to fast CA/6F42: E0 Pause for 4 * 1 (4) frames CA/6F44: A8 Move vehicle/entity left/down 1x2 tiles CA/6F45: C2 Set vehicle/entity's event speed to normal CA/6F46: 9E Move vehicle/entity down 8 tiles CA/6F47: 96 Move vehicle/entity down 6 tiles CA/6F48: FF End queue CA/6F49: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CA/6F4B: C3 Set vehicle/entity's event speed to fast CA/6F4C: E0 Pause for 4 * 8 (32) frames CA/6F4E: A1 Move vehicle/entity right/down 1x1 tiles CA/6F4F: C2 Set vehicle/entity's event speed to normal CA/6F50: 9E Move vehicle/entity down 8 tiles CA/6F51: 8E Move vehicle/entity down 4 tiles CA/6F52: FF End queue CA/6F53: 94 Pause for 60 units CA/6F54: 3A Enable player to move while event commands execute CA/6F55: D7 Clear event bit $1E80($3FE) [$1EFF, bit 6] CA/6F57: D0 Set event bit $1E80($006) [$1E80, bit 6] CA/6F59: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/6F5B: FE Return CA/6F5C: 4B Display dialogue message $0090, wait for button press KEFKA: Bring me the girl. Now! EDGAR: I don't know what you're talking about! KEFKA: Then… welcome to my barbecue!! Uwa ha ha ha! CA/6F5F: FE Return CA/6F60: C0 If ($1E80($1FF) [$1EBF, bit 7] is set), branch to $CA5EB3 (simply returns) CA/6F66: C0 If ($1E80($006) [$1E80, bit 6] is clear), branch to $CA5EB3 (simply returns) CA/6F6C: B2 Call subroutine $CACA8D CA/6F70: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long CA/6F72: CE Turn vehicle/entity down CA/6F73: FF End queue CA/6F74: F0 Play song 10 (Edgar and Sabin), (high bit clear), full volume CA/6F76: 4B Display dialogue message $0081, wait for button press (At bottom of screen) LOCKE: I'd say that guy's missing a few buttons… EDGAR: … Where's TERRA? CA/6F79: B2 Call subroutine $CAD037 CA/6F7D: 91 Pause for 15 units CA/6F7E: 3D Create object $00 CA/6F80: 3F Assign character $00 (Actor in stot 0) to party 1 CA/6F83: 45 Refresh objects CA/6F84: 1B Begin action queue for character $1B (NPC $1B), 4 bytes long CA/6F86: 86 Move vehicle/entity down 2 tiles CA/6F87: 81 Move vehicle/entity right 1 tile CA/6F88: CF Turn vehicle/entity left CA/6F89: FF End queue CA/6F8A: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long CA/6F8C: D5 Set vehicle/entity's position to (28, 13) CA/6F8F: CE Turn vehicle/entity down CA/6F90: C2 Set vehicle/entity's event speed to normal CA/6F91: FF End queue CA/6F92: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/6F94: C2 Set vehicle/entity's event speed to normal CA/6F95: 82 Move vehicle/entity down 1 tile CA/6F96: 83 Move vehicle/entity left 1 tile CA/6F97: CC Turn vehicle/entity up CA/6F98: FF End queue CA/6F99: 41 Show object $00 CA/6F9B: 45 Refresh objects CA/6F9C: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/6F9E: 8A Move vehicle/entity down 3 tiles CA/6F9F: FF End queue CA/6FA0: 92 Pause for 30 units CA/6FA1: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CA/6FA3: 81 Move vehicle/entity right 1 tile CA/6FA4: E0 Pause for 4 * 3 (12) frames CA/6FA6: FF End queue CA/6FA7: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CA/6FA9: 8A Move vehicle/entity down 3 tiles CA/6FAA: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/6FAB: FF End queue CA/6FAC: 1B Begin action queue for character $1B (NPC $1B), 3 bytes long (Wait until complete) CA/6FAE: 8A Move vehicle/entity down 3 tiles CA/6FAF: 23 Do vehicle/entity graphical action $23 CA/6FB0: FF End queue CA/6FB1: 93 Pause for 45 units CA/6FB2: 4B Display dialogue message $0082, wait for button press (At bottom of screen) EDGAR: Take her to her room… CA/6FB5: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/6FB7: 88 Move vehicle/entity up 3 tiles CA/6FB8: FF End queue CA/6FB9: 4B Display dialogue message $0083, wait for button press (At bottom of screen) EDGAR: I'd love to chat with you, but the Chancellor and I must plan our strategy. Sometimes I hate being a king! If you'll excuse me. CA/6FBC: 38 Hold screen CA/6FBD: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/6FBF: C2 Set vehicle/entity's event speed to normal CA/6FC0: 80 Move vehicle/entity up 1 tile CA/6FC1: FF End queue CA/6FC2: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CA/6FC4: E0 Pause for 4 * 16 (64) frames CA/6FC6: CC Turn vehicle/entity up CA/6FC7: FF End queue CA/6FC8: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CA/6FCA: 83 Move vehicle/entity left 1 tile CA/6FCB: 84 Move vehicle/entity up 2 tiles CA/6FCC: 81 Move vehicle/entity right 1 tile CA/6FCD: 80 Move vehicle/entity up 1 tile CA/6FCE: D1 Make vehicle/entity disappear CA/6FCF: FF End queue CA/6FD0: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CA/6FD4: 3F Remove character $04 (Actor in stot 4) from the party CA/6FD7: 3E Delete object $04 CA/6FD9: 45 Refresh objects CA/6FDA: 45 Refresh objects CA/6FDB: 39 Free screen CA/6FDC: 3C Set up the party as follows: $00 (Actor in stot 0), $FF (), $FF (), $FF () CA/6FE1: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CA/6FE3: CD Turn vehicle/entity right CA/6FE4: FF End queue CA/6FE5: 1B Begin action queue for character $1B (NPC $1B), 3 bytes long (Wait until complete) CA/6FE7: 8C Move vehicle/entity up 4 tiles CA/6FE8: CF Turn vehicle/entity left CA/6FE9: FF End queue CA/6FEA: 35 Pause execution until action queue for object $30 (Camera) is complete CA/6FEC: 4B Display dialogue message $0084, wait for button press LOCKE: Follow me. CA/6FEF: B2 Call subroutine $CAD04F CA/6FF3: 91 Pause for 15 units CA/6FF4: 1B Begin action queue for character $1B (NPC $1B), 12 bytes long CA/6FF6: 19 Do vehicle/entity graphical action $19 CA/6FF7: E0 Pause for 4 * 2 (8) frames CA/6FF9: 1A Do vehicle/entity graphical action $1A CA/6FFA: E0 Pause for 4 * 4 (16) frames CA/6FFC: 9E Move vehicle/entity down 8 tiles CA/6FFD: 8A Move vehicle/entity down 3 tiles CA/6FFE: 8D Move vehicle/entity right 4 tiles CA/6FFF: 88 Move vehicle/entity up 3 tiles CA/7000: D1 Make vehicle/entity disappear CA/7001: FF End queue CA/7002: D7 Clear event bit $1E80($311) [$1EE2, bit 1] CA/7004: D6 Set event bit $1E80($313) [$1EE2, bit 3] CA/7006: D6 Set event bit $1E80($315) [$1EE2, bit 5] CA/7008: D2 Set event bit $1E80($1FF) [$1EBF, bit 7] CA/700A: D0 Set event bit $1E80($008) [$1E81, bit 0] CA/700C: 3A Enable player to move while event commands execute CA/700D: FE Return CA/700E: B2 Call subroutine $CACA8D CA/7012: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CA/7014: CE Turn vehicle/entity down CA/7015: FF End queue CA/7016: 4B Display dialogue message $0085, wait for button press (At bottom of screen) LOCKE: Don't you worry 'bout a thing! I'll… TERRA: You're LOCKE, right? EDGAR told me about you. Is it true you're a thief? CA/7019: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long CA/701B: 81 Move vehicle/entity right 1 tile CA/701C: CF Turn vehicle/entity left CA/701D: FF End queue CA/701E: 13 Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete) CA/7020: 82 Move vehicle/entity down 1 tile CA/7021: CD Turn vehicle/entity right CA/7022: FF End queue CA/7023: 4B Display dialogue message $0086, wait for button press LOCKE: That's TREASURE HUNTER! CA/7026: 13 Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete) CA/7028: 83 Move vehicle/entity left 1 tile CA/7029: 82 Move vehicle/entity down 1 tile CA/702A: FF End queue CA/702B: 4B Display dialogue message $0087, wait for button press LOCKE: On the surface, EDGAR pretends to support the Empire. The truth is, he's collaborating with the Returners, an organization opposed to the Empire. I am his contact with that group… CA/702E: 92 Pause for 30 units CA/702F: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/7031: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/7032: FF End queue CA/7033: 4B Display dialogue message $0088, wait for button press LOCKE: The old man you met in Narshe is one of us. TERRA: Empire…but I'm a soldier of the Empire…! CA/7036: 92 Pause for 30 units CA/7037: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/7039: 22 Do vehicle/entity graphical action $22 CA/703A: FF End queue CA/703B: 91 Pause for 15 units CA/703C: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/703E: CD Turn vehicle/entity right CA/703F: FF End queue CA/7040: 91 Pause for 15 units CA/7041: 4B Display dialogue message $0089, wait for button press LOCKE: That's not true! They were using you! Things are different now. CA/7044: B0 Execute the following commands until $B1 3 times CA/7046: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete) CA/7048: 23 Do vehicle/entity graphical action $23 CA/7049: E0 Pause for 4 * 1 (4) frames CA/704B: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/704C: E0 Pause for 4 * 1 (4) frames CA/704E: FF End queue CA/704F: B1 End block of repeating commands CA/7050: 4B Display dialogue message $008A, wait for button press TERRA: I don't understand… What should I do? CA/7053: 91 Pause for 15 units CA/7054: 13 Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete) CA/7056: 80 Move vehicle/entity up 1 tile CA/7057: 81 Move vehicle/entity right 1 tile CA/7058: FF End queue CA/7059: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/705B: 23 Do vehicle/entity graphical action $23 CA/705C: FF End queue CA/705D: 4B Display dialogue message $008B, wait for button press LOCKE: I can't tell you what to do. You don't have to decide right now. You'll soon find your way… CA/7060: F2 Fade out current song with transition time 160 CA/7062: 13 Begin action queue for character $13 (NPC $13), 10 bytes long CA/7064: 82 Move vehicle/entity down 1 tile CA/7065: 81 Move vehicle/entity right 1 tile CA/7066: 86 Move vehicle/entity down 2 tiles CA/7067: 83 Move vehicle/entity left 1 tile CA/7068: A2 Move vehicle/entity left/down 1x1 tiles CA/7069: A2 Move vehicle/entity left/down 1x1 tiles CA/706A: 83 Move vehicle/entity left 1 tile CA/706B: 86 Move vehicle/entity down 2 tiles CA/706C: D1 Make vehicle/entity disappear CA/706D: FF End queue CA/706E: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CA/7070: CE Turn vehicle/entity down CA/7071: E0 Pause for 4 * 48 (192) frames CA/7073: 20 Do vehicle/entity graphical action $20 CA/7074: FF End queue CA/7075: 45 Refresh objects CA/7076: 95 Pause for 120 units CA/7077: 4B Display dialogue message $008C, wait for button press TERRA: But how will I know which way is right… CA/707A: 95 Pause for 120 units CA/707B: D7 Clear event bit $1E80($313) [$1EE2, bit 3] CA/707D: D1 Clear event bit $1E80($008) [$1E81, bit 0] CA/707F: 97 Fade screen to black CA/7080: 5C Pause execution until fade in or fade out is complete CA/7081: 3D Create object $04 CA/7083: 3F Assign character $04 (Actor in stot 4) to party 1 CA/7086: 3F Remove character $00 (Actor in stot 0) from the party CA/7089: 3E Delete object $00 CA/708B: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/708D: 3C Set up the party as follows: $04 (Actor in stot 4), $FF (), $FF (), $FF () CA/7092: B5 Pause for 15 * 10 (150) units CA/7094: F0 Play song 27 (The Empire Gestahl), (high bit clear), full volume CA/7096: B5 Pause for 15 * 24 (360) units CA/7098: 6B Load map $0039 (Figaro Castle, west tower (Edgar's room) (always)) instantly, (upper bits $2400), place party at (58, 14), facing down CA/709E: 42 Hide object $10 CA/70A0: 42 Hide object $11 CA/70A2: 41 Show object $04 CA/70A4: 45 Refresh objects CA/70A5: 59 Unfade screen at speed $02 CA/70A7: B5 Pause for 15 * 16 (240) units CA/70A9: 04 Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete) CA/70AB: 81 Move vehicle/entity right 1 tile CA/70AC: 86 Move vehicle/entity down 2 tiles CA/70AD: 83 Move vehicle/entity left 1 tile CA/70AE: 8E Move vehicle/entity down 4 tiles CA/70AF: E0 Pause for 4 * 8 (32) frames CA/70B1: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/70B2: FF End queue CA/70B3: 4B Display dialogue message $008D, wait for button press EDGAR: …? What the…?! CA/70B6: 04 Begin action queue for character $04 (Actor in stot 4), 11 bytes long (Wait until complete) CA/70B8: C3 Set vehicle/entity's event speed to fast CA/70B9: 86 Move vehicle/entity down 2 tiles CA/70BA: 85 Move vehicle/entity right 2 tiles CA/70BB: 86 Move vehicle/entity down 2 tiles CA/70BC: 8D Move vehicle/entity right 4 tiles CA/70BD: A1 Move vehicle/entity right/down 1x1 tiles CA/70BE: A1 Move vehicle/entity right/down 1x1 tiles CA/70BF: 81 Move vehicle/entity right 1 tile CA/70C0: 86 Move vehicle/entity down 2 tiles CA/70C1: D1 Make vehicle/entity disappear CA/70C2: FF End queue CA/70C3: 45 Refresh objects CA/70C4: D6 Set event bit $1E80($3FE) [$1EFF, bit 6] CA/70C6: D7 Clear event bit $1E80($30B) [$1EE1, bit 3] CA/70C8: D0 Set event bit $1E80($0DE) [$1E9B, bit 6] CA/70CA: 6A Load map $0037 (Figaro Castle, outdoors (both worlds and ending)) after fade out, (upper bits $2400), place party at (28, 9), facing down CA/70D0: B2 Call subroutine $CAEA1A CA/70D4: 38 Hold screen CA/70D5: 19 Begin action queue for character $19 (NPC $19), 2 bytes long CA/70D7: CE Turn vehicle/entity down CA/70D8: FF End queue CA/70D9: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long CA/70DB: CE Turn vehicle/entity down CA/70DC: FF End queue CA/70DD: 12 Begin action queue for character $12 (NPC $12), 7 bytes long CA/70DF: C3 Set vehicle/entity's event speed to fast CA/70E0: 82 Move vehicle/entity down 1 tile CA/70E1: 83 Move vehicle/entity left 1 tile CA/70E2: 81 Move vehicle/entity right 1 tile CA/70E3: FC Branch 2 bytes backwards ($CA70E1) CA/70E5: FF End queue CA/70E6: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CA/70E8: D5 Set vehicle/entity's position to (28, 15) CA/70EB: CE Turn vehicle/entity down CA/70EC: FF End queue CA/70ED: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CA/70EF: D5 Set vehicle/entity's position to (23, 24) CA/70F2: FF End queue CA/70F3: 94 Pause for 60 units CA/70F4: 96 Restore screen from fade CA/70F5: 11 Begin action queue for character $11 (NPC $11), 14 bytes long CA/70F7: D5 Set vehicle/entity's position to (0, 0) CA/70FA: E0 Pause for 4 * 48 (192) frames CA/70FC: D5 Set vehicle/entity's position to (25, 17) CA/70FF: C3 Set vehicle/entity's event speed to fast CA/7100: 8D Move vehicle/entity right 4 tiles CA/7101: 9E Move vehicle/entity down 8 tiles CA/7102: 86 Move vehicle/entity down 2 tiles CA/7103: CF Turn vehicle/entity left CA/7104: FF End queue CA/7105: 30 Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete) CA/7107: C2 Set vehicle/entity's event speed to normal CA/7108: 9E Move vehicle/entity down 8 tiles CA/7109: 9E Move vehicle/entity down 8 tiles CA/710A: 82 Move vehicle/entity down 1 tile CA/710B: FF End queue CA/710C: B2 Call subroutine $CAD043 CA/7110: 41 Show object $04 CA/7112: 45 Refresh objects CA/7113: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CA/7115: C3 Set vehicle/entity's event speed to fast CA/7116: 8A Move vehicle/entity down 3 tiles CA/7117: 91 Move vehicle/entity right 5 tiles CA/7118: FF End queue CA/7119: 4B Display dialogue message $008E, wait for button press (At bottom of screen) EDGAR: What's happening? SOLDIER: It's the Empire! It's Kefka! CA/711C: 11 Begin action queue for character $11 (NPC $11), 6 bytes long CA/711E: 8F Move vehicle/entity left 4 tiles CA/711F: 83 Move vehicle/entity left 1 tile CA/7120: 81 Move vehicle/entity right 1 tile CA/7121: FC Branch 2 bytes backwards ($CA711F) CA/7123: FF End queue CA/7124: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/7126: 80 Move vehicle/entity up 1 tile CA/7127: FF End queue CA/7128: 39 Free screen CA/7129: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CA/712B: D5 Set vehicle/entity's position to (27, 31) CA/712E: 84 Move vehicle/entity up 2 tiles CA/712F: FF End queue CA/7130: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CA/7132: D5 Set vehicle/entity's position to (29, 31) CA/7135: 84 Move vehicle/entity up 2 tiles CA/7136: FF End queue CA/7137: 14 Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete) CA/7139: D5 Set vehicle/entity's position to (28, 31) CA/713C: 88 Move vehicle/entity up 3 tiles CA/713D: FF End queue CA/713E: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/7140: CD Turn vehicle/entity right CA/7141: E0 Pause for 4 * 1 (4) frames CA/7143: CE Turn vehicle/entity down CA/7144: FF End queue CA/7145: 4B Display dialogue message $008F, wait for button press EDGAR: What are you doing? CA/7148: D2 Set event bit $1E80($1F8) [$1EBF, bit 0] CA/714A: 3A Enable player to move while event commands execute CA/714B: FE Return CA/714C: C0 If ($1E80($006) [$1E80, bit 6] is set), branch to $CA5EB3 (simply returns) CA/7152: C9 If ($1E80($1F0) [$1EBE, bit 0] is clear) and ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA715B CA/715A: FE Return CA/715B: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/715D: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/715F: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CA/7161: 83 Move vehicle/entity left 1 tile CA/7162: CE Turn vehicle/entity down CA/7163: FF End queue CA/7164: 4B Display dialogue message $0B64, wait for button press Wait! CA/7167: 92 Pause for 30 units CA/7168: 4B Display dialogue message $0B65, wait for button press Hey! Oh, it's you. Proceed. CA/716B: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CA/716D: 81 Move vehicle/entity right 1 tile CA/716E: CE Turn vehicle/entity down CA/716F: FF End queue CA/7170: FE Return CA/7171: C1 If ($1E80($049) [$1E89, bit 1] is clear) or ($1E80($04A) [$1E89, bit 2] is set), branch to $CA5EB3 (simply returns) CA/7179: 3D Create object $05 CA/717B: 3F Assign character $05 (Actor in stot 5) to party 1 CA/717E: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/7180: 86 Move vehicle/entity down 2 tiles CA/7181: FF End queue CA/7182: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete) CA/7184: D5 Set vehicle/entity's position to (28, 39) CA/7187: CE Turn vehicle/entity down CA/7188: C2 Set vehicle/entity's event speed to normal CA/7189: FF End queue CA/718A: 41 Show object $05 CA/718C: 45 Refresh objects CA/718D: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/718F: 82 Move vehicle/entity down 1 tile CA/7190: FF End queue CA/7191: 4B Display dialogue message $03B2, wait for button press (At bottom of screen) SABIN: Hey! Wait. I'm going too! CA/7194: 78 Enable ability to pass through other objects for object $05 (SABIN ) CA/7196: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/7198: 86 Move vehicle/entity down 2 tiles CA/7199: FF End queue CA/719A: B2 Call subroutine $CACB95 CA/719E: 36 Disable ability to pass through other objects for object $05 (Actor in stot 5) CA/71A0: D1 Clear event bit $1E80($049) [$1E89, bit 1] CA/71A2: D7 Clear event bit $1E80($302) [$1EE0, bit 2] CA/71A4: 88 Remove the following status ailments from character $05 (Actor in stot 5): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/71A8: 8B For character $05 (Actor in stot 5), take HP and set to maximum CA/71AB: 8C For character $05 (Actor in stot 5), take MP and set to maximum CA/71AE: FE Return CA/71AF: DE Load CaseWord with the characters in the currently active party? CA/71B0: C0 If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CA71BA CA/71B6: 4B Display dialogue message $0B63, wait for button press (At bottom of screen) This is Figaro, the desert castle. CA/71B9: FE Return CA/71BA: 4B Display dialogue message $03A8, wait for button press King EDGAR! Welcome back! CA/71BD: 91 Pause for 15 units CA/71BE: FE Return CA/71BF: C1 If ($1E80($1B5) [$1EB6, bit 5] is set) or ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CA/71C7: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CA/71C9: 4B Display dialogue message $0B80, wait for button press Need a rest? ^(Yes) ^(No) CA/71CC: B6 Indexed branch based on prior dialogue selection [$CA71D9, $CA5EB3] CA/71D3: FE Return CA/71D4: B2 Call subroutine $CACD31 CA/71D8: FE Return CA/71D9: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/71DB: C3 Set vehicle/entity's event speed to fast CA/71DC: 88 Move vehicle/entity up 3 tiles CA/71DD: FF End queue CA/71DE: DE Load CaseWord with the characters in the currently active party? CA/71DF: C2 If ($1E80($04A) [$1E89, bit 2] is set) or ($1E80($1A4) [$1EB4, bit 4] is clear) or ($1E80($049) [$1E89, bit 1] is clear), branch to $CA71D4 CA/71E9: B2 Call subroutine $CACF67 CA/71ED: 42 Hide object $31 CA/71EF: 42 Hide object $32 CA/71F1: 42 Hide object $33 CA/71F3: 42 Hide object $34 CA/71F5: 3D Create object $05 CA/71F7: 3F Assign character $05 (Actor in stot 5) to party 1 CA/71FA: 3C Set up the party as follows: $05 (Actor in stot 5), $FF (), $FF (), $FF () CA/71FF: 38 Hold screen CA/7200: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/7202: 6B Load map $003A (Figaro Castle, throne room (always)) instantly, (upper bits $2400), place party at (102, 54), facing down CA/7208: 42 Hide object $11 CA/720A: 42 Hide object $12 CA/720C: 41 Show object $05 CA/720E: B5 Pause for 15 * 10 (150) units CA/7210: 59 Unfade screen at speed $04 CA/7212: 30 Begin action queue for character $30 (Camera), 6 bytes long CA/7214: C1 Set vehicle/entity's event speed to slow CA/7215: 9C Move vehicle/entity up 8 tiles CA/7216: 84 Move vehicle/entity up 2 tiles CA/7217: C0 Set vehicle/entity's event speed to slowest CA/7218: 84 Move vehicle/entity up 2 tiles CA/7219: FF End queue CA/721A: 05 Begin action queue for character $05 (Actor in stot 5), 14 bytes long (Wait until complete) CA/721C: D5 Set vehicle/entity's position to (102, 48) CA/721F: C0 Set vehicle/entity's event speed to slowest CA/7220: 94 Move vehicle/entity up 6 tiles CA/7221: E0 Pause for 4 * 24 (96) frames CA/7223: CF Turn vehicle/entity left CA/7224: E0 Pause for 4 * 26 (104) frames CA/7226: 22 Do vehicle/entity graphical action $22 CA/7227: E0 Pause for 4 * 16 (64) frames CA/7229: FF End queue CA/722A: 4B Display dialogue message $03B7, wait for button press SABIN: Hmm… Castle hasn't changed much… CA/722D: 94 Pause for 60 units CA/722E: 05 Begin action queue for character $05 (Actor in stot 5), 19 bytes long (Wait until complete) CA/7230: C1 Set vehicle/entity's event speed to slow CA/7231: CF Turn vehicle/entity left CA/7232: E0 Pause for 4 * 8 (32) frames CA/7234: 82 Move vehicle/entity down 1 tile CA/7235: 83 Move vehicle/entity left 1 tile CA/7236: CC Turn vehicle/entity up CA/7237: E0 Pause for 4 * 4 (16) frames CA/7239: 80 Move vehicle/entity up 1 tile CA/723A: E0 Pause for 4 * 2 (8) frames CA/723C: CF Turn vehicle/entity left CA/723D: E0 Pause for 4 * 1 (4) frames CA/723F: CE Turn vehicle/entity down CA/7240: E0 Pause for 4 * 24 (96) frames CA/7242: FF End queue CA/7243: 35 Pause execution until action queue for object $30 (Camera) is complete CA/7245: 4B Display dialogue message $03B8, wait for button press SABIN: And yet it's all different… Mom and Dad are gone… Everyone's gone… Since that day… CA/7248: F0 Play song 11 (Coin Song), (high bit clear), full volume CA/724A: B5 Pause for 15 * 10 (150) units CA/724C: 30 Begin action queue for character $30 (Camera), 5 bytes long CA/724E: C1 Set vehicle/entity's event speed to slow CA/724F: 9E Move vehicle/entity down 8 tiles CA/7250: 9E Move vehicle/entity down 8 tiles CA/7251: 86 Move vehicle/entity down 2 tiles CA/7252: FF End queue CA/7253: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CA/7255: D5 Set vehicle/entity's position to (100, 52) CA/7258: CE Turn vehicle/entity down CA/7259: FF End queue CA/725A: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CA/725C: D5 Set vehicle/entity's position to (104, 52) CA/725F: CE Turn vehicle/entity down CA/7260: FF End queue CA/7261: 41 Show object $11 CA/7263: 41 Show object $12 CA/7265: 3D Create object $14 CA/7267: 3D Create object $15 CA/7269: 41 Show object $14 CA/726B: 41 Show object $15 CA/726D: 45 Refresh objects CA/726E: 15 Begin action queue for character $15 (NPC $15), 7 bytes long CA/7270: E0 Pause for 4 * 27 (108) frames CA/7272: 88 Move vehicle/entity up 3 tiles CA/7273: E0 Pause for 4 * 4 (16) frames CA/7275: CF Turn vehicle/entity left CA/7276: FF End queue CA/7277: B5 Pause for 15 * 16 (240) units CA/7279: 4B Display dialogue message $03B9, wait for button press (Show text only) …tonight… …took a turn for the worse… …there's a chance he might… CA/727C: 92 Pause for 30 units CA/727D: 5A Fade screen at speed $04 CA/727F: 5C Pause execution until fade in or fade out is complete CA/7280: 35 Pause execution until action queue for object $30 (Camera) is complete CA/7282: D6 Set event bit $1E80($3FE) [$1EFF, bit 6] CA/7284: 6B Load map $0039 (Figaro Castle, west tower (Edgar's room) (always)) instantly, (upper bits $2400), place party at (74, 27), facing down CA/728A: 42 Hide object $05 CA/728C: 42 Hide object $10 CA/728E: 30 Begin action queue for character $30 (Camera), 12 bytes long CA/7290: C1 Set vehicle/entity's event speed to slow CA/7291: AA Move vehicle/entity left/up 2x1 tiles CA/7292: AA Move vehicle/entity left/up 2x1 tiles CA/7293: AA Move vehicle/entity left/up 2x1 tiles CA/7294: AA Move vehicle/entity left/up 2x1 tiles CA/7295: AA Move vehicle/entity left/up 2x1 tiles CA/7296: AA Move vehicle/entity left/up 2x1 tiles CA/7297: AA Move vehicle/entity left/up 2x1 tiles CA/7298: AA Move vehicle/entity left/up 2x1 tiles CA/7299: AA Move vehicle/entity left/up 2x1 tiles CA/729A: AA Move vehicle/entity left/up 2x1 tiles CA/729B: FF End queue CA/729C: 59 Unfade screen at speed $08 CA/729E: 12 Begin action queue for character $12 (NPC $12), 16 bytes long CA/72A0: E0 Pause for 4 * 19 (76) frames CA/72A2: 89 Move vehicle/entity right 3 tiles CA/72A3: 86 Move vehicle/entity down 2 tiles CA/72A4: 85 Move vehicle/entity right 2 tiles CA/72A5: A1 Move vehicle/entity right/down 1x1 tiles CA/72A6: A1 Move vehicle/entity right/down 1x1 tiles CA/72A7: 81 Move vehicle/entity right 1 tile CA/72A8: E0 Pause for 4 * 2 (8) frames CA/72AA: CF Turn vehicle/entity left CA/72AB: E0 Pause for 4 * 4 (16) frames CA/72AD: 86 Move vehicle/entity down 2 tiles CA/72AE: D1 Make vehicle/entity disappear CA/72AF: FF End queue CA/72B0: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CA/72B2: E0 Pause for 4 * 48 (192) frames CA/72B4: 96 Move vehicle/entity down 6 tiles CA/72B5: 8B Move vehicle/entity left 3 tiles CA/72B6: FF End queue CA/72B7: 92 Pause for 30 units CA/72B8: 4B Display dialogue message $03BA, wait for button press (Show text only) Nooo…! Y…you're wrong…! This can't be… CA/72BB: 93 Pause for 45 units CA/72BC: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/72BE: CD Turn vehicle/entity right CA/72BF: FF End queue CA/72C0: 4B Display dialogue message $03BB, wait for button press (Show text only) Matron… …The King…he's… CA/72C3: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CA/72C5: CE Turn vehicle/entity down CA/72C6: FF End queue CA/72C7: 94 Pause for 60 units CA/72C8: 5A Fade screen at speed $08 CA/72CA: 5C Pause execution until fade in or fade out is complete CA/72CB: 35 Pause execution until action queue for object $30 (Camera) is complete CA/72CD: D7 Clear event bit $1E80($302) [$1EE0, bit 2] CA/72CF: 6B Load map $003B (Figaro Castle, miscellaneous rooms (always)) instantly, (upper bits $2400), place party at (66, 40), facing down CA/72D5: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/72D7: 9E Move vehicle/entity down 8 tiles CA/72D8: 86 Move vehicle/entity down 2 tiles CA/72D9: FF End queue CA/72DA: 41 Show object $04 CA/72DC: 41 Show object $05 CA/72DE: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/72E0: D5 Set vehicle/entity's position to (66, 51) CA/72E3: C3 Set vehicle/entity's event speed to fast CA/72E4: FF End queue CA/72E5: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CA/72E7: D5 Set vehicle/entity's position to (66, 50) CA/72EA: C3 Set vehicle/entity's event speed to fast CA/72EB: FF End queue CA/72EC: 59 Unfade screen at speed $08 CA/72EE: 93 Pause for 45 units CA/72EF: 05 Begin action queue for character $05 (Actor in stot 5), 10 bytes long CA/72F1: E0 Pause for 4 * 8 (32) frames CA/72F3: 88 Move vehicle/entity up 3 tiles CA/72F4: 81 Move vehicle/entity right 1 tile CA/72F5: 88 Move vehicle/entity up 3 tiles CA/72F6: 83 Move vehicle/entity left 1 tile CA/72F7: A3 Move vehicle/entity left/up 1x1 tiles CA/72F8: A3 Move vehicle/entity left/up 1x1 tiles CA/72F9: D1 Make vehicle/entity disappear CA/72FA: FF End queue CA/72FB: 04 Begin action queue for character $04 (Actor in stot 4), 16 bytes long CA/72FD: E0 Pause for 4 * 15 (60) frames CA/72FF: 8C Move vehicle/entity up 4 tiles CA/7300: 81 Move vehicle/entity right 1 tile CA/7301: 88 Move vehicle/entity up 3 tiles CA/7302: 22 Do vehicle/entity graphical action $22 CA/7303: E0 Pause for 4 * 4 (16) frames CA/7305: CF Turn vehicle/entity left CA/7306: E0 Pause for 4 * 6 (24) frames CA/7308: 83 Move vehicle/entity left 1 tile CA/7309: A3 Move vehicle/entity left/up 1x1 tiles CA/730A: A3 Move vehicle/entity left/up 1x1 tiles CA/730B: D1 Make vehicle/entity disappear CA/730C: FF End queue CA/730D: 4B Display dialogue message $03BC, wait for button press (Show text only) …SABIN… …SABIN!!!!! CA/7310: 94 Pause for 60 units CA/7311: 5A Fade screen at speed $08 CA/7313: 5C Pause execution until fade in or fade out is complete CA/7314: 35 Pause execution until action queue for object $30 (Camera) is complete CA/7316: D7 Clear event bit $1E80($30E) [$1EE1, bit 6] CA/7318: D7 Clear event bit $1E80($315) [$1EE2, bit 5] CA/731A: 6B Load map $0037 (Figaro Castle, outdoors (both worlds and ending)) instantly, (upper bits $2400), place party at (28, 32), facing down CA/7320: B0 Execute the following commands until $B1 8 times CA/7322: 50 Tint screen (cumulative) with color $9B CA/7324: 52 Tint characters (cumulative) with color $9B CA/7326: B1 End block of repeating commands CA/7327: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CA/7329: D5 Set vehicle/entity's position to (28, 20) CA/732C: CE Turn vehicle/entity down CA/732D: FF End queue CA/732E: 41 Show object $05 CA/7330: 45 Refresh objects CA/7331: 59 Unfade screen at speed $08 CA/7333: 30 Begin action queue for character $30 (Camera), 7 bytes long CA/7335: C2 Set vehicle/entity's event speed to normal CA/7336: 98 Move vehicle/entity up 7 tiles CA/7337: C1 Set vehicle/entity's event speed to slow CA/7338: 8C Move vehicle/entity up 4 tiles CA/7339: C0 Set vehicle/entity's event speed to slowest CA/733A: 84 Move vehicle/entity up 2 tiles CA/733B: FF End queue CA/733C: 92 Pause for 30 units CA/733D: 4B Display dialogue message $03BD, wait for button press (Show text only) …My father… …I don't believe this… CA/7340: 35 Pause execution until action queue for object $30 (Camera) is complete CA/7342: 94 Pause for 60 units CA/7343: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/7345: D5 Set vehicle/entity's position to (28, 13) CA/7348: CE Turn vehicle/entity down CA/7349: FF End queue CA/734A: B2 Call subroutine $CAD037 CA/734E: 41 Show object $04 CA/7350: 45 Refresh objects CA/7351: 94 Pause for 60 units CA/7352: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CA/7354: C1 Set vehicle/entity's event speed to slow CA/7355: 8A Move vehicle/entity down 3 tiles CA/7356: FF End queue CA/7357: 05 Begin action queue for character $05 (Actor in stot 5), 10 bytes long (Wait until complete) CA/7359: E0 Pause for 4 * 8 (32) frames CA/735B: CF Turn vehicle/entity left CA/735C: E0 Pause for 4 * 16 (64) frames CA/735E: 22 Do vehicle/entity graphical action $22 CA/735F: E0 Pause for 4 * 10 (40) frames CA/7361: 20 Do vehicle/entity graphical action $20 CA/7362: FF End queue CA/7363: 92 Pause for 30 units CA/7364: 4B Display dialogue message $03BE, wait for button press (At bottom of screen) SABIN: B…brother… Waa, ahhh, ahhh… EDGAR: So… They went and told you… CA/7367: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long CA/7369: E0 Pause for 4 * 2 (8) frames CA/736B: 20 Do vehicle/entity graphical action $20 CA/736C: FF End queue CA/736D: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CA/736F: A8 Move vehicle/entity left/down 1x2 tiles CA/7370: 86 Move vehicle/entity down 2 tiles CA/7371: E0 Pause for 4 * 2 (8) frames CA/7373: CD Turn vehicle/entity right CA/7374: FF End queue CA/7375: B5 Pause for 15 * 6 (90) units CA/7377: 3D Create object $25 CA/7379: 41 Show object $25 CA/737B: 45 Refresh objects CA/737C: 25 Begin action queue for character $25 (NPC $25), 2 bytes long (Wait until complete) CA/737E: 8A Move vehicle/entity down 3 tiles CA/737F: FF End queue CA/7380: 4B Display dialogue message $03BF, wait for button press (At bottom of screen) MATRON: EDGAR! Here you are… CA/7383: 25 Begin action queue for character $25 (NPC $25), 2 bytes long (Wait until complete) CA/7385: 86 Move vehicle/entity down 2 tiles CA/7386: FF End queue CA/7387: 4B Display dialogue message $03C0, wait for button press (At bottom of screen) MATRON: Your father… He just uttered his last wish that Figaro be divided between you… CA/738A: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/738C: 18 Do vehicle/entity graphical action $18 CA/738D: FF End queue CA/738E: 4B Display dialogue message $03C1, wait for button press (At bottom of screen) SABIN: This is NONSENSE!! Everyone's saying that the Empire poisoned Dad… And the only thing on your minds is “Who's going to be the next king?!” You're all pathetic! CA/7391: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CA/7393: 20 Do vehicle/entity graphical action $20 CA/7394: E0 Pause for 4 * 7 (28) frames CA/7396: 09 Do vehicle/entity graphical action $09 (kneeling) CA/7397: FF End queue CA/7398: 94 Pause for 60 units CA/7399: 4B Display dialogue message $03C2, wait for button press (At bottom of screen) SABIN: No one cared when Mom passed away, either… MATRON: That's not… CA/739C: 05 Begin action queue for character $05 (Actor in stot 5), 9 bytes long (Wait until complete) CA/739E: C2 Set vehicle/entity's event speed to normal CA/739F: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/73A0: E0 Pause for 4 * 1 (4) frames CA/73A2: CD Turn vehicle/entity right CA/73A3: 80 Move vehicle/entity up 1 tile CA/73A4: C7 Set vehicle/entity to stay still when moving CA/73A5: 1B Do vehicle/entity graphical action $1B CA/73A6: FF End queue CA/73A7: 78 Enable ability to pass through other objects for object $25 (NPC $25) CA/73A9: 78 Enable ability to pass through other objects for object $05 (SABIN ) CA/73AB: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/73AD: CC Turn vehicle/entity up CA/73AE: FF End queue CA/73AF: 25 Begin action queue for character $25 (NPC $25), 4 bytes long CA/73B1: C7 Set vehicle/entity to stay still when moving CA/73B2: 80 Move vehicle/entity up 1 tile CA/73B3: C6 Set vehicle/entity to walk when moving CA/73B4: FF End queue CA/73B5: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete) CA/73B7: 80 Move vehicle/entity up 1 tile CA/73B8: C6 Set vehicle/entity to walk when moving CA/73B9: FF End queue CA/73BA: 4B Display dialogue message $03C3, wait for button press (At bottom of screen) SABIN: You were as bad as any of 'em! EDGAR: SABIN… SABIN: Empire of murderers… They won't get away with this! CA/73BD: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/73BF: CF Turn vehicle/entity left CA/73C0: FF End queue CA/73C1: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/73C3: CE Turn vehicle/entity down CA/73C4: FF End queue CA/73C5: B5 Pause for 15 * 6 (90) units CA/73C7: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/73C9: CD Turn vehicle/entity right CA/73CA: E0 Pause for 4 * 10 (40) frames CA/73CC: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/73CD: FF End queue CA/73CE: 95 Pause for 120 units CA/73CF: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/73D1: CD Turn vehicle/entity right CA/73D2: FF End queue CA/73D3: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/73D5: CC Turn vehicle/entity up CA/73D6: FF End queue CA/73D7: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/73D9: 1B Do vehicle/entity graphical action $1B CA/73DA: FF End queue CA/73DB: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/73DD: C2 Set vehicle/entity's event speed to normal CA/73DE: 8C Move vehicle/entity up 4 tiles CA/73DF: FF End queue CA/73E0: 25 Begin action queue for character $25 (NPC $25), 7 bytes long CA/73E2: 83 Move vehicle/entity left 1 tile CA/73E3: CD Turn vehicle/entity right CA/73E4: E0 Pause for 4 * 16 (64) frames CA/73E6: 81 Move vehicle/entity right 1 tile CA/73E7: CC Turn vehicle/entity up CA/73E8: FF End queue CA/73E9: 05 Begin action queue for character $05 (Actor in stot 5), 9 bytes long CA/73EB: CF Turn vehicle/entity left CA/73EC: C3 Set vehicle/entity's event speed to fast CA/73ED: E0 Pause for 4 * 1 (4) frames CA/73EF: 98 Move vehicle/entity up 7 tiles CA/73F0: D5 Set vehicle/entity's position to (29, 6) CA/73F3: FF End queue CA/73F4: 04 Begin action queue for character $04 (Actor in stot 4), 9 bytes long (Wait until complete) CA/73F6: C2 Set vehicle/entity's event speed to normal CA/73F7: E0 Pause for 4 * 7 (28) frames CA/73F9: A0 Move vehicle/entity right/up 1x1 tiles CA/73FA: 8C Move vehicle/entity up 4 tiles CA/73FB: E0 Pause for 4 * 5 (20) frames CA/73FD: CF Turn vehicle/entity left CA/73FE: FF End queue CA/73FF: 35 Pause execution until action queue for object $30 (Camera) is complete CA/7401: 4B Display dialogue message $03C5, wait for button press EDGAR: Matron… Please leave us… CA/7404: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CA/7406: 8C Move vehicle/entity up 4 tiles CA/7407: D1 Make vehicle/entity disappear CA/7408: FF End queue CA/7409: 93 Pause for 45 units CA/740A: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/740C: 8C Move vehicle/entity up 4 tiles CA/740D: FF End queue CA/740E: 5A Fade screen at speed $08 CA/7410: 5C Pause execution until fade in or fade out is complete CA/7411: 35 Pause execution until action queue for object $30 (Camera) is complete CA/7413: 6B Load map $0043 (Figaro Castle, outdoors, night, with sky (coin toss in flashback)) instantly, (upper bits $2400), place party at (28, 6), facing down CA/7419: B0 Execute the following commands until $B1 8 times CA/741B: 50 Tint screen (cumulative) with color $9B CA/741D: 53 Modify object color range from [00, 0F]: Do unknown operation (Black) at intensity 3 CA/7421: B1 End block of repeating commands CA/7422: B2 Call subroutine $CA652B CA/7426: 41 Show object $05 CA/7428: 41 Show object $04 CA/742A: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CA/742C: D5 Set vehicle/entity's position to (28, 7) CA/742F: C8 Set object layering priority to 2 (low nibble 2) CA/7431: FF End queue CA/7432: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CA/7434: D5 Set vehicle/entity's position to (29, 6) CA/7437: CC Turn vehicle/entity up CA/7438: FF End queue CA/7439: 96 Restore screen from fade CA/743A: 95 Pause for 120 units CA/743B: 36 Disable ability to pass through other objects for object $05 (Actor in stot 5) CA/743D: 4B Display dialogue message $03C4, wait for button press SABIN: I'm outta here! I'm forsaking this war-sick realm for my dignity and freedom. SABIN: You said you were sick of it too, right?! EDGAR: …freedom… CA/7440: 94 Pause for 60 units CA/7441: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/7443: 21 Do vehicle/entity graphical action $21 CA/7444: FF End queue CA/7445: 94 Pause for 60 units CA/7446: 4B Display dialogue message $03C6, wait for button press EDGAR: What'll happen to this realm if we both leave? And what would Dad say…? CA/7449: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/744B: C8 Set object layering priority to 2 (low nibble 2) CA/744D: 80 Move vehicle/entity up 1 tile CA/744E: CD Turn vehicle/entity right CA/744F: FF End queue CA/7450: 92 Pause for 30 units CA/7451: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/7453: CF Turn vehicle/entity left CA/7454: FF End queue CA/7455: 94 Pause for 60 units CA/7456: 4B Display dialogue message $03C7, wait for button press EDGAR: SABIN, let's settle this with a toss of a coin. CA/7459: 91 Pause for 15 units CA/745A: B0 Execute the following commands until $B1 3 times CA/745C: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/745E: 15 Do vehicle/entity graphical action $15 CA/745F: FF End queue CA/7460: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/7462: CF Turn vehicle/entity left CA/7463: FF End queue CA/7464: B1 End block of repeating commands CA/7465: 93 Pause for 45 units CA/7466: 4B Display dialogue message $03C8, wait for button press EDGAR: If it's heads, you win. We'll choose whichever path we want, without any regrets. Okay? CA/7469: B5 Pause for 15 * 6 (90) units CA/746B: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/746D: 22 Do vehicle/entity graphical action $22 CA/746E: FF End queue CA/746F: 94 Pause for 60 units CA/7470: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/7472: 0A Do vehicle/entity graphical action $0A CA/7473: FF End queue CA/7474: 92 Pause for 30 units CA/7475: 4B Display dialogue message $03C9, wait for button press EDGAR: This is for Dad! CA/7478: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/747A: CD Turn vehicle/entity right CA/747B: FF End queue CA/747C: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/747E: 1B Do vehicle/entity graphical action $1B CA/747F: C7 Set vehicle/entity to stay still when moving CA/7480: FF End queue CA/7481: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CA/7483: C2 Set vehicle/entity's event speed to normal CA/7484: 80 Move vehicle/entity up 1 tile CA/7485: FF End queue CA/7486: F4 Play sound effect 141 CA/7488: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CA/748A: D5 Set vehicle/entity's position to (28, 4) CA/748D: 94 Move vehicle/entity up 6 tiles CA/748E: C2 Set vehicle/entity's event speed to normal CA/748F: 88 Move vehicle/entity up 3 tiles CA/7490: C1 Set vehicle/entity's event speed to slow CA/7491: 84 Move vehicle/entity up 2 tiles CA/7492: C0 Set vehicle/entity's event speed to slowest CA/7493: 80 Move vehicle/entity up 1 tile CA/7494: FF End queue CA/7495: 30 Begin action queue for character $30 (Camera), 7 bytes long CA/7497: C2 Set vehicle/entity's event speed to normal CA/7498: 94 Move vehicle/entity up 6 tiles CA/7499: C1 Set vehicle/entity's event speed to slow CA/749A: 88 Move vehicle/entity up 3 tiles CA/749B: C0 Set vehicle/entity's event speed to slowest CA/749C: 80 Move vehicle/entity up 1 tile CA/749D: FF End queue CA/749E: B5 Pause for 15 * 16 (240) units CA/74A0: F2 Fade out current song with transition time 255 CA/74A2: 5A Fade screen at speed $04 CA/74A4: 5C Pause execution until fade in or fade out is complete CA/74A5: 35 Pause execution until action queue for object $30 (Camera) is complete CA/74A7: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/74A9: C8 Set object layering priority to 0 (low nibble 0) CA/74AB: C6 Set vehicle/entity to walk when moving CA/74AC: C2 Set vehicle/entity's event speed to normal CA/74AD: FF End queue CA/74AE: 54 End effects of commands for modifed color components and screen flashes CA/74AF: 6B Load map $003A (Figaro Castle, throne room (always)) instantly, (upper bits $2400), place party at (102, 42), facing down CA/74B5: 42 Hide object $11 CA/74B7: 42 Hide object $12 CA/74B9: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long CA/74BB: D5 Set vehicle/entity's position to (101, 42) CA/74BE: 20 Do vehicle/entity graphical action $20 CA/74BF: FF End queue CA/74C0: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CA/74C2: D5 Set vehicle/entity's position to (106, 43) CA/74C5: FF End queue CA/74C6: 59 Unfade screen at speed $02 CA/74C8: B5 Pause for 15 * 16 (240) units CA/74CA: 4B Display dialogue message $03CA, wait for button press EDGAR: And then, you opted for your freedom. CA/74CD: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CA/74CF: 1F Do vehicle/entity graphical action $1F CA/74D0: E0 Pause for 4 * 1 (4) frames CA/74D2: CE Turn vehicle/entity down CA/74D3: FF End queue CA/74D4: 95 Pause for 120 units CA/74D5: 41 Show object $04 CA/74D7: 45 Refresh objects CA/74D8: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CA/74DA: 8A Move vehicle/entity down 3 tiles CA/74DB: 87 Move vehicle/entity left 2 tiles CA/74DC: CC Turn vehicle/entity up CA/74DD: FF End queue CA/74DE: 94 Pause for 60 units CA/74DF: 4B Display dialogue message $03CB, wait for button press EDGAR: It's been…10 years. The little shrimp's grown into a whopping lobster! SABIN: And you're a king crab! CA/74E2: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/74E4: C1 Set vehicle/entity's event speed to slow CA/74E5: 80 Move vehicle/entity up 1 tile CA/74E6: FF End queue CA/74E7: 04 Begin action queue for character $04 (Actor in stot 4), 9 bytes long (Wait until complete) CA/74E9: A3 Move vehicle/entity left/up 1x1 tiles CA/74EA: 88 Move vehicle/entity up 3 tiles CA/74EB: E0 Pause for 4 * 4 (16) frames CA/74ED: CF Turn vehicle/entity left CA/74EE: E0 Pause for 4 * 1 (4) frames CA/74F0: CE Turn vehicle/entity down CA/74F1: FF End queue CA/74F2: B5 Pause for 15 * 10 (150) units CA/74F4: 35 Pause execution until action queue for object $30 (Camera) is complete CA/74F6: 4B Display dialogue message $03CC, wait for button press EDGAR: SABIN… I often wonder if he'd be proud of me… CA/74F9: 94 Pause for 60 units CA/74FA: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/74FC: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/74FD: FF End queue CA/74FE: 92 Pause for 30 units CA/74FF: 4B Display dialogue message $03CD, wait for button press SABIN: Don't you ever doubt that! CA/7502: 94 Pause for 60 units CA/7503: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/7505: 23 Do vehicle/entity graphical action $23 CA/7506: FF End queue CA/7507: 92 Pause for 30 units CA/7508: 4B Display dialogue message $03CE, wait for button press EDGAR: 10 years… SABIN: Where has the time gone…? CA/750B: 92 Pause for 30 units CA/750C: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/750E: 20 Do vehicle/entity graphical action $20 CA/750F: FF End queue CA/7510: B5 Pause for 15 * 5 (75) units CA/7512: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/7514: 20 Do vehicle/entity graphical action $20 CA/7515: FF End queue CA/7516: B5 Pause for 15 * 16 (240) units CA/7518: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/751A: 82 Move vehicle/entity down 1 tile CA/751B: 83 Move vehicle/entity left 1 tile CA/751C: 80 Move vehicle/entity up 1 tile CA/751D: CF Turn vehicle/entity left CA/751E: FF End queue CA/751F: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/7521: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/7522: FF End queue CA/7523: 4B Display dialogue message $03CF, wait for button press EDGAR: Here's to a couple of confused grownups! CA/7526: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CA/7528: CE Turn vehicle/entity down CA/7529: FF End queue CA/752A: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/752C: C2 Set vehicle/entity's event speed to normal CA/752D: 8A Move vehicle/entity down 3 tiles CA/752E: FF End queue CA/752F: 04 Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete) CA/7531: 8A Move vehicle/entity down 3 tiles CA/7532: E0 Pause for 4 * 10 (40) frames CA/7534: 20 Do vehicle/entity graphical action $20 CA/7535: E0 Pause for 4 * 1 (4) frames CA/7537: 19 Do vehicle/entity graphical action $19 CA/7538: FF End queue CA/7539: 35 Pause execution until action queue for object $30 (Camera) is complete CA/753B: 4B Display dialogue message $03D0, wait for button press EDGAR: Here's to Dad… CA/753E: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CA/7540: 8A Move vehicle/entity down 3 tiles CA/7541: E0 Pause for 4 * 1 (4) frames CA/7543: 19 Do vehicle/entity graphical action $19 CA/7544: FF End queue CA/7545: 4B Display dialogue message $03D1, wait for button press SABIN: …to Mom… …and to Figaro. CA/7548: 91 Pause for 15 units CA/7549: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/754B: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/754C: FF End queue CA/754D: 94 Pause for 60 units CA/754E: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/7550: 23 Do vehicle/entity graphical action $23 CA/7551: FF End queue CA/7552: 94 Pause for 60 units CA/7553: 5A Fade screen at speed $02 CA/7555: B5 Pause for 15 * 16 (240) units CA/7557: D0 Set event bit $1E80($04A) [$1E89, bit 2] CA/7559: D7 Clear event bit $1E80($302) [$1EE0, bit 2] CA/755B: D7 Clear event bit $1E80($3FE) [$1EFF, bit 6] CA/755D: 6B Load map $003B (Figaro Castle, miscellaneous rooms (always)) instantly, (upper bits $2400), place party at (47, 49), facing down CA/7563: B2 Call subroutine $CAC6AC CA/7567: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CA/7569: D5 Set vehicle/entity's position to (45, 47) CA/756C: CE Turn vehicle/entity down CA/756D: FF End queue CA/756E: 33 Begin action queue for character $33 (Party Character 2), 5 bytes long CA/7570: D5 Set vehicle/entity's position to (49, 51) CA/7573: CE Turn vehicle/entity down CA/7574: FF End queue CA/7575: 34 Begin action queue for character $34 (Party Character 3), 5 bytes long CA/7577: D5 Set vehicle/entity's position to (45, 51) CA/757A: CE Turn vehicle/entity down CA/757B: FF End queue CA/757C: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/757E: D5 Set vehicle/entity's position to (49, 47) CA/7581: CE Turn vehicle/entity down CA/7582: FF End queue CA/7583: B2 Call subroutine $CACF96 CA/7587: F0 Play song 10 (Edgar and Sabin), (high bit clear), full volume CA/7589: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CA/758D: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/758F: FE Return CA/7590: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA75A0 CA/7596: C0 If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CA75C4 CA/759C: 4B Display dialogue message $0B66, wait for button press Figaro and the Empire are allies! CA/759F: FE Return CA/75A0: DE Load CaseWord with the characters in the currently active party? CA/75A1: BE If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA71BA CA/75A6: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA75B0 CA/75AC: 4B Display dialogue message $03A9, wait for button press We sighted Kefka in the area. CA/75AF: FE Return CA/75B0: 4B Display dialogue message $095C, wait for button press Who'd have thought air could be so precious! CA/75B3: FE Return CA/75B4: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA75C8 CA/75BA: C0 If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CA75C4 CA/75C0: 4B Display dialogue message $0B67, wait for button press Figaro Castle is the most modern structure in the world! CA/75C3: FE Return CA/75C4: 4B Display dialogue message $0091, wait for button press FIRE!!! CA/75C7: FE Return CA/75C8: DE Load CaseWord with the characters in the currently active party? CA/75C9: BE If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA71BA CA/75CE: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA75B0 CA/75D4: 4B Display dialogue message $03AA, wait for button press That girl… wrapped in a fireball… Headed off to the west… CA/75D7: FE Return CA/75D8: 4B Display dialogue message $0052, wait for button press Weapons and items manufactured here are sent to South Figaro. CA/75DB: FE Return CA/75DC: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA75E6 CA/75E2: 4B Display dialogue message $0057, wait for button press The Empire has smashed the 3 cities on the southern continent. Just a matter of time 'til they come up here… CA/75E5: FE Return CA/75E6: 4B Display dialogue message $0960, wait for button press Kefka's “one shy of a six pack!” CA/75E9: FE Return CA/75EA: 4B Display dialogue message $005F, wait for button press “……” CA/75ED: FE Return CA/75EE: C0 If ($1E80($108) [$1EA1, bit 0] is clear), branch to $CA7668 CA/75F4: B2 Call subroutine $CACA8D CA/75F8: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CA/75FA: CE Turn vehicle/entity down CA/75FB: FF End queue CA/75FC: B2 Call subroutine $CAC6AC CA/7600: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/7602: CC Turn vehicle/entity up CA/7603: FF End queue CA/7604: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CA/7606: C2 Set vehicle/entity's event speed to normal CA/7607: 83 Move vehicle/entity left 1 tile CA/7608: CC Turn vehicle/entity up CA/7609: FF End queue CA/760A: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CA/760C: C2 Set vehicle/entity's event speed to normal CA/760D: 82 Move vehicle/entity down 1 tile CA/760E: CC Turn vehicle/entity up CA/760F: FF End queue CA/7610: 92 Pause for 30 units CA/7611: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/7613: 21 Do vehicle/entity graphical action $21 CA/7614: E0 Pause for 4 * 3 (12) frames CA/7616: CC Turn vehicle/entity up CA/7617: FF End queue CA/7618: 4B Display dialogue message $00AC, wait for button press SOLDIER: King EDGAR! Where are you headed? EDGAR: Through the cave, and eastward to South Figaro. EDGAR: Return to the castle, and tell the others we're safe. SOLDIER: Yes, Sir! Take care! CA/761B: 13 Begin action queue for character $13 (NPC $13), 6 bytes long CA/761D: CD Turn vehicle/entity right CA/761E: E0 Pause for 4 * 3 (12) frames CA/7620: C9 Place object on vehicle $A02 [to decode later] CA/7622: FF End queue CA/7623: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CA/7625: DC Make vehicle/entity jump (low) CA/7626: A0 Move vehicle/entity right/up 1x1 tiles CA/7627: D1 Make vehicle/entity disappear CA/7628: FF End queue CA/7629: 45 Refresh objects CA/762A: 92 Pause for 30 units CA/762B: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/762D: CD Turn vehicle/entity right CA/762E: E0 Pause for 4 * 2 (8) frames CA/7630: CE Turn vehicle/entity down CA/7631: FF End queue CA/7632: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long CA/7634: E0 Pause for 4 * 2 (8) frames CA/7636: CD Turn vehicle/entity right CA/7637: E0 Pause for 4 * 1 (4) frames CA/7639: CE Turn vehicle/entity down CA/763A: FF End queue CA/763B: 01 Begin action queue for character $01 (Actor in stot 1), 7 bytes long CA/763D: E0 Pause for 4 * 4 (16) frames CA/763F: CD Turn vehicle/entity right CA/7640: E0 Pause for 4 * 2 (8) frames CA/7642: CE Turn vehicle/entity down CA/7643: FF End queue CA/7644: 13 Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete) CA/7646: 9E Move vehicle/entity down 8 tiles CA/7647: D1 Make vehicle/entity disappear CA/7648: FF End queue CA/7649: 45 Refresh objects CA/764A: 78 Enable ability to pass through other objects for object $01 (LOCKE ) CA/764C: 78 Enable ability to pass through other objects for object $00 (TERRA ) CA/764E: 78 Enable ability to pass through other objects for object $04 (EDGAR ) CA/7650: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long CA/7652: 81 Move vehicle/entity right 1 tile CA/7653: CC Turn vehicle/entity up CA/7654: FF End queue CA/7655: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/7657: 80 Move vehicle/entity up 1 tile CA/7658: FF End queue CA/7659: 36 Disable ability to pass through other objects for object $01 (Actor in stot 1) CA/765B: 36 Disable ability to pass through other objects for object $00 (Actor in stot 0) CA/765D: 36 Disable ability to pass through other objects for object $04 (Actor in stot 4) CA/765F: B2 Call subroutine $CACB95 CA/7663: D7 Clear event bit $1E80($312) [$1EE2, bit 2] CA/7665: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/7667: FE Return CA/7668: 4B Display dialogue message $00AB, wait for button press This cave leads to South Figaro. It's closed now due to construction. CA/766B: FE Return CA/766C: B7 If bit $1DC9($41) [$1DD1, bit 1] is clear, branch to $CA5EB3 CA/7671: B9 Clear bit $1DC9($41) [$1DD1, bit 1] CA/7673: FE Return CA/7674: C0 If ($1E80($0AE) [$1E95, bit 6] is set), branch to $CA5EB3 (simply returns) CA/767A: D0 Set event bit $1E80($0AE) [$1E95, bit 6] CA/767C: F6 Subcommand $82: Change volume of currently playing sound effect to $40, transition time 0 CA/7680: F4 Play sound effect 6 CA/7682: FB Apply a special effect (wow effect?) to the currently playing sound effect CA/7683: F6 Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0 CA/7687: FE Return CA/7688: C0 If ($1E80($0AF) [$1E95, bit 7] is set), branch to $CA5EB3 (simply returns) CA/768E: D0 Set event bit $1E80($0AF) [$1E95, bit 7] CA/7690: F6 Subcommand $82: Change volume of currently playing sound effect to $80, transition time 0 CA/7694: F4 Play sound effect 6 CA/7696: FB Apply a special effect (wow effect?) to the currently playing sound effect CA/7697: F6 Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0 CA/769B: FE Return CA/769C: C0 If ($1E80($0B0) [$1E96, bit 0] is set), branch to $CA5EB3 (simply returns) CA/76A2: D0 Set event bit $1E80($0B0) [$1E96, bit 0] CA/76A4: F6 Subcommand $82: Change volume of currently playing sound effect to $C0, transition time 0 CA/76A8: F4 Play sound effect 6 CA/76AA: 4B Display dialogue message $0196, wait for button press LOCKE: What IS that noise? CA/76AD: FB Apply a special effect (wow effect?) to the currently playing sound effect CA/76AE: F6 Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0 CA/76B2: FE Return CA/76B3: C2 If ($1E80($1F0) [$1EBE, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CA/76BD: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete) CA/76BF: C2 Set vehicle/entity's event speed to normal CA/76C0: C8 Set object layering priority to 2 (low nibble 2) CA/76C2: DD Make vehicle/entity jump (high) CA/76C3: 84 Move vehicle/entity up 2 tiles CA/76C4: DD Make vehicle/entity jump (high) CA/76C5: 84 Move vehicle/entity up 2 tiles CA/76C6: C8 Set object layering priority to 0 (low nibble 0) CA/76C8: FF End queue CA/76C9: FE Return CA/76CA: C2 If ($1E80($1F0) [$1EBE, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA5EB3 (simply returns) CA/76D4: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete) CA/76D6: C2 Set vehicle/entity's event speed to normal CA/76D7: C8 Set object layering priority to 2 (low nibble 2) CA/76D9: DD Make vehicle/entity jump (high) CA/76DA: 86 Move vehicle/entity down 2 tiles CA/76DB: DD Make vehicle/entity jump (high) CA/76DC: 86 Move vehicle/entity down 2 tiles CA/76DD: C8 Set object layering priority to 0 (low nibble 0) CA/76DF: FF End queue CA/76E0: FE Return CA/76E1: C0 If ($1E80($37F) [$1EEF, bit 7] is clear), branch to $CA5EB3 (simply returns) CA/76E7: 38 Hold screen CA/76E8: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/76EA: 80 Move vehicle/entity up 1 tile CA/76EB: E0 Pause for 4 * 4 (16) frames CA/76ED: CF Turn vehicle/entity left CA/76EE: FF End queue CA/76EF: 30 Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete) CA/76F1: C2 Set vehicle/entity's event speed to normal CA/76F2: A9 Move vehicle/entity left/down 2x1 tiles CA/76F3: A9 Move vehicle/entity left/down 2x1 tiles CA/76F4: A9 Move vehicle/entity left/down 2x1 tiles CA/76F5: FF End queue CA/76F6: 15 Begin action queue for character $15 (NPC $15), 11 bytes long (Wait until complete) CA/76F8: 86 Move vehicle/entity down 2 tiles CA/76F9: E0 Pause for 4 * 8 (32) frames CA/76FB: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/76FC: E0 Pause for 4 * 7 (28) frames CA/76FE: 23 Do vehicle/entity graphical action $23 CA/76FF: E0 Pause for 4 * 8 (32) frames CA/7701: 88 Move vehicle/entity up 3 tiles CA/7702: FF End queue CA/7703: 4B Display dialogue message $0948, wait for button press (At bottom of screen) GERAD: Now, where were we…? CA/7706: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/7708: 8C Move vehicle/entity up 4 tiles CA/7709: FF End queue CA/770A: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/770C: 88 Move vehicle/entity up 3 tiles CA/770D: FF End queue CA/770E: 92 Pause for 30 units CA/770F: 4B Display dialogue message $0949, wait for button press (At bottom of screen) Here, boy… Here's some nice food for you! CA/7712: 35 Pause execution until action queue for object $30 (Camera) is complete CA/7714: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/7716: 85 Move vehicle/entity right 2 tiles CA/7717: FF End queue CA/7718: 92 Pause for 30 units CA/7719: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/771B: CE Turn vehicle/entity down CA/771C: FF End queue CA/771D: 3D Create object $16 CA/771F: 41 Show object $16 CA/7721: 45 Refresh objects CA/7722: 4B Display dialogue message $094A, wait for button press Presto! GERAD: Good Job! I used to have a turtle…! CA/7725: 11 Begin action queue for character $11 (NPC $11), 9 bytes long (Wait until complete) CA/7727: DD Make vehicle/entity jump (high) CA/7728: 84 Move vehicle/entity up 2 tiles CA/7729: DD Make vehicle/entity jump (high) CA/772A: 84 Move vehicle/entity up 2 tiles CA/772B: C8 Set object layering priority to 3 (low nibble 3) CA/772D: 84 Move vehicle/entity up 2 tiles CA/772E: D1 Make vehicle/entity disappear CA/772F: FF End queue CA/7730: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CA/7732: A4 Move vehicle/entity right/up 1x2 tiles CA/7733: FC Branch 12 bytes backwards ($CA7727) CA/7735: FF End queue CA/7736: 91 Pause for 15 units CA/7737: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CA/7739: 80 Move vehicle/entity up 1 tile CA/773A: FC Branch 8 bytes backwards ($CA7732) CA/773C: FF End queue CA/773D: 93 Pause for 45 units CA/773E: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CA/7740: 83 Move vehicle/entity left 1 tile CA/7741: AB Move vehicle/entity left/up 1x2 tiles CA/7742: FC Branch 27 bytes backwards ($CA7727) CA/7744: FF End queue CA/7745: 92 Pause for 30 units CA/7746: 15 Begin action queue for character $15 (NPC $15), 4 bytes long CA/7748: 90 Move vehicle/entity up 5 tiles CA/7749: FC Branch 7 bytes backwards ($CA7742) CA/774B: FF End queue CA/774C: B5 Pause for 15 * 5 (75) units CA/774E: 16 Begin action queue for character $16 (NPC $16), 13 bytes long CA/7750: AB Move vehicle/entity left/up 1x2 tiles CA/7751: E0 Pause for 4 * 6 (24) frames CA/7753: CD Turn vehicle/entity right CA/7754: E0 Pause for 4 * 4 (16) frames CA/7756: CF Turn vehicle/entity left CA/7757: E0 Pause for 4 * 4 (16) frames CA/7759: 88 Move vehicle/entity up 3 tiles CA/775A: FC Branch 17 bytes backwards ($CA7749) CA/775C: FF End queue CA/775D: B5 Pause for 15 * 6 (90) units CA/775F: 30 Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete) CA/7761: 95 Move vehicle/entity right 6 tiles CA/7762: FF End queue CA/7763: 39 Free screen CA/7764: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CA/7766: D5 Set vehicle/entity's position to (45, 27) CA/7769: FF End queue CA/776A: D2 Set event bit $1E80($123) [$1EA4, bit 3] CA/776C: D7 Clear event bit $1E80($37F) [$1EEF, bit 7] CA/776E: D6 Set event bit $1E80($383) [$1EF0, bit 3] CA/7770: B2 Call subroutine $CAED53 CA/7774: FE Return CA/7775: 4B Display dialogue message $094B, wait for button press SIGFRIED: Pretty dangerous from here on. I'll go in first and clear out all the monsters. Wait here. CA/7778: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CA/777A: 88 Move vehicle/entity up 3 tiles CA/777B: D1 Make vehicle/entity disappear CA/777C: FF End queue CA/777D: D7 Clear event bit $1E80($398) [$1EF3, bit 0] CA/777F: D6 Set event bit $1E80($399) [$1EF3, bit 1] CA/7781: FE Return CA/7782: C0 If ($1E80($399) [$1EF3, bit 1] is clear), branch to $CA5EB3 (simply returns) CA/7788: 10 Begin action queue for character $10 (NPC $10), 23 bytes long CA/778A: CE Turn vehicle/entity down CA/778B: E0 Pause for 4 * 2 (8) frames CA/778D: 2D Do vehicle/entity graphical action $2D CA/778E: E0 Pause for 4 * 4 (16) frames CA/7790: CE Turn vehicle/entity down CA/7791: E0 Pause for 4 * 8 (32) frames CA/7793: 86 Move vehicle/entity down 2 tiles CA/7794: A1 Move vehicle/entity right/down 1x1 tiles CA/7795: 85 Move vehicle/entity right 2 tiles CA/7796: 8A Move vehicle/entity down 3 tiles CA/7797: 85 Move vehicle/entity right 2 tiles CA/7798: A1 Move vehicle/entity right/down 1x1 tiles CA/7799: 8A Move vehicle/entity down 3 tiles CA/779A: 8F Move vehicle/entity left 4 tiles CA/779B: 86 Move vehicle/entity down 2 tiles CA/779C: 9F Move vehicle/entity left 8 tiles CA/779D: 8F Move vehicle/entity left 4 tiles CA/779E: 82 Move vehicle/entity down 1 tile CA/779F: D1 Make vehicle/entity disappear CA/77A0: FF End queue CA/77A1: B5 Pause for 15 * 8 (120) units CA/77A3: 48 Display dialogue message $094C, continue executing commands (Show text only) On the hum, let's go!!!! CA/77A6: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/77A8: CE Turn vehicle/entity down CA/77A9: FF End queue CA/77AA: D7 Clear event bit $1E80($399) [$1EF3, bit 1] CA/77AC: FE Return CA/77AD: 4B Display dialogue message $00B3, wait for button press Welcome to South Figaro! CA/77B0: FE Return CA/77B1: 4B Display dialogue message $00B4, wait for button press You'll find lots of excellent weapons, armor and relics in our shops. CA/77B4: FE Return CA/77B5: 4B Display dialogue message $00B5, wait for button press Did you hear? Figaro Castle sank into the sand! You couldn't find it even if you knew where to look! CA/77B8: FE Return CA/77B9: 4B Display dialogue message $00B6, wait for button press Mt. Kolts is to the east. CA/77BC: FE Return CA/77BD: 4B Display dialogue message $00B7, wait for button press Beyond Mt. Kolts you'll find the Sabil mountain range. CA/77C0: FE Return CA/77C1: 4B Display dialogue message $00CE, wait for button press This town'll go down fighting! Even with their Magitek Armor, we'll make it tough on 'em! CA/77C4: FE Return CA/77C5: C0 If ($1E80($276) [$1ECE, bit 6] is set), branch to $CA77CF CA/77CB: 4B Display dialogue message $00CD, wait for button press I can't believe it! The Empire'll smash us! CA/77CE: FE Return CA/77CF: 4B Display dialogue message $0B7E, wait for button press There's nothing like being free! CA/77D2: FE Return CA/77D3: 4B Display dialogue message $00CA, wait for button press The house in the northern part of town belongs to our wealthiest citizen. CA/77D6: FE Return CA/77D7: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA77E1 CA/77DD: 4B Display dialogue message $00EA, wait for button press The ship isn't going anywhere. CA/77E0: FE Return CA/77E1: 4B Display dialogue message $032C, wait for button press Nikeah-bound ferry. ^ (Still need to shop.) ^ (Hop aboard?) CA/77E4: B6 Indexed branch based on prior dialogue selection [$CA5EB3, $CA931C] CA/77EB: FE Return CA/77EC: C1 If ($1E80($048) [$1E89, bit 0] is clear) or ($1E80($276) [$1ECE, bit 6] is set), branch to $CA5EB3 (simply returns) CA/77F4: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/77F6: C2 Set vehicle/entity's event speed to normal CA/77F7: 86 Move vehicle/entity down 2 tiles CA/77F8: CC Turn vehicle/entity up CA/77F9: FF End queue CA/77FA: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CA/77FC: 83 Move vehicle/entity left 1 tile CA/77FD: CE Turn vehicle/entity down CA/77FE: FF End queue CA/77FF: F0 Play song 43 (???, Crazy Old Man's House), (high bit clear), full volume CA/7801: 4B Display dialogue message $00EB, wait for button press Imperial troops are milling about. Gotta jam without being seen! CA/7804: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/7806: 89 Move vehicle/entity right 3 tiles CA/7807: FF End queue CA/7808: 94 Pause for 60 units CA/7809: 3D Create object $17 CA/780B: 41 Show object $17 CA/780D: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CA/780F: 87 Move vehicle/entity left 2 tiles CA/7810: FF End queue CA/7811: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/7813: 87 Move vehicle/entity left 2 tiles CA/7814: FF End queue CA/7815: 93 Pause for 45 units CA/7816: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CA/7818: 82 Move vehicle/entity down 1 tile CA/7819: FF End queue CA/781A: 92 Pause for 30 units CA/781B: 5A Fade screen at speed $04 CA/781D: 5C Pause execution until fade in or fade out is complete CA/781E: 42 Hide object $31 CA/7820: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/7822: 6B Load map $002F (South Figaro, outdoors (party being smuggled out of occupied town)) instantly, (upper bits $0400), place party at (50, 34), facing up CA/7828: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/782A: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/782C: 9C Move vehicle/entity up 8 tiles CA/782D: 87 Move vehicle/entity left 2 tiles CA/782E: FF End queue CA/782F: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CA/7831: 9C Move vehicle/entity up 8 tiles CA/7832: 80 Move vehicle/entity up 1 tile CA/7833: 83 Move vehicle/entity left 1 tile CA/7834: FF End queue CA/7835: 93 Pause for 45 units CA/7836: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/7838: 82 Move vehicle/entity down 1 tile CA/7839: FF End queue CA/783A: 92 Pause for 30 units CA/783B: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CA/783D: 82 Move vehicle/entity down 1 tile CA/783E: 83 Move vehicle/entity left 1 tile CA/783F: CC Turn vehicle/entity up CA/7840: FF End queue CA/7841: 92 Pause for 30 units CA/7842: 41 Show object $31 CA/7844: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/7846: CD Turn vehicle/entity right CA/7847: FF End queue CA/7848: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CA/784A: C2 Set vehicle/entity's event speed to normal CA/784B: DD Make vehicle/entity jump (high) CA/784C: 85 Move vehicle/entity right 2 tiles CA/784D: 09 Do vehicle/entity graphical action $09 (kneeling) CA/784E: E0 Pause for 4 * 8 (32) frames CA/7850: CF Turn vehicle/entity left CA/7851: FF End queue CA/7852: 4B Display dialogue message $00EC, wait for button press Use caution. CA/7855: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/7857: 8D Move vehicle/entity right 4 tiles CA/7858: FF End queue CA/7859: 6A Load map $0000 (World of Balance) after fade out, (upper bits $0400), place party at (85, 111), facing up, flags $00 CA/785F: FF End map script CA/7860: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7869 CA/7866: 9B Invoke shop $05 CA/7868: FE Return CA/7869: 9B Invoke shop $3C CA/786B: FE Return CA/786C: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7875 CA/7872: 9B Invoke shop $06 CA/7874: FE Return CA/7875: 9B Invoke shop $3D CA/7877: FE Return CA/7878: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7881 CA/787E: 9B Invoke shop $07 CA/7880: FE Return CA/7881: 9B Invoke shop $3E CA/7883: FE Return CA/7884: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA788D CA/788A: 9B Invoke shop $08 CA/788C: FE Return CA/788D: 9B Invoke shop $3F CA/788F: FE Return CA/7890: 4B Display dialogue message $00CC, wait for button press The Empire attacked Figaro Castle?! Now we'll all be drawn into the battle! CA/7893: FE Return CA/7894: 4B Display dialogue message $0B89, wait for button press 80 GP per night! Well? ^ Yes ^ No CA/7897: B6 Indexed branch based on prior dialogue selection [$CA789F, $CA5EB3] CA/789E: FE Return CA/789F: 85 Take 80 GP from party CA/78A2: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF CA/78A8: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/78AA: C3 Set vehicle/entity's event speed to fast CA/78AB: 8F Move vehicle/entity left 4 tiles CA/78AC: 84 Move vehicle/entity up 2 tiles CA/78AD: FF End queue CA/78AE: F4 Play sound effect 44 CA/78B0: 73 Replace current map's Layer 1 at (77, 15) with the following (2 x 1) chunk, refresh immediately CA/78B5: $04, $14 CA/78B7: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/78B9: 9C Move vehicle/entity up 8 tiles CA/78BA: 8D Move vehicle/entity right 4 tiles CA/78BB: FF End queue CA/78BC: B2 Call subroutine $CACD3C CA/78C0: 6B Load map $004C (South Figaro, inn and relic shop (always)) instantly, (upper bits $2400), place party at (81, 9), facing down CA/78C6: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/78C8: D5 Set vehicle/entity's position to (83, 7) CA/78CB: CE Turn vehicle/entity down CA/78CC: FF End queue CA/78CD: C9 If ($1E80($105) [$1EA0, bit 5] is set) and ($1E80($01E) [$1E83, bit 6] is clear), branch to $CA78D7 CA/78D5: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/78D7: B2 Call subroutine $CACF98 CA/78DB: FE Return CA/78DC: B2 Call subroutine $CACA8D CA/78E0: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/78E2: CE Turn vehicle/entity down CA/78E3: FF End queue CA/78E4: 4B Display dialogue message $00B8, wait for button press Equip relics to gain a variety of abilities! These double my walking speed! CA/78E7: 14 Begin action queue for character $14 (NPC $14), 10 bytes long (Wait until complete) CA/78E9: C7 Set vehicle/entity to stay still when moving CA/78EA: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/78EB: C3 Set vehicle/entity's event speed to fast CA/78EC: 83 Move vehicle/entity left 1 tile CA/78ED: C1 Set vehicle/entity's event speed to slow CA/78EE: 83 Move vehicle/entity left 1 tile CA/78EF: C6 Set vehicle/entity to walk when moving CA/78F0: C3 Set vehicle/entity's event speed to fast CA/78F1: 99 Move vehicle/entity right 7 tiles CA/78F2: FF End queue CA/78F3: F4 Play sound effect 96 CA/78F5: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/78F7: 14 Begin action queue for character $14 (NPC $14), 18 bytes long (Wait until complete) CA/78F9: 1F Do vehicle/entity graphical action $1F CA/78FA: C7 Set vehicle/entity to stay still when moving CA/78FB: DC Make vehicle/entity jump (low) CA/78FC: 87 Move vehicle/entity left 2 tiles CA/78FD: 28 Do vehicle/entity graphical action $28 CA/78FE: C6 Set vehicle/entity to walk when moving CA/78FF: E0 Pause for 4 * 12 (48) frames CA/7901: 81 Move vehicle/entity right 1 tile CA/7902: 8C Move vehicle/entity up 4 tiles CA/7903: 83 Move vehicle/entity left 1 tile CA/7904: A3 Move vehicle/entity left/up 1x1 tiles CA/7905: A3 Move vehicle/entity left/up 1x1 tiles CA/7906: 87 Move vehicle/entity left 2 tiles CA/7907: A3 Move vehicle/entity left/up 1x1 tiles CA/7908: A3 Move vehicle/entity left/up 1x1 tiles CA/7909: D1 Make vehicle/entity disappear CA/790A: FF End queue CA/790B: 94 Pause for 60 units CA/790C: D7 Clear event bit $1E80($358) [$1EEB, bit 0] CA/790E: B2 Call subroutine $CCD2F6 CA/7912: FE Return CA/7913: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/791B: 4B Display dialogue message $00B0, wait for button press An old clock… It's not ticking… CA/791E: C0 If ($1E80($10D) [$1EA1, bit 5] is set), branch to $CA5EB3 (simply returns) CA/7924: C0 If ($1E80($1D1) [$1EBA, bit 1] is clear), branch to $CA5EB3 (simply returns) CA/792A: 4B Display dialogue message $00AF, wait for button press ^(Wind the clock?) ^(Leave it.) CA/792D: B6 Indexed branch based on prior dialogue selection [$CA7935, $CA5EB3] CA/7934: FE Return CA/7935: F4 Play sound effect 187 CA/7937: B2 Call subroutine $CAECF8 CA/793B: D2 Set event bit $1E80($10D) [$1EA1, bit 5] CA/793D: FE Return CA/793E: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/7946: 4B Display dialogue message $00B1, wait for button press An old clock… It's ticking… CA/7949: FE Return CA/794A: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7965 CA/7950: 6A Load map $004B (South Figaro, outdoors (WoB)) after fade out, (upper bits $2400), place party at (33, 37), facing down CA/7956: B2 Call subroutine $CA797A CA/795A: 6A Load map $0056 (South Figaro, Duncan's house / old man's house / tunnel ends (always)) after fade out, (upper bits $0400), place party at (6, 36), facing up CA/7960: B2 Call subroutine $CA79D2 CA/7964: FE Return CA/7965: 6A Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (33, 37), facing down CA/796B: B2 Call subroutine $CA797A CA/796F: 6A Load map $0056 (South Figaro, Duncan's house / old man's house / tunnel ends (always)) after fade out, (upper bits $0400), place party at (6, 36), facing up CA/7975: B2 Call subroutine $CA79D2 CA/7979: FE Return CA/797A: 42 Hide object $31 CA/797C: 96 Restore screen from fade CA/797D: 31 Begin action queue for character $31 (Party Character 0), 14 bytes long (Wait until complete) CA/797F: C2 Set vehicle/entity's event speed to normal CA/7980: AB Move vehicle/entity left/up 1x2 tiles CA/7981: AB Move vehicle/entity left/up 1x2 tiles CA/7982: AB Move vehicle/entity left/up 1x2 tiles CA/7983: AB Move vehicle/entity left/up 1x2 tiles CA/7984: AB Move vehicle/entity left/up 1x2 tiles CA/7985: AB Move vehicle/entity left/up 1x2 tiles CA/7986: AB Move vehicle/entity left/up 1x2 tiles CA/7987: AB Move vehicle/entity left/up 1x2 tiles CA/7988: AB Move vehicle/entity left/up 1x2 tiles CA/7989: AB Move vehicle/entity left/up 1x2 tiles CA/798A: AB Move vehicle/entity left/up 1x2 tiles CA/798B: AB Move vehicle/entity left/up 1x2 tiles CA/798C: FF End queue CA/798D: FE Return CA/798E: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA79A9 CA/7994: 6A Load map $004B (South Figaro, outdoors (WoB)) after fade out, (upper bits $2400), place party at (22, 13), facing down CA/799A: B2 Call subroutine $CA79BE CA/799E: 6A Load map $0056 (South Figaro, Duncan's house / old man's house / tunnel ends (always)) after fade out, (upper bits $1400), place party at (4, 52), facing right CA/79A4: B2 Call subroutine $CA79D2 CA/79A8: FE Return CA/79A9: 6A Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (22, 13), facing down CA/79AF: B2 Call subroutine $CA79BE CA/79B3: 6A Load map $0056 (South Figaro, Duncan's house / old man's house / tunnel ends (always)) after fade out, (upper bits $1400), place party at (4, 52), facing right CA/79B9: B2 Call subroutine $CA79D2 CA/79BD: FE Return CA/79BE: 42 Hide object $31 CA/79C0: 96 Restore screen from fade CA/79C1: 31 Begin action queue for character $31 (Party Character 0), 14 bytes long (Wait until complete) CA/79C3: C2 Set vehicle/entity's event speed to normal CA/79C4: A7 Move vehicle/entity right/down 1x2 tiles CA/79C5: A7 Move vehicle/entity right/down 1x2 tiles CA/79C6: A7 Move vehicle/entity right/down 1x2 tiles CA/79C7: A7 Move vehicle/entity right/down 1x2 tiles CA/79C8: A7 Move vehicle/entity right/down 1x2 tiles CA/79C9: A7 Move vehicle/entity right/down 1x2 tiles CA/79CA: A7 Move vehicle/entity right/down 1x2 tiles CA/79CB: A7 Move vehicle/entity right/down 1x2 tiles CA/79CC: A7 Move vehicle/entity right/down 1x2 tiles CA/79CD: A7 Move vehicle/entity right/down 1x2 tiles CA/79CE: A7 Move vehicle/entity right/down 1x2 tiles CA/79CF: A7 Move vehicle/entity right/down 1x2 tiles CA/79D0: FF End queue CA/79D1: FE Return CA/79D2: 41 Show object $31 CA/79D4: 96 Restore screen from fade CA/79D5: 3A Enable player to move while event commands execute CA/79D6: FE Return CA/79D7: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA79F4 CA/79DD: C0 If ($1E80($276) [$1ECE, bit 6] is set), branch to $CA7D75 CA/79E3: C0 If ($1E80($105) [$1EA0, bit 5] is set), branch to $CA79F0 CA/79E9: 4B Display dialogue message $00CF, wait for button press Attack from the east. That way, ……?! Hey! Whaddaya think you're doin'? Barging in here while I'm trying to write a letter! Harumph! CA/79EC: 4B Display dialogue message $00D0, wait for button press Oh, uh, sorry… Even a millionaire can be… startled. CA/79EF: FE Return CA/79F0: 4B Display dialogue message $00D1, wait for button press Oh, what have I done?! I betrayed the town, and I didn't even need the money! CA/79F3: FE Return CA/79F4: 4B Display dialogue message $0934, wait for button press Just when we thought the Empire was gone…heeeeeres Kefka! CA/79F7: FE Return CA/79F8: 4B Display dialogue message $00D2, wait for button press Chung chung… Chung chung… Magitek Armor!!!! CA/79FB: FE Return CA/79FC: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7A10 CA/7A02: C0 If ($1E80($105) [$1EA0, bit 5] is set), branch to $CA7A0C CA/7A08: 4B Display dialogue message $00D3, wait for button press My Dad's VERY important! Why, not so long ago he even dined with General Leo… … Uh, I, uh, just made that up! CA/7A0B: FE Return CA/7A0C: 4B Display dialogue message $00D4, wait for button press Wind the clock! Wind the clock! Uh, that was just a jump-rope rhyme! CA/7A0F: FE Return CA/7A10: 4B Display dialogue message $0933, wait for button press Jump on the turtle. Oh, jump on the turtle… Oops…never mind. CA/7A13: FE Return CA/7A14: 4B Display dialogue message $00D7, wait for button press There's always a nasty draft in this room. Where's it coming from? CA/7A17: FE Return CA/7A18: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7A32 CA/7A1E: C0 If ($1E80($276) [$1ECE, bit 6] is set), branch to $CA7D75 CA/7A24: C0 If ($1E80($105) [$1EA0, bit 5] is set), branch to $CA7A2E CA/7A2A: 4B Display dialogue message $00D5, wait for button press Has war really begun? I'd better return home… CA/7A2D: FE Return CA/7A2E: 4B Display dialogue message $00D6, wait for button press The Imperial Troops have turned this house into their headquarters. CA/7A31: FE Return CA/7A32: 4B Display dialogue message $0932, wait for button press There's nothing left of my home town. CA/7A35: FE Return CA/7A36: 4B Display dialogue message $0B8E, wait for button press Chocobo ride for 80 GP. Hop aboard? ^ Yes ^ No CA/7A39: B6 Indexed branch based on prior dialogue selection [$CA7A41, $CA5EB3] CA/7A40: FE Return CA/7A41: C0 If ($1E80($134) [$1EA6, bit 4] is set), branch to $CA7A4B CA/7A47: B2 Call subroutine $CCD2E4 CA/7A4B: 85 Take 80 GP from party CA/7A4E: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF CA/7A54: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/7A56: A1 Move vehicle/entity right/down 1x1 tiles CA/7A57: 82 Move vehicle/entity down 1 tile CA/7A58: FF End queue CA/7A59: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7A6B CA/7A5F: 6A Load map $004B (South Figaro, outdoors (WoB)) after fade out, (upper bits $2400), place party at (9, 32), facing down CA/7A65: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA7A71 CA/7A6B: 6A Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (9, 32), facing down CA/7A71: 44 Place character $31 (Party Character 0) on vehicle $20 (Chocobo) (Character is shown) CA/7A74: 96 Restore screen from fade CA/7A75: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete) CA/7A77: C3 Set vehicle/entity's event speed to fast CA/7A78: 8A Move vehicle/entity down 3 tiles CA/7A79: A2 Move vehicle/entity left/down 1x1 tiles CA/7A7A: 87 Move vehicle/entity left 2 tiles CA/7A7B: A3 Move vehicle/entity left/up 1x1 tiles CA/7A7C: A3 Move vehicle/entity left/up 1x1 tiles CA/7A7D: 90 Move vehicle/entity up 5 tiles CA/7A7E: 93 Move vehicle/entity left 5 tiles CA/7A7F: FF End queue CA/7A80: 97 Fade screen to black CA/7A81: 5C Pause execution until fade in or fade out is complete CA/7A82: 44 Place character $31 (Party Character 0) on vehicle $00 (No vehicle) (Character is not shown) CA/7A85: 3A Enable player to move while event commands execute CA/7A86: 6B Load map $01FF (world map) instantly, (upper bits $2400), place party at (0, 0), facing down, party is in overworld chocobo mode CA/7A8C: FF End vehicle script CA/7A8D: F4 Play sound effect 217 CA/7A8F: FE Return CA/7A90: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7B2C CA/7A96: C0 If ($1E80($276) [$1ECE, bit 6] is set), branch to $CA7B30 CA/7A9C: C0 If ($1E80($105) [$1EA0, bit 5] is set), branch to $CA7B28 CA/7AA2: C0 If ($1E80($04C) [$1E89, bit 4] is set), branch to $CA7B24 CA/7AA8: DE Load CaseWord with the characters in the currently active party? CA/7AA9: C1 If ($1E80($010) [$1E82, bit 0] is clear) or ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CA7B20 CA/7AB1: B2 Call subroutine $CACAD9 CA/7AB5: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/7AB7: CF Turn vehicle/entity left CA/7AB8: FF End queue CA/7AB9: B2 Call subroutine $CAC6AC CA/7ABD: 3C Set up the party as follows: $05 (Actor in stot 5), $FF (), $FF (), $FF () CA/7AC2: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete) CA/7AC4: CD Turn vehicle/entity right CA/7AC5: C2 Set vehicle/entity's event speed to normal CA/7AC6: FF End queue CA/7AC7: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CA/7AC9: C2 Set vehicle/entity's event speed to normal CA/7ACA: A2 Move vehicle/entity left/down 1x1 tiles CA/7ACB: CD Turn vehicle/entity right CA/7ACC: FF End queue CA/7ACD: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CA/7ACF: C2 Set vehicle/entity's event speed to normal CA/7AD0: 83 Move vehicle/entity left 1 tile CA/7AD1: CD Turn vehicle/entity right CA/7AD2: FF End queue CA/7AD3: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CA/7AD5: C2 Set vehicle/entity's event speed to normal CA/7AD6: 82 Move vehicle/entity down 1 tile CA/7AD7: CD Turn vehicle/entity right CA/7AD8: FF End queue CA/7AD9: 94 Pause for 60 units CA/7ADA: 4B Display dialogue message $00BA, wait for button press SABIN, where's Vargas? Where's my husband? CA/7ADD: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/7ADF: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/7AE0: FF End queue CA/7AE1: 92 Pause for 30 units CA/7AE2: 4B Display dialogue message $00BB, wait for button press SABIN: Master was… Vargas… CA/7AE5: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CA/7AE7: CE Turn vehicle/entity down CA/7AE8: E0 Pause for 4 * 4 (16) frames CA/7AEA: FF End queue CA/7AEB: 4B Display dialogue message $00BC, wait for button press DUNCAN'S WIFE: I'll never understand Vargas… Fortunately, my husband taught his most secret techniques to you. CA/7AEE: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/7AF0: CD Turn vehicle/entity right CA/7AF1: FF End queue CA/7AF2: 4B Display dialogue message $00BD, wait for button press SABIN: For 10 years you've treated me like a son. I am eternally grateful! CA/7AF5: 05 Begin action queue for character $05 (Actor in stot 5), 9 bytes long (Wait until complete) CA/7AF7: E0 Pause for 4 * 2 (8) frames CA/7AF9: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/7AFA: E0 Pause for 4 * 1 (4) frames CA/7AFC: CD Turn vehicle/entity right CA/7AFD: E0 Pause for 4 * 4 (16) frames CA/7AFF: FF End queue CA/7B00: 78 Enable ability to pass through other objects for object $32 (Party Character 1) CA/7B02: 78 Enable ability to pass through other objects for object $33 (Party Character 2) CA/7B04: 78 Enable ability to pass through other objects for object $34 (Party Character 3) CA/7B06: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/7B08: 81 Move vehicle/entity right 1 tile CA/7B09: FF End queue CA/7B0A: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CA/7B0C: 80 Move vehicle/entity up 1 tile CA/7B0D: FF End queue CA/7B0E: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/7B10: A0 Move vehicle/entity right/up 1x1 tiles CA/7B11: FF End queue CA/7B12: 94 Pause for 60 units CA/7B13: 36 Disable ability to pass through other objects for object $32 (Party Character 1) CA/7B15: 36 Disable ability to pass through other objects for object $33 (Party Character 2) CA/7B17: 36 Disable ability to pass through other objects for object $34 (Party Character 3) CA/7B19: B2 Call subroutine $CACB95 CA/7B1D: D0 Set event bit $1E80($04C) [$1E89, bit 4] CA/7B1F: FE Return CA/7B20: 4B Display dialogue message $00B9, wait for button press My husband, Duncan, is a world-famous martial artist! He's taking his disciples to Mt. Kolts for meditation and training. CA/7B23: FE Return CA/7B24: 4B Display dialogue message $00BD, wait for button press SABIN: For 10 years you've treated me like a son. I am eternally grateful! CA/7B27: FE Return CA/7B28: 4B Display dialogue message $0B77, wait for button press DUNCAN'S WIFE: I'm sure there's a hidden passage under the rich man's house. Find the room that's drafty. CA/7B2B: FE Return CA/7B2C: 4B Display dialogue message $0936, wait for button press DUNCAN'S WIFE: No, dear! Duncan's still alive and well! He's meditating just north of Narshe. CA/7B2F: FE Return CA/7B30: 4B Display dialogue message $0B7C, wait for button press Peace has been restored, but my husband never returned. CA/7B33: FE Return CA/7B34: C2 If ($1E80($01A) [$1E83, bit 2] is clear) or ($1E80($01E) [$1E83, bit 6] is set) or ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CA/7B3E: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/7B40: F0 Play song 0 (Silence), (high bit clear), full volume CA/7B42: EF Play song 57 (Wind), (high bit clear) volume 0.000000% CA/7B45: FE Return CA/7B46: C2 If ($1E80($01A) [$1E83, bit 2] is clear) or ($1E80($01E) [$1E83, bit 6] is set) or ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CA/7B50: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/7B52: F0 Play song 29 (Under Martial Law), (high bit clear), full volume CA/7B54: FE Return CA/7B55: C2 If ($1E80($01A) [$1E83, bit 2] is clear) or ($1E80($01E) [$1E83, bit 6] is set) or ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CA/7B5F: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CA/7B61: F6 Subcommand $81: Change volume of currently playing song to $1A, transition time 64 CA/7B65: FE Return CA/7B66: C2 If ($1E80($01A) [$1E83, bit 2] is clear) or ($1E80($01E) [$1E83, bit 6] is set) or ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CA/7B70: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CA/7B72: F6 Subcommand $81: Change volume of currently playing song to $30, transition time 64 CA/7B76: FE Return CA/7B77: C2 If ($1E80($01A) [$1E83, bit 2] is clear) or ($1E80($01E) [$1E83, bit 6] is set) or ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CA/7B81: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CA/7B83: F6 Subcommand $81: Change volume of currently playing song to $60, transition time 64 CA/7B87: FE Return CA/7B88: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7BC1 CA/7B8E: C0 If ($1E80($276) [$1ECE, bit 6] is set), branch to $CA7BC5 CA/7B94: C0 If ($1E80($1D0) [$1EBA, bit 0] is set), branch to $CA7BAE CA/7B9A: C0 If ($1E80($104) [$1EA0, bit 4] is set), branch to $CA7BAA CA/7BA0: C0 If ($1E80($103) [$1EA0, bit 3] is set), branch to $CA7BBD CA/7BA6: 4B Display dialogue message $00D8, wait for button press I don't like strangers. Bring me some cider, and maybe I'll talk to you. CA/7BA9: FE Return CA/7BAA: 4B Display dialogue message $00D9, wait for button press What?! No cider?! CA/7BAD: FE Return CA/7BAE: C0 If ($1E80($107) [$1EA0, bit 7] is set), branch to $CA7BB7 CA/7BB4: 4B Display dialogue message $00DB, wait for button press Ah! Cider! Glug, glug, … Huh? Secret passage? Well, there is one that leads to the rich man's house. CA/7BB7: 4B Display dialogue message $00DC, wait for button press Go downstairs and give my grandson the password. It's…uh, umm… I forget! CA/7BBA: D2 Set event bit $1E80($107) [$1EA0, bit 7] CA/7BBC: FE Return CA/7BBD: 4B Display dialogue message $00DA, wait for button press Hurumph…DOG! CA/7BC0: FE Return CA/7BC1: 4B Display dialogue message $0935, wait for button press I'm so relieved to know my grandchild's alive! CA/7BC4: FE Return CA/7BC5: 4B Display dialogue message $0B7F, wait for button press Now I can relax and drink my cider. CA/7BC8: FE Return CA/7BC9: 4B Display dialogue message $00DD, wait for button press My grandfather was a servant for the richest man in town. CA/7BCC: FE Return CA/7BCD: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA79F4 CA/7BD3: C0 If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CA7C36 CA/7BD9: C0 If ($1E80($107) [$1EA0, bit 7] is set), branch to $CA7C03 CA/7BDF: 4B Display dialogue message $00DD, wait for button press My grandfather was a servant for the richest man in town. CA/7BE2: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CA/7BE8: C0 If ($1E80($105) [$1EA0, bit 5] is clear), branch to $CA5EB3 (simply returns) CA/7BEE: C0 If ($1E80($104) [$1EA0, bit 4] is set), branch to $CA7BF8 CA/7BF4: 4B Display dialogue message $00DE, wait for button press Only people dressed as merchants may pass through. CA/7BF7: FE Return CA/7BF8: 4B Display dialogue message $00DF, wait for button press Merchant, right? You may proceed. CA/7BFB: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/7BFD: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CA/7BFF: 82 Move vehicle/entity down 1 tile CA/7C00: CC Turn vehicle/entity up CA/7C01: FF End queue CA/7C02: FE Return CA/7C03: 4B Display dialogue message $00E0, wait for button press The password is… ^“Rose bud” ^“Courage” ^“Failure” CA/7C06: B6 Indexed branch based on prior dialogue selection [$CA7C28, $CA7C11, $CA7C28] CA/7C10: FE Return CA/7C11: 4B Display dialogue message $00E2, wait for button press Secret entrance. CA/7C14: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CA/7C16: A8 Move vehicle/entity left/down 1x2 tiles CA/7C17: A2 Move vehicle/entity left/down 1x1 tiles CA/7C18: CE Turn vehicle/entity down CA/7C19: FF End queue CA/7C1A: 92 Pause for 30 units CA/7C1B: F4 Play sound effect 187 CA/7C1D: B2 Call subroutine $CAED21 CA/7C21: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/7C23: A0 Move vehicle/entity right/up 1x1 tiles CA/7C24: FF End queue CA/7C25: D2 Set event bit $1E80($1F1) [$1EBE, bit 1] CA/7C27: FE Return CA/7C28: 4B Display dialogue message $00E1, wait for button press You're an Imperial spy! Can't fool me! CA/7C2B: 97 Fade screen to black CA/7C2C: 5C Pause execution until fade in or fade out is complete CA/7C2D: F4 Play sound effect 61 CA/7C2F: B5 Pause for 15 * 16 (240) units CA/7C31: B2 Call subroutine $CA85BA CA/7C35: FE Return CA/7C36: 4B Display dialogue message $00E3, wait for button press Good luck! CA/7C39: FE Return CA/7C3A: 4B Display dialogue message $00BE, wait for button press …. CA/7C3D: C0 If ($1E80($00B) [$1E81, bit 3] is set), branch to $CA5EB3 (simply returns) CA/7C43: B2 Call subroutine $CAC6AC CA/7C47: 3C Set up the party as follows: $04 (Actor in stot 4), $01 (Actor in stot 1), $00 (Actor in stot 0), $FF () CA/7C4C: 78 Enable ability to pass through other objects for object $01 (LOCKE ) CA/7C4E: 78 Enable ability to pass through other objects for object $04 (EDGAR ) CA/7C50: 78 Enable ability to pass through other objects for object $00 (TERRA ) CA/7C52: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CA/7C54: CD Turn vehicle/entity right CA/7C55: FF End queue CA/7C56: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CA/7C58: C2 Set vehicle/entity's event speed to normal CA/7C59: 86 Move vehicle/entity down 2 tiles CA/7C5A: CD Turn vehicle/entity right CA/7C5B: FF End queue CA/7C5C: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CA/7C5E: C2 Set vehicle/entity's event speed to normal CA/7C5F: E0 Pause for 4 * 4 (16) frames CA/7C61: 82 Move vehicle/entity down 1 tile CA/7C62: CD Turn vehicle/entity right CA/7C63: FF End queue CA/7C64: 4B Display dialogue message $00BF, wait for button press LOCKE: At the very least you could give me a response… CA/7C67: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CA/7C69: C2 Set vehicle/entity's event speed to normal CA/7C6A: C7 Set vehicle/entity to stay still when moving CA/7C6B: 83 Move vehicle/entity left 1 tile CA/7C6C: FF End queue CA/7C6D: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/7C6F: 80 Move vehicle/entity up 1 tile CA/7C70: CF Turn vehicle/entity left CA/7C71: FF End queue CA/7C72: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long CA/7C74: 87 Move vehicle/entity left 2 tiles CA/7C75: C6 Set vehicle/entity to walk when moving CA/7C76: FF End queue CA/7C77: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/7C79: 87 Move vehicle/entity left 2 tiles CA/7C7A: FF End queue CA/7C7B: 4B Display dialogue message $00C0, wait for button press EDGAR: Stand back! He seems vaguely familiar… Wait a minute…! CA/7C7E: 91 Pause for 15 units CA/7C7F: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/7C81: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/7C82: FF End queue CA/7C83: 38 Hold screen CA/7C84: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/7C86: C1 Set vehicle/entity's event speed to slow CA/7C87: 89 Move vehicle/entity right 3 tiles CA/7C88: FF End queue CA/7C89: 94 Pause for 60 units CA/7C8A: 42 Hide object $04 CA/7C8C: 42 Hide object $01 CA/7C8E: 42 Hide object $00 CA/7C90: 42 Hide object $14 CA/7C92: 45 Refresh objects CA/7C93: B0 Execute the following commands until $B1 31 times CA/7C95: 50 Tint screen (cumulative) with color $9F CA/7C97: 53 Modify object color range from [00, 3F]: Do unknown operation (Black) at intensity 3 CA/7C9B: B1 End block of repeating commands CA/7C9C: 92 Pause for 30 units CA/7C9D: 4B Display dialogue message $00C1, wait for button press (Show text only) (At bottom of screen) He owes allegiance to no one, and will do anything for money. He comes and goes like the wind… CA/7CA0: 92 Pause for 30 units CA/7CA1: 40 Assign properties $03 to character $03 (Actor in stot 3) CA/7CA4: 7F Change character $03's name to $03 (SHADOW) CA/7CA7: 37 Assign graphics $03 to object $03 (Actor in stot 3) CA/7CAA: 43 Assign palette $04 to character $03 (Actor in stot 3) CA/7CAD: 98 Invoke name change screen for character $03 (Actor in stot 3) CA/7CAF: D0 Set event bit $1E80($00B) [$1E81, bit 3] CA/7CB1: 50 Tint screen (cumulative) with color $BC CA/7CB3: 53 Modify object color range from [00, 3F]: Subtract (Black) at intensity 0 CA/7CB7: 96 Restore screen from fade CA/7CB8: 94 Pause for 60 units CA/7CB9: B0 Execute the following commands until $B1 31 times CA/7CBB: 50 Tint screen (cumulative) with color $DF CA/7CBD: 52 Tint characters (cumulative) with color $DF CA/7CBF: B1 End block of repeating commands CA/7CC0: 41 Show object $04 CA/7CC2: 41 Show object $01 CA/7CC4: 41 Show object $00 CA/7CC6: 41 Show object $14 CA/7CC8: 45 Refresh objects CA/7CC9: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/7CCB: CF Turn vehicle/entity left CA/7CCC: FF End queue CA/7CCD: 4B Display dialogue message $00C2, wait for button press EDGAR: That's SHADOW…! He'd slit his mama's throat for a nickel! CA/7CD0: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CA/7CD2: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/7CD3: E0 Pause for 4 * 1 (4) frames CA/7CD5: CD Turn vehicle/entity right CA/7CD6: FF End queue CA/7CD7: 4B Display dialogue message $00C3, wait for button press LOCKE: Better steer clear of him, I guess. CA/7CDA: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/7CDC: 83 Move vehicle/entity left 1 tile CA/7CDD: FF End queue CA/7CDE: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/7CE0: 85 Move vehicle/entity right 2 tiles CA/7CE1: FF End queue CA/7CE2: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/7CE4: 85 Move vehicle/entity right 2 tiles CA/7CE5: FF End queue CA/7CE6: 93 Pause for 45 units CA/7CE7: 35 Pause execution until action queue for object $30 (Camera) is complete CA/7CE9: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CA/7CEB: 81 Move vehicle/entity right 1 tile CA/7CEC: FF End queue CA/7CED: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/7CEF: 84 Move vehicle/entity up 2 tiles CA/7CF0: FF End queue CA/7CF1: 36 Disable ability to pass through other objects for object $01 (Actor in stot 1) CA/7CF3: 36 Disable ability to pass through other objects for object $04 (Actor in stot 4) CA/7CF5: 36 Disable ability to pass through other objects for object $00 (Actor in stot 0) CA/7CF7: 39 Free screen CA/7CF8: B2 Call subroutine $CACB95 CA/7CFC: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/7CFE: CD Turn vehicle/entity right CA/7CFF: FF End queue CA/7D00: FE Return CA/7D01: C0 If ($1E80($00B) [$1E81, bit 3] is clear), branch to $CA5EB3 (simply returns) CA/7D07: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/7D09: CE Turn vehicle/entity down CA/7D0A: FF End queue CA/7D0B: 4B Display dialogue message $00C4, wait for button press (At bottom of screen) SHADOW: Leave us. The dog eats strangers… CA/7D0E: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/7D10: CD Turn vehicle/entity right CA/7D11: FF End queue CA/7D12: FE Return CA/7D13: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/7D19: 4B Display dialogue message $092F, wait for button press That sweet little girl stopped coming around right after the world ended… CA/7D1C: FE Return CA/7D1D: C0 If ($1E80($305) [$1EE0, bit 5] is clear), branch to $CA7D27 CA/7D23: 4B Display dialogue message $00C5, wait for button press The guy at the counter… He's kinda creepy… CA/7D26: FE Return CA/7D27: 4B Display dialogue message $00C6, wait for button press That guy at the counter…HEY! Where'd he go? CA/7D2A: FE Return CA/7D2B: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7D45 CA/7D31: C0 If ($1E80($276) [$1ECE, bit 6] is set), branch to $CA7D49 CA/7D37: C0 If ($1E80($010) [$1E82, bit 0] is set), branch to $CA7D41 CA/7D3D: 4B Display dialogue message $00C7, wait for button press Duncan's students have no peers! CA/7D40: FE Return CA/7D41: 4B Display dialogue message $00C8, wait for button press I'm so sorry to hear about Duncan. CA/7D44: FE Return CA/7D45: 4B Display dialogue message $092D, wait for button press Figaro Castle disappeared the day the world became… unzipped… CA/7D48: FE Return CA/7D49: 4B Display dialogue message $0B7E, wait for button press There's nothing like being free! CA/7D4C: FE Return CA/7D4D: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7D5D CA/7D53: C0 If ($1E80($276) [$1ECE, bit 6] is set), branch to $CA7D61 CA/7D59: 4B Display dialogue message $00C9, wait for button press Duncan made his son, Vargas, practice a strict martial arts lifestyle. Vargas resented it. CA/7D5C: FE Return CA/7D5D: 4B Display dialogue message $092E, wait for button press Figaro Castle had an accident under the desert. Don't know what happened to its people… CA/7D60: FE Return CA/7D61: 4B Display dialogue message $0B7D, wait for button press You say peace is really here to stay? CA/7D64: FE Return CA/7D65: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7D79 CA/7D6B: C0 If ($1E80($276) [$1ECE, bit 6] is set), branch to $CA7D75 CA/7D71: 4B Display dialogue message $00CB, wait for button press The Empire's been invading one town after the next. We're not safe here! CA/7D74: FE Return CA/7D75: 4B Display dialogue message $0930, wait for button press I'm so relieved the Empire's finally outta here! CA/7D78: FE Return CA/7D79: 4B Display dialogue message $0931, wait for button press Now all these thieves are demanding all our time. Phew…I'm exhausted. CA/7D7C: FE Return CA/7D7D: C0 If ($1E80($105) [$1EA0, bit 5] is set), branch to $CA7DB8 CA/7D83: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CA/7D89: 4B Display dialogue message $00E4, wait for button press Outta the way! I gotta get this cider over to the old man! That's my job! Now scram! CA/7D8C: C0 If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CA7D97 CA/7D92: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/7D94: 80 Move vehicle/entity up 1 tile CA/7D95: CE Turn vehicle/entity down CA/7D96: FF End queue CA/7D97: 16 Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete) CA/7D99: 8F Move vehicle/entity left 4 tiles CA/7D9A: 1C Do vehicle/entity graphical action $1C CA/7D9B: FF End queue CA/7D9C: 92 Pause for 30 units CA/7D9D: 73 Replace current map's Layer 1 at (71, 100) with the following (2 x 1) chunk, refresh immediately CA/7DA2: $BA, $F7 CA/7DA4: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/7DA6: 94 Pause for 60 units CA/7DA7: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CA/7DA9: 83 Move vehicle/entity left 1 tile CA/7DAA: 96 Move vehicle/entity down 6 tiles CA/7DAB: 85 Move vehicle/entity right 2 tiles CA/7DAC: A0 Move vehicle/entity right/up 1x1 tiles CA/7DAD: A0 Move vehicle/entity right/up 1x1 tiles CA/7DAE: A0 Move vehicle/entity right/up 1x1 tiles CA/7DAF: D1 Make vehicle/entity disappear CA/7DB0: FF End queue CA/7DB1: D2 Set event bit $1E80($101) [$1EA0, bit 1] CA/7DB3: D7 Clear event bit $1E80($307) [$1EE0, bit 7] CA/7DB5: D6 Set event bit $1E80($30A) [$1EE1, bit 2] CA/7DB7: FE Return CA/7DB8: B2 Call subroutine $CACAD9 CA/7DBC: 4B Display dialogue message $00E7, wait for button press Hey you! Come to steal my cider? CA/7DBF: 4B Display dialogue message $00E8, wait for button press You thief! CA/7DC2: 4D Invoke battle, enemy set $0A, background $2B (Light Building), (mosaic effect enabled), (swoosh sound enabled) CA/7DC5: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CA7DCF CA/7DCA: B2 Call subroutine $CA85BA CA/7DCE: FE Return CA/7DCF: B7 If bit $1DC9($4C) [$1DD2, bit 4] is clear, branch to $CA7DDE CA/7DD4: 37 Assign graphics $13 to object $01 (Actor in stot 1) CA/7DD7: 43 Assign palette $01 to character $01 (Actor in stot 1) CA/7DDA: D3 Clear event bit $1E80($103) [$1EA0, bit 3] CA/7DDC: D2 Set event bit $1E80($104) [$1EA0, bit 4] CA/7DDE: 42 Hide object $16 CA/7DE0: 96 Restore screen from fade CA/7DE1: 31 Begin action queue for character $31 (Party Character 0), 15 bytes long (Wait until complete) CA/7DE3: 8B Move vehicle/entity left 3 tiles CA/7DE4: CC Turn vehicle/entity up CA/7DE5: E0 Pause for 4 * 2 (8) frames CA/7DE7: 1B Do vehicle/entity graphical action $1B CA/7DE8: E0 Pause for 4 * 2 (8) frames CA/7DEA: 1C Do vehicle/entity graphical action $1C CA/7DEB: E0 Pause for 4 * 2 (8) frames CA/7DED: 1B Do vehicle/entity graphical action $1B CA/7DEE: E0 Pause for 4 * 2 (8) frames CA/7DF0: 1C Do vehicle/entity graphical action $1C CA/7DF1: FF End queue CA/7DF2: 73 Replace current map's Layer 1 at (71, 100) with the following (2 x 1) chunk, refresh immediately CA/7DF7: $BA, $F7 CA/7DF9: 93 Pause for 45 units CA/7DFA: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/7DFC: CE Turn vehicle/entity down CA/7DFD: FF End queue CA/7DFE: 4B Display dialogue message $00E9, wait for button press Took the old man's cider! CA/7E01: D7 Clear event bit $1E80($307) [$1EE0, bit 7] CA/7E03: D2 Set event bit $1E80($1D0) [$1EBA, bit 0] CA/7E05: FE Return CA/7E06: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CA/7E0C: 4B Display dialogue message $00E5, wait for button press I'm off work. Get lost! CA/7E0F: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/7E11: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/7E13: 84 Move vehicle/entity up 2 tiles CA/7E14: 83 Move vehicle/entity left 1 tile CA/7E15: CD Turn vehicle/entity right CA/7E16: FF End queue CA/7E17: D2 Set event bit $1E80($102) [$1EA0, bit 2] CA/7E19: D6 Set event bit $1E80($307) [$1EE0, bit 7] CA/7E1B: D7 Clear event bit $1E80($30A) [$1EE1, bit 2] CA/7E1D: 13 Begin action queue for character $13 (NPC $13), 8 bytes long CA/7E1F: 94 Move vehicle/entity up 6 tiles CA/7E20: 85 Move vehicle/entity right 2 tiles CA/7E21: 84 Move vehicle/entity up 2 tiles CA/7E22: 95 Move vehicle/entity right 6 tiles CA/7E23: 9E Move vehicle/entity down 8 tiles CA/7E24: 9A Move vehicle/entity down 7 tiles CA/7E25: D1 Make vehicle/entity disappear CA/7E26: FF End queue CA/7E27: FE Return CA/7E28: 4B Display dialogue message $00E6, wait for button press Are kids allowed in here? ……What do you think? Oh, all right… CA/7E2B: FE Return CA/7E2C: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA85E2 CA/7E32: C0 If ($1E80($103) [$1EA0, bit 3] is clear), branch to $CA7E50 CA/7E38: 4B Display dialogue message $0B71, wait for button press Back to your post. CA/7E3B: FE Return CA/7E3C: C0 If ($1E80($103) [$1EA0, bit 3] is clear), branch to $CA7E50 CA/7E42: 4B Display dialogue message $0B75, wait for button press A detached force is making its way toward Narshe. We'll link up with them soon. CA/7E45: FE Return CA/7E46: C0 If ($1E80($103) [$1EA0, bit 3] is clear), branch to $CA7E50 CA/7E4C: 4B Display dialogue message $0B76, wait for button press That clown, Kefka, is on the verge of invading Narshe. CA/7E4F: FE Return CA/7E50: C0 If ($1E80($104) [$1EA0, bit 4] is clear), branch to $CA7E5A CA/7E56: 4B Display dialogue message $0B73, wait for button press I'm not buying anything! CA/7E59: FE Return CA/7E5A: 4B Display dialogue message $0B70, wait for button press Scram, you blockhead. CA/7E5D: FE Return CA/7E5E: C0 If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CA5EB3 (simply returns) CA/7E64: C0 If ($1E80($103) [$1EA0, bit 3] is clear), branch to $CA7E50 CA/7E6A: 4B Display dialogue message $0B72, wait for button press Time's up? Good! I'll take a break! CA/7E6D: D2 Set event bit $1E80($1F1) [$1EBE, bit 1] CA/7E6F: 23 Begin action queue for character $23 (NPC $23), 7 bytes long CA/7E71: 8E Move vehicle/entity down 4 tiles CA/7E72: 89 Move vehicle/entity right 3 tiles CA/7E73: 9E Move vehicle/entity down 8 tiles CA/7E74: 8B Move vehicle/entity left 3 tiles CA/7E75: 80 Move vehicle/entity up 1 tile CA/7E76: D1 Make vehicle/entity disappear CA/7E77: FF End queue CA/7E78: D7 Clear event bit $1E80($31B) [$1EE3, bit 3] CA/7E7A: FE Return CA/7E7B: C0 If ($1E80($103) [$1EA0, bit 3] is clear), branch to $CA7E85 CA/7E81: 4B Display dialogue message $0B71, wait for button press Back to your post. CA/7E84: FE Return CA/7E85: B2 Call subroutine $CA7EB9 CA/7E89: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CA7E93 CA/7E8E: B2 Call subroutine $CA85BA CA/7E92: FE Return CA/7E93: 42 Hide object $25 CA/7E95: B2 Call subroutine $CA7EC0 CA/7E99: FE Return CA/7E9A: C0 If ($1E80($103) [$1EA0, bit 3] is clear), branch to $CA7EA4 CA/7EA0: 4B Display dialogue message $0B71, wait for button press Back to your post. CA/7EA3: FE Return CA/7EA4: B2 Call subroutine $CA7EB9 CA/7EA8: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CA7EB2 CA/7EAD: B2 Call subroutine $CA85BA CA/7EB1: FE Return CA/7EB2: 42 Hide object $26 CA/7EB4: B2 Call subroutine $CA7EC0 CA/7EB8: FE Return CA/7EB9: 4B Display dialogue message $0B70, wait for button press Scram, you blockhead. CA/7EBC: 4D Invoke battle, enemy set $09, background $13 (Bright Town), (mosaic effect enabled), (swoosh sound enabled) CA/7EBF: FE Return CA/7EC0: B7 If bit $1DC9($4D) [$1DD2, bit 5] is clear, branch to $CA7ECF CA/7EC5: 37 Assign graphics $0E to object $01 (Actor in stot 1) CA/7EC8: 43 Assign palette $00 to character $01 (Actor in stot 1) CA/7ECB: D2 Set event bit $1E80($103) [$1EA0, bit 3] CA/7ECD: D3 Clear event bit $1E80($104) [$1EA0, bit 4] CA/7ECF: 96 Restore screen from fade CA/7ED0: FE Return CA/7ED1: C0 If ($1E80($103) [$1EA0, bit 3] is clear), branch to $CA7E50 CA/7ED7: 4B Display dialogue message $0197, wait for button press I heard they grabbed a famous general who turned traitor! She's locked up somewhere in this town. CA/7EDA: FE Return CA/7EDB: C0 If ($1E80($103) [$1EA0, bit 3] is clear), branch to $CA7E50 CA/7EE1: 4B Display dialogue message $0198, wait for button press Never a dull moment… Time to guard the passage under the big mansion… Oh, well. Life is tough… CA/7EE4: FE Return CA/7EE5: C0 If ($1E80($103) [$1EA0, bit 3] is clear), branch to $CA7E50 CA/7EEB: 4B Display dialogue message $0199, wait for button press I heard there are 2 secret tunnels under the rich man's house. One leads out of town, the other to one of these houses… CA/7EEE: FE Return CA/7EEF: C0 If ($1E80($103) [$1EA0, bit 3] is set), branch to $CA7F0D CA/7EF5: 4B Display dialogue message $0178, wait for button press Imperial soldiers are pigs! Green Suits live to brawl… CA/7EF8: FE Return CA/7EF9: C0 If ($1E80($103) [$1EA0, bit 3] is set), branch to $CA7F0D CA/7EFF: 4B Display dialogue message $019D, wait for button press Lower ranking soldiers like to brawl. Try humiliating them by stealing their clothes! CA/7F02: FE Return CA/7F03: C0 If ($1E80($103) [$1EA0, bit 3] is set), branch to $CA7F0D CA/7F09: 4B Display dialogue message $019F, wait for button press Avoid the armored soldiers! They have no sense of humor! CA/7F0C: FE Return CA/7F0D: 4B Display dialogue message $019E, wait for button press Uh huh! CA/7F10: FE Return CA/7F11: 4B Display dialogue message $019A, wait for button press Thanks to our informer, this town fell instantly! CA/7F14: FE Return CA/7F15: 4B Display dialogue message $019B, wait for button press Rascals! Knock it off! CA/7F18: FE Return CA/7F19: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA7F74 CA/7F1F: 4B Display dialogue message $00AD, wait for button press Zzz…zzz… CA/7F22: C1 If ($1E80($01D) [$1E83, bit 5] is clear) or ($1E80($1D1) [$1EBA, bit 1] is set), branch to $CA5EB3 (simply returns) CA/7F2A: B2 Call subroutine $CACAD9 CA/7F2E: 4B Display dialogue message $00AE, wait for button press There's a clock key in his pocket… ^(Take it.) ^(Stealing is wrong.) CA/7F31: B6 Indexed branch based on prior dialogue selection [$CA7F39, $CA5EB3] CA/7F38: FE Return CA/7F39: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/7F3B: 5A Do vehicle/entity graphical action $1A, flipped horizontally CA/7F3C: FF End queue CA/7F3D: 4B Display dialogue message $00B2, wait for button press Took the Clock Key! CA/7F40: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/7F42: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/7F44: 11 Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete) CA/7F46: C7 Set vehicle/entity to stay still when moving CA/7F47: C2 Set vehicle/entity's event speed to normal CA/7F48: 0E Do vehicle/entity graphical action $0E CA/7F49: DC Make vehicle/entity jump (low) CA/7F4A: 83 Move vehicle/entity left 1 tile CA/7F4B: FF End queue CA/7F4C: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete) CA/7F4E: C7 Set vehicle/entity to stay still when moving CA/7F4F: C3 Set vehicle/entity's event speed to fast CA/7F50: 1F Do vehicle/entity graphical action $1F CA/7F51: 87 Move vehicle/entity left 2 tiles CA/7F52: C6 Set vehicle/entity to walk when moving CA/7F53: E0 Pause for 4 * 16 (64) frames CA/7F55: CD Turn vehicle/entity right CA/7F56: FF End queue CA/7F57: 94 Pause for 60 units CA/7F58: 4B Display dialogue message $018E, wait for button press SOLDIER: …'n some bread, too… Mumble Mumble… CA/7F5B: 11 Begin action queue for character $11 (NPC $11), 10 bytes long (Wait until complete) CA/7F5D: CF Turn vehicle/entity left CA/7F5E: E0 Pause for 4 * 8 (32) frames CA/7F60: 22 Do vehicle/entity graphical action $22 CA/7F61: E0 Pause for 4 * 5 (20) frames CA/7F63: C0 Set vehicle/entity's event speed to slowest CA/7F64: 81 Move vehicle/entity right 1 tile CA/7F65: C6 Set vehicle/entity to walk when moving CA/7F66: FF End queue CA/7F67: B2 Call subroutine $CAECDC CA/7F6B: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CA/7F6D: 36 Disable ability to pass through other objects for object $11 (NPC $11) CA/7F6F: D2 Set event bit $1E80($1D1) [$1EBA, bit 1] CA/7F71: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/7F73: FE Return CA/7F74: 4B Display dialogue message $018D, wait for button press SOLDIER: …more soup…'n… CA/7F77: FE Return CA/7F78: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/7F7E: 6A Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (22, 44), facing down CA/7F84: FE Return CA/7F85: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/7F8B: 6A Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $0400), place party at (19, 54), facing up CA/7F91: FE Return CA/7F92: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/7F98: 6A Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (15, 39), facing down CA/7F9E: FE Return CA/7F9F: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/7FA5: 6A Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (15, 20), facing down CA/7FAB: FE Return CA/7FAC: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/7FB2: 6A Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (23, 17), facing down CA/7FB8: FE Return CA/7FB9: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/7FBF: 6A Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $0400), place party at (22, 13), facing up CA/7FC5: FE Return CA/7FC6: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/7FCC: 6A Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (29, 19), facing down CA/7FD2: FE Return CA/7FD3: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/7FD9: 6A Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (35, 19), facing down CA/7FDF: FE Return CA/7FE0: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/7FE6: 6A Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (34, 34), facing down CA/7FEC: FE Return CA/7FED: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/7FF3: 6A Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (37, 42), facing down CA/7FF9: FE Return CA/7FFA: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/8000: 6A Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (46, 41), facing down CA/8006: FE Return CA/8007: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/800D: 6A Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (44, 32), facing down CA/8013: FE Return CA/8014: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/801A: 6A Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (48, 36), facing down CA/8020: FE Return CA/8021: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/8027: 6A Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (9, 33), facing down CA/802D: FE Return CA/802E: 4B Display dialogue message $0938, wait for button press Souvenir of the Empire, anyone?! CA/8031: FE Return CA/8032: 4B Display dialogue message $093A, wait for button press We're storming Figaro Castle! That treasure's rightfully ours! CA/8035: FE Return CA/8036: 4B Display dialogue message $093B, wait for button press We won't stop 'till we get our treasure back! CA/8039: FE Return CA/803A: 4B Display dialogue message $093C, wait for button press We mustn't rest now! We have to start rebuilding! CA/803D: FE Return CA/803E: 4B Display dialogue message $093D, wait for button press We may be thieves, but at least we have goals in life! CA/8041: FE Return CA/8042: 16 Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete) CA/8044: A2 Move vehicle/entity left/down 1x1 tiles CA/8045: 83 Move vehicle/entity left 1 tile CA/8046: CE Turn vehicle/entity down CA/8047: FF End queue CA/8048: 4B Display dialogue message $093E, wait for button press For each life lost, a new one arrives to fill the void! Okay! Nothing's gonna stop us! CA/804B: 16 Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete) CA/804D: 9E Move vehicle/entity down 8 tiles CA/804E: D1 Make vehicle/entity disappear CA/804F: FF End queue CA/8050: D7 Clear event bit $1E80($37B) [$1EEF, bit 3] CA/8052: FE Return CA/8053: C0 If ($1E80($37B) [$1EEF, bit 3] is set), branch to $CA5EB3 (simply returns) CA/8059: 17 Begin action queue for character $17 (NPC $17), 4 bytes long (Wait until complete) CA/805B: A2 Move vehicle/entity left/down 1x1 tiles CA/805C: 87 Move vehicle/entity left 2 tiles CA/805D: CE Turn vehicle/entity down CA/805E: FF End queue CA/805F: 4B Display dialogue message $093F, wait for button press Oh…! That person! CA/8062: 17 Begin action queue for character $17 (NPC $17), 4 bytes long (Wait until complete) CA/8064: C3 Set vehicle/entity's event speed to fast CA/8065: 9E Move vehicle/entity down 8 tiles CA/8066: D1 Make vehicle/entity disappear CA/8067: FF End queue CA/8068: D7 Clear event bit $1E80($37C) [$1EEF, bit 4] CA/806A: FE Return CA/806B: 4B Display dialogue message $0940, wait for button press Whoa! Am I dizzy! CA/806E: FE Return CA/806F: 4B Display dialogue message $0941, wait for button press If the “Light of Judgment” should burn our town down 100 times, we'll rebuild it 100 times! CA/8072: FE Return CA/8073: 4B Display dialogue message $0942, wait for button press Did you hear that Duncan's alive? His wife said so! CA/8076: FE Return CA/8077: C0 If ($1E80($37E) [$1EEF, bit 6] is clear), branch to $CA8081 CA/807D: 4B Display dialogue message $0944, wait for button press The boss of these thieves is on the second floor. CA/8080: FE Return CA/8081: 4B Display dialogue message $0945, wait for button press The thieves have all left town! CA/8084: FE Return CA/8085: 4B Display dialogue message $0943, wait for button press Some guy came through here a little while ago looking for some secret treasure. CA/8088: FE Return CA/8089: 4B Display dialogue message $093A, wait for button press We're storming Figaro Castle! That treasure's rightfully ours! CA/808C: FE Return CA/808D: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CA/8093: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/8095: 4B Display dialogue message $0946, wait for button press GERAD: Let's go help 'em… Hang on a sec… ……? Are you people STILL here? CELES: Be polite now… EDGAR! CA/8098: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CA/809A: 23 Do vehicle/entity graphical action $23 CA/809B: FF End queue CA/809C: 3D Create object $16 CA/809E: 41 Show object $16 CA/80A0: 45 Refresh objects CA/80A1: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CA/80A3: 9C Move vehicle/entity up 8 tiles CA/80A4: FF End queue CA/80A5: 4B Display dialogue message $0947, wait for button press Boss, everything's ready. Let's go! GERAD: Case of mistaken identity, my dear. Give it up! CA/80A8: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CA/80AA: 9E Move vehicle/entity down 8 tiles CA/80AB: D1 Make vehicle/entity disappear CA/80AC: FF End queue CA/80AD: 92 Pause for 30 units CA/80AE: 15 Begin action queue for character $15 (NPC $15), 6 bytes long CA/80B0: C8 Set object layering priority to 0 (low nibble 0) CA/80B2: A2 Move vehicle/entity left/down 1x1 tiles CA/80B3: FC Branch 9 bytes backwards ($CA80AA) CA/80B5: FF End queue CA/80B6: D7 Clear event bit $1E80($37E) [$1EEF, bit 6] CA/80B8: D7 Clear event bit $1E80($37A) [$1EEF, bit 2] CA/80BA: D6 Set event bit $1E80($37F) [$1EEF, bit 7] CA/80BC: D6 Set event bit $1E80($398) [$1EF3, bit 0] CA/80BE: FE Return CA/80BF: C2 If ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($010) [$1E82, bit 0] is set) or ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CA5EB3 (simply returns) CA/80C9: 4B Display dialogue message $00EE, wait for button press (At bottom of screen) EDGAR: Flowers… His favorite… CA/80CC: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/80CE: FE Return CA/80CF: C2 If ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($010) [$1E82, bit 0] is set) or ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CA/80D9: 4B Display dialogue message $00EF, wait for button press (At bottom of screen) EDGAR: And this… His favorite tea… CA/80DC: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/80DE: FE Return CA/80DF: C2 If ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($010) [$1E82, bit 0] is set) or ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CA/80E9: 4B Display dialogue message $00F0, wait for button press (At bottom of screen) EDGAR: These dishes! They were his favorite! CA/80EC: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/80EE: FE Return CA/80EF: C1 If ($1E80($100) [$1EA0, bit 0] is set) or ($1E80($010) [$1E82, bit 0] is set), branch to $CA5EB3 (simply returns) CA/80F7: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA814E CA/80FD: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/80FF: 84 Move vehicle/entity up 2 tiles CA/8100: FF End queue CA/8101: B2 Call subroutine $CAC6AC CA/8105: 3C Set up the party as follows: $04 (Actor in stot 4), $FF (), $FF (), $FF () CA/810A: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CA/810C: C2 Set vehicle/entity's event speed to normal CA/810D: 81 Move vehicle/entity right 1 tile CA/810E: CC Turn vehicle/entity up CA/810F: FF End queue CA/8110: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CA/8112: C2 Set vehicle/entity's event speed to normal CA/8113: 83 Move vehicle/entity left 1 tile CA/8114: CC Turn vehicle/entity up CA/8115: FF End queue CA/8116: 04 Begin action queue for character $04 (Actor in stot 4), 15 bytes long (Wait until complete) CA/8118: C2 Set vehicle/entity's event speed to normal CA/8119: 80 Move vehicle/entity up 1 tile CA/811A: E0 Pause for 4 * 6 (24) frames CA/811C: CF Turn vehicle/entity left CA/811D: E0 Pause for 4 * 2 (8) frames CA/811F: CD Turn vehicle/entity right CA/8120: E0 Pause for 4 * 2 (8) frames CA/8122: CE Turn vehicle/entity down CA/8123: E0 Pause for 4 * 6 (24) frames CA/8125: 23 Do vehicle/entity graphical action $23 CA/8126: FF End queue CA/8127: 4B Display dialogue message $00ED, wait for button press (At bottom of screen) EDGAR: Hm… What's that smell…? CA/812A: 78 Enable ability to pass through other objects for object $01 (LOCKE ) CA/812C: 78 Enable ability to pass through other objects for object $00 (TERRA ) CA/812E: 78 Enable ability to pass through other objects for object $04 (EDGAR ) CA/8130: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long CA/8132: 83 Move vehicle/entity left 1 tile CA/8133: CC Turn vehicle/entity up CA/8134: FF End queue CA/8135: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long CA/8137: 81 Move vehicle/entity right 1 tile CA/8138: CC Turn vehicle/entity up CA/8139: FF End queue CA/813A: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/813C: 82 Move vehicle/entity down 1 tile CA/813D: CC Turn vehicle/entity up CA/813E: FF End queue CA/813F: 36 Disable ability to pass through other objects for object $01 (Actor in stot 1) CA/8141: 36 Disable ability to pass through other objects for object $00 (Actor in stot 0) CA/8143: 36 Disable ability to pass through other objects for object $04 (Actor in stot 4) CA/8145: B2 Call subroutine $CACB95 CA/8149: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/814B: CC Turn vehicle/entity up CA/814C: FF End queue CA/814D: FE Return CA/814E: C0 If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CA5EB3 (simply returns) CA/8154: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/8156: 82 Move vehicle/entity down 1 tile CA/8157: FF End queue CA/8158: B5 Pause for 15 * 8 (120) units CA/815A: B2 Call subroutine $CAC6AC CA/815E: 3C Set up the party as follows: $04 (Actor in stot 4), $FF (), $FF (), $FF () CA/8163: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/8165: 78 Enable ability to pass through other objects for object $32 (Party Character 1) CA/8167: 78 Enable ability to pass through other objects for object $33 (Party Character 2) CA/8169: 04 Begin action queue for character $04 (Actor in stot 4), 11 bytes long (Wait until complete) CA/816B: 88 Move vehicle/entity up 3 tiles CA/816C: E0 Pause for 4 * 8 (32) frames CA/816E: CF Turn vehicle/entity left CA/816F: E0 Pause for 4 * 1 (4) frames CA/8171: CE Turn vehicle/entity down CA/8172: E0 Pause for 4 * 16 (64) frames CA/8174: 23 Do vehicle/entity graphical action $23 CA/8175: FF End queue CA/8176: 4B Display dialogue message $00F1, wait for button press (At bottom of screen) EDGAR: SABIN…he was…here?! CA/8179: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/817B: 8A Move vehicle/entity down 3 tiles CA/817C: D1 Make vehicle/entity disappear CA/817D: FF End queue CA/817E: 45 Refresh objects CA/817F: D6 Set event bit $1E80($306) [$1EE0, bit 6] CA/8181: B2 Call subroutine $CACB95 CA/8185: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CA/8187: 36 Disable ability to pass through other objects for object $32 (Party Character 1) CA/8189: 36 Disable ability to pass through other objects for object $33 (Party Character 2) CA/818B: 6A Load map $005D (Sabin's house, outdoors) after fade out, (upper bits $2400), place party at (7, 11), facing down CA/8191: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/8193: D2 Set event bit $1E80($100) [$1EA0, bit 0] CA/8195: D3 Clear event bit $1E80($1F0) [$1EBE, bit 0] CA/8197: FE Return CA/8198: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CA/819E: B2 Call subroutine $CACA8D CA/81A2: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/81A4: CE Turn vehicle/entity down CA/81A5: FF End queue CA/81A6: B2 Call subroutine $CAC6AC CA/81AA: 3C Set up the party as follows: $04 (Actor in stot 4), $FF (), $FF (), $FF () CA/81AF: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/81B1: CC Turn vehicle/entity up CA/81B2: FF End queue CA/81B3: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CA/81B5: C2 Set vehicle/entity's event speed to normal CA/81B6: 81 Move vehicle/entity right 1 tile CA/81B7: CC Turn vehicle/entity up CA/81B8: FF End queue CA/81B9: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CA/81BB: C2 Set vehicle/entity's event speed to normal CA/81BC: 83 Move vehicle/entity left 1 tile CA/81BD: CC Turn vehicle/entity up CA/81BE: FF End queue CA/81BF: 92 Pause for 30 units CA/81C0: 4B Display dialogue message $00F2, wait for button press EDGAR: What the… CA/81C3: 04 Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete) CA/81C5: 20 Do vehicle/entity graphical action $20 CA/81C6: E0 Pause for 4 * 4 (16) frames CA/81C8: 24 Do vehicle/entity graphical action $24 CA/81C9: E0 Pause for 4 * 10 (40) frames CA/81CB: CC Turn vehicle/entity up CA/81CC: FF End queue CA/81CD: 4B Display dialogue message $00F3, wait for button press EDGAR: You know this guy? CA/81D0: 10 Begin action queue for character $10 (NPC $10), 13 bytes long (Wait until complete) CA/81D2: E0 Pause for 4 * 1 (4) frames CA/81D4: 2C Do vehicle/entity graphical action $2C CA/81D5: E0 Pause for 4 * 2 (8) frames CA/81D7: CE Turn vehicle/entity down CA/81D8: E0 Pause for 4 * 2 (8) frames CA/81DA: 2C Do vehicle/entity graphical action $2C CA/81DB: E0 Pause for 4 * 2 (8) frames CA/81DD: CE Turn vehicle/entity down CA/81DE: FF End queue CA/81DF: 4B Display dialogue message $00F4, wait for button press MAN: Of course. He left a couple of days ago after he heard Master Duncan was slain. He headed into the mountains. I heard Duncan's son, Vargas, is missing as well. I have a bad feeling about this… CA/81E2: D7 Clear event bit $1E80($306) [$1EE0, bit 6] CA/81E4: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/81E6: 10 Begin action queue for character $10 (NPC $10), 10 bytes long CA/81E8: E0 Pause for 4 * 4 (16) frames CA/81EA: 83 Move vehicle/entity left 1 tile CA/81EB: 8C Move vehicle/entity up 4 tiles CA/81EC: 85 Move vehicle/entity right 2 tiles CA/81ED: 84 Move vehicle/entity up 2 tiles CA/81EE: 85 Move vehicle/entity right 2 tiles CA/81EF: 94 Move vehicle/entity up 6 tiles CA/81F0: D1 Make vehicle/entity disappear CA/81F1: FF End queue CA/81F2: 78 Enable ability to pass through other objects for object $01 (LOCKE ) CA/81F4: 78 Enable ability to pass through other objects for object $00 (TERRA ) CA/81F6: 78 Enable ability to pass through other objects for object $04 (EDGAR ) CA/81F8: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CA/81FA: 83 Move vehicle/entity left 1 tile CA/81FB: FF End queue CA/81FC: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/81FE: 81 Move vehicle/entity right 1 tile CA/81FF: FF End queue CA/8200: 36 Disable ability to pass through other objects for object $01 (Actor in stot 1) CA/8202: 36 Disable ability to pass through other objects for object $00 (Actor in stot 0) CA/8204: 36 Disable ability to pass through other objects for object $04 (Actor in stot 4) CA/8206: B2 Call subroutine $CACB95 CA/820A: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/820C: CC Turn vehicle/entity up CA/820D: FF End queue CA/820E: FE Return CA/820F: C0 If ($1E80($00D) [$1E81, bit 5] is set), branch to $CA5EB3 (simply returns) CA/8215: D0 Set event bit $1E80($00D) [$1E81, bit 5] CA/8217: 10 Begin action queue for character $10 (NPC $10), 22 bytes long CA/8219: D5 Set vehicle/entity's position to (25, 17) CA/821C: E0 Pause for 4 * 16 (64) frames CA/821E: 09 Do vehicle/entity graphical action $09 (kneeling) CA/821F: E0 Pause for 4 * 1 (4) frames CA/8221: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/8222: E0 Pause for 4 * 1 (4) frames CA/8224: 09 Do vehicle/entity graphical action $09 (kneeling) CA/8225: E0 Pause for 4 * 1 (4) frames CA/8227: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/8228: E0 Pause for 4 * 8 (32) frames CA/822A: 84 Move vehicle/entity up 2 tiles CA/822B: D5 Set vehicle/entity's position to (0, 0) CA/822E: FF End queue CA/822F: FE Return CA/8230: C0 If ($1E80($00E) [$1E81, bit 6] is set), branch to $CA5EB3 (simply returns) CA/8236: D0 Set event bit $1E80($00E) [$1E81, bit 6] CA/8238: D7 Clear event bit $1E80($32E) [$1EE5, bit 6] CA/823A: 10 Begin action queue for character $10 (NPC $10), 21 bytes long CA/823C: DD Make vehicle/entity jump (high) CA/823D: 86 Move vehicle/entity down 2 tiles CA/823E: DD Make vehicle/entity jump (high) CA/823F: A7 Move vehicle/entity right/down 1x2 tiles CA/8240: DD Make vehicle/entity jump (high) CA/8241: A6 Move vehicle/entity right/down 2x1 tiles CA/8242: C3 Set vehicle/entity's event speed to fast CA/8243: 82 Move vehicle/entity down 1 tile CA/8244: C2 Set vehicle/entity's event speed to normal CA/8245: 09 Do vehicle/entity graphical action $09 (kneeling) CA/8246: E0 Pause for 4 * 4 (16) frames CA/8248: 81 Move vehicle/entity right 1 tile CA/8249: DD Make vehicle/entity jump (high) CA/824A: A7 Move vehicle/entity right/down 1x2 tiles CA/824B: DD Make vehicle/entity jump (high) CA/824C: A7 Move vehicle/entity right/down 1x2 tiles CA/824D: D5 Set vehicle/entity's position to (0, 0) CA/8250: FF End queue CA/8251: FE Return CA/8252: C0 If ($1E80($00F) [$1E81, bit 7] is set), branch to $CA5EB3 (simply returns) CA/8258: D0 Set event bit $1E80($00F) [$1E81, bit 7] CA/825A: 10 Begin action queue for character $10 (NPC $10), 10 bytes long CA/825C: D5 Set vehicle/entity's position to (10, 11) CA/825F: 80 Move vehicle/entity up 1 tile CA/8260: A0 Move vehicle/entity right/up 1x1 tiles CA/8261: 81 Move vehicle/entity right 1 tile CA/8262: DD Make vehicle/entity jump (high) CA/8263: A4 Move vehicle/entity right/up 1x2 tiles CA/8264: D1 Make vehicle/entity disappear CA/8265: FF End queue CA/8266: FE Return CA/8267: C0 If ($1E80($10A) [$1EA1, bit 2] is set), branch to $CA5EB3 (simply returns) CA/826D: D2 Set event bit $1E80($10A) [$1EA1, bit 2] CA/826F: D6 Set event bit $1E80($31C) [$1EE3, bit 4] CA/8271: 3D Create object $10 CA/8273: 41 Show object $10 CA/8275: 45 Refresh objects CA/8276: 10 Begin action queue for character $10 (NPC $10), 22 bytes long CA/8278: D5 Set vehicle/entity's position to (29, 35) CA/827B: E0 Pause for 4 * 12 (48) frames CA/827D: 83 Move vehicle/entity left 1 tile CA/827E: A3 Move vehicle/entity left/up 1x1 tiles CA/827F: A3 Move vehicle/entity left/up 1x1 tiles CA/8280: 88 Move vehicle/entity up 3 tiles CA/8281: A3 Move vehicle/entity left/up 1x1 tiles CA/8282: A3 Move vehicle/entity left/up 1x1 tiles CA/8283: 87 Move vehicle/entity left 2 tiles CA/8284: A2 Move vehicle/entity left/down 1x1 tiles CA/8285: A2 Move vehicle/entity left/down 1x1 tiles CA/8286: CE Turn vehicle/entity down CA/8287: E0 Pause for 4 * 4 (16) frames CA/8289: DD Make vehicle/entity jump (high) CA/828A: 86 Move vehicle/entity down 2 tiles CA/828B: 89 Move vehicle/entity right 3 tiles CA/828C: CF Turn vehicle/entity left CA/828D: FF End queue CA/828E: FE Return CA/828F: B2 Call subroutine $CACAD9 CA/8293: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/8295: CF Turn vehicle/entity left CA/8296: FF End queue CA/8297: 4B Display dialogue message $00F8, wait for button press VARGAS: SABIN sent you, right? CA/829A: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CA/829C: DC Make vehicle/entity jump (low) CA/829D: A0 Move vehicle/entity right/up 1x1 tiles CA/829E: E0 Pause for 4 * 3 (12) frames CA/82A0: DD Make vehicle/entity jump (high) CA/82A1: A9 Move vehicle/entity left/down 2x1 tiles CA/82A2: FF End queue CA/82A3: B4 Pause for 56 units CA/82A5: B2 Call subroutine $CAC6AC CA/82A9: 3C Set up the party as follows: $04 (Actor in stot 4), $FF (), $FF (), $FF () CA/82AE: 00 Begin action queue for character $00 (Actor in stot 0), 8 bytes long CA/82B0: C3 Set vehicle/entity's event speed to fast CA/82B1: C7 Set vehicle/entity to stay still when moving CA/82B2: 28 Do vehicle/entity graphical action $28 CA/82B3: 86 Move vehicle/entity down 2 tiles CA/82B4: C2 Set vehicle/entity's event speed to normal CA/82B5: 82 Move vehicle/entity down 1 tile CA/82B6: C6 Set vehicle/entity to walk when moving CA/82B7: FF End queue CA/82B8: 01 Begin action queue for character $01 (Actor in stot 1), 8 bytes long CA/82BA: C3 Set vehicle/entity's event speed to fast CA/82BB: C7 Set vehicle/entity to stay still when moving CA/82BC: 1F Do vehicle/entity graphical action $1F CA/82BD: A8 Move vehicle/entity left/down 1x2 tiles CA/82BE: 28 Do vehicle/entity graphical action $28 CA/82BF: C6 Set vehicle/entity to walk when moving CA/82C0: C2 Set vehicle/entity's event speed to normal CA/82C1: FF End queue CA/82C2: 04 Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete) CA/82C4: C3 Set vehicle/entity's event speed to fast CA/82C5: C7 Set vehicle/entity to stay still when moving CA/82C6: 1F Do vehicle/entity graphical action $1F CA/82C7: A9 Move vehicle/entity left/down 2x1 tiles CA/82C8: 09 Do vehicle/entity graphical action $09 (kneeling) CA/82C9: C6 Set vehicle/entity to walk when moving CA/82CA: C2 Set vehicle/entity's event speed to normal CA/82CB: FF End queue CA/82CC: 94 Pause for 60 units CA/82CD: 01 Begin action queue for character $01 (Actor in stot 1), 7 bytes long (Wait until complete) CA/82CF: E0 Pause for 4 * 6 (24) frames CA/82D1: 09 Do vehicle/entity graphical action $09 (kneeling) CA/82D2: E0 Pause for 4 * 8 (32) frames CA/82D4: CC Turn vehicle/entity up CA/82D5: FF End queue CA/82D6: 4B Display dialogue message $00F9, wait for button press LOCKE: Who're YOU? CA/82D9: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/82DB: CE Turn vehicle/entity down CA/82DC: E0 Pause for 4 * 4 (16) frames CA/82DE: CD Turn vehicle/entity right CA/82DF: FF End queue CA/82E0: 4B Display dialogue message $00FD, wait for button press EDGAR: SABIN? Is he here? CA/82E3: 92 Pause for 30 units CA/82E4: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/82E6: CE Turn vehicle/entity down CA/82E7: FF End queue CA/82E8: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CA/82EA: CC Turn vehicle/entity up CA/82EB: E0 Pause for 4 * 1 (4) frames CA/82ED: 1C Do vehicle/entity graphical action $1C CA/82EE: FF End queue CA/82EF: 93 Pause for 45 units CA/82F0: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/82F2: 09 Do vehicle/entity graphical action $09 (kneeling) CA/82F3: FF End queue CA/82F4: 4B Display dialogue message $00FA, wait for button press LOCKE: You were shadowing us earlier, right? VARGAS: Brilliant! CA/82F7: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CA/82F9: CE Turn vehicle/entity down CA/82FA: E0 Pause for 4 * 5 (20) frames CA/82FC: CC Turn vehicle/entity up CA/82FD: FF End queue CA/82FE: 4B Display dialogue message $00FC, wait for button press VARGAS: And how unlucky it is that you have run into me…! CA/8301: 40 Assign properties $05 to character $05 (Actor in stot 5) CA/8304: 88 Remove the following status ailments from character $05 (Actor in stot 5): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/8308: 8B For character $05 (Actor in stot 5), take HP and set to maximum CA/830B: 3D Create object $05 CA/830D: 3F Remove character $05 (Actor in stot 5) from the party CA/8310: D4 Set event bit $1E80($2E5) [$1EDC, bit 5] CA/8312: D4 Set event bit $1E80($2F5) [$1EDE, bit 5] CA/8314: 4D Invoke battle, enemy set $42, background $0B (Mountain Top), (mosaic effect enabled), (swoosh sound enabled) CA/8317: B2 Call subroutine $CA5EA9 CA/831B: 3F Assign character $05 (Actor in stot 5) to party 1 CA/831E: 42 Hide object $10 CA/8320: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete) CA/8322: D5 Set vehicle/entity's position to (22, 32) CA/8325: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/8326: C2 Set vehicle/entity's event speed to normal CA/8327: FF End queue CA/8328: 41 Show object $05 CA/832A: 96 Restore screen from fade CA/832B: B5 Pause for 15 * 12 (180) units CA/832D: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/832F: 80 Move vehicle/entity up 1 tile CA/8330: CD Turn vehicle/entity right CA/8331: FF End queue CA/8332: 4B Display dialogue message $00FE, wait for button press EDGAR: SABIN!!! CA/8335: 05 Begin action queue for character $05 (Actor in stot 5), 11 bytes long (Wait until complete) CA/8337: 1F Do vehicle/entity graphical action $1F CA/8338: E0 Pause for 4 * 1 (4) frames CA/833A: CE Turn vehicle/entity down CA/833B: E0 Pause for 4 * 2 (8) frames CA/833D: 23 Do vehicle/entity graphical action $23 CA/833E: E0 Pause for 4 * 12 (48) frames CA/8340: CE Turn vehicle/entity down CA/8341: FF End queue CA/8342: 92 Pause for 30 units CA/8343: B0 Execute the following commands until $B1 2 times CA/8345: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/8347: 13 Do vehicle/entity graphical action $13 CA/8348: FF End queue CA/8349: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/834B: CE Turn vehicle/entity down CA/834C: FF End queue CA/834D: B1 End block of repeating commands CA/834E: 94 Pause for 60 units CA/834F: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/8351: 23 Do vehicle/entity graphical action $23 CA/8352: FF End queue CA/8353: 95 Pause for 120 units CA/8354: 4B Display dialogue message $00FF, wait for button press SABIN: Big brother? CA/8357: 01 Begin action queue for character $01 (Actor in stot 1), 29 bytes long CA/8359: A0 Move vehicle/entity right/up 1x1 tiles CA/835A: 1B Do vehicle/entity graphical action $1B CA/835B: E0 Pause for 4 * 2 (8) frames CA/835D: 1C Do vehicle/entity graphical action $1C CA/835E: E0 Pause for 4 * 4 (16) frames CA/8360: 83 Move vehicle/entity left 1 tile CA/8361: 80 Move vehicle/entity up 1 tile CA/8362: CD Turn vehicle/entity right CA/8363: E0 Pause for 4 * 2 (8) frames CA/8365: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/8366: E0 Pause for 4 * 2 (8) frames CA/8368: CD Turn vehicle/entity right CA/8369: E0 Pause for 4 * 2 (8) frames CA/836B: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/836C: E0 Pause for 4 * 2 (8) frames CA/836E: CD Turn vehicle/entity right CA/836F: E0 Pause for 4 * 3 (12) frames CA/8371: 23 Do vehicle/entity graphical action $23 CA/8372: E0 Pause for 4 * 5 (20) frames CA/8374: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/8375: FF End queue CA/8376: 35 Pause execution until action queue for object $01 (Actor in stot 1) is complete CA/8378: 92 Pause for 30 units CA/8379: 4B Display dialogue message $0100, wait for button press LOCKE: The brothers are reunited! CA/837C: 00 Begin action queue for character $00 (Actor in stot 0), 16 bytes long (Wait until complete) CA/837E: A0 Move vehicle/entity right/up 1x1 tiles CA/837F: 84 Move vehicle/entity up 2 tiles CA/8380: CF Turn vehicle/entity left CA/8381: E0 Pause for 4 * 4 (16) frames CA/8383: 22 Do vehicle/entity graphical action $22 CA/8384: E0 Pause for 4 * 2 (8) frames CA/8386: CF Turn vehicle/entity left CA/8387: E0 Pause for 4 * 2 (8) frames CA/8389: 22 Do vehicle/entity graphical action $22 CA/838A: E0 Pause for 4 * 2 (8) frames CA/838C: CF Turn vehicle/entity left CA/838D: FF End queue CA/838E: 94 Pause for 60 units CA/838F: 4B Display dialogue message $0101, wait for button press TERRA: Younger… “brother”? At first glance I thought he was some bodybuilder who had strayed from his gym… CA/8392: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/8394: CE Turn vehicle/entity down CA/8395: FF End queue CA/8396: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/8398: CE Turn vehicle/entity down CA/8399: FF End queue CA/839A: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete) CA/839C: 86 Move vehicle/entity down 2 tiles CA/839D: 18 Do vehicle/entity graphical action $18 CA/839E: FF End queue CA/839F: 92 Pause for 30 units CA/83A0: 4B Display dialogue message $0102, wait for button press SABIN: Bodybuilder?! CA/83A3: 92 Pause for 30 units CA/83A4: B0 Execute the following commands until $B1 6 times CA/83A6: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/83A8: 1D Do vehicle/entity graphical action $1D CA/83A9: FF End queue CA/83AA: B4 Pause for 2 units CA/83AC: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/83AE: 1E Do vehicle/entity graphical action $1E CA/83AF: FF End queue CA/83B0: B4 Pause for 2 units CA/83B2: B1 End block of repeating commands CA/83B3: 4B Display dialogue message $0103, wait for button press SABIN: I'll…take that as a compliment… CA/83B6: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/83B8: CE Turn vehicle/entity down CA/83B9: FF End queue CA/83BA: 94 Pause for 60 units CA/83BB: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/83BD: CF Turn vehicle/entity left CA/83BE: FF End queue CA/83BF: 92 Pause for 30 units CA/83C0: 4B Display dialogue message $0104, wait for button press SABIN: Anyway, brother, what are you doing here? EDGAR: We're on the way to the Sabil mountains. SABIN: To the Returner hideout, no doubt? CA/83C3: 91 Pause for 15 units CA/83C4: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/83C6: 20 Do vehicle/entity graphical action $20 CA/83C7: E0 Pause for 4 * 1 (4) frames CA/83C9: CE Turn vehicle/entity down CA/83CA: FF End queue CA/83CB: 93 Pause for 45 units CA/83CC: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete) CA/83CE: 8B Move vehicle/entity left 3 tiles CA/83CF: 84 Move vehicle/entity up 2 tiles CA/83D0: CD Turn vehicle/entity right CA/83D1: FF End queue CA/83D2: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/83D4: CF Turn vehicle/entity left CA/83D5: FF End queue CA/83D6: 4B Display dialogue message $0105, wait for button press SABIN: I've been watching from afar, hoping that the world might regain some sanity… At this rate, Figaro will be reduced to a puppet state. CA/83D9: B0 Execute the following commands until $B1 3 times CA/83DB: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/83DD: 23 Do vehicle/entity graphical action $23 CA/83DE: FF End queue CA/83DF: B4 Pause for 6 units CA/83E1: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/83E3: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/83E4: FF End queue CA/83E5: B4 Pause for 6 units CA/83E7: B1 End block of repeating commands CA/83E8: 92 Pause for 30 units CA/83E9: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CA/83EB: CE Turn vehicle/entity down CA/83EC: FF End queue CA/83ED: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/83EF: 8A Move vehicle/entity down 3 tiles CA/83F0: FF End queue CA/83F1: 4B Display dialogue message $0106, wait for button press (At bottom of screen) EDGAR: Our time to strike back has arrived. The Empire's going to pay for what it has done… CA/83F4: 92 Pause for 30 units CA/83F5: 05 Begin action queue for character $05 (Actor in stot 5), 8 bytes long (Wait until complete) CA/83F7: 09 Do vehicle/entity graphical action $09 (kneeling) CA/83F8: E0 Pause for 4 * 3 (12) frames CA/83FA: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/83FB: E0 Pause for 4 * 1 (4) frames CA/83FD: 18 Do vehicle/entity graphical action $18 CA/83FE: FF End queue CA/83FF: 92 Pause for 30 units CA/8400: 4B Display dialogue message $0107, wait for button press (At bottom of screen) SABIN: Think a “bear” like me could help you in your fight? CA/8403: 92 Pause for 30 units CA/8404: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/8406: 23 Do vehicle/entity graphical action $23 CA/8407: FF End queue CA/8408: 94 Pause for 60 units CA/8409: 4B Display dialogue message $0108, wait for button press (At bottom of screen) EDGAR: You'd…join us? SABIN…!! CA/840C: 92 Pause for 30 units CA/840D: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long CA/840F: 86 Move vehicle/entity down 2 tiles CA/8410: CD Turn vehicle/entity right CA/8411: FF End queue CA/8412: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/8414: 80 Move vehicle/entity up 1 tile CA/8415: CF Turn vehicle/entity left CA/8416: FF End queue CA/8417: B5 Pause for 15 * 6 (90) units CA/8419: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CA/841B: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/841C: E0 Pause for 4 * 1 (4) frames CA/841E: CD Turn vehicle/entity right CA/841F: FF End queue CA/8420: 93 Pause for 45 units CA/8421: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/8423: 22 Do vehicle/entity graphical action $22 CA/8424: E0 Pause for 4 * 1 (4) frames CA/8426: CF Turn vehicle/entity left CA/8427: FF End queue CA/8428: 94 Pause for 60 units CA/8429: 4B Display dialogue message $0109, wait for button press (At bottom of screen) SABIN: I think Duncan would rest easier if he knew his disciple played a part in bringing peace to the world. CA/842C: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/842E: CC Turn vehicle/entity up CA/842F: FF End queue CA/8430: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long CA/8432: A2 Move vehicle/entity left/down 1x1 tiles CA/8433: CE Turn vehicle/entity down CA/8434: FF End queue CA/8435: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CA/8437: E0 Pause for 4 * 2 (8) frames CA/8439: A2 Move vehicle/entity left/down 1x1 tiles CA/843A: FF End queue CA/843B: 92 Pause for 30 units CA/843C: 4B Display dialogue message $010A, wait for button press (At bottom of screen) LOCKE: Let's get going! CA/843F: 78 Enable ability to pass through other objects for object $01 (LOCKE ) CA/8441: 78 Enable ability to pass through other objects for object $04 (EDGAR ) CA/8443: 78 Enable ability to pass through other objects for object $00 (TERRA ) CA/8445: 78 Enable ability to pass through other objects for object $05 (SABIN ) CA/8447: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CA/8449: 81 Move vehicle/entity right 1 tile CA/844A: FF End queue CA/844B: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CA/844D: 82 Move vehicle/entity down 1 tile CA/844E: FF End queue CA/844F: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/8451: A9 Move vehicle/entity left/down 2x1 tiles CA/8452: FF End queue CA/8453: 36 Disable ability to pass through other objects for object $01 (Actor in stot 1) CA/8455: 36 Disable ability to pass through other objects for object $04 (Actor in stot 4) CA/8457: 36 Disable ability to pass through other objects for object $00 (Actor in stot 0) CA/8459: 36 Disable ability to pass through other objects for object $05 (Actor in stot 5) CA/845B: B2 Call subroutine $CACB95 CA/845F: D7 Clear event bit $1E80($31C) [$1EE3, bit 4] CA/8461: D7 Clear event bit $1E80($306) [$1EE0, bit 6] CA/8463: D0 Set event bit $1E80($010) [$1E82, bit 0] CA/8465: D7 Clear event bit $1E80($305) [$1EE0, bit 5] CA/8467: FE Return CA/8468: B2 Call subroutine $CA8482 CA/846C: 6A Load map $0000 (World of Balance) after fade out, (upper bits $2400), place party at (73, 93), facing down, flags $00 CA/8472: FF End map script CA/8473: B2 Call subroutine $CA8482 CA/8477: 6A Load map $0000 (World of Balance) after fade out, (upper bits $2400), place party at (98, 93), facing down, flags $00 CA/847D: FF End map script CA/847E: 4B Display dialogue message $0B74, wait for button press The Empire has taken possession here. CA/8481: FE Return CA/8482: 4B Display dialogue message $00F6, wait for button press Scum! You're Returners! CA/8485: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/8487: CE Turn vehicle/entity down CA/8488: FF End queue CA/8489: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/848B: E0 Pause for 4 * 6 (24) frames CA/848D: C9 Place object on vehicle $C02 [to decode later] CA/848F: FF End queue CA/8490: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CA/8492: 80 Move vehicle/entity up 1 tile CA/8493: DC Make vehicle/entity jump (low) CA/8494: A3 Move vehicle/entity left/up 1x1 tiles CA/8495: D1 Make vehicle/entity disappear CA/8496: FF End queue CA/8497: 45 Refresh objects CA/8498: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/849A: E0 Pause for 4 * 6 (24) frames CA/849C: C3 Set vehicle/entity's event speed to fast CA/849D: 96 Move vehicle/entity down 6 tiles CA/849E: FF End queue CA/849F: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CA/84A1: C3 Set vehicle/entity's event speed to fast CA/84A2: E0 Pause for 4 * 1 (4) frames CA/84A4: CE Turn vehicle/entity down CA/84A5: E0 Pause for 4 * 2 (8) frames CA/84A7: 9A Move vehicle/entity down 7 tiles CA/84A8: FF End queue CA/84A9: 3A Enable player to move while event commands execute CA/84AA: FE Return CA/84AB: 6C Set parent map to $0000 (World of Balance), parent coordinates to (85, 0), facing left CA/84B1: D7 Clear event bit $1E80($303) [$1EE0, bit 3] CA/84B3: D7 Clear event bit $1E80($379) [$1EEF, bit 1] CA/84B5: D6 Set event bit $1E80($30C) [$1EE1, bit 4] CA/84B7: D6 Set event bit $1E80($318) [$1EE3, bit 0] CA/84B9: D6 Set event bit $1E80($319) [$1EE3, bit 1] CA/84BB: D6 Set event bit $1E80($360) [$1EEC, bit 0] CA/84BD: D6 Set event bit $1E80($31B) [$1EE3, bit 3] CA/84BF: D6 Set event bit $1E80($307) [$1EE0, bit 7] CA/84C1: D7 Clear event bit $1E80($30A) [$1EE1, bit 2] CA/84C3: D7 Clear event bit $1E80($358) [$1EEB, bit 0] CA/84C5: D2 Set event bit $1E80($105) [$1EA0, bit 5] CA/84C7: F0 Play song 29 (Under Martial Law), (high bit clear), full volume CA/84C9: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/84CB: 42 Hide object $0D CA/84CD: 42 Hide object $15 CA/84CF: B2 Call subroutine $CAADD5 CA/84D3: B2 Call subroutine $CAADE5 CA/84D7: 38 Hold screen CA/84D8: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/84DA: C1 Set vehicle/entity's event speed to slow CA/84DB: 8B Move vehicle/entity left 3 tiles CA/84DC: FF End queue CA/84DD: 4B Display dialogue message $0173, wait for button press (Show text only) LOCKE has worked hard to stymie the efforts of the Imperial troops. But now he desperately needs to escape… CA/84E0: 95 Pause for 120 units CA/84E1: 97 Fade screen to black CA/84E2: 5C Pause execution until fade in or fade out is complete CA/84E3: 3F Assign character $01 (Actor in stot 1) to party 1 CA/84E6: 3F Remove character $0D (Actor in stot 13) from the party CA/84E9: 3D Create object $01 CA/84EB: 3E Delete object $0D CA/84ED: 88 Remove the following status ailments from character $01 (Actor in stot 1): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/84F1: 8B For character $01 (Actor in stot 1), take HP and set to maximum CA/84F4: 8C For character $01 (Actor in stot 1), take MP and set to maximum CA/84F7: 3C Set up the party as follows: $01 (Actor in stot 1), $FF (), $FF (), $FF () CA/84FC: B2 Call subroutine $CACB95 CA/8500: 3B Position character in a "ready-to-go" stance CA/8501: 6B Load map $004B (South Figaro, outdoors (WoB)) instantly, (upper bits $0400), place party at (48, 43), facing up CA/8507: 41 Show object $01 CA/8509: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CA/850B: D5 Set vehicle/entity's position to (52, 36) CA/850E: FF End queue CA/850F: 21 Begin action queue for character $21 (NPC $21), 4 bytes long (Wait until complete) CA/8511: D5 Set vehicle/entity's position to (52, 36) CA/8514: FF End queue CA/8515: 96 Restore screen from fade CA/8516: 5C Pause execution until fade in or fade out is complete CA/8517: 01 Begin action queue for character $01 (Actor in stot 1), 15 bytes long CA/8519: C3 Set vehicle/entity's event speed to fast CA/851A: 9E Move vehicle/entity down 8 tiles CA/851B: C8 Set object layering priority to 2 (low nibble 2) CA/851D: 8F Move vehicle/entity left 4 tiles CA/851E: 80 Move vehicle/entity up 1 tile CA/851F: 0A Do vehicle/entity graphical action $0A CA/8520: C2 Set vehicle/entity's event speed to normal CA/8521: E0 Pause for 4 * 40 (160) frames CA/8523: CE Turn vehicle/entity down CA/8524: E0 Pause for 4 * 16 (64) frames CA/8526: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/8527: FF End queue CA/8528: 21 Begin action queue for character $21 (NPC $21), 12 bytes long (Wait until complete) CA/852A: C3 Set vehicle/entity's event speed to fast CA/852B: E0 Pause for 4 * 16 (64) frames CA/852D: 9E Move vehicle/entity down 8 tiles CA/852E: 83 Move vehicle/entity left 1 tile CA/852F: E0 Pause for 4 * 24 (96) frames CA/8531: CE Turn vehicle/entity down CA/8532: E0 Pause for 4 * 6 (24) frames CA/8534: CD Turn vehicle/entity right CA/8535: FF End queue CA/8536: 21 Begin action queue for character $21 (NPC $21), 6 bytes long (Wait until complete) CA/8538: E0 Pause for 4 * 2 (8) frames CA/853A: C2 Set vehicle/entity's event speed to normal CA/853B: 81 Move vehicle/entity right 1 tile CA/853C: 94 Move vehicle/entity up 6 tiles CA/853D: FF End queue CA/853E: 39 Free screen CA/853F: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CA/8541: 83 Move vehicle/entity left 1 tile CA/8542: CE Turn vehicle/entity down CA/8543: C8 Set object layering priority to 0 (low nibble 0) CA/8545: FF End queue CA/8546: B2 Call subroutine $CAEBC1 CA/854A: 4B Display dialogue message $0172, wait for button press (At bottom of screen) LOCKE: Nuts! Gotta get to Narshe on the fly… CA/854D: 3A Enable player to move while event commands execute CA/854E: FE Return CA/854F: C0 If ($1E80($103) [$1EA0, bit 3] is set), branch to $CA85AF CA/8555: B2 Call subroutine $CA85B3 CA/8559: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CA8563 CA/855E: B2 Call subroutine $CA85BA CA/8562: FE Return CA/8563: B7 If bit $1DC9($44) [$1DD1, bit 4] is clear, branch to $CA856A CA/8568: 96 Restore screen from fade CA/8569: FE Return CA/856A: 42 Hide object $1A CA/856C: 45 Refresh objects CA/856D: 96 Restore screen from fade CA/856E: FE Return CA/856F: C0 If ($1E80($103) [$1EA0, bit 3] is set), branch to $CA85AF CA/8575: B2 Call subroutine $CA85B3 CA/8579: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CA8583 CA/857E: B2 Call subroutine $CA85BA CA/8582: FE Return CA/8583: B7 If bit $1DC9($44) [$1DD1, bit 4] is clear, branch to $CA858A CA/8588: 96 Restore screen from fade CA/8589: FE Return CA/858A: 42 Hide object $1B CA/858C: 45 Refresh objects CA/858D: 96 Restore screen from fade CA/858E: FE Return CA/858F: C0 If ($1E80($103) [$1EA0, bit 3] is set), branch to $CA85AF CA/8595: B2 Call subroutine $CA85B3 CA/8599: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CA85A3 CA/859E: B2 Call subroutine $CA85BA CA/85A2: FE Return CA/85A3: B7 If bit $1DC9($44) [$1DD1, bit 4] is clear, branch to $CA85AA CA/85A8: 96 Restore screen from fade CA/85A9: FE Return CA/85AA: 42 Hide object $1D CA/85AC: 45 Refresh objects CA/85AD: 96 Restore screen from fade CA/85AE: FE Return CA/85AF: 4B Display dialogue message $0174, wait for button press Halt! CA/85B2: FE Return CA/85B3: 4B Display dialogue message $0174, wait for button press Halt! CA/85B6: 4D Invoke battle, enemy set $0B, background $13 (Bright Town), (mosaic effect enabled), (swoosh sound enabled) CA/85B9: FE Return CA/85BA: A2 Command $A2 CA/85BB: 6B Load map $004B (South Figaro, outdoors (WoB)) instantly, (upper bits $0400), place party at (47, 43), facing up CA/85C1: 37 Assign graphics $01 to object $01 (Actor in stot 1) CA/85C4: 43 Assign palette $01 to character $01 (Actor in stot 1) CA/85C7: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/85C9: 28 Do vehicle/entity graphical action $28 CA/85CA: FF End queue CA/85CB: 59 Unfade screen at speed $02 CA/85CD: B5 Pause for 15 * 16 (240) units CA/85CF: 4B Display dialogue message $0175, wait for button press LOCKE: Ouch!! I gotta steal me some new clothes, fast!! CA/85D2: D3 Clear event bit $1E80($104) [$1EA0, bit 4] CA/85D4: D3 Clear event bit $1E80($103) [$1EA0, bit 3] CA/85D6: D6 Set event bit $1E80($318) [$1EE3, bit 0] CA/85D8: D6 Set event bit $1E80($319) [$1EE3, bit 1] CA/85DA: 88 Remove the following status ailments from character $01 (Actor in stot 1): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/85DE: 8B For character $01 (Actor in stot 1), take HP and set to maximum CA/85E1: FE Return CA/85E2: 4B Display dialogue message $0B74, wait for button press The Empire has taken possession here. CA/85E5: FE Return CA/85E6: C0 If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CA861D CA/85EC: C0 If ($1E80($103) [$1EA0, bit 3] is set), branch to $CA8623 CA/85F2: C0 If ($1E80($104) [$1EA0, bit 4] is set), branch to $CA862E CA/85F8: 4B Display dialogue message $0B78, wait for button press MERCHANT: You're that thief, LOCKE, aren't you? LOCKE: Hey! Call me a treasure hunter, or I'll rip your lungs out! CA/85FB: 4D Invoke battle, enemy set $0A, background $2B (Light Building), (mosaic effect enabled), (swoosh sound enabled) CA/85FE: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CA8608 CA/8603: B2 Call subroutine $CA85BA CA/8607: FE Return CA/8608: B7 If bit $1DC9($4C) [$1DD2, bit 4] is clear, branch to $CA8617 CA/860D: 37 Assign graphics $13 to object $01 (Actor in stot 1) CA/8610: 43 Assign palette $01 to character $01 (Actor in stot 1) CA/8613: D2 Set event bit $1E80($104) [$1EA0, bit 4] CA/8615: D3 Clear event bit $1E80($103) [$1EA0, bit 3] CA/8617: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/8619: 28 Do vehicle/entity graphical action $28 CA/861A: FF End queue CA/861B: 96 Restore screen from fade CA/861C: 5C Pause execution until fade in or fade out is complete CA/861D: 4B Display dialogue message $0B79, wait for button press MERCHANT: Sorry! CA/8620: D2 Set event bit $1E80($1F8) [$1EBF, bit 0] CA/8622: FE Return CA/8623: 4B Display dialogue message $0B7A, wait for button press MERCHANT: Look! As luck would have it, I'm fresh out of merchandise! ^(I'm gonna pound your face!) ^(Guess I'm out of luck!) CA/8626: B6 Indexed branch based on prior dialogue selection [$CA85FB, $CA5EB3] CA/862D: FE Return CA/862E: 4B Display dialogue message $0B7B, wait for button press MERCHANT: Thanks to the Empire, my business is up! CA/8631: FE Return CA/8632: C1 If ($1E80($01D) [$1E83, bit 5] is clear) or ($1E80($01E) [$1E83, bit 6] is set), branch to $CA8661 CA/863A: B2 Call subroutine $CAC6AC CA/863E: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long CA/8640: C2 Set vehicle/entity's event speed to normal CA/8641: CE Turn vehicle/entity down CA/8642: FF End queue CA/8643: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CA/8645: C2 Set vehicle/entity's event speed to normal CA/8646: 86 Move vehicle/entity down 2 tiles CA/8647: CC Turn vehicle/entity up CA/8648: FF End queue CA/8649: 4B Display dialogue message $0193, wait for button press CELES: This passage leads out. CA/864C: 78 Enable ability to pass through other objects for object $01 (LOCKE ) CA/864E: 78 Enable ability to pass through other objects for object $06 (CELES ) CA/8650: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CA/8652: CE Turn vehicle/entity down CA/8653: FF End queue CA/8654: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/8656: 86 Move vehicle/entity down 2 tiles CA/8657: FF End queue CA/8658: B2 Call subroutine $CACB95 CA/865C: 36 Disable ability to pass through other objects for object $01 (Actor in stot 1) CA/865E: 36 Disable ability to pass through other objects for object $06 (Actor in stot 6) CA/8660: FE Return CA/8661: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CA/8667: C9 If ($1E80($104) [$1EA0, bit 4] is clear) and ($1E80($103) [$1EA0, bit 3] is clear), branch to $CA5EB3 (simply returns) CA/866F: 4B Display dialogue message $019C, wait for button press ^(Change clothes?) ^(These are fine.) CA/8672: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CA/8674: B6 Indexed branch based on prior dialogue selection [$CA867C, $CA5EB3] CA/867B: FE Return CA/867C: 37 Assign graphics $01 to object $01 (Actor in stot 1) CA/867F: 43 Assign palette $01 to character $01 (Actor in stot 1) CA/8682: D3 Clear event bit $1E80($104) [$1EA0, bit 4] CA/8684: D3 Clear event bit $1E80($103) [$1EA0, bit 3] CA/8686: B9 Clear bit $1DC9($4C) [$1DD2, bit 4] CA/8688: B9 Clear bit $1DC9($4D) [$1DD2, bit 5] CA/868A: FE Return CA/868B: C1 If ($1E80($105) [$1EA0, bit 5] is clear) or ($1E80($01C) [$1E83, bit 4] is set), branch to $CA5EB3 (simply returns) CA/8693: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/8695: 80 Move vehicle/entity up 1 tile CA/8696: FF End queue CA/8697: B2 Call subroutine $CA86A4 CA/869B: FE Return CA/869C: C1 If ($1E80($105) [$1EA0, bit 5] is clear) or ($1E80($01C) [$1E83, bit 4] is set), branch to $CA5EB3 (simply returns) CA/86A4: 92 Pause for 30 units CA/86A5: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CA/86A7: 17 Do vehicle/entity graphical action $17 CA/86A8: E0 Pause for 4 * 16 (64) frames CA/86AA: 1F Do vehicle/entity graphical action $1F CA/86AB: E0 Pause for 4 * 1 (4) frames CA/86AD: CE Turn vehicle/entity down CA/86AE: E0 Pause for 4 * 2 (8) frames CA/86B0: 23 Do vehicle/entity graphical action $23 CA/86B1: FF End queue CA/86B2: 94 Pause for 60 units CA/86B3: 4B Display dialogue message $0179, wait for button press LOCKE: I've seen her before… Of course! She's one of the Empire's generals! CA/86B6: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/86B8: CF Turn vehicle/entity left CA/86B9: E0 Pause for 4 * 1 (4) frames CA/86BB: CC Turn vehicle/entity up CA/86BC: FF End queue CA/86BD: 38 Hold screen CA/86BE: 5A Fade screen at speed $04 CA/86C0: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/86C2: C2 Set vehicle/entity's event speed to normal CA/86C3: 8C Move vehicle/entity up 4 tiles CA/86C4: FF End queue CA/86C5: 5C Pause execution until fade in or fade out is complete CA/86C6: 42 Hide object $01 CA/86C8: D6 Set event bit $1E80($3FE) [$1EFF, bit 6] CA/86CA: 35 Pause execution until action queue for object $30 (Camera) is complete CA/86CC: 6B Load map $0053 (South Figaro, below rich house, stairwell / hallway / Celes' cell (always)) instantly, (upper bits $2400), place party at (57, 12), facing down CA/86D2: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/86D4: 8C Move vehicle/entity up 4 tiles CA/86D5: FF End queue CA/86D6: 96 Restore screen from fade CA/86D7: 93 Pause for 45 units CA/86D8: B3 Call subroutine $CA880F, 3 times CA/86DD: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CA/86DF: 83 Move vehicle/entity left 1 tile CA/86E0: CC Turn vehicle/entity up CA/86E1: FF End queue CA/86E2: 4B Display dialogue message $017B, wait for button press (At bottom of screen) GUARD: This's what happens to traitors! CA/86E5: 35 Pause execution until action queue for object $30 (Camera) is complete CA/86E7: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/86E9: C1 Set vehicle/entity's event speed to slow CA/86EA: 84 Move vehicle/entity up 2 tiles CA/86EB: FF End queue CA/86EC: B2 Call subroutine $CAD00F CA/86F0: 42 Hide object $11 CA/86F2: 42 Hide object $12 CA/86F4: B5 Pause for 15 * 6 (90) units CA/86F6: 4B Display dialogue message $017A, wait for button press (Show text only) (At bottom of screen) Product of genetic engineering, battle-hardened Magitek Knight, with a spirit as pure as snow… CA/86F9: 92 Pause for 30 units CA/86FA: 7F Change character $06's name to $06 (CELES ) CA/86FD: 40 Assign properties $06 to character $06 (Actor in stot 6) CA/8700: 88 Remove the following status ailments from character $06 (Actor in stot 6): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/8704: 8B For character $06 (Actor in stot 6), take HP and set to maximum CA/8707: 37 Assign graphics $06 to object $06 (Actor in stot 6) CA/870A: 43 Assign palette $00 to character $06 (Actor in stot 6) CA/870D: 98 Invoke name change screen for character $06 (Actor in stot 6) CA/870F: 50 Tint screen (cumulative) with color $BC CA/8711: 96 Restore screen from fade CA/8712: 94 Pause for 60 units CA/8713: B2 Call subroutine $CAD015 CA/8717: 41 Show object $11 CA/8719: 41 Show object $12 CA/871B: 30 Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete) CA/871D: 86 Move vehicle/entity down 2 tiles CA/871E: FF End queue CA/871F: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/8721: CE Turn vehicle/entity down CA/8722: FF End queue CA/8723: 93 Pause for 45 units CA/8724: 4B Display dialogue message $017C, wait for button press (At bottom of screen) GUARD: So, the mighty CELES has fallen! CA/8727: B0 Execute the following commands until $B1 7 times CA/8729: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/872B: 1D Do vehicle/entity graphical action $1D CA/872C: FF End queue CA/872D: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/872F: 1E Do vehicle/entity graphical action $1E CA/8730: FF End queue CA/8731: B1 End block of repeating commands CA/8732: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/8734: 20 Do vehicle/entity graphical action $20 CA/8735: FF End queue CA/8736: 91 Pause for 15 units CA/8737: 4B Display dialogue message $017D, wait for button press (At bottom of screen) CELES: How can you serve those cowards… GUARD: Hold your tongue! CA/873A: 12 Begin action queue for character $12 (NPC $12), 6 bytes long (Wait until complete) CA/873C: CD Turn vehicle/entity right CA/873D: E0 Pause for 4 * 1 (4) frames CA/873F: 80 Move vehicle/entity up 1 tile CA/8740: 1B Do vehicle/entity graphical action $1B CA/8741: FF End queue CA/8742: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/8744: 23 Do vehicle/entity graphical action $23 CA/8745: FF End queue CA/8746: 4B Display dialogue message $017E, wait for button press (At bottom of screen) CELES: Isn't it true Kefka's going to poison the people of Doma, to the east? GUARD: Shuddap! CA/8749: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/874B: CE Turn vehicle/entity down CA/874C: FF End queue CA/874D: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CA/874F: CC Turn vehicle/entity up CA/8750: C7 Set vehicle/entity to stay still when moving CA/8751: 82 Move vehicle/entity down 1 tile CA/8752: C6 Set vehicle/entity to walk when moving CA/8753: FF End queue CA/8754: B2 Call subroutine $CA880F CA/8758: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/875A: 09 Do vehicle/entity graphical action $09 (kneeling) CA/875B: E0 Pause for 4 * 6 (24) frames CA/875D: 28 Do vehicle/entity graphical action $28 CA/875E: FF End queue CA/875F: F4 Play sound effect 199 CA/8761: 93 Pause for 45 units CA/8762: 4B Display dialogue message $017F, wait for button press (At bottom of screen) GUARD: I'd hate to be in your shoes tomorrow! CA/8765: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CA/8767: 86 Move vehicle/entity down 2 tiles CA/8768: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/8769: FF End queue CA/876A: 93 Pause for 45 units CA/876B: 4B Display dialogue message $0180, wait for button press Keep a close eye on her! CA/876E: 11 Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete) CA/8770: CE Turn vehicle/entity down CA/8771: E0 Pause for 4 * 2 (8) frames CA/8773: 19 Do vehicle/entity graphical action $19 CA/8774: E0 Pause for 4 * 1 (4) frames CA/8776: 1A Do vehicle/entity graphical action $1A CA/8777: FF End queue CA/8778: 4B Display dialogue message $0181, wait for button press Yes, Sir! I can go for days without sleep! CA/877B: 92 Pause for 30 units CA/877C: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/877E: 8A Move vehicle/entity down 3 tiles CA/877F: FF End queue CA/8780: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CA/8782: C1 Set vehicle/entity's event speed to slow CA/8783: 83 Move vehicle/entity left 1 tile CA/8784: 84 Move vehicle/entity up 2 tiles CA/8785: FF End queue CA/8786: 92 Pause for 30 units CA/8787: D6 Set event bit $1E80($317) [$1EE2, bit 7] CA/8789: 6A Load map $0053 (South Figaro, below rich house, stairwell / hallway / Celes' cell (always)) after fade out, (upper bits $2400), place party at (35, 14), facing down CA/878F: D7 Clear event bit $1E80($3FE) [$1EFF, bit 6] CA/8791: 41 Show object $01 CA/8793: C0 If ($1E80($103) [$1EA0, bit 3] is clear), branch to $CA87A7 CA/8799: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CA/879B: D5 Set vehicle/entity's position to (34, 14) CA/879E: CE Turn vehicle/entity down CA/879F: FF End queue CA/87A0: C0 If ($1E80($103) [$1EA0, bit 3] is set), branch to $CA87B0 CA/87A6: FE Return CA/87A7: 01 Begin action queue for character $01 (Actor in stot 1), 7 bytes long (Wait until complete) CA/87A9: D5 Set vehicle/entity's position to (38, 11) CA/87AC: C8 Set object layering priority to 2 (low nibble 2) CA/87AE: 28 Do vehicle/entity graphical action $28 CA/87AF: FF End queue CA/87B0: 96 Restore screen from fade CA/87B1: 5C Pause execution until fade in or fade out is complete CA/87B2: 73 Replace current map's Layer 1 at (35, 12) with the following (2 x 1) chunk, refresh immediately CA/87B7: $06, $16 CA/87B9: 93 Pause for 45 units CA/87BA: 12 Begin action queue for character $12 (NPC $12), 8 bytes long CA/87BC: D5 Set vehicle/entity's position to (35, 12) CA/87BF: 8A Move vehicle/entity down 3 tiles CA/87C0: 9F Move vehicle/entity left 8 tiles CA/87C1: 8F Move vehicle/entity left 4 tiles CA/87C2: D1 Make vehicle/entity disappear CA/87C3: FF End queue CA/87C4: 45 Refresh objects CA/87C5: C0 If ($1E80($103) [$1EA0, bit 3] is clear), branch to $CA87E7 CA/87CB: 01 Begin action queue for character $01 (Actor in stot 1), 13 bytes long (Wait until complete) CA/87CD: E0 Pause for 4 * 2 (8) frames CA/87CF: CD Turn vehicle/entity right CA/87D0: E0 Pause for 4 * 2 (8) frames CA/87D2: CE Turn vehicle/entity down CA/87D3: E0 Pause for 4 * 4 (16) frames CA/87D5: 19 Do vehicle/entity graphical action $19 CA/87D6: E0 Pause for 4 * 1 (4) frames CA/87D8: 1A Do vehicle/entity graphical action $1A CA/87D9: FF End queue CA/87DA: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/87DC: C1 Set vehicle/entity's event speed to slow CA/87DD: 83 Move vehicle/entity left 1 tile CA/87DE: FF End queue CA/87DF: 95 Pause for 120 units CA/87E0: C0 If ($1E80($103) [$1EA0, bit 3] is set), branch to $CA880A CA/87E6: FE Return CA/87E7: 30 Begin action queue for character $30 (Camera), 5 bytes long CA/87E9: E0 Pause for 4 * 8 (32) frames CA/87EB: C1 Set vehicle/entity's event speed to slow CA/87EC: 85 Move vehicle/entity right 2 tiles CA/87ED: FF End queue CA/87EE: 01 Begin action queue for character $01 (Actor in stot 1), 9 bytes long (Wait until complete) CA/87F0: E0 Pause for 4 * 24 (96) frames CA/87F2: C0 Set vehicle/entity's event speed to slowest CA/87F3: C7 Set vehicle/entity to stay still when moving CA/87F4: 82 Move vehicle/entity down 1 tile CA/87F5: E0 Pause for 4 * 6 (24) frames CA/87F7: 09 Do vehicle/entity graphical action $09 (kneeling) CA/87F8: FF End queue CA/87F9: 94 Pause for 60 units CA/87FA: 35 Pause execution until action queue for object $30 (Camera) is complete CA/87FC: F4 Play sound effect 40 CA/87FE: 01 Begin action queue for character $01 (Actor in stot 1), 10 bytes long (Wait until complete) CA/8800: C3 Set vehicle/entity's event speed to fast CA/8801: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/8802: DC Make vehicle/entity jump (low) CA/8803: 83 Move vehicle/entity left 1 tile CA/8804: 86 Move vehicle/entity down 2 tiles CA/8805: 09 Do vehicle/entity graphical action $09 (kneeling) CA/8806: C6 Set vehicle/entity to walk when moving CA/8807: C8 Set object layering priority to 0 (low nibble 0) CA/8809: FF End queue CA/880A: 39 Free screen CA/880B: D0 Set event bit $1E80($01C) [$1E83, bit 4] CA/880D: 3A Enable player to move while event commands execute CA/880E: FE Return CA/880F: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/8811: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/8812: FF End queue CA/8813: 93 Pause for 45 units CA/8814: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CA/8816: C7 Set vehicle/entity to stay still when moving CA/8817: C3 Set vehicle/entity's event speed to fast CA/8818: 80 Move vehicle/entity up 1 tile CA/8819: FF End queue CA/881A: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/881C: CD Turn vehicle/entity right CA/881D: FF End queue CA/881E: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/8820: 1B Do vehicle/entity graphical action $1B CA/8821: FF End queue CA/8822: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CA/8824: CF Turn vehicle/entity left CA/8825: FF End queue CA/8826: F4 Play sound effect 51 CA/8828: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/882A: 0B Do vehicle/entity graphical action $0B CA/882B: E0 Pause for 4 * 8 (32) frames CA/882D: CE Turn vehicle/entity down CA/882E: FF End queue CA/882F: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CA/8831: C2 Set vehicle/entity's event speed to normal CA/8832: CC Turn vehicle/entity up CA/8833: 82 Move vehicle/entity down 1 tile CA/8834: C6 Set vehicle/entity to walk when moving CA/8835: FF End queue CA/8836: FE Return CA/8837: 4B Display dialogue message $0182, wait for button press ^ (Remove her chains?) ^ (Wait a few minutes.) CA/883A: B6 Indexed branch based on prior dialogue selection [$CA8842, $CA5EB3] CA/8841: FE Return CA/8842: B2 Call subroutine $CACA8D CA/8846: 3D Create object $10 CA/8848: 45 Refresh objects CA/8849: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CA/884B: D5 Set vehicle/entity's position to (0, 0) CA/884E: FF End queue CA/884F: 41 Show object $10 CA/8851: 45 Refresh objects CA/8852: B0 Execute the following commands until $B1 3 times CA/8854: 01 Begin action queue for character $01 (Actor in stot 1), 8 bytes long (Wait until complete) CA/8856: C2 Set vehicle/entity's event speed to normal CA/8857: 1B Do vehicle/entity graphical action $1B CA/8858: E0 Pause for 4 * 1 (4) frames CA/885A: 1C Do vehicle/entity graphical action $1C CA/885B: E0 Pause for 4 * 1 (4) frames CA/885D: FF End queue CA/885E: B1 End block of repeating commands CA/885F: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CA/8861: D5 Set vehicle/entity's position to (57, 6) CA/8864: FF End queue CA/8865: 13 Begin action queue for character $13 (NPC $13), 4 bytes long (Wait until complete) CA/8867: D5 Set vehicle/entity's position to (0, 0) CA/886A: FF End queue CA/886B: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CA/886D: CC Turn vehicle/entity up CA/886E: FF End queue CA/886F: F4 Play sound effect 199 CA/8871: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/8873: 28 Do vehicle/entity graphical action $28 CA/8874: E0 Pause for 4 * 10 (40) frames CA/8876: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/8877: FF End queue CA/8878: B5 Pause for 15 * 6 (90) units CA/887A: C0 If ($1E80($103) [$1EA0, bit 3] is clear), branch to $CA888A CA/8880: 4B Display dialogue message $0183, wait for button press CELES: You're awfully short for a soldier. LOCKE: Oh, I forgot I was wearing a uniform! CA/8883: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA889D CA/8889: FE Return CA/888A: C0 If ($1E80($104) [$1EA0, bit 4] is clear), branch to $CA889A CA/8890: 4B Display dialogue message $0184, wait for button press CELES: What do you hope to peddle down here? LOCKE: Oops! Forgot I was wearing these clothes. CA/8893: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA889D CA/8899: FE Return CA/889A: 4B Display dialogue message $0185, wait for button press CELES: And you are… CA/889D: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/889F: 82 Move vehicle/entity down 1 tile CA/88A0: FF End queue CA/88A1: C9 If ($1E80($104) [$1EA0, bit 4] is clear) and ($1E80($103) [$1EA0, bit 3] is clear), branch to $CA88B6 CA/88A9: 92 Pause for 30 units CA/88AA: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CA/88AC: 09 Do vehicle/entity graphical action $09 (kneeling) CA/88AD: E0 Pause for 4 * 2 (8) frames CA/88AF: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/88B0: FF End queue CA/88B1: B2 Call subroutine $CA867C CA/88B5: 92 Pause for 30 units CA/88B6: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CA/88B8: CE Turn vehicle/entity down CA/88B9: E0 Pause for 4 * 2 (8) frames CA/88BB: 23 Do vehicle/entity graphical action $23 CA/88BC: FF End queue CA/88BD: 4B Display dialogue message $0186, wait for button press (At bottom of screen) LOCKE: I'm with the Returners. Name's LOCKE. CELES: Returners!!! I used to be General CELES… Now I'm just a common traitor… CA/88C0: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CA/88C2: 81 Move vehicle/entity right 1 tile CA/88C3: 84 Move vehicle/entity up 2 tiles CA/88C4: CF Turn vehicle/entity left CA/88C5: FF End queue CA/88C6: 94 Pause for 60 units CA/88C7: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/88C9: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/88CA: E0 Pause for 4 * 8 (32) frames CA/88CC: CD Turn vehicle/entity right CA/88CD: FF End queue CA/88CE: 4B Display dialogue message $0187, wait for button press LOCKE: Let's go! CELES: !? You'd take me along? CA/88D1: 10 Begin action queue for character $10 (NPC $10), 16 bytes long (Wait until complete) CA/88D3: CE Turn vehicle/entity down CA/88D4: E0 Pause for 4 * 2 (8) frames CA/88D6: 23 Do vehicle/entity graphical action $23 CA/88D7: E0 Pause for 4 * 1 (4) frames CA/88D9: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/88DA: E0 Pause for 4 * 1 (4) frames CA/88DC: 23 Do vehicle/entity graphical action $23 CA/88DD: E0 Pause for 4 * 1 (4) frames CA/88DF: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/88E0: E0 Pause for 4 * 1 (4) frames CA/88E2: FF End queue CA/88E3: 4B Display dialogue message $0188, wait for button press CELES: Thanks, but no thanks. I can barely walk… CA/88E6: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/88E8: CE Turn vehicle/entity down CA/88E9: FF End queue CA/88EA: 10 Begin action queue for character $10 (NPC $10), 11 bytes long (Wait until complete) CA/88EC: 82 Move vehicle/entity down 1 tile CA/88ED: E0 Pause for 4 * 2 (8) frames CA/88EF: 82 Move vehicle/entity down 1 tile CA/88F0: E0 Pause for 4 * 2 (8) frames CA/88F2: 82 Move vehicle/entity down 1 tile CA/88F3: E0 Pause for 4 * 12 (48) frames CA/88F5: 20 Do vehicle/entity graphical action $20 CA/88F6: FF End queue CA/88F7: 4B Display dialogue message $0189, wait for button press CELES: I'm grateful, but… Even if you got me out, you'd never be able to protect me. No, I think I'm better off here. CA/88FA: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/88FC: 82 Move vehicle/entity down 1 tile CA/88FD: FF End queue CA/88FE: 93 Pause for 45 units CA/88FF: 4B Display dialogue message $018A, wait for button press LOCKE: I'll protect you! CA/8902: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/8904: CE Turn vehicle/entity down CA/8905: FF End queue CA/8906: 93 Pause for 45 units CA/8907: B0 Execute the following commands until $B1 2 times CA/8909: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/890B: 13 Do vehicle/entity graphical action $13 CA/890C: FF End queue CA/890D: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/890F: CE Turn vehicle/entity down CA/8910: FF End queue CA/8911: B1 End block of repeating commands CA/8912: 92 Pause for 30 units CA/8913: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/8915: CC Turn vehicle/entity up CA/8916: FF End queue CA/8917: 93 Pause for 45 units CA/8918: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CA/891A: 20 Do vehicle/entity graphical action $20 CA/891B: E0 Pause for 4 * 2 (8) frames CA/891D: CE Turn vehicle/entity down CA/891E: FF End queue CA/891F: 4B Display dialogue message $018B, wait for button press LOCKE: Trust me! You'll be fine! CA/8922: 92 Pause for 30 units CA/8923: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CA/8925: E0 Pause for 4 * 12 (48) frames CA/8927: CD Turn vehicle/entity right CA/8928: E0 Pause for 4 * 1 (4) frames CA/892A: CE Turn vehicle/entity down CA/892B: FF End queue CA/892C: 01 Begin action queue for character $01 (Actor in stot 1), 16 bytes long (Wait until complete) CA/892E: 14 Do vehicle/entity graphical action $14 CA/892F: E0 Pause for 4 * 1 (4) frames CA/8931: CE Turn vehicle/entity down CA/8932: E0 Pause for 4 * 8 (32) frames CA/8934: 8A Move vehicle/entity down 3 tiles CA/8935: 83 Move vehicle/entity left 1 tile CA/8936: CC Turn vehicle/entity up CA/8937: E0 Pause for 4 * 4 (16) frames CA/8939: 1C Do vehicle/entity graphical action $1C CA/893A: E0 Pause for 4 * 1 (4) frames CA/893C: 1B Do vehicle/entity graphical action $1B CA/893D: FF End queue CA/893E: 4B Display dialogue message $018C, wait for button press LOCKE: Let's go! CA/8941: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/8943: 82 Move vehicle/entity down 1 tile CA/8944: FF End queue CA/8945: 4B Display dialogue message $018F, wait for button press (At bottom of screen) CELES: Wait. CA/8948: 92 Pause for 30 units CA/8949: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/894B: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/894C: FF End queue CA/894D: 93 Pause for 45 units CA/894E: 4B Display dialogue message $0190, wait for button press (At bottom of screen) CELES: This soldier has something important on him… CA/8951: 3D Create object $06 CA/8953: 3F Assign character $06 (Actor in stot 6) to party 1 CA/8956: D4 Set event bit $1E80($2E6) [$1EDC, bit 6] CA/8958: D4 Set event bit $1E80($2F6) [$1EDE, bit 6] CA/895A: 78 Enable ability to pass through other objects for object $10 (NPC $10) CA/895C: 78 Enable ability to pass through other objects for object $01 (LOCKE ) CA/895E: D7 Clear event bit $1E80($317) [$1EE2, bit 7] CA/8960: D0 Set event bit $1E80($01D) [$1E83, bit 5] CA/8962: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CA/8964: CC Turn vehicle/entity up CA/8965: E0 Pause for 4 * 2 (8) frames CA/8967: 84 Move vehicle/entity up 2 tiles CA/8968: FF End queue CA/8969: 42 Hide object $10 CA/896B: 45 Refresh objects CA/896C: 36 Disable ability to pass through other objects for object $01 (Actor in stot 1) CA/896E: B2 Call subroutine $CACB95 CA/8972: FE Return CA/8973: C1 If ($1E80($01D) [$1E83, bit 5] is clear) or ($1E80($01B) [$1E83, bit 3] is set), branch to $CA5EB3 (simply returns) CA/897B: B2 Call subroutine $CAC6AC CA/897F: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CA/8981: CD Turn vehicle/entity right CA/8982: FF End queue CA/8983: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CA/8985: C2 Set vehicle/entity's event speed to normal CA/8986: 81 Move vehicle/entity right 1 tile CA/8987: CF Turn vehicle/entity left CA/8988: FF End queue CA/8989: 4B Display dialogue message $0191, wait for button press CELES: Why are you helping me? LOCKE: You remind me of someone… CA/898C: 93 Pause for 45 units CA/898D: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CA/898F: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/8990: E0 Pause for 4 * 8 (32) frames CA/8992: CD Turn vehicle/entity right CA/8993: FF End queue CA/8994: 94 Pause for 60 units CA/8995: 4B Display dialogue message $0192, wait for button press LOCKE: But what's it matter, anyway? I just want to, okay?! CA/8998: 78 Enable ability to pass through other objects for object $01 (LOCKE ) CA/899A: 78 Enable ability to pass through other objects for object $06 (CELES ) CA/899C: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CA/899E: CC Turn vehicle/entity up CA/899F: FF End queue CA/89A0: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/89A2: 83 Move vehicle/entity left 1 tile CA/89A3: FF End queue CA/89A4: B2 Call subroutine $CACB95 CA/89A8: 36 Disable ability to pass through other objects for object $01 (Actor in stot 1) CA/89AA: 36 Disable ability to pass through other objects for object $06 (Actor in stot 6) CA/89AC: D0 Set event bit $1E80($01B) [$1E83, bit 3] CA/89AE: FE Return CA/89AF: C0 If ($1E80($01E) [$1E83, bit 6] is set), branch to $CA5EB3 (simply returns) CA/89B5: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/89B7: CC Turn vehicle/entity up CA/89B8: FF End queue CA/89B9: 58 Shake screen ($F7): (Intensity: 3)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/89BB: F4 Play sound effect 165 CA/89BD: B5 Pause for 15 * 10 (150) units CA/89BF: 4B Display dialogue message $0194, wait for button press LOCKE: Huh? CELES: Something's coming outta the wall!! CA/89C2: F6 Subcommand $82: Change volume of currently playing sound effect to $00, transition time 8 CA/89C6: 91 Pause for 15 units CA/89C7: 58 Shake screen ($F4): (Intensity: 0)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/89C9: F6 Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0 CA/89CD: 4D Invoke battle, enemy set $43, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CA/89D0: B2 Call subroutine $CA5EA9 CA/89D4: 96 Restore screen from fade CA/89D5: 94 Pause for 60 units CA/89D6: 4B Display dialogue message $0195, wait for button press LOCKE: Whew!!! Looks like we're in the clear! CA/89D9: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/89DB: 86 Move vehicle/entity down 2 tiles CA/89DC: FF End queue CA/89DD: D0 Set event bit $1E80($01E) [$1E83, bit 6] CA/89DF: 42 Hide object $31 CA/89E1: 97 Fade screen to black CA/89E2: B5 Pause for 15 * 16 (240) units CA/89E4: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/89E6: D7 Clear event bit $1E80($329) [$1EE5, bit 1] CA/89E8: B2 Call subroutine $CAAD4C CA/89EC: FE Return CA/89ED: C0 If ($1E80($048) [$1E89, bit 0] is clear), branch to $CA5EB3 (simply returns) CA/89F3: DE Load CaseWord with the characters in the currently active party? CA/89F4: BE If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA89FD; else If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA8A6F CA/89FC: FE Return CA/89FD: C0 If ($1E80($04A) [$1E89, bit 2] is set), branch to $CA5EB3 (simply returns) CA/8A03: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CA/8A07: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CA5EB3 (simply returns) CA/8A0D: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/8A0F: 88 Move vehicle/entity up 3 tiles CA/8A10: FF End queue CA/8A11: B2 Call subroutine $CAC6AC CA/8A15: 3F Remove character $05 (Actor in stot 5) from the party CA/8A18: 45 Refresh objects CA/8A19: B2 Call subroutine $CACFE6 CA/8A1D: DE Load CaseWord with the characters in the currently active party? CA/8A1E: B2 Call subroutine $CAC770 CA/8A22: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CA/8A24: CC Turn vehicle/entity up CA/8A25: FF End queue CA/8A26: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CA/8A28: C2 Set vehicle/entity's event speed to normal CA/8A29: 81 Move vehicle/entity right 1 tile CA/8A2A: CC Turn vehicle/entity up CA/8A2B: FF End queue CA/8A2C: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CA/8A2E: C2 Set vehicle/entity's event speed to normal CA/8A2F: 83 Move vehicle/entity left 1 tile CA/8A30: CC Turn vehicle/entity up CA/8A31: FF End queue CA/8A32: 05 Begin action queue for character $05 (Actor in stot 5), 12 bytes long (Wait until complete) CA/8A34: C2 Set vehicle/entity's event speed to normal CA/8A35: 88 Move vehicle/entity up 3 tiles CA/8A36: E0 Pause for 4 * 2 (8) frames CA/8A38: CD Turn vehicle/entity right CA/8A39: E0 Pause for 4 * 2 (8) frames CA/8A3B: CF Turn vehicle/entity left CA/8A3C: E0 Pause for 4 * 2 (8) frames CA/8A3E: CC Turn vehicle/entity up CA/8A3F: FF End queue CA/8A40: D0 Set event bit $1E80($049) [$1E89, bit 1] CA/8A42: D6 Set event bit $1E80($302) [$1EE0, bit 2] CA/8A44: C0 If ($1E80($007) [$1E80, bit 7] is set), branch to $CA8A4F CA/8A4A: 4B Display dialogue message $03B1, wait for button press (At bottom of screen) SABIN: This's like old times! I have to wander around for a while! CA/8A4D: D0 Set event bit $1E80($007) [$1E80, bit 7] CA/8A4F: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CA/8A51: C3 Set vehicle/entity's event speed to fast CA/8A52: 9C Move vehicle/entity up 8 tiles CA/8A53: 88 Move vehicle/entity up 3 tiles CA/8A54: D1 Make vehicle/entity disappear CA/8A55: FF End queue CA/8A56: 3E Delete object $05 CA/8A58: 45 Refresh objects CA/8A59: 78 Enable ability to pass through other objects for object $32 (Party Character 1) CA/8A5B: 78 Enable ability to pass through other objects for object $33 (Party Character 2) CA/8A5D: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/8A5F: 83 Move vehicle/entity left 1 tile CA/8A60: FF End queue CA/8A61: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/8A63: 81 Move vehicle/entity right 1 tile CA/8A64: FF End queue CA/8A65: 92 Pause for 30 units CA/8A66: 36 Disable ability to pass through other objects for object $32 (Party Character 1) CA/8A68: 36 Disable ability to pass through other objects for object $33 (Party Character 2) CA/8A6A: B2 Call subroutine $CACB95 CA/8A6E: FE Return CA/8A6F: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($007) [$1E80, bit 7] is set), branch to $CA5EB3 (simply returns) CA/8A77: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/8A79: 88 Move vehicle/entity up 3 tiles CA/8A7A: FF End queue CA/8A7B: B2 Call subroutine $CAC6AC CA/8A7F: 3C Set up the party as follows: $04 (Actor in stot 4), $FF (), $FF (), $FF () CA/8A84: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CA/8A86: C2 Set vehicle/entity's event speed to normal CA/8A87: 80 Move vehicle/entity up 1 tile CA/8A88: FF End queue CA/8A89: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/8A8B: CC Turn vehicle/entity up CA/8A8C: FF End queue CA/8A8D: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CA/8A8F: C2 Set vehicle/entity's event speed to normal CA/8A90: 81 Move vehicle/entity right 1 tile CA/8A91: CC Turn vehicle/entity up CA/8A92: FF End queue CA/8A93: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CA/8A95: C2 Set vehicle/entity's event speed to normal CA/8A96: 83 Move vehicle/entity left 1 tile CA/8A97: CC Turn vehicle/entity up CA/8A98: FF End queue CA/8A99: 94 Pause for 60 units CA/8A9A: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/8A9C: 21 Do vehicle/entity graphical action $21 CA/8A9D: FF End queue CA/8A9E: 4B Display dialogue message $03B0, wait for button press EDGAR: If only SABIN were here… CA/8AA1: 78 Enable ability to pass through other objects for object $32 (Party Character 1) CA/8AA3: 78 Enable ability to pass through other objects for object $33 (Party Character 2) CA/8AA5: 78 Enable ability to pass through other objects for object $34 (Party Character 3) CA/8AA7: 78 Enable ability to pass through other objects for object $04 (EDGAR ) CA/8AA9: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CA/8AAB: 82 Move vehicle/entity down 1 tile CA/8AAC: CC Turn vehicle/entity up CA/8AAD: FF End queue CA/8AAE: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/8AB0: 83 Move vehicle/entity left 1 tile CA/8AB1: FF End queue CA/8AB2: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CA/8AB4: 81 Move vehicle/entity right 1 tile CA/8AB5: FF End queue CA/8AB6: 94 Pause for 60 units CA/8AB7: 36 Disable ability to pass through other objects for object $34 (Party Character 3) CA/8AB9: 36 Disable ability to pass through other objects for object $32 (Party Character 1) CA/8ABB: 36 Disable ability to pass through other objects for object $33 (Party Character 2) CA/8ABD: 36 Disable ability to pass through other objects for object $04 (Actor in stot 4) CA/8ABF: B2 Call subroutine $CACB95 CA/8AC3: FE Return CA/8AC4: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CA/8ACA: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/8ACC: 3A Enable player to move while event commands execute CA/8ACD: B2 Call subroutine $CAEE5A CA/8AD1: F4 Play sound effect 234 CA/8AD3: 5F Scroll Layer 3, speed 0 x 248 CA/8AD6: B0 Execute the following commands until $B1 31 times CA/8AD8: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CA/8ADC: B4 Pause for 5 units CA/8ADE: B1 End block of repeating commands CA/8ADF: 5F Scroll Layer 3, speed 0 x 0 CA/8AE2: FE Return CA/8AE3: 6A Load map $0002 (Serpent Trench) after fade out, (upper bits $2400), place party at (117, 120), facing down, party is in the airship CA/8AE9: DD Hide mini-map CA/8AEA: C1 Set vehicle's facing direction to $00B4 (180 degrees) (0 is north, goes counter-clockwise) CA/8AED: C2 Set vehicle's propulsion direction to $00B4 (180 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required CA/8AF0: 20 Move vehicle as follows: (go up), 10 units CA/8AF2: 04 Move vehicle as follows: (move forward), 2 units CA/8AF4: E0 Pause for 2 units CA/8AF6: 10 Move vehicle as follows: (turn left), 34 units CA/8AF8: E0 Pause for 5 units CA/8AFA: 10 Move vehicle as follows: (turn left), 4 units CA/8AFC: E0 Pause for 8 units CA/8AFE: 10 Move vehicle as follows: (turn left), 40 units CA/8B00: 04 Move vehicle as follows: (move forward), 2 units CA/8B02: E0 Pause for 8 units CA/8B04: 10 Move vehicle as follows: (turn left), 9 units CA/8B06: E0 Pause for 2 units CA/8B08: 08 Move vehicle as follows: (turn right), 20 units CA/8B0A: E0 Pause for 8 units CA/8B0C: 11 Move vehicle as follows: (turn left, double speed of turns), 16 units CA/8B0E: E0 Pause for 10 units CA/8B10: 08 Move vehicle as follows: (turn right), 8 units CA/8B12: 10 Move vehicle as follows: (turn left), 8 units CA/8B14: E0 Pause for 8 units CA/8B16: 10 Move vehicle as follows: (turn left), 16 units CA/8B18: E0 Pause for 12 units CA/8B1A: 20 Move vehicle as follows: (go up), 10 units CA/8B1C: 08 Move vehicle as follows: (turn right), 32 units CA/8B1E: 04 Move vehicle as follows: (move forward), 1 units CA/8B20: E0 Pause for 9 units CA/8B22: CF Invoke battle, enemy set $13, background $23 (Underwater), other flags $00 CA/8B25: 11 Move vehicle as follows: (turn left, double speed of turns), 2 units CA/8B27: E0 Pause for 4 units CA/8B29: 09 Move vehicle as follows: (turn right, double speed of turns), 14 units CA/8B2B: E0 Pause for 8 units CA/8B2D: 20 Move vehicle as follows: (go up), 14 units CA/8B2F: E0 Pause for 4 units CA/8B31: 08 Move vehicle as follows: (turn right), 12 units CA/8B33: E0 Pause for 8 units CA/8B35: 11 Move vehicle as follows: (turn left, double speed of turns), 18 units CA/8B37: E0 Pause for 12 units CA/8B39: 08 Move vehicle as follows: (turn right), 10 units CA/8B3B: 44 Move vehicle as follows: (go down, move forward), 6 units CA/8B3D: 40 Move vehicle as follows: (go down), 10 units CA/8B3F: E0 Pause for 4 units CA/8B41: 11 Move vehicle as follows: (turn left, double speed of turns), 12 units CA/8B43: E0 Pause for 12 units CA/8B45: 08 Move vehicle as follows: (turn right), 12 units CA/8B47: DA Show flashing arrows indicating the direction you're turning CA/8B48: E0 Pause for 26 units CA/8B4A: DB Latch (lock in) the input for direction turned ($1EB6, bit 7 holds the value) CA/8B4B: DC Hide flashing arrows that indicate the direction you're turning CA/8B4C: B0 If ($1E80($1B7) [$1EB6, bit 7] is clear), branch to $CA8C15 CA/8B52: 11 Move vehicle as follows: (turn left, double speed of turns), 9 units CA/8B54: E0 Pause for 3 units CA/8B56: 09 Move vehicle as follows: (turn right, double speed of turns), 18 units CA/8B58: E0 Pause for 1 units CA/8B5A: 11 Move vehicle as follows: (turn left, double speed of turns), 25 units CA/8B5C: E0 Pause for 4 units CA/8B5E: 10 Move vehicle as follows: (turn left), 4 units CA/8B60: E0 Pause for 1 units CA/8B62: CF Invoke battle, enemy set $14, background $23 (Underwater), other flags $00 CA/8B65: 09 Move vehicle as follows: (turn right, double speed of turns), 6 units CA/8B67: E0 Pause for 1 units CA/8B69: 09 Move vehicle as follows: (turn right, double speed of turns), 8 units CA/8B6B: E0 Pause for 1 units CA/8B6D: 11 Move vehicle as follows: (turn left, double speed of turns), 8 units CA/8B6F: E0 Pause for 8 units CA/8B71: 08 Move vehicle as follows: (turn right), 14 units CA/8B73: 20 Move vehicle as follows: (go up), 28 units CA/8B75: E0 Pause for 12 units CA/8B77: CF Invoke battle, enemy set $15, background $23 (Underwater), other flags $00 CA/8B7A: 10 Move vehicle as follows: (turn left), 14 units CA/8B7C: E0 Pause for 4 units CA/8B7E: 08 Move vehicle as follows: (turn right), 17 units CA/8B80: E0 Pause for 11 units CA/8B82: 09 Move vehicle as follows: (turn right, double speed of turns), 13 units CA/8B84: E0 Pause for 2 units CA/8B86: 09 Move vehicle as follows: (turn right, double speed of turns), 11 units CA/8B88: E0 Pause for 14 units CA/8B8A: 11 Move vehicle as follows: (turn left, double speed of turns), 36 units CA/8B8C: E0 Pause for 10 units CA/8B8E: 40 Move vehicle as follows: (go down), 32 units CA/8B90: E0 Pause for 4 units CA/8B92: 09 Move vehicle as follows: (turn right, double speed of turns), 104 units CA/8B94: 04 Move vehicle as follows: (move forward), 4 units CA/8B96: E0 Pause for 3 units CA/8B98: 11 Move vehicle as follows: (turn left, double speed of turns), 22 units CA/8B9A: DA Show flashing arrows indicating the direction you're turning CA/8B9B: E0 Pause for 6 units CA/8B9D: 08 Move vehicle as follows: (turn right), 10 units CA/8B9F: E0 Pause for 12 units CA/8BA1: DB Latch (lock in) the input for direction turned ($1EB6, bit 7 holds the value) CA/8BA2: DC Hide flashing arrows that indicate the direction you're turning CA/8BA3: B0 If ($1E80($1B7) [$1EB6, bit 7] is clear), branch to $CA8C58 CA/8BA9: 11 Move vehicle as follows: (turn left, double speed of turns), 15 units CA/8BAB: E0 Pause for 2 units CA/8BAD: 09 Move vehicle as follows: (turn right, double speed of turns), 20 units CA/8BAF: 11 Move vehicle as follows: (turn left, double speed of turns), 28 units CA/8BB1: 13 Move vehicle as follows: (turn left, decrease speed by $100, double speed of turns), 2 units CA/8BB3: 09 Move vehicle as follows: (turn right, double speed of turns), 26 units CA/8BB5: 20 Move vehicle as follows: (go up), 48 units CA/8BB7: CF Invoke battle, enemy set $14, background $23 (Underwater), other flags $00 CA/8BBA: 09 Move vehicle as follows: (turn right, double speed of turns), 13 units CA/8BBC: 04 Move vehicle as follows: (move forward), 2 units CA/8BBE: E0 Pause for 8 units CA/8BC0: 10 Move vehicle as follows: (turn left), 14 units CA/8BC2: E0 Pause for 2 units CA/8BC4: 08 Move vehicle as follows: (turn right), 34 units CA/8BC6: E0 Pause for 3 units CA/8BC8: 11 Move vehicle as follows: (turn left, double speed of turns), 21 units CA/8BCA: 09 Move vehicle as follows: (turn right, double speed of turns), 21 units CA/8BCC: 04 Move vehicle as follows: (move forward), 8 units CA/8BCE: E0 Pause for 5 units CA/8BD0: CF Invoke battle, enemy set $15, background $23 (Underwater), other flags $00 CA/8BD3: 0B Move vehicle as follows: (turn right, decrease speed by $100, double speed of turns), 4 units CA/8BD5: 09 Move vehicle as follows: (turn right, double speed of turns), 8 units CA/8BD7: 11 Move vehicle as follows: (turn left, double speed of turns), 22 units CA/8BD9: E0 Pause for 2 units CA/8BDB: 08 Move vehicle as follows: (turn right), 10 units CA/8BDD: E0 Pause for 4 units CA/8BDF: 44 Move vehicle as follows: (go down, move forward), 28 units CA/8BE1: E0 Pause for 2 units CA/8BE3: C8 Set bit $1E80($01CC) [$1EB9, bit 4] CA/8BE6: D2 Load map $0000 (World of Balance), position (128, 73), mode $00 CA/8BEC: D1 Make vehicle/entity disappear CA/8BED: DF Hide mini-map CA/8BEE: C1 Set vehicle/entity's event speed to slow CA/8BEF: A3 Move vehicle/entity left/up 1x1 tiles CA/8BF0: A3 Move vehicle/entity left/up 1x1 tiles CA/8BF1: A3 Move vehicle/entity left/up 1x1 tiles CA/8BF2: A3 Move vehicle/entity left/up 1x1 tiles CA/8BF3: A3 Move vehicle/entity left/up 1x1 tiles CA/8BF4: A3 Move vehicle/entity left/up 1x1 tiles CA/8BF5: A3 Move vehicle/entity left/up 1x1 tiles CA/8BF6: A3 Move vehicle/entity left/up 1x1 tiles CA/8BF7: A3 Move vehicle/entity left/up 1x1 tiles CA/8BF8: A3 Move vehicle/entity left/up 1x1 tiles CA/8BF9: A3 Move vehicle/entity left/up 1x1 tiles CA/8BFA: C9 Clear bit $1E80($CC) [$1E99, bit 4] CA/8BFC: 01 Do vehicle/entity graphical action $01 CA/8BFD: D2 Load map $00BB (Nikeah, docks / cargo ship at sea (always)), position (24, 11), mode $C0 CA/8C03: B5 Pause for 15 * 10 (150) units CA/8C05: 6C Set parent map to $0000 (World of Balance), parent coordinates to (117, 0), facing left CA/8C0B: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/8C0D: 28 Do vehicle/entity graphical action $28 CA/8C0E: C8 Set object layering priority to 0 (low nibble 0) CA/8C10: FF End queue CA/8C11: 59 Unfade screen at speed $02 CA/8C13: 5C Pause execution until fade in or fade out is complete CA/8C14: FE Return CA/8C15: 0B Move vehicle as follows: (turn right, decrease speed by $100, double speed of turns), 3 units CA/8C17: 09 Move vehicle as follows: (turn right, double speed of turns), 18 units CA/8C19: E0 Pause for 4 units CA/8C1B: 04 Move vehicle as follows: (move forward), 3 units CA/8C1D: E0 Pause for 2 units CA/8C1F: 11 Move vehicle as follows: (turn left, double speed of turns), 27 units CA/8C21: 04 Move vehicle as follows: (move forward), 6 units CA/8C23: E0 Pause for 8 units CA/8C25: CF Invoke battle, enemy set $14, background $23 (Underwater), other flags $00 CA/8C28: E0 Pause for 11 units CA/8C2A: 0B Move vehicle as follows: (turn right, decrease speed by $100, double speed of turns), 6 units CA/8C2C: 09 Move vehicle as follows: (turn right, double speed of turns), 16 units CA/8C2E: E0 Pause for 2 units CA/8C30: 11 Move vehicle as follows: (turn left, double speed of turns), 27 units CA/8C32: 24 Move vehicle as follows: (go up, move forward), 8 units CA/8C34: 20 Move vehicle as follows: (go up), 22 units CA/8C36: 44 Move vehicle as follows: (go down, move forward), 26 units CA/8C38: E0 Pause for 6 units CA/8C3A: D2 Load map $00AF (Serpent Trench, caves), position (44, 16), mode $00 CA/8C40: FE Return CA/8C41: 6A Load map $0002 (Serpent Trench) after fade out, (upper bits $2400), place party at (83, 67), facing down, party is in the airship CA/8C47: 24 Move vehicle as follows: (go up, move forward), 14 units CA/8C49: E0 Pause for 3 units CA/8C4B: 11 Move vehicle as follows: (turn left, double speed of turns), 7 units CA/8C4D: 20 Move vehicle as follows: (go up), 16 units CA/8C4F: E0 Pause for 1 units CA/8C51: B0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA8B8E CA/8C57: FF End vehicle script CA/8C58: E0 Pause for 6 units CA/8C5A: 09 Move vehicle as follows: (turn right, double speed of turns), 16 units CA/8C5C: E0 Pause for 1 units CA/8C5E: 11 Move vehicle as follows: (turn left, double speed of turns), 32 units CA/8C60: 02 Move vehicle as follows: (decrease speed by $100), 3 units CA/8C62: E0 Pause for 2 units CA/8C64: 11 Move vehicle as follows: (turn left, double speed of turns), 24 units CA/8C66: E0 Pause for 1 units CA/8C68: 09 Move vehicle as follows: (turn right, double speed of turns), 49 units CA/8C6A: E0 Pause for 16 units CA/8C6C: CF Invoke battle, enemy set $15, background $23 (Underwater), other flags $00 CA/8C6F: 10 Move vehicle as follows: (turn left), 6 units CA/8C71: E0 Pause for 4 units CA/8C73: 20 Move vehicle as follows: (go up), 96 units CA/8C75: E0 Pause for 10 units CA/8C77: 08 Move vehicle as follows: (turn right), 32 units CA/8C79: E0 Pause for 10 units CA/8C7B: 10 Move vehicle as follows: (turn left), 8 units CA/8C7D: E0 Pause for 10 units CA/8C7F: 11 Move vehicle as follows: (turn left, double speed of turns), 15 units CA/8C81: E0 Pause for 10 units CA/8C83: 48 Move vehicle as follows: (go down, turn right), 8 units CA/8C85: 44 Move vehicle as follows: (go down, move forward), 28 units CA/8C87: 42 Move vehicle as follows: (go down, decrease speed by $100), 13 units CA/8C89: E0 Pause for 1 units CA/8C8B: 04 Move vehicle as follows: (move forward), 30 units CA/8C8D: D2 Load map $00AF (Serpent Trench, caves), position (25, 16), mode $00 CA/8C93: FE Return CA/8C94: 6A Load map $0002 (Serpent Trench) after fade out, (upper bits $2400), place party at (31, 33), facing down, party is in the airship CA/8C9A: 04 Move vehicle as follows: (move forward), 4 units CA/8C9C: E0 Pause for 2 units CA/8C9E: 30 Move vehicle as follows: (go up, turn left), 16 units CA/8CA0: E0 Pause for 32 units CA/8CA2: 08 Move vehicle as follows: (turn right), 22 units CA/8CA4: E0 Pause for 4 units CA/8CA6: 44 Move vehicle as follows: (go down, move forward), 16 units CA/8CA8: B0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA8BE3 CA/8CAE: C0 If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CA5EB3 (simply returns) CA/8CB4: 6A Load map $00AF (Serpent Trench, caves) after fade out, (upper bits $2400), place party at (11, 19), facing down CA/8CBA: FE Return CA/8CBB: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA8CDA CA/8CC1: 4B Display dialogue message $032A, wait for button press South Figaro-bound ferry. ^ (Still need to shop.) ^ (Hop aboard?) CA/8CC4: C0 If ($1E80($044) [$1E88, bit 4] is clear), branch to $CA8CD2 CA/8CCA: B6 Indexed branch based on prior dialogue selection [$CA5EB3, $CA8CF7] CA/8CD1: FE Return CA/8CD2: B6 Indexed branch based on prior dialogue selection [$CA5EB3, $CA8D22] CA/8CD9: FE Return CA/8CDA: C0 If ($1E80($0AC) [$1E95, bit 4] is set), branch to $CA8CE4 CA/8CE0: 4B Display dialogue message $0915, wait for button press This ship belongs to the Crimson Robbers. CA/8CE3: FE Return CA/8CE4: 4B Display dialogue message $032A, wait for button press South Figaro-bound ferry. ^ (Still need to shop.) ^ (Hop aboard?) CA/8CE7: B6 Indexed branch based on prior dialogue selection [$CA5EB3, $CA92CA] CA/8CEE: FE Return CA/8CEF: F2 Fade out current song with transition time 64 CA/8CF1: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/8CF3: FA Stop temporarily played song CA/8CF4: F0 Play song 58 (Windy Shores), (high bit clear), full volume CA/8CF6: FE Return CA/8CF7: B2 Call subroutine $CA8CEF CA/8CFB: 6A Load map $0000 (World of Balance) after fade out, (upper bits $0400), place party at (121, 61), facing up, flags $00 CA/8D01: C2 Set vehicle/entity's event speed to normal CA/8D02: FC Change character to ship graphic CA/8D03: 9E Move vehicle/entity down 8 tiles CA/8D04: 9E Move vehicle/entity down 8 tiles CA/8D05: 9E Move vehicle/entity down 8 tiles CA/8D06: 9E Move vehicle/entity down 8 tiles CA/8D07: 9E Move vehicle/entity down 8 tiles CA/8D08: 9E Move vehicle/entity down 8 tiles CA/8D09: 9E Move vehicle/entity down 8 tiles CA/8D0A: 9E Move vehicle/entity down 8 tiles CA/8D0B: 86 Move vehicle/entity down 2 tiles CA/8D0C: 9F Move vehicle/entity left 8 tiles CA/8D0D: 9F Move vehicle/entity left 8 tiles CA/8D0E: 9F Move vehicle/entity left 8 tiles CA/8D0F: 9F Move vehicle/entity left 8 tiles CA/8D10: 8B Move vehicle/entity left 3 tiles CA/8D11: 9C Move vehicle/entity up 8 tiles CA/8D12: 8C Move vehicle/entity up 4 tiles CA/8D13: D2 Load map $005B (South Figaro, docks (always)), position (12, 11), mode $80 CA/8D19: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/8D1B: 6C Set parent map to $0000 (World of Balance), parent coordinates to (84, 0), facing down CA/8D21: FE Return CA/8D22: B2 Call subroutine $CA8CEF CA/8D26: 6A Load map $0000 (World of Balance) after fade out, (upper bits $0400), place party at (121, 61), facing up, flags $00 CA/8D2C: C1 Set vehicle/entity's event speed to slow CA/8D2D: FC Change character to ship graphic CA/8D2E: 9D Move vehicle/entity right 8 tiles CA/8D2F: D2 Load map $00BB (Nikeah, docks / cargo ship at sea (always)), position (14, 16), mode $40 CA/8D35: B2 Call subroutine $CAC6AC CA/8D39: 3C Set up the party as follows: $02 (Actor in stot 2), $05 (Actor in stot 5), $FF (), $FF () CA/8D3E: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CA/8D40: CF Turn vehicle/entity left CA/8D41: FF End queue CA/8D42: 33 Begin action queue for character $33 (Party Character 2), 5 bytes long CA/8D44: D5 Set vehicle/entity's position to (9, 17) CA/8D47: 09 Do vehicle/entity graphical action $09 (kneeling) CA/8D48: FF End queue CA/8D49: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CA/8D4B: D5 Set vehicle/entity's position to (20, 18) CA/8D4E: CE Turn vehicle/entity down CA/8D4F: FF End queue CA/8D50: 73 Replace current map's Layer 1 at (7, 9) with the following (3 x 15) chunk, refresh immediately CA/8D55: $1E, $1E, $1E CA/8D58: $1E, $1E, $1E CA/8D5B: $1E, $1E, $1E CA/8D5E: $1E, $1E, $1E CA/8D61: $1E, $1E, $1E CA/8D64: $1E, $1E, $1E CA/8D67: $1E, $1E, $1E CA/8D6A: $1E, $1E, $1E CA/8D6D: $1E, $1E, $1E CA/8D70: $1E, $1E, $1E CA/8D73: $1E, $1E, $1E CA/8D76: $1E, $1E, $1E CA/8D79: $1E, $1E, $1E CA/8D7C: $1E, $1E, $1E CA/8D7F: $1E, $1E, $1E CA/8D82: 73 Replace current map's Layer 1 at (16, 12) with the following (1 x 5) chunk, refresh immediately CA/8D87: $1E CA/8D88: $1E CA/8D89: $1E CA/8D8A: $1E CA/8D8B: $1E CA/8D8C: 73 Replace current map's Layer 1 at (16, 13) with the following (2 x 2) chunk, refresh immediately CA/8D91: $47, $47 CA/8D93: $37, $37 CA/8D95: 73 Replace current map's Layer 1 at (16, 19) with the following (1 x 2) chunk, refresh immediately CA/8D9A: $87 CA/8D9B: $87 CA/8D9C: 73 Replace current map's Layer 1 at (7, 20) with the following (3 x 15) chunk, refresh immediately CA/8DA1: $1E, $1E, $94 CA/8DA4: $1E, $1E, $1E CA/8DA7: $1E, $1E, $1E CA/8DAA: $1E, $1E, $1E CA/8DAD: $1E, $1E, $1E CA/8DB0: $1E, $1E, $1E CA/8DB3: $1E, $1E, $1E CA/8DB6: $1E, $1E, $1E CA/8DB9: $1E, $1E, $1E CA/8DBC: $1E, $1E, $1E CA/8DBF: $1E, $1E, $1E CA/8DC2: $1E, $0E, $1E CA/8DC5: $1E, $1E, $1E CA/8DC8: $1E, $1E, $1E CA/8DCB: $1E, $1E, $1E CA/8DCE: 73 Replace current map's Layer 1 at (9, 74) with the following (3 x 5) chunk, refresh immediately CA/8DD3: $F4, $F4, $F4 CA/8DD6: $F4, $F4, $F4 CA/8DD9: $F4, $F4, $F4 CA/8DDC: $F4, $F4, $F4 CA/8DDF: $F4, $F4, $F4 CA/8DE2: 73 Replace current map's Layer 1 at (14, 74) with the following (2 x 2) chunk, refresh immediately CA/8DE7: $F4, $F4 CA/8DE9: $F4, $F4 CA/8DEB: 73 Replace current map's Layer 1 at (18, 74) with the following (2 x 2) chunk, refresh immediately CA/8DF0: $F4, $F4 CA/8DF2: $F4, $F4 CA/8DF4: 73 Replace current map's Layer 1 at (21, 75) with the following (2 x 1) chunk, refresh immediately CA/8DF9: $F4, $F4 CA/8DFB: 73 Replace current map's Layer 1 at (7, 76) with the following (2 x 2) chunk, refresh immediately CA/8E00: $F4, $F4 CA/8E02: $F4, $F4 CA/8E04: 73 Replace current map's Layer 1 at (12, 85) with the following (1 x 2) chunk, refresh immediately CA/8E09: $F4 CA/8E0A: $F4 CA/8E0B: 73 Replace current map's Layer 1 at (20, 85) with the following (1 x 1) chunk, refresh immediately CA/8E10: $F4 CA/8E11: 73 Replace current map's Layer 1 at (7, 86) with the following (1 x 7) chunk, refresh immediately CA/8E16: $F4 CA/8E17: $F4 CA/8E18: $F4 CA/8E19: $F4 CA/8E1A: $F4 CA/8E1B: $F4 CA/8E1C: $F4 CA/8E1D: 73 Replace current map's Layer 1 at (16, 82) with the following (1 x 2) chunk, refresh immediately CA/8E22: $08 CA/8E23: $09 CA/8E24: 73 Replace current map's Layer 1 at (7, 148) with the following (3 x 15) chunk, refresh immediately CA/8E29: $07, $07, $07 CA/8E2C: $04, $04, $04 CA/8E2F: $04, $04, $04 CA/8E32: $04, $04, $04 CA/8E35: $04, $04, $04 CA/8E38: $07, $07, $07 CA/8E3B: $07, $07, $07 CA/8E3E: $07, $07, $07 CA/8E41: $07, $07, $07 CA/8E44: $07, $07, $07 CA/8E47: $07, $07, $07 CA/8E4A: $07, $07, $07 CA/8E4D: $07, $07, $07 CA/8E50: $07, $07, $07 CA/8E53: $07, $07, $07 CA/8E56: 73 Replace current map's Layer 1 at (7, 137) with the following (5 x 15) chunk, refresh immediately CA/8E5B: $07, $07, $07, $07, $07 CA/8E60: $07, $07, $07, $07, $07 CA/8E65: $07, $07, $07, $07, $07 CA/8E6A: $07, $07, $07, $07, $07 CA/8E6F: $07, $07, $07, $07, $07 CA/8E74: $07, $07, $07, $07, $07 CA/8E79: $07, $07, $07, $07, $07 CA/8E7E: $07, $07, $07, $07, $07 CA/8E83: $07, $07, $07, $07, $07 CA/8E88: $07, $07, $07, $07, $07 CA/8E8D: $07, $07, $07, $07, $07 CA/8E92: $07, $07, $07, $07, $07 CA/8E97: $07, $07, $07, $84, $84 CA/8E9C: $84, $84, $84, $84, $84 CA/8EA1: $84, $84, $84, $84, $84 CA/8EA6: 96 Restore screen from fade CA/8EA7: 5C Pause execution until fade in or fade out is complete CA/8EA8: 4B Display dialogue message $033B, wait for button press CYAN: Narshe is just a stone's throw away! CA/8EAB: 05 Begin action queue for character $05 (Actor in stot 5), 9 bytes long (Wait until complete) CA/8EAD: C2 Set vehicle/entity's event speed to normal CA/8EAE: E0 Pause for 4 * 10 (40) frames CA/8EB0: 23 Do vehicle/entity graphical action $23 CA/8EB1: E0 Pause for 4 * 8 (32) frames CA/8EB3: AA Move vehicle/entity left/up 2x1 tiles CA/8EB4: 87 Move vehicle/entity left 2 tiles CA/8EB5: FF End queue CA/8EB6: 4B Display dialogue message $033C, wait for button press SABIN: I hope the others arrived safely! CA/8EB9: 92 Pause for 30 units CA/8EBA: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CA/8EBC: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/8EBD: FF End queue CA/8EBE: 93 Pause for 45 units CA/8EBF: 4B Display dialogue message $033D, wait for button press CYAN: I'm sure they did. CA/8EC2: 91 Pause for 15 units CA/8EC3: DE Load CaseWord with the characters in the currently active party? CA/8EC4: BE If character $0B (GAU ) is in the current CaseWord, call subroutine $CA8ED7 CA/8EC9: 94 Pause for 60 units CA/8ECA: 5A Fade screen at speed $08 CA/8ECC: D0 Set event bit $1E80($044) [$1E88, bit 4] CA/8ECE: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/8ED0: D7 Clear event bit $1E80($32A) [$1EE5, bit 2] CA/8ED2: B2 Call subroutine $CAAD4C CA/8ED6: FE Return CA/8ED7: 0B Begin action queue for character $0B (Actor in stot 11), 8 bytes long (Wait until complete) CA/8ED9: C2 Set vehicle/entity's event speed to normal CA/8EDA: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/8EDB: E0 Pause for 4 * 6 (24) frames CA/8EDD: DC Make vehicle/entity jump (low) CA/8EDE: 81 Move vehicle/entity right 1 tile CA/8EDF: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/8EE0: FF End queue CA/8EE1: 4B Display dialogue message $033E, wait for button press GAU: Me hope so, too… CA/8EE4: FE Return CA/8EE5: 4B Display dialogue message $0B8A, wait for button press Good mattress for 150 GP! Stay a while? ^ Yes ^ No CA/8EE8: B6 Indexed branch based on prior dialogue selection [$CA8EF0, $CA5EB3] CA/8EEF: FE Return CA/8EF0: 85 Take 150 GP from party CA/8EF3: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF CA/8EF9: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/8EFB: C3 Set vehicle/entity's event speed to fast CA/8EFC: 93 Move vehicle/entity left 5 tiles CA/8EFD: 84 Move vehicle/entity up 2 tiles CA/8EFE: FF End queue CA/8EFF: F4 Play sound effect 44 CA/8F01: 73 Replace current map's Layer 1 at (41, 46) with the following (2 x 1) chunk, refresh immediately CA/8F06: $04, $14 CA/8F08: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/8F0A: 9C Move vehicle/entity up 8 tiles CA/8F0B: 8D Move vehicle/entity right 4 tiles CA/8F0C: FF End queue CA/8F0D: B2 Call subroutine $CACD3C CA/8F11: 6B Load map $00AB (Nikeah, inn (always)) instantly, (upper bits $2400), place party at (45, 40), facing down CA/8F17: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/8F19: D5 Set vehicle/entity's position to (47, 38) CA/8F1C: CE Turn vehicle/entity down CA/8F1D: FF End queue CA/8F1E: B2 Call subroutine $CACF96 CA/8F22: FE Return CA/8F23: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA8F2C CA/8F29: 9B Invoke shop $0D CA/8F2B: FE Return CA/8F2C: 9B Invoke shop $38 CA/8F2E: FE Return CA/8F2F: 4B Display dialogue message $0338, wait for button press You took one look at me and thought I was a loser, right? You're obligated to buy from me, now! CA/8F32: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA8F3B CA/8F38: 9B Invoke shop $10 CA/8F3A: FE Return CA/8F3B: 9B Invoke shop $3B CA/8F3D: FE Return CA/8F3E: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA8F47 CA/8F44: 9B Invoke shop $0E CA/8F46: FE Return CA/8F47: 9B Invoke shop $39 CA/8F49: FE Return CA/8F4A: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA8F53 CA/8F50: 9B Invoke shop $0F CA/8F52: FE Return CA/8F53: 9B Invoke shop $3A CA/8F55: FE Return CA/8F56: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA8F60 CA/8F5C: 4B Display dialogue message $0339, wait for button press Looks like junk, but… CA/8F5F: FE Return CA/8F60: 4B Display dialogue message $0918, wait for button press After the end of the world, I awoke all alone in Doma Castle. When I would try to sleep there, demons would come for me… Oh! I don't want to remember that! CA/8F63: FE Return CA/8F64: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA8F6E CA/8F6A: 4B Display dialogue message $033A, wait for button press Have any imported goods? CA/8F6D: FE Return CA/8F6E: 4B Display dialogue message $0914, wait for button press The ship to South Figaro's about to leave. CA/8F71: FE Return CA/8F72: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA8F7C CA/8F78: 4B Display dialogue message $0325, wait for button press The land to the east, Doma, fell to the Empire. CA/8F7B: FE Return CA/8F7C: 4B Display dialogue message $0919, wait for button press While traveling under the desert, Figaro Castle hit an obstacle and came to a halt. CA/8F7F: FE Return CA/8F80: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA8F8A CA/8F86: 4B Display dialogue message $0326, wait for button press Move along, now. You're in the way! CA/8F89: FE Return CA/8F8A: 4B Display dialogue message $0916, wait for button press The thieves are hanging out at the coffee shop. They all escaped from Figaro Castle. CA/8F8D: FE Return CA/8F8E: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA8F98 CA/8F94: 4B Display dialogue message $0327, wait for button press No one can reach Nikeah unless they have a ship! CA/8F97: FE Return CA/8F98: 4B Display dialogue message $0917, wait for button press The road you followed here used to be under water. CA/8F9B: FE Return CA/8F9C: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA8FB0 CA/8FA2: C0 If ($1E80($044) [$1E88, bit 4] is set), branch to $CA8FAC CA/8FA8: 4B Display dialogue message $0328, wait for button press A rock slide has blocked the path leading north. CA/8FAB: FE Return CA/8FAC: 4B Display dialogue message $0329, wait for button press The path leading north is now clear. CA/8FAF: FE Return CA/8FB0: 4B Display dialogue message $0913, wait for button press I'm hiding away from Kefka. CA/8FB3: FE Return CA/8FB4: 4B Display dialogue message $0B8E, wait for button press Chocobo ride for 80 GP. Hop aboard? ^ Yes ^ No CA/8FB7: B6 Indexed branch based on prior dialogue selection [$CA8FBF, $CA5EB3] CA/8FBE: FE Return CA/8FBF: C0 If ($1E80($134) [$1EA6, bit 4] is set), branch to $CA8FC9 CA/8FC5: B2 Call subroutine $CCD2E4 CA/8FC9: 85 Take 150 GP from party CA/8FCC: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF CA/8FD2: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/8FD4: A1 Move vehicle/entity right/down 1x1 tiles CA/8FD5: 82 Move vehicle/entity down 1 tile CA/8FD6: FF End queue CA/8FD7: 6A Load map $00A9 (Nikeah, outdoors (always)) after fade out, (upper bits $2400), place party at (24, 21), facing down CA/8FDD: 44 Place character $31 (Party Character 0) on vehicle $20 (Chocobo) (Character is shown) CA/8FE0: 96 Restore screen from fade CA/8FE1: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CA/8FE3: C3 Set vehicle/entity's event speed to fast CA/8FE4: 8A Move vehicle/entity down 3 tiles CA/8FE5: 89 Move vehicle/entity right 3 tiles CA/8FE6: A1 Move vehicle/entity right/down 1x1 tiles CA/8FE7: A1 Move vehicle/entity right/down 1x1 tiles CA/8FE8: 85 Move vehicle/entity right 2 tiles CA/8FE9: FF End queue CA/8FEA: 97 Fade screen to black CA/8FEB: 5C Pause execution until fade in or fade out is complete CA/8FEC: 44 Place character $31 (Party Character 0) on vehicle $00 (No vehicle) (Character is not shown) CA/8FEF: 3A Enable player to move while event commands execute CA/8FF0: 6B Load map $01FF (world map) instantly, (upper bits $2400), place party at (0, 0), facing down, party is in overworld chocobo mode CA/8FF6: FF End vehicle script CA/8FF7: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA9001 CA/8FFD: 4B Display dialogue message $032D, wait for button press There used to be ships sailing to the southern continent. Tzen, Albrook, Maranda… They've all been smashed. CA/9000: FE Return CA/9001: 4B Display dialogue message $091F, wait for button press I understand they escaped from Figaro Castle's prison. CA/9004: FE Return CA/9005: 4B Display dialogue message $032E, wait for button press Ya met that odd man, lives near the Lete River? His wife bore 'im a son 13 years ago. It was a problem birth, and the woman passed away. The man totally lost it. He thought the newborn was a monster. Wonder what happened to the poor little baby? CA/9008: FE Return CA/9009: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA9185 CA/900F: 4B Display dialogue message $032F, wait for button press DANCER: Yoo hoo! You handsome thing. How 'bout joining me? Tee hee! CA/9012: DE Load CaseWord with the characters in the currently active party? CA/9013: C1 If ($1E80($043) [$1E88, bit 3] is set) or ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CA5EB3 (simply returns) CA/901B: B2 Call subroutine $CACAD9 CA/901F: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CA/9021: CF Turn vehicle/entity left CA/9022: FF End queue CA/9023: B2 Call subroutine $CAC6AC CA/9027: 3C Set up the party as follows: $02 (Actor in stot 2), $FF (), $FF (), $FF () CA/902C: BE If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA9154 CA/9031: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long CA/9033: C2 Set vehicle/entity's event speed to normal CA/9034: 82 Move vehicle/entity down 1 tile CA/9035: CD Turn vehicle/entity right CA/9036: FF End queue CA/9037: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CA/9039: C2 Set vehicle/entity's event speed to normal CA/903A: CD Turn vehicle/entity right CA/903B: FF End queue CA/903C: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CA/903E: C2 Set vehicle/entity's event speed to normal CA/903F: 80 Move vehicle/entity up 1 tile CA/9040: CD Turn vehicle/entity right CA/9041: FF End queue CA/9042: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CA/9044: C2 Set vehicle/entity's event speed to normal CA/9045: 83 Move vehicle/entity left 1 tile CA/9046: CD Turn vehicle/entity right CA/9047: FF End queue CA/9048: 94 Pause for 60 units CA/9049: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CA/904B: 82 Move vehicle/entity down 1 tile CA/904C: CF Turn vehicle/entity left CA/904D: FF End queue CA/904E: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/9050: CE Turn vehicle/entity down CA/9051: FF End queue CA/9052: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/9054: CE Turn vehicle/entity down CA/9055: FF End queue CA/9056: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CA/9058: CE Turn vehicle/entity down CA/9059: FF End queue CA/905A: 02 Begin action queue for character $02 (Actor in stot 2), 8 bytes long (Wait until complete) CA/905C: C7 Set vehicle/entity to stay still when moving CA/905D: 1F Do vehicle/entity graphical action $1F CA/905E: DC Make vehicle/entity jump (low) CA/905F: A2 Move vehicle/entity left/down 1x1 tiles CA/9060: E0 Pause for 4 * 6 (24) frames CA/9062: 18 Do vehicle/entity graphical action $18 CA/9063: FF End queue CA/9064: 94 Pause for 60 units CA/9065: 4B Display dialogue message $0330, wait for button press (At bottom of screen) CYAN: H…how dare you… you licentious howler! CA/9068: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CA/906A: 82 Move vehicle/entity down 1 tile CA/906B: CF Turn vehicle/entity left CA/906C: FF End queue CA/906D: 4B Display dialogue message $0331, wait for button press (At bottom of screen) DANCER: Geez, don't blow an artery, baby! CA/9070: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CA/9072: C1 Set vehicle/entity's event speed to slow CA/9073: 83 Move vehicle/entity left 1 tile CA/9074: C2 Set vehicle/entity's event speed to normal CA/9075: C7 Set vehicle/entity to stay still when moving CA/9076: FF End queue CA/9077: 78 Enable ability to pass through other objects for object $02 (CYAN ) CA/9079: 78 Enable ability to pass through other objects for object $12 (NPC $12) CA/907B: 38 Hold screen CA/907C: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/907E: 85 Move vehicle/entity right 2 tiles CA/907F: C6 Set vehicle/entity to walk when moving CA/9080: FF End queue CA/9081: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CA/9083: 85 Move vehicle/entity right 2 tiles CA/9084: FF End queue CA/9085: 02 Begin action queue for character $02 (Actor in stot 2), 17 bytes long (Wait until complete) CA/9087: C8 Set object layering priority to 2 (low nibble 2) CA/9089: 1F Do vehicle/entity graphical action $1F CA/908A: DD Make vehicle/entity jump (high) CA/908B: CE Turn vehicle/entity down CA/908C: 1F Do vehicle/entity graphical action $1F CA/908D: E0 Pause for 4 * 6 (24) frames CA/908F: DC Make vehicle/entity jump (low) CA/9090: CE Turn vehicle/entity down CA/9091: 1F Do vehicle/entity graphical action $1F CA/9092: E0 Pause for 4 * 6 (24) frames CA/9094: C3 Set vehicle/entity's event speed to fast CA/9095: 4B Do vehicle/entity graphical action $0B, flipped horizontally CA/9096: 8F Move vehicle/entity left 4 tiles CA/9097: FF End queue CA/9098: F4 Play sound effect 219 CA/909A: 02 Begin action queue for character $02 (Actor in stot 2), 9 bytes long (Wait until complete) CA/909C: C1 Set vehicle/entity's event speed to slow CA/909D: DD Make vehicle/entity jump (high) CA/909E: 81 Move vehicle/entity right 1 tile CA/909F: 28 Do vehicle/entity graphical action $28 CA/90A0: C6 Set vehicle/entity to walk when moving CA/90A1: C2 Set vehicle/entity's event speed to normal CA/90A2: C8 Set object layering priority to 0 (low nibble 0) CA/90A4: FF End queue CA/90A5: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/90A7: 1F Do vehicle/entity graphical action $1F CA/90A8: FF End queue CA/90A9: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/90AB: 1F Do vehicle/entity graphical action $1F CA/90AC: FF End queue CA/90AD: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CA/90AF: 1F Do vehicle/entity graphical action $1F CA/90B0: FF End queue CA/90B1: 92 Pause for 30 units CA/90B2: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete) CA/90B4: 09 Do vehicle/entity graphical action $09 (kneeling) CA/90B5: E0 Pause for 4 * 1 (4) frames CA/90B7: CE Turn vehicle/entity down CA/90B8: FF End queue CA/90B9: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CA/90BB: 87 Move vehicle/entity left 2 tiles CA/90BC: FF End queue CA/90BD: B0 Execute the following commands until $B1 5 times CA/90BF: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CA/90C1: 23 Do vehicle/entity graphical action $23 CA/90C2: FF End queue CA/90C3: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CA/90C5: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/90C6: FF End queue CA/90C7: B1 End block of repeating commands CA/90C8: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CA/90CA: 1F Do vehicle/entity graphical action $1F CA/90CB: FF End queue CA/90CC: 4B Display dialogue message $0332, wait for button press (At bottom of screen) CYAN: B…baby?! CA/90CF: BE If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA915A CA/90D4: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CA/90D6: CD Turn vehicle/entity right CA/90D7: FF End queue CA/90D8: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CA/90DA: C1 Set vehicle/entity's event speed to slow CA/90DB: 83 Move vehicle/entity left 1 tile CA/90DC: C2 Set vehicle/entity's event speed to normal CA/90DD: FF End queue CA/90DE: 4B Display dialogue message $0335, wait for button press (At bottom of screen) DANCER: Stop whispering! My ears are burnin', baby! CA/90E1: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/90E3: CE Turn vehicle/entity down CA/90E4: FF End queue CA/90E5: B0 Execute the following commands until $B1 6 times CA/90E7: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CA/90E9: 1F Do vehicle/entity graphical action $1F CA/90EA: FF End queue CA/90EB: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CA/90ED: CE Turn vehicle/entity down CA/90EE: FF End queue CA/90EF: B1 End block of repeating commands CA/90F0: 02 Begin action queue for character $02 (Actor in stot 2), 12 bytes long CA/90F2: 18 Do vehicle/entity graphical action $18 CA/90F3: E0 Pause for 4 * 32 (128) frames CA/90F5: CD Turn vehicle/entity right CA/90F6: E0 Pause for 4 * 1 (4) frames CA/90F8: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/90F9: E0 Pause for 4 * 1 (4) frames CA/90FB: FC Branch 6 bytes backwards ($CA90F5) CA/90FD: FF End queue CA/90FE: 91 Pause for 15 units CA/90FF: 4B Display dialogue message $0336, wait for button press (At bottom of screen) CYAN: Enough! Have you no shame? I'll have you know…etc…etc. CA/9102: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/9104: A2 Move vehicle/entity left/down 1x1 tiles CA/9105: FF End queue CA/9106: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CA/9108: 83 Move vehicle/entity left 1 tile CA/9109: CE Turn vehicle/entity down CA/910A: FF End queue CA/910B: C0 If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CA9117 CA/9111: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CA/9113: A2 Move vehicle/entity left/down 1x1 tiles CA/9114: 83 Move vehicle/entity left 1 tile CA/9115: CE Turn vehicle/entity down CA/9116: FF End queue CA/9117: 94 Pause for 60 units CA/9118: 32 Begin action queue for character $32 (Party Character 1), 9 bytes long CA/911A: 1D Do vehicle/entity graphical action $1D CA/911B: E0 Pause for 4 * 1 (4) frames CA/911D: 1E Do vehicle/entity graphical action $1E CA/911E: E0 Pause for 4 * 1 (4) frames CA/9120: FC Branch 6 bytes backwards ($CA911A) CA/9122: FF End queue CA/9123: 4B Display dialogue message $0337, wait for button press (At bottom of screen) Goodness! CA/9126: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CA/9128: CC Turn vehicle/entity up CA/9129: FF End queue CA/912A: 94 Pause for 60 units CA/912B: 78 Enable ability to pass through other objects for object $32 (Party Character 1) CA/912D: 78 Enable ability to pass through other objects for object $33 (Party Character 2) CA/912F: 78 Enable ability to pass through other objects for object $34 (Party Character 3) CA/9131: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long CA/9133: C2 Set vehicle/entity's event speed to normal CA/9134: 80 Move vehicle/entity up 1 tile CA/9135: FF End queue CA/9136: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CA/9138: 82 Move vehicle/entity down 1 tile CA/9139: FF End queue CA/913A: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/913C: A2 Move vehicle/entity left/down 1x1 tiles CA/913D: FF End queue CA/913E: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/9140: C2 Set vehicle/entity's event speed to normal CA/9141: A3 Move vehicle/entity left/up 1x1 tiles CA/9142: FF End queue CA/9143: 91 Pause for 15 units CA/9144: 39 Free screen CA/9145: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CA/9147: 36 Disable ability to pass through other objects for object $32 (Party Character 1) CA/9149: 36 Disable ability to pass through other objects for object $33 (Party Character 2) CA/914B: 36 Disable ability to pass through other objects for object $34 (Party Character 3) CA/914D: B2 Call subroutine $CACB95 CA/9151: D0 Set event bit $1E80($043) [$1E88, bit 3] CA/9153: FE Return CA/9154: 3C Set up the party as follows: $02 (Actor in stot 2), $05 (Actor in stot 5), $FF (), $FF () CA/9159: FE Return CA/915A: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete) CA/915C: A2 Move vehicle/entity left/down 1x1 tiles CA/915D: 83 Move vehicle/entity left 1 tile CA/915E: CE Turn vehicle/entity down CA/915F: FF End queue CA/9160: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/9162: CE Turn vehicle/entity down CA/9163: FF End queue CA/9164: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CA/9166: CE Turn vehicle/entity down CA/9167: FF End queue CA/9168: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CA/916A: CC Turn vehicle/entity up CA/916B: FF End queue CA/916C: 4B Display dialogue message $0333, wait for button press (At bottom of screen) SABIN: CYAN… Don't let it get to you. CYAN: I'm not like that! CA/916F: 92 Pause for 30 units CA/9170: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/9172: 25 Do vehicle/entity graphical action $25 CA/9173: FF End queue CA/9174: 92 Pause for 30 units CA/9175: 4B Display dialogue message $0334, wait for button press (At bottom of screen) SABIN: No one thinks you are. Just let it go. CA/9178: 05 Begin action queue for character $05 (Actor in stot 5), 9 bytes long CA/917A: 1D Do vehicle/entity graphical action $1D CA/917B: E0 Pause for 4 * 1 (4) frames CA/917D: 1E Do vehicle/entity graphical action $1E CA/917E: E0 Pause for 4 * 1 (4) frames CA/9180: FC Branch 6 bytes backwards ($CA917A) CA/9182: FF End queue CA/9183: 95 Pause for 120 units CA/9184: FE Return CA/9185: 4B Display dialogue message $0924, wait for button press I've been chatting with the boss of this gang, Gerad. He's kinda handsome! CA/9188: FE Return CA/9189: D0 Set event bit $1E80($0A7) [$1E94, bit 7] CA/918B: 4B Display dialogue message $0920, wait for button press From out of nowhere a bunch of huge sandworms burrowed into the prison! We followed their tunnels back to the surface and escaped. CA/918E: B2 Call subroutine $CA91B1 CA/9192: FE Return CA/9193: D0 Set event bit $1E80($0A8) [$1E95, bit 0] CA/9195: 4B Display dialogue message $0921, wait for button press Our last boss perished that day. We met up with Gerad in this town. CA/9198: B2 Call subroutine $CA91B1 CA/919C: FE Return CA/919D: D0 Set event bit $1E80($0A9) [$1E95, bit 1] CA/919F: 4B Display dialogue message $0922, wait for button press The boss wants to sneak into Figaro Castle. He wants to get our booty back from the storage room there. CA/91A2: B2 Call subroutine $CA91B1 CA/91A6: FE Return CA/91A7: D0 Set event bit $1E80($0AA) [$1E95, bit 2] CA/91A9: 4B Display dialogue message $0923, wait for button press We'll enter da castle through a secret cave dat only we knows about! CA/91AC: B2 Call subroutine $CA91B1 CA/91B0: FE Return CA/91B1: C4 If ($1E80($0AB) [$1E95, bit 3] is set) or ($1E80($0A7) [$1E94, bit 7] is clear) or ($1E80($0A8) [$1E95, bit 0] is clear) or ($1E80($0A9) [$1E95, bit 1] is clear) or ($1E80($0AA) [$1E95, bit 2] is clear), branch to $CA5EB3 (simply returns) CA/91BF: D0 Set event bit $1E80($0AB) [$1E95, bit 3] CA/91C1: 16 Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete) CA/91C3: C8 Set object layering priority to 0 (low nibble 0) CA/91C5: A0 Move vehicle/entity right/up 1x1 tiles CA/91C6: FF End queue CA/91C7: 4B Display dialogue message $0925, wait for button press All right, let's go! CA/91CA: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CA/91CC: 81 Move vehicle/entity right 1 tile CA/91CD: A1 Move vehicle/entity right/down 1x1 tiles CA/91CE: 86 Move vehicle/entity down 2 tiles CA/91CF: D1 Make vehicle/entity disappear CA/91D0: FF End queue CA/91D1: D7 Clear event bit $1E80($374) [$1EEE, bit 4] CA/91D3: D6 Set event bit $1E80($375) [$1EEE, bit 5] CA/91D5: D6 Set event bit $1E80($376) [$1EEE, bit 6] CA/91D7: D6 Set event bit $1E80($377) [$1EEE, bit 7] CA/91D9: FE Return CA/91DA: C0 If ($1E80($1F3) [$1EBE, bit 3] is set), branch to $CA921A CA/91E0: C0 If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CA9204 CA/91E6: 4B Display dialogue message $0926, wait for button press GERAD: What's your problem? CELES: Y… you're EDGAR, aren't you?! CA/91E9: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CA/91EF: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/91F1: 1A Begin action queue for character $1A (NPC $1A), 16 bytes long CA/91F3: 85 Move vehicle/entity right 2 tiles CA/91F4: 8E Move vehicle/entity down 4 tiles CA/91F5: 83 Move vehicle/entity left 1 tile CA/91F6: 8E Move vehicle/entity down 4 tiles CA/91F7: CD Turn vehicle/entity right CA/91F8: E2 Set event bit $1E80($1F1) [$1EBE, bit 1] CA/91FA: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/91FB: E0 Pause for 4 * 1 (4) frames CA/91FD: CD Turn vehicle/entity right CA/91FE: E0 Pause for 4 * 1 (4) frames CA/9200: FC Branch 6 bytes backwards ($CA91FA) CA/9202: FF End queue CA/9203: FE Return CA/9204: C0 If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CA5EB3 (simply returns) CA/920A: 4B Display dialogue message $0927, wait for button press CELES: EDGAR? GERAD: Enough of this nonsense! I have things to do. CA/920D: D2 Set event bit $1E80($1F2) [$1EBE, bit 2] CA/920F: 1A Begin action queue for character $1A (NPC $1A), 8 bytes long CA/9211: A8 Move vehicle/entity left/down 1x2 tiles CA/9212: 8F Move vehicle/entity left 4 tiles CA/9213: 86 Move vehicle/entity down 2 tiles CA/9214: 87 Move vehicle/entity left 2 tiles CA/9215: 82 Move vehicle/entity down 1 tile CA/9216: E2 Set event bit $1E80($1F3) [$1EBE, bit 3] CA/9218: FF End queue CA/9219: FE Return CA/921A: B2 Call subroutine $CACAB3 CA/921E: B2 Call subroutine $CAC6AC CA/9222: 3C Set up the party as follows: $06 (Actor in stot 6), $FF (), $FF (), $FF () CA/9227: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CA/9229: CE Turn vehicle/entity down CA/922A: FF End queue CA/922B: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CA/922D: C2 Set vehicle/entity's event speed to normal CA/922E: 83 Move vehicle/entity left 1 tile CA/922F: CE Turn vehicle/entity down CA/9230: FF End queue CA/9231: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CA/9233: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/9234: FF End queue CA/9235: 4B Display dialogue message $0928, wait for button press GERAD: I'll be busy getting ready for our departure to Figaro. CELES: Don't play possum with me! EDGAR? Or have you somehow lost your memory? CA/9238: 93 Pause for 45 units CA/9239: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CA/923B: CC Turn vehicle/entity up CA/923C: FF End queue CA/923D: 93 Pause for 45 units CA/923E: 4B Display dialogue message $0929, wait for button press GERAD: Listen, my lady, I've been “Gerad” all my life! CA/9241: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CA/9243: 86 Move vehicle/entity down 2 tiles CA/9244: FF End queue CA/9245: 4B Display dialogue message $092B, wait for button press CELES: Only EDGAR would say, “my lady.” CA/9248: 1A Begin action queue for character $1A (NPC $1A), 8 bytes long (Wait until complete) CA/924A: 1F Do vehicle/entity graphical action $1F CA/924B: E0 Pause for 4 * 3 (12) frames CA/924D: CE Turn vehicle/entity down CA/924E: E0 Pause for 4 * 6 (24) frames CA/9250: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/9251: FF End queue CA/9252: B5 Pause for 15 * 8 (120) units CA/9254: 1A Begin action queue for character $1A (NPC $1A), 9 bytes long CA/9256: 24 Do vehicle/entity graphical action $24 CA/9257: E0 Pause for 4 * 1 (4) frames CA/9259: 25 Do vehicle/entity graphical action $25 CA/925A: E0 Pause for 4 * 1 (4) frames CA/925C: FC Branch 6 bytes backwards ($CA9256) CA/925E: FF End queue CA/925F: 94 Pause for 60 units CA/9260: 4B Display dialogue message $092C, wait for button press GERAD: What's all the bloomin' fuss about? The words, “my lady” are used the world over! CA/9263: 1A Begin action queue for character $1A (NPC $1A), 3 bytes long CA/9265: 8A Move vehicle/entity down 3 tiles CA/9266: D1 Make vehicle/entity disappear CA/9267: FF End queue CA/9268: B2 Call subroutine $CB2E34 CA/926C: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/926E: 81 Move vehicle/entity right 1 tile CA/926F: FF End queue CA/9270: 94 Pause for 60 units CA/9271: B2 Call subroutine $CACB95 CA/9275: B2 Call subroutine $CB2E2B CA/9279: D7 Clear event bit $1E80($376) [$1EEE, bit 6] CA/927B: D6 Set event bit $1E80($378) [$1EEF, bit 0] CA/927D: FE Return CA/927E: 4B Display dialogue message $091C, wait for button press What're ya doin'? Get away! CA/9281: FE Return CA/9282: C1 If ($1E80($0AC) [$1E95, bit 4] is set) or ($1E80($378) [$1EEF, bit 0] is clear), branch to $CA5EB3 (simply returns) CA/928A: 31 Begin action queue for character $31 (Party Character 0), 16 bytes long (Wait until complete) CA/928C: C2 Set vehicle/entity's event speed to normal CA/928D: A2 Move vehicle/entity left/down 1x1 tiles CA/928E: E0 Pause for 4 * 4 (16) frames CA/9290: 09 Do vehicle/entity graphical action $09 (kneeling) CA/9291: E0 Pause for 4 * 6 (24) frames CA/9293: C7 Set vehicle/entity to stay still when moving CA/9294: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/9295: DC Make vehicle/entity jump (low) CA/9296: 82 Move vehicle/entity down 1 tile CA/9297: C3 Set vehicle/entity's event speed to fast CA/9298: 82 Move vehicle/entity down 1 tile CA/9299: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/929A: C6 Set vehicle/entity to walk when moving CA/929B: FF End queue CA/929C: 38 Hold screen CA/929D: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/929F: C2 Set vehicle/entity's event speed to normal CA/92A0: 9E Move vehicle/entity down 8 tiles CA/92A1: FF End queue CA/92A2: 15 Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete) CA/92A4: 82 Move vehicle/entity down 1 tile CA/92A5: CF Turn vehicle/entity left CA/92A6: FF End queue CA/92A7: 4B Display dialogue message $091D, wait for button press GERAD: Oh, yeah, you know how to get into Figaro Castle, don't you?! HENCHMAN: G'ho ho, do we ever! CA/92AA: 15 Begin action queue for character $15 (NPC $15), 8 bytes long (Wait until complete) CA/92AC: 80 Move vehicle/entity up 1 tile CA/92AD: E0 Pause for 4 * 8 (32) frames CA/92AF: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/92B0: E0 Pause for 4 * 2 (8) frames CA/92B2: 18 Do vehicle/entity graphical action $18 CA/92B3: FF End queue CA/92B4: 4B Display dialogue message $091E, wait for button press GERAD: Yeah, You lead the way since it's buried. CA/92B7: 30 Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete) CA/92B9: 9C Move vehicle/entity up 8 tiles CA/92BA: FF End queue CA/92BB: 39 Free screen CA/92BC: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete) CA/92BE: C2 Set vehicle/entity's event speed to normal CA/92BF: 99 Move vehicle/entity right 7 tiles CA/92C0: 8E Move vehicle/entity down 4 tiles CA/92C1: DD Make vehicle/entity jump (high) CA/92C2: 86 Move vehicle/entity down 2 tiles CA/92C3: DC Make vehicle/entity jump (low) CA/92C4: A2 Move vehicle/entity left/down 1x1 tiles CA/92C5: 09 Do vehicle/entity graphical action $09 (kneeling) CA/92C6: FF End queue CA/92C7: 95 Pause for 120 units CA/92C8: D6 Set event bit $1E80($3FE) [$1EFF, bit 6] CA/92CA: 6A Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (142, 76), facing up, flags $00 CA/92D0: C1 Set vehicle/entity's event speed to slow CA/92D1: FC Change character to ship graphic CA/92D2: 9F Move vehicle/entity left 8 tiles CA/92D3: 9F Move vehicle/entity left 8 tiles CA/92D4: 9F Move vehicle/entity left 8 tiles CA/92D5: 97 Move vehicle/entity left 6 tiles CA/92D6: 9E Move vehicle/entity down 8 tiles CA/92D7: 9E Move vehicle/entity down 8 tiles CA/92D8: D2 Load map $005B (South Figaro, docks (always)), position (14, 12), mode $00 CA/92DE: 6C Set parent map to $0001 (World of Ruin), parent coordinates to (113, 0), facing down CA/92E4: C0 If ($1E80($0AC) [$1E95, bit 4] is set), branch to $CA5EB3 (simply returns) CA/92EA: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/92EC: 09 Do vehicle/entity graphical action $09 (kneeling) CA/92ED: FF End queue CA/92EE: 16 Begin action queue for character $16 (NPC $16), 6 bytes long CA/92F0: 80 Move vehicle/entity up 1 tile CA/92F1: 88 Move vehicle/entity up 3 tiles CA/92F2: 8F Move vehicle/entity left 4 tiles CA/92F3: 98 Move vehicle/entity up 7 tiles CA/92F4: D1 Make vehicle/entity disappear CA/92F5: FF End queue CA/92F6: 94 Pause for 60 units CA/92F7: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CA/92F9: 85 Move vehicle/entity right 2 tiles CA/92FA: FC Branch 9 bytes backwards ($CA92F1) CA/92FC: FF End queue CA/92FD: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CA/92FF: 80 Move vehicle/entity up 1 tile CA/9300: FC Branch 7 bytes backwards ($CA92F9) CA/9302: FF End queue CA/9303: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CA/9305: 80 Move vehicle/entity up 1 tile CA/9306: FC Branch 7 bytes backwards ($CA92FF) CA/9308: FF End queue CA/9309: 15 Begin action queue for character $15 (NPC $15), 4 bytes long CA/930B: 80 Move vehicle/entity up 1 tile CA/930C: FC Branch 7 bytes backwards ($CA9305) CA/930E: FF End queue CA/930F: B5 Pause for 15 * 16 (240) units CA/9311: D0 Set event bit $1E80($0AC) [$1E95, bit 4] CA/9313: D7 Clear event bit $1E80($3FE) [$1EFF, bit 6] CA/9315: D7 Clear event bit $1E80($377) [$1EEE, bit 7] CA/9317: D7 Clear event bit $1E80($378) [$1EEF, bit 0] CA/9319: D6 Set event bit $1E80($37E) [$1EEF, bit 6] CA/931B: FE Return CA/931C: 6A Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (113, 91), facing up, flags $00 CA/9322: C1 Set vehicle/entity's event speed to slow CA/9323: FC Change character to ship graphic CA/9324: 9C Move vehicle/entity up 8 tiles CA/9325: 98 Move vehicle/entity up 7 tiles CA/9326: 9D Move vehicle/entity right 8 tiles CA/9327: 9D Move vehicle/entity right 8 tiles CA/9328: 9D Move vehicle/entity right 8 tiles CA/9329: 91 Move vehicle/entity right 5 tiles CA/932A: D2 Load map $00BB (Nikeah, docks / cargo ship at sea (always)), position (16, 16), mode $00 CA/9330: 6C Set parent map to $0001 (World of Ruin), parent coordinates to (147, 0), facing down CA/9336: FE Return CA/9337: 4B Display dialogue message $0485, wait for button press IMPRESARIO: Maria!? CA/933A: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/933C: 1F Do vehicle/entity graphical action $1F CA/933D: E0 Pause for 4 * 6 (24) frames CA/933F: C2 Set vehicle/entity's event speed to normal CA/9340: FF End queue CA/9341: B2 Call subroutine $CACA64 (set CaseWord bit based on facing: 0:down, 1:left, 2:up, 3:right) CA/9345: BE If $00 is in the current CaseWord, jump to subroutine $CA93DF; else If $01 is in the current CaseWord, jump to subroutine $CA93E5; else If $03 is in the current CaseWord, jump to subroutine $CA93EA CA/9350: B2 Call subroutine $CAC6AC CA/9354: 3C Set up the party as follows: $06 (Actor in stot 6), $FF (), $FF (), $FF () CA/9359: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/935B: CE Turn vehicle/entity down CA/935C: FF End queue CA/935D: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CA/935F: C2 Set vehicle/entity's event speed to normal CA/9360: 81 Move vehicle/entity right 1 tile CA/9361: CE Turn vehicle/entity down CA/9362: FF End queue CA/9363: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CA/9365: C2 Set vehicle/entity's event speed to normal CA/9366: 83 Move vehicle/entity left 1 tile CA/9367: CE Turn vehicle/entity down CA/9368: FF End queue CA/9369: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CA/936B: C2 Set vehicle/entity's event speed to normal CA/936C: 80 Move vehicle/entity up 1 tile CA/936D: CE Turn vehicle/entity down CA/936E: FF End queue CA/936F: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/9371: CC Turn vehicle/entity up CA/9372: FF End queue CA/9373: 93 Pause for 45 units CA/9374: B3 Call subroutine $CAC7FE, 2 times CA/9379: 4B Display dialogue message $0486, wait for button press CELES: Are you talking to me? CA/937C: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/937E: 82 Move vehicle/entity down 1 tile CA/937F: FF End queue CA/9380: 4B Display dialogue message $0487, wait for button press IMPRESARIO: Sorry…my mistake. Wow, you could pass for Maria in a heartbeat! Hoo boy, now I really am in trouble… CA/9383: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CA/9385: 9E Move vehicle/entity down 8 tiles CA/9386: D1 Make vehicle/entity disappear CA/9387: FF End queue CA/9388: 45 Refresh objects CA/9389: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/938B: CF Turn vehicle/entity left CA/938C: FF End queue CA/938D: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/938F: CD Turn vehicle/entity right CA/9390: FF End queue CA/9391: 91 Pause for 15 units CA/9392: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/9394: CD Turn vehicle/entity right CA/9395: E0 Pause for 4 * 1 (4) frames CA/9397: CC Turn vehicle/entity up CA/9398: FF End queue CA/9399: B5 Pause for 15 * 6 (90) units CA/939B: 4B Display dialogue message $0488, wait for button press CELES looks just like Maria…? CA/939E: 92 Pause for 30 units CA/939F: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/93A1: CD Turn vehicle/entity right CA/93A2: FF End queue CA/93A3: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/93A5: CE Turn vehicle/entity down CA/93A6: FF End queue CA/93A7: 91 Pause for 15 units CA/93A8: B3 Call subroutine $CAC7FE, 3 times CA/93AD: 94 Pause for 60 units CA/93AE: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/93B0: 25 Do vehicle/entity graphical action $25 CA/93B1: FF End queue CA/93B2: 95 Pause for 120 units CA/93B3: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/93B5: 78 Enable ability to pass through other objects for object $32 (Party Character 1) CA/93B7: 78 Enable ability to pass through other objects for object $33 (Party Character 2) CA/93B9: 78 Enable ability to pass through other objects for object $34 (Party Character 3) CA/93BB: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/93BD: 83 Move vehicle/entity left 1 tile CA/93BE: FF End queue CA/93BF: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/93C1: 81 Move vehicle/entity right 1 tile CA/93C2: FF End queue CA/93C3: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CA/93C5: 82 Move vehicle/entity down 1 tile CA/93C6: FF End queue CA/93C7: B5 Pause for 15 * 2 (30) units CA/93C9: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CA/93CB: 36 Disable ability to pass through other objects for object $32 (Party Character 1) CA/93CD: 36 Disable ability to pass through other objects for object $33 (Party Character 2) CA/93CF: 36 Disable ability to pass through other objects for object $34 (Party Character 3) CA/93D1: B2 Call subroutine $CACB95 CA/93D5: D7 Clear event bit $1E80($32F) [$1EE5, bit 7] CA/93D7: D6 Set event bit $1E80($331) [$1EE6, bit 1] CA/93D9: 3D Create object $12 CA/93DB: 41 Show object $12 CA/93DD: 45 Refresh objects CA/93DE: FE Return CA/93DF: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/93E1: A0 Move vehicle/entity right/up 1x1 tiles CA/93E2: A3 Move vehicle/entity left/up 1x1 tiles CA/93E3: FF End queue CA/93E4: FE Return CA/93E5: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/93E7: A0 Move vehicle/entity right/up 1x1 tiles CA/93E8: FF End queue CA/93E9: FE Return CA/93EA: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/93EC: A3 Move vehicle/entity left/up 1x1 tiles CA/93ED: FF End queue CA/93EE: FE Return CA/93EF: DE Load CaseWord with the characters in the currently active party? CA/93F0: C0 If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CB45C5 CA/93F6: 4B Display dialogue message $0484, wait for button press You're the spittin' image of Maria! Huh? Haven't heard of her? She's a famous opera singer! CA/93F9: FE Return CA/93FA: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/93FC: C2 Set vehicle/entity's event speed to normal CA/93FD: FF End queue CA/93FE: B2 Call subroutine $CACA8D CA/9402: 4B Display dialogue message $0489, wait for button press That PERSON dropped it off. CA/9405: 11 Begin action queue for character $11 (NPC $11), 7 bytes long (Wait until complete) CA/9407: 8E Move vehicle/entity down 4 tiles CA/9408: 87 Move vehicle/entity left 2 tiles CA/9409: A2 Move vehicle/entity left/down 1x1 tiles CA/940A: A2 Move vehicle/entity left/down 1x1 tiles CA/940B: 87 Move vehicle/entity left 2 tiles CA/940C: 86 Move vehicle/entity down 2 tiles CA/940D: FF End queue CA/940E: 4B Display dialogue message $048A, wait for button press (At bottom of screen) MASTER: He's the director of the operas here. Everyone just calls him “Impresario.” He's been in a tizzy ever since that letter arrived. CA/9411: 94 Pause for 60 units CA/9412: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/9414: 1B Do vehicle/entity graphical action $1B CA/9415: E0 Pause for 4 * 4 (16) frames CA/9417: 1C Do vehicle/entity graphical action $1C CA/9418: FF End queue CA/9419: 42 Hide object $12 CA/941B: 45 Refresh objects CA/941C: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/941E: 80 Move vehicle/entity up 1 tile CA/941F: FF End queue CA/9420: B2 Call subroutine $CAC6AC CA/9424: 3C Set up the party as follows: $01 (Actor in stot 1), $FF (), $FF (), $FF () CA/9429: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CA/942B: C2 Set vehicle/entity's event speed to normal CA/942C: A1 Move vehicle/entity right/down 1x1 tiles CA/942D: CC Turn vehicle/entity up CA/942E: FF End queue CA/942F: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CA/9431: C2 Set vehicle/entity's event speed to normal CA/9432: A2 Move vehicle/entity left/down 1x1 tiles CA/9433: CC Turn vehicle/entity up CA/9434: FF End queue CA/9435: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CA/9437: C2 Set vehicle/entity's event speed to normal CA/9438: 82 Move vehicle/entity down 1 tile CA/9439: CC Turn vehicle/entity up CA/943A: FF End queue CA/943B: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long CA/943D: CC Turn vehicle/entity up CA/943E: E0 Pause for 4 * 4 (16) frames CA/9440: 21 Do vehicle/entity graphical action $21 CA/9441: E0 Pause for 4 * 4 (16) frames CA/9443: FC Branch 6 bytes backwards ($CA943D) CA/9445: FF End queue CA/9446: F2 Fade out current song with transition time 128 CA/9448: 4B Display dialogue message $048E, wait for button press My Dear Maria, I want you for my wife. I'm coming for you… The Wandering Gambler CA/944B: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/944D: C2 Set vehicle/entity's event speed to normal CA/944E: 80 Move vehicle/entity up 1 tile CA/944F: FF End queue CA/9450: 4B Display dialogue message $048B, wait for button press (At bottom of screen) LOCKE: Who's this “Wandering…”? what's-his-name? MASTER: You born on a farm, son? CA/9453: F0 Play song 16 (Setzer), (high bit clear), full volume CA/9455: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/9457: 7F Change character $09's name to $09 (SETZER) CA/945A: 37 Assign graphics $09 to object $09 (Actor in stot 9) CA/945D: 43 Assign palette $04 to character $09 (Actor in stot 9) CA/9460: 88 Remove the following status ailments from character $09 (Actor in stot 9): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/9464: 8B For character $09 (Actor in stot 9), take HP and set to maximum CA/9467: 6A Load map $000A (Blackjack, upper deck (IAF sequence / various cutscenes)) after fade out, (upper bits $2400), place party at (18, 6), facing down CA/946D: 38 Hold screen CA/946E: 42 Hide object $31 CA/9470: 42 Hide object $32 CA/9472: 42 Hide object $33 CA/9474: 42 Hide object $34 CA/9476: 3D Create object $09 CA/9478: 41 Show object $09 CA/947A: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/947C: D5 Set vehicle/entity's position to (8, 6) CA/947F: CF Turn vehicle/entity left CA/9480: FF End queue CA/9481: 96 Restore screen from fade CA/9482: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CA/9484: C1 Set vehicle/entity's event speed to slow CA/9485: 9F Move vehicle/entity left 8 tiles CA/9486: 87 Move vehicle/entity left 2 tiles CA/9487: FF End queue CA/9488: B2 Call subroutine $CAD00F CA/948C: 94 Pause for 60 units CA/948D: 4B Display dialogue message $048D, wait for button press (Show text only) (At bottom of screen) A blackjack-playing, world-traveling, casino-dwelling free spirit… CA/9490: 92 Pause for 30 units CA/9491: 98 Invoke name change screen for character $09 (Actor in stot 9) CA/9493: 50 Tint screen (cumulative) with color $BC CA/9495: 96 Restore screen from fade CA/9496: 94 Pause for 60 units CA/9497: B2 Call subroutine $CAD015 CA/949B: 94 Pause for 60 units CA/949C: D7 Clear event bit $1E80($331) [$1EE6, bit 1] CA/949E: 6A Load map $00D1 (Owzer's house, upper floor (always)) after fade out, (upper bits $0400), place party at (118, 24), facing up CA/94A4: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/94A6: 39 Free screen CA/94A7: 3E Delete object $09 CA/94A9: 41 Show object $31 CA/94AB: 41 Show object $32 CA/94AD: 41 Show object $33 CA/94AF: 41 Show object $34 CA/94B1: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CA/94B3: D5 Set vehicle/entity's position to (119, 25) CA/94B6: CC Turn vehicle/entity up CA/94B7: FF End queue CA/94B8: 33 Begin action queue for character $33 (Party Character 2), 5 bytes long CA/94BA: D5 Set vehicle/entity's position to (117, 25) CA/94BD: CC Turn vehicle/entity up CA/94BE: FF End queue CA/94BF: 34 Begin action queue for character $34 (Party Character 3), 5 bytes long CA/94C1: D5 Set vehicle/entity's position to (118, 25) CA/94C4: CC Turn vehicle/entity up CA/94C5: FF End queue CA/94C6: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CA/94C8: D5 Set vehicle/entity's position to (118, 22) CA/94CB: CE Turn vehicle/entity down CA/94CC: FF End queue CA/94CD: 96 Restore screen from fade CA/94CE: 5C Pause execution until fade in or fade out is complete CA/94CF: 4B Display dialogue message $048C, wait for button press (At bottom of screen) That's SETZER, owner of the world's only airship. CA/94D2: 95 Pause for 120 units CA/94D3: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/94D5: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/94D6: FF End queue CA/94D7: 4B Display dialogue message $048F, wait for button press CELES: If we could get that airship, we'd make the Empire in no time. LOCKE: Let's set up a meeting…with SETZER… CA/94DA: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/94DC: CE Turn vehicle/entity down CA/94DD: FF End queue CA/94DE: 94 Pause for 60 units CA/94DF: B2 Call subroutine $CB2E34 CA/94E3: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/94E5: A3 Move vehicle/entity left/up 1x1 tiles CA/94E6: FF End queue CA/94E7: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/94E9: A0 Move vehicle/entity right/up 1x1 tiles CA/94EA: FF End queue CA/94EB: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CA/94ED: 80 Move vehicle/entity up 1 tile CA/94EE: FF End queue CA/94EF: 92 Pause for 30 units CA/94F0: B2 Call subroutine $CACB95 CA/94F4: B2 Call subroutine $CB2E2B CA/94F8: D6 Set event bit $1E80($340) [$1EE8, bit 0] CA/94FA: D7 Clear event bit $1E80($341) [$1EE8, bit 1] CA/94FC: D2 Set event bit $1E80($10E) [$1EA1, bit 6] CA/94FE: FE Return CA/94FF: C1 If ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CA/9507: 4B Display dialogue message $042A, wait for button press Hand's pointin' at the two. CA/950A: FE Return CA/950B: 4B Display dialogue message $0413, wait for button press Zozo!? Never heard of it. CA/950E: FE Return CA/950F: 4B Display dialogue message $0414, wait for button press Great people, here! CA/9512: FE Return CA/9513: C0 If ($1E80($298) [$1ED3, bit 0] is set), branch to $CA951D CA/9519: 4B Display dialogue message $0429, wait for button press This place is dangerous! And don't you dare think about jumping between buildings! CA/951C: FE Return CA/951D: 4B Display dialogue message $0426, wait for button press Climb the stairs of the building with the CAFE sign on it, and you can find a path leading to Mt. Zozo. CA/9520: C0 If ($1E80($1DB) [$1EBB, bit 3] is set), branch to $CA5EB3 (simply returns) CA/9526: 4B Display dialogue message $0427, wait for button press With this Rust-Rid you can open that door. Yours for 1000 GP! ^ Yes ^ No CA/9529: B6 Indexed branch based on prior dialogue selection [$CA9531, $CA5EB3] CA/9530: FE Return CA/9531: 85 Take 1000 GP from party CA/9534: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF CA/953A: F4 Play sound effect 141 CA/953C: 4B Display dialogue message $0428, wait for button press Purchased Rust-Rid! CA/953F: D2 Set event bit $1E80($1DB) [$1EBB, bit 3] CA/9541: FE Return CA/9542: 21 Begin action queue for character $21 (NPC $21), 4 bytes long (Wait until complete) CA/9544: D5 Set vehicle/entity's position to (59, 44) CA/9547: FF End queue CA/9548: 3E Delete object $20 CA/954A: 38 Hold screen CA/954B: 21 Begin action queue for character $21 (NPC $21), 13 bytes long CA/954D: A3 Move vehicle/entity left/up 1x1 tiles CA/954E: A3 Move vehicle/entity left/up 1x1 tiles CA/954F: A3 Move vehicle/entity left/up 1x1 tiles CA/9550: A3 Move vehicle/entity left/up 1x1 tiles CA/9551: A3 Move vehicle/entity left/up 1x1 tiles CA/9552: A3 Move vehicle/entity left/up 1x1 tiles CA/9553: A3 Move vehicle/entity left/up 1x1 tiles CA/9554: A3 Move vehicle/entity left/up 1x1 tiles CA/9555: AB Move vehicle/entity left/up 1x2 tiles CA/9556: AB Move vehicle/entity left/up 1x2 tiles CA/9557: 9C Move vehicle/entity up 8 tiles CA/9558: D1 Make vehicle/entity disappear CA/9559: FF End queue CA/955A: 92 Pause for 30 units CA/955B: 30 Begin action queue for character $30 (Camera), 21 bytes long (Wait until complete) CA/955D: C3 Set vehicle/entity's event speed to fast CA/955E: A3 Move vehicle/entity left/up 1x1 tiles CA/955F: A3 Move vehicle/entity left/up 1x1 tiles CA/9560: A3 Move vehicle/entity left/up 1x1 tiles CA/9561: A3 Move vehicle/entity left/up 1x1 tiles CA/9562: A3 Move vehicle/entity left/up 1x1 tiles CA/9563: A3 Move vehicle/entity left/up 1x1 tiles CA/9564: C2 Set vehicle/entity's event speed to normal CA/9565: A3 Move vehicle/entity left/up 1x1 tiles CA/9566: A3 Move vehicle/entity left/up 1x1 tiles CA/9567: E0 Pause for 4 * 4 (16) frames CA/9569: A1 Move vehicle/entity right/down 1x1 tiles CA/956A: A1 Move vehicle/entity right/down 1x1 tiles CA/956B: A1 Move vehicle/entity right/down 1x1 tiles CA/956C: A1 Move vehicle/entity right/down 1x1 tiles CA/956D: A1 Move vehicle/entity right/down 1x1 tiles CA/956E: A1 Move vehicle/entity right/down 1x1 tiles CA/956F: A1 Move vehicle/entity right/down 1x1 tiles CA/9570: A1 Move vehicle/entity right/down 1x1 tiles CA/9571: FF End queue CA/9572: 39 Free screen CA/9573: D7 Clear event bit $1E80($384) [$1EF0, bit 4] CA/9575: FE Return CA/9576: 4B Display dialogue message $0422, wait for button press That clock has no minute hand. It's never pointing to the right time anyway! CA/9579: FE Return CA/957A: 4B Display dialogue message $0421, wait for button press Clock's second hand's pointin' at 30. CA/957D: FE Return CA/957E: 4B Display dialogue message $0423, wait for button press The seconds? They're divisible by 20! CA/9581: FE Return CA/9582: 4B Display dialogue message $0425, wait for button press The second hand of my watch is pointing at four. CA/9585: FE Return CA/9586: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA9590 CA/958C: 4B Display dialogue message $041B, wait for button press Girl? Haven't seen any girls here. Might wanna check the top of this building. CA/958F: FE Return CA/9590: 4B Display dialogue message $041C, wait for button press It's safe here! CA/9593: FE Return CA/9594: 4B Display dialogue message $041E, wait for button press Phew…! How long we gonna have ta do this!? CA/9597: FE Return CA/9598: 4B Display dialogue message $0417, wait for button press Time? It's 4:00. CA/959B: FE Return CA/959C: 4B Display dialogue message $0418, wait for button press You can trust me! It's 8:00. CA/959F: FE Return CA/95A0: 4B Display dialogue message $0419, wait for button press 10:00! Time to go home! CA/95A3: FE Return CA/95A4: 4B Display dialogue message $041A, wait for button press It's already 12:00. CA/95A7: FE Return CA/95A8: 4B Display dialogue message $0416, wait for button press It's now 2:00. CA/95AB: FE Return CA/95AC: 4B Display dialogue message $0414, wait for button press Great people, here! CA/95AF: FE Return CA/95B0: 4B Display dialogue message $042C, wait for button press Get in line! CA/95B3: FE Return CA/95B4: C0 If ($1E80($1DB) [$1EBB, bit 3] is set), branch to $CA95BE CA/95BA: 4B Display dialogue message $042E, wait for button press Rusted shut. CA/95BD: FE Return CA/95BE: 4B Display dialogue message $042F, wait for button press Rust dissolved. CA/95C1: 3E Delete object $1E CA/95C3: D7 Clear event bit $1E80($356) [$1EEA, bit 6] CA/95C5: FE Return CA/95C6: C0 If ($1E80($1B3) [$1EB6, bit 3] is clear), branch to $CA5EB3 (simply returns) CA/95CC: B2 Call subroutine $CA961C CA/95D0: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/95D2: 0F Do vehicle/entity graphical action $0F CA/95D3: DD Make vehicle/entity jump (high) CA/95D4: 83 Move vehicle/entity left 1 tile CA/95D5: A9 Move vehicle/entity left/down 2x1 tiles CA/95D6: FF End queue CA/95D7: B2 Call subroutine $CA962D CA/95DB: FE Return CA/95DC: C0 If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CA5EB3 (simply returns) CA/95E2: B2 Call subroutine $CA961C CA/95E6: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/95E8: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/95E9: DD Make vehicle/entity jump (high) CA/95EA: 81 Move vehicle/entity right 1 tile CA/95EB: A6 Move vehicle/entity right/down 2x1 tiles CA/95EC: FF End queue CA/95ED: B2 Call subroutine $CA962D CA/95F1: FE Return CA/95F2: C0 If ($1E80($1B3) [$1EB6, bit 3] is clear), branch to $CA5EB3 (simply returns) CA/95F8: B2 Call subroutine $CA961C CA/95FC: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/95FE: 0F Do vehicle/entity graphical action $0F CA/95FF: DC Make vehicle/entity jump (low) CA/9600: A9 Move vehicle/entity left/down 2x1 tiles CA/9601: FF End queue CA/9602: B2 Call subroutine $CA962D CA/9606: FE Return CA/9607: C0 If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CA5EB3 (simply returns) CA/960D: B2 Call subroutine $CA961C CA/9611: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/9613: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/9614: DC Make vehicle/entity jump (low) CA/9615: A6 Move vehicle/entity right/down 2x1 tiles CA/9616: FF End queue CA/9617: B2 Call subroutine $CA962D CA/961B: FE Return CA/961C: 31 Begin action queue for character $31 (Party Character 0), 14 bytes long (Wait until complete) CA/961E: 09 Do vehicle/entity graphical action $09 (kneeling) CA/961F: E0 Pause for 4 * 1 (4) frames CA/9621: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/9622: E0 Pause for 4 * 1 (4) frames CA/9624: 09 Do vehicle/entity graphical action $09 (kneeling) CA/9625: E0 Pause for 4 * 4 (16) frames CA/9627: C7 Set vehicle/entity to stay still when moving CA/9628: C3 Set vehicle/entity's event speed to fast CA/9629: C8 Set object layering priority to 2 (low nibble 2) CA/962B: FF End queue CA/962C: FE Return CA/962D: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete) CA/962F: 17 Do vehicle/entity graphical action $17 CA/9630: C2 Set vehicle/entity's event speed to normal CA/9631: E0 Pause for 4 * 4 (16) frames CA/9633: 0A Do vehicle/entity graphical action $0A CA/9634: DC Make vehicle/entity jump (low) CA/9635: 80 Move vehicle/entity up 1 tile CA/9636: C8 Set object layering priority to 0 (low nibble 0) CA/9638: 09 Do vehicle/entity graphical action $09 (kneeling) CA/9639: C6 Set vehicle/entity to walk when moving CA/963A: FF End queue CA/963B: 3A Enable player to move while event commands execute CA/963C: FE Return CA/963D: C1 If ($1E80($1B5) [$1EB6, bit 5] is set) or ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA5EB3 (simply returns) CA/9645: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CA/9647: A2 Command $A2 CA/9648: 4B Display dialogue message $0B91, wait for button press Use the crane to go down? ^ Yes ^ No CA/964B: B6 Indexed branch based on prior dialogue selection [$CA9653, $CA5EB3] CA/9652: FE Return CA/9653: 31 Begin action queue for character $31 (Party Character 0), 13 bytes long (Wait until complete) CA/9655: C8 Set object layering priority to 2 (low nibble 2) CA/9657: C2 Set vehicle/entity's event speed to normal CA/9658: 09 Do vehicle/entity graphical action $09 (kneeling) CA/9659: E0 Pause for 4 * 2 (8) frames CA/965B: C7 Set vehicle/entity to stay still when moving CA/965C: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/965D: DD Make vehicle/entity jump (high) CA/965E: 8A Move vehicle/entity down 3 tiles CA/965F: 17 Do vehicle/entity graphical action $17 CA/9660: C1 Set vehicle/entity's event speed to slow CA/9661: FF End queue CA/9662: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/9664: 9E Move vehicle/entity down 8 tiles CA/9665: FF End queue CA/9666: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CA/9668: 9E Move vehicle/entity down 8 tiles CA/9669: FF End queue CA/966A: 92 Pause for 30 units CA/966B: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CA/966D: 9A Move vehicle/entity down 7 tiles CA/966E: FF End queue CA/966F: 92 Pause for 30 units CA/9670: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CA/9672: 96 Move vehicle/entity down 6 tiles CA/9673: FF End queue CA/9674: 92 Pause for 30 units CA/9675: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CA/9677: 92 Move vehicle/entity down 5 tiles CA/9678: FF End queue CA/9679: 92 Pause for 30 units CA/967A: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CA/967C: 8E Move vehicle/entity down 4 tiles CA/967D: FF End queue CA/967E: 92 Pause for 30 units CA/967F: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CA/9681: 8A Move vehicle/entity down 3 tiles CA/9682: FF End queue CA/9683: 93 Pause for 45 units CA/9684: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CA/9686: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/9688: 9C Move vehicle/entity up 8 tiles CA/9689: FF End queue CA/968A: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CA/968C: 9C Move vehicle/entity up 8 tiles CA/968D: FF End queue CA/968E: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CA/9690: 9C Move vehicle/entity up 8 tiles CA/9691: FF End queue CA/9692: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CA/9694: 9C Move vehicle/entity up 8 tiles CA/9695: FF End queue CA/9696: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CA/9698: 9C Move vehicle/entity up 8 tiles CA/9699: FF End queue CA/969A: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CA/969C: 9C Move vehicle/entity up 8 tiles CA/969D: FF End queue CA/969E: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CA/96A0: C4 Set vehicle/entity's event speed to faster CA/96A1: 8A Move vehicle/entity down 3 tiles CA/96A2: 09 Do vehicle/entity graphical action $09 (kneeling) CA/96A3: C6 Set vehicle/entity to walk when moving CA/96A4: C8 Set object layering priority to 0 (low nibble 0) CA/96A6: C2 Set vehicle/entity's event speed to normal CA/96A7: FF End queue CA/96A8: FE Return CA/96A9: 4B Display dialogue message $042D, wait for button press Good day, gentle folks. Can I be of service? I hate fighting, so I'd better let you pass! CA/96AC: B8 Set bit $1DC9($4B) [$1DD2, bit 3] CA/96AE: 4D Invoke battle, enemy set $45, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CA/96B1: B2 Call subroutine $CA5EA9 CA/96B5: 42 Hide object $1D CA/96B7: B9 Clear bit $1DC9($4B) [$1DD2, bit 3] CA/96B9: D7 Clear event bit $1E80($34A) [$1EE9, bit 2] CA/96BB: 96 Restore screen from fade CA/96BC: FE Return CA/96BD: D3 Clear event bit $1E80($1F1) [$1EBE, bit 1] CA/96BF: D3 Clear event bit $1E80($1F2) [$1EBE, bit 2] CA/96C1: C2 If ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CA/96CB: 4B Display dialogue message $041D, wait for button press Clock's hands have stopped. Please reset the hour. ^ (2:00) ^ (4:00) ^ (6:00) ^ (8:00) ^ (10:00) ^ (12:00) CA/96CE: B6 Indexed branch based on prior dialogue selection [$CA96E4, $CA96E4, $CA96E2, $CA96E4, $CA96E4, $CA96E4] CA/96E1: FE Return CA/96E2: D2 Set event bit $1E80($1F1) [$1EBE, bit 1] CA/96E4: 4B Display dialogue message $041F, wait for button press Clock's hands have stopped. Please reset the minute. ^ (0:10) ^ (0:20) ^ (0:30) ^ (0:40) ^ (0:50) CA/96E7: B6 Indexed branch based on prior dialogue selection [$CA96F8, $CA96FA, $CA96FA, $CA96FA, $CA96FA] CA/96F7: FE Return CA/96F8: D2 Set event bit $1E80($1F2) [$1EBE, bit 2] CA/96FA: 4B Display dialogue message $0420, wait for button press Clock's hands have stopped. Please reset the second. ^ (0:00:10) ^ (0:00:20) ^ (0:00:30) ^ (0:00:40) ^ (0:00:50) CA/96FD: B6 Indexed branch based on prior dialogue selection [$CA9716, $CA9716, $CA9716, $CA9716, $CA970E] CA/970D: FE Return CA/970E: C9 If ($1E80($1F1) [$1EBE, bit 1] is set) and ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CA9725 CA/9716: 4B Display dialogue message $042B, wait for button press Didn't reset clock… CA/9719: FE Return CA/971A: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CA/9720: B2 Call subroutine $CA9725 CA/9724: FE Return CA/9725: 58 Shake screen ($F5): (Intensity: 1)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/9727: 92 Pause for 30 units CA/9728: F4 Play sound effect 187 CA/972A: B2 Call subroutine $CAD067 CA/972E: 91 Pause for 15 units CA/972F: F4 Play sound effect 187 CA/9731: B2 Call subroutine $CAD079 CA/9735: 91 Pause for 15 units CA/9736: F4 Play sound effect 187 CA/9738: B2 Call subroutine $CAD08B CA/973C: 91 Pause for 15 units CA/973D: F4 Play sound effect 187 CA/973F: B2 Call subroutine $CAD09D CA/9743: 91 Pause for 15 units CA/9744: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/9746: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/9748: FE Return CA/9749: C0 If ($1E80($053) [$1E8A, bit 3] is set), branch to $CA9D10 CA/974F: F2 Fade out current song with transition time 128 CA/9751: B2 Call subroutine $CACAFF CA/9755: B2 Call subroutine $CAC6AC CA/9759: DE Load CaseWord with the characters in the currently active party? CA/975A: B2 Call subroutine $CAC770 CA/975E: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long CA/9760: C2 Set vehicle/entity's event speed to normal CA/9761: CF Turn vehicle/entity left CA/9762: FF End queue CA/9763: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CA/9765: C2 Set vehicle/entity's event speed to normal CA/9766: 80 Move vehicle/entity up 1 tile CA/9767: CF Turn vehicle/entity left CA/9768: FF End queue CA/9769: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CA/976B: C2 Set vehicle/entity's event speed to normal CA/976C: 86 Move vehicle/entity down 2 tiles CA/976D: CF Turn vehicle/entity left CA/976E: FF End queue CA/976F: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CA/9771: C2 Set vehicle/entity's event speed to normal CA/9772: 82 Move vehicle/entity down 1 tile CA/9773: CF Turn vehicle/entity left CA/9774: FF End queue CA/9775: 94 Pause for 60 units CA/9776: B0 Execute the following commands until $B1 2 times CA/9778: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/977A: 13 Do vehicle/entity graphical action $13 CA/977B: FF End queue CA/977C: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/977E: CE Turn vehicle/entity down CA/977F: FF End queue CA/9780: B1 End block of repeating commands CA/9781: 91 Pause for 15 units CA/9782: 4B Display dialogue message $0430, wait for button press Oooooh…gurururu… CA/9785: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CA/9787: A3 Move vehicle/entity left/up 1x1 tiles CA/9788: CE Turn vehicle/entity down CA/9789: FF End queue CA/978A: 93 Pause for 45 units CA/978B: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/978D: 13 Do vehicle/entity graphical action $13 CA/978E: FF End queue CA/978F: B4 Pause for 1 units CA/9791: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/9793: CE Turn vehicle/entity down CA/9794: FF End queue CA/9795: 92 Pause for 30 units CA/9796: F0 Play song 5 (Awakening), (high bit clear), full volume CA/9798: 4B Display dialogue message $0431, wait for button press TERRA? CA/979B: 33 Begin action queue for character $33 (Party Character 2), 5 bytes long CA/979D: 83 Move vehicle/entity left 1 tile CA/979E: A3 Move vehicle/entity left/up 1x1 tiles CA/979F: 80 Move vehicle/entity up 1 tile CA/97A0: CD Turn vehicle/entity right CA/97A1: FF End queue CA/97A2: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CA/97A4: A2 Move vehicle/entity left/down 1x1 tiles CA/97A5: CC Turn vehicle/entity up CA/97A6: FF End queue CA/97A7: B3 Call subroutine $CAC807, 2 times CA/97AC: 93 Pause for 45 units CA/97AD: 4B Display dialogue message $0431, wait for button press TERRA? CA/97B0: 92 Pause for 30 units CA/97B1: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CA/97B3: 22 Do vehicle/entity graphical action $22 CA/97B4: FF End queue CA/97B5: 91 Pause for 15 units CA/97B6: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CA/97B8: 21 Do vehicle/entity graphical action $21 CA/97B9: FF End queue CA/97BA: B5 Pause for 15 * 5 (75) units CA/97BC: 4B Display dialogue message $0432, wait for button press (Show text only) (At bottom of screen) RAMUH: She's scared, you know. CA/97BF: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long CA/97C1: 1F Do vehicle/entity graphical action $1F CA/97C2: E0 Pause for 4 * 1 (4) frames CA/97C4: CE Turn vehicle/entity down CA/97C5: FF End queue CA/97C6: 32 Begin action queue for character $32 (Party Character 1), 7 bytes long CA/97C8: E0 Pause for 4 * 1 (4) frames CA/97CA: 1F Do vehicle/entity graphical action $1F CA/97CB: E0 Pause for 4 * 2 (8) frames CA/97CD: CD Turn vehicle/entity right CA/97CE: FF End queue CA/97CF: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CA/97D1: CE Turn vehicle/entity down CA/97D2: FF End queue CA/97D3: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/97D5: CD Turn vehicle/entity right CA/97D6: FF End queue CA/97D7: B5 Pause for 15 * 6 (90) units CA/97D9: 3D Create object $11 CA/97DB: F4 Play sound effect 70 CA/97DD: B0 Execute the following commands until $B1 6 times CA/97DF: 42 Hide object $11 CA/97E1: 45 Refresh objects CA/97E2: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/97E4: 00 Do vehicle/entity graphical action $00 CA/97E5: FF End queue CA/97E6: 41 Show object $11 CA/97E8: 45 Refresh objects CA/97E9: B1 End block of repeating commands CA/97EA: 38 Hold screen CA/97EB: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/97ED: C1 Set vehicle/entity's event speed to slow CA/97EE: 85 Move vehicle/entity right 2 tiles CA/97EF: FF End queue CA/97F0: B0 Execute the following commands until $B1 2 times CA/97F2: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CA/97F4: 55 Do vehicle/entity graphical action $15, flipped horizontally CA/97F5: FF End queue CA/97F6: B4 Pause for 1 units CA/97F8: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CA/97FA: CD Turn vehicle/entity right CA/97FB: FF End queue CA/97FC: B4 Pause for 1 units CA/97FE: B1 End block of repeating commands CA/97FF: 92 Pause for 30 units CA/9800: B3 Call subroutine $CAC7FE, 2 times CA/9805: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/9807: CD Turn vehicle/entity right CA/9808: FF End queue CA/9809: 94 Pause for 60 units CA/980A: 35 Pause execution until action queue for object $30 (Camera) is complete CA/980C: 4B Display dialogue message $0433, wait for button press (At bottom of screen) Who're you? CA/980F: B2 Call subroutine $CAACBE CA/9813: 91 Pause for 15 units CA/9814: 4B Display dialogue message $0434, wait for button press (At bottom of screen) RAMUH: This girl is your friend? CA/9817: 92 Pause for 30 units CA/9818: 31 Begin action queue for character $31 (Party Character 0), 14 bytes long (Wait until complete) CA/981A: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/981B: E0 Pause for 4 * 1 (4) frames CA/981D: CD Turn vehicle/entity right CA/981E: E0 Pause for 4 * 10 (40) frames CA/9820: 23 Do vehicle/entity graphical action $23 CA/9821: E0 Pause for 4 * 8 (32) frames CA/9823: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/9824: E0 Pause for 4 * 8 (32) frames CA/9826: 81 Move vehicle/entity right 1 tile CA/9827: FF End queue CA/9828: BE If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CAACC7; else If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CAACC7; else If character $06 (CELES ) is in the current CaseWord, call subroutine $CAACCF; else If character $05 (SABIN ) is in the current CaseWord, call subroutine $CAACC7; else If character $02 (CYAN ) is in the current CaseWord, call subroutine $CAACCB; else If character $03 (SHADOW) is in the current CaseWord, call subroutine $CAACC7; else If character $0B (GAU ) is in the current CaseWord, call subroutine $CAACD3 CA/983F: B2 Call subroutine $CAACBE CA/9843: 4B Display dialogue message $0439, wait for button press (At bottom of screen) RAMUH: You call her TERRA… …TERRA?? How odd… CA/9846: B3 Call subroutine $CAACBE, 2 times CA/984B: F4 Play sound effect 5 CA/984D: 93 Pause for 45 units CA/984E: B0 Execute the following commands until $B1 5 times CA/9850: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/9852: 18 Do vehicle/entity graphical action $18 CA/9853: FF End queue CA/9854: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/9856: CE Turn vehicle/entity down CA/9857: FF End queue CA/9858: B1 End block of repeating commands CA/9859: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/985B: 23 Do vehicle/entity graphical action $23 CA/985C: FF End queue CA/985D: B0 Execute the following commands until $B1 5 times CA/985F: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/9861: 18 Do vehicle/entity graphical action $18 CA/9862: FF End queue CA/9863: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/9865: CE Turn vehicle/entity down CA/9866: FF End queue CA/9867: B1 End block of repeating commands CA/9868: 94 Pause for 60 units CA/9869: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/986B: 83 Move vehicle/entity left 1 tile CA/986C: FF End queue CA/986D: B5 Pause for 15 * 3 (45) units CA/986F: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CA/9871: 1F Do vehicle/entity graphical action $1F CA/9872: FF End queue CA/9873: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CA/9875: 1F Do vehicle/entity graphical action $1F CA/9876: E0 Pause for 4 * 2 (8) frames CA/9878: CF Turn vehicle/entity left CA/9879: FF End queue CA/987A: 33 Begin action queue for character $33 (Party Character 2), 5 bytes long CA/987C: 1F Do vehicle/entity graphical action $1F CA/987D: E0 Pause for 4 * 4 (16) frames CA/987F: CC Turn vehicle/entity up CA/9880: FF End queue CA/9881: 34 Begin action queue for character $34 (Party Character 3), 5 bytes long CA/9883: 1F Do vehicle/entity graphical action $1F CA/9884: E0 Pause for 4 * 3 (12) frames CA/9886: CC Turn vehicle/entity up CA/9887: FF End queue CA/9888: F4 Play sound effect 195 CA/988A: 10 Begin action queue for character $10 (NPC $10), 13 bytes long (Wait until complete) CA/988C: C8 Set object layering priority to 0 (low nibble 0) CA/988E: DC Make vehicle/entity jump (low) CA/988F: A3 Move vehicle/entity left/up 1x1 tiles CA/9890: 09 Do vehicle/entity graphical action $09 (kneeling) CA/9891: E0 Pause for 4 * 6 (24) frames CA/9893: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/9894: E0 Pause for 4 * 2 (8) frames CA/9896: 09 Do vehicle/entity graphical action $09 (kneeling) CA/9897: C7 Set vehicle/entity to stay still when moving CA/9898: FF End queue CA/9899: 94 Pause for 60 units CA/989A: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/989C: CF Turn vehicle/entity left CA/989D: FF End queue CA/989E: 30 Begin action queue for character $30 (Camera), 5 bytes long CA/98A0: C2 Set vehicle/entity's event speed to normal CA/98A1: E0 Pause for 4 * 15 (60) frames CA/98A3: AB Move vehicle/entity left/up 1x2 tiles CA/98A4: FF End queue CA/98A5: 10 Begin action queue for character $10 (NPC $10), 31 bytes long CA/98A7: C4 Set vehicle/entity's event speed to faster CA/98A8: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/98A9: A8 Move vehicle/entity left/down 1x2 tiles CA/98AA: 09 Do vehicle/entity graphical action $09 (kneeling) CA/98AB: E0 Pause for 4 * 3 (12) frames CA/98AD: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/98AE: A1 Move vehicle/entity right/down 1x1 tiles CA/98AF: A1 Move vehicle/entity right/down 1x1 tiles CA/98B0: A1 Move vehicle/entity right/down 1x1 tiles CA/98B1: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/98B2: E0 Pause for 4 * 2 (8) frames CA/98B4: 17 Do vehicle/entity graphical action $17 CA/98B5: A4 Move vehicle/entity right/up 1x2 tiles CA/98B6: AB Move vehicle/entity left/up 1x2 tiles CA/98B7: A0 Move vehicle/entity right/up 1x1 tiles CA/98B8: A0 Move vehicle/entity right/up 1x1 tiles CA/98B9: 09 Do vehicle/entity graphical action $09 (kneeling) CA/98BA: 0A Do vehicle/entity graphical action $0A CA/98BB: DC Make vehicle/entity jump (low) CA/98BC: A3 Move vehicle/entity left/up 1x1 tiles CA/98BD: 09 Do vehicle/entity graphical action $09 (kneeling) CA/98BE: 17 Do vehicle/entity graphical action $17 CA/98BF: DC Make vehicle/entity jump (low) CA/98C0: AB Move vehicle/entity left/up 1x2 tiles CA/98C1: 09 Do vehicle/entity graphical action $09 (kneeling) CA/98C2: E0 Pause for 4 * 8 (32) frames CA/98C4: 28 Do vehicle/entity graphical action $28 CA/98C5: FF End queue CA/98C6: F4 Play sound effect 195 CA/98C8: 92 Pause for 30 units CA/98C9: F4 Play sound effect 195 CA/98CB: 92 Pause for 30 units CA/98CC: F4 Play sound effect 195 CA/98CE: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/98D0: DD Make vehicle/entity jump (high) CA/98D1: CE Turn vehicle/entity down CA/98D2: FF End queue CA/98D3: F4 Play sound effect 195 CA/98D5: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long CA/98D7: 1F Do vehicle/entity graphical action $1F CA/98D8: C7 Set vehicle/entity to stay still when moving CA/98D9: E0 Pause for 4 * 4 (16) frames CA/98DB: CE Turn vehicle/entity down CA/98DC: C6 Set vehicle/entity to walk when moving CA/98DD: FF End queue CA/98DE: B4 Pause for 6 units CA/98E0: F4 Play sound effect 195 CA/98E2: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/98E4: CC Turn vehicle/entity up CA/98E5: FF End queue CA/98E6: 35 Pause execution until action queue for object $10 (NPC $10) is complete CA/98E8: F2 Fade out current song with transition time 128 CA/98EA: 92 Pause for 30 units CA/98EB: 35 Pause execution until action queue for object $30 (Camera) is complete CA/98ED: 31 Begin action queue for character $31 (Party Character 0), 14 bytes long (Wait until complete) CA/98EF: 88 Move vehicle/entity up 3 tiles CA/98F0: E0 Pause for 4 * 4 (16) frames CA/98F2: 80 Move vehicle/entity up 1 tile CA/98F3: 1B Do vehicle/entity graphical action $1B CA/98F4: E0 Pause for 4 * 12 (48) frames CA/98F6: CC Turn vehicle/entity up CA/98F7: E0 Pause for 4 * 8 (32) frames CA/98F9: C7 Set vehicle/entity to stay still when moving CA/98FA: 82 Move vehicle/entity down 1 tile CA/98FB: C6 Set vehicle/entity to walk when moving CA/98FC: FF End queue CA/98FD: 91 Pause for 15 units CA/98FE: 4B Display dialogue message $043A, wait for button press (At bottom of screen) RAMUH: She is undamaged. But I fear she can't understand you. As for me, I am Ramuh. The Esper, Ramuh. CA/9901: F0 Play song 33 (Another World of Beasts), (high bit clear), full volume CA/9903: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/9905: A7 Move vehicle/entity right/down 1x2 tiles CA/9906: FF End queue CA/9907: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long CA/9909: CD Turn vehicle/entity right CA/990A: E0 Pause for 4 * 1 (4) frames CA/990C: CE Turn vehicle/entity down CA/990D: FF End queue CA/990E: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/9910: CD Turn vehicle/entity right CA/9911: FF End queue CA/9912: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/9914: CD Turn vehicle/entity right CA/9915: FF End queue CA/9916: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CA/9918: CD Turn vehicle/entity right CA/9919: FF End queue CA/991A: 94 Pause for 60 units CA/991B: 35 Pause execution until action queue for object $30 (Camera) is complete CA/991D: 4B Display dialogue message $043B, wait for button press (At bottom of screen) ESPER!? CA/9920: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/9922: A1 Move vehicle/entity right/down 1x1 tiles CA/9923: CE Turn vehicle/entity down CA/9924: FF End queue CA/9925: BE If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CAACD7; else If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CAACD7; else If character $06 (CELES ) is in the current CaseWord, call subroutine $CAACDB; else If character $05 (SABIN ) is in the current CaseWord, call subroutine $CAACD7; else If character $02 (CYAN ) is in the current CaseWord, call subroutine $CAACD7; else If character $03 (SHADOW) is in the current CaseWord, call subroutine $CAACD7; else If character $0B (GAU ) is in the current CaseWord, call subroutine $CAACDF CA/993C: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CA/993E: 30 Do vehicle/entity graphical action $30 CA/993F: E0 Pause for 4 * 1 (4) frames CA/9941: 00 Do vehicle/entity graphical action $00 CA/9942: FF End queue CA/9943: 91 Pause for 15 units CA/9944: B3 Call subroutine $CAACBE, 2 times CA/9949: 92 Pause for 30 units CA/994A: 4B Display dialogue message $043F, wait for button press (At bottom of screen) RAMUH: That doesn't mean we don't live here, too. Espers take a variety of forms. Sometimes we live here, taking the shape of humans. You have nothing to fear from us. CA/994D: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/994F: CD Turn vehicle/entity right CA/9950: FF End queue CA/9951: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CA/9953: E0 Pause for 4 * 4 (16) frames CA/9955: CD Turn vehicle/entity right CA/9956: FF End queue CA/9957: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CA/9959: E0 Pause for 4 * 6 (24) frames CA/995B: CD Turn vehicle/entity right CA/995C: FF End queue CA/995D: 94 Pause for 60 units CA/995E: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/9960: 20 Do vehicle/entity graphical action $20 CA/9961: E0 Pause for 4 * 2 (8) frames CA/9963: CE Turn vehicle/entity down CA/9964: FF End queue CA/9965: BE If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CAACE3; else If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CAACE3; else If character $06 (CELES ) is in the current CaseWord, call subroutine $CAACE3; else If character $05 (SABIN ) is in the current CaseWord, call subroutine $CAACE3; else If character $02 (CYAN ) is in the current CaseWord, call subroutine $CAACE3; else If character $03 (SHADOW) is in the current CaseWord, call subroutine $CAACE3; else If character $0B (GAU ) is in the current CaseWord, call subroutine $CAACE7 CA/997C: 92 Pause for 30 units CA/997D: B2 Call subroutine $CAACBE CA/9981: 92 Pause for 30 units CA/9982: 4B Display dialogue message $0442, wait for button press (At bottom of screen) RAMUH: Humans and Espers can't survive together. CA/9985: 93 Pause for 45 units CA/9986: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/9988: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/9989: FF End queue CA/998A: 92 Pause for 30 units CA/998B: BE If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CAACEB; else If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CAACEF; else If character $06 (CELES ) is in the current CaseWord, call subroutine $CAACF3; else If character $05 (SABIN ) is in the current CaseWord, call subroutine $CAACEF; else If character $02 (CYAN ) is in the current CaseWord, call subroutine $CAACEF; else If character $03 (SHADOW) is in the current CaseWord, call subroutine $CAACF3; else If character $0B (GAU ) is in the current CaseWord, call subroutine $CAACF7 CA/99A2: 92 Pause for 30 units CA/99A3: B3 Call subroutine $CAACBE, 3 times CA/99A8: 92 Pause for 30 units CA/99A9: 4B Display dialogue message $0447, wait for button press (At bottom of screen) RAMUH: No, that was no fairy tale. That was true. We started out as friends. Then along came the War of the Magi… CA/99AC: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/99AE: 1F Do vehicle/entity graphical action $1F CA/99AF: E0 Pause for 4 * 1 (4) frames CA/99B1: CE Turn vehicle/entity down CA/99B2: FF End queue CA/99B3: 94 Pause for 60 units CA/99B4: B3 Call subroutine $CAC7FE, 2 times CA/99B9: 91 Pause for 15 units CA/99BA: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/99BC: 13 Do vehicle/entity graphical action $13 CA/99BD: FF End queue CA/99BE: B4 Pause for 1 units CA/99C0: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/99C2: CE Turn vehicle/entity down CA/99C3: FF End queue CA/99C4: 4B Display dialogue message $0448, wait for button press (At bottom of screen) War of the Magi… CA/99C7: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/99C9: 55 Do vehicle/entity graphical action $15, flipped horizontally CA/99CA: FF End queue CA/99CB: B4 Pause for 1 units CA/99CD: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/99CF: CD Turn vehicle/entity right CA/99D0: FF End queue CA/99D1: B4 Pause for 1 units CA/99D3: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/99D5: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/99D6: FF End queue CA/99D7: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/99D9: 82 Move vehicle/entity down 1 tile CA/99DA: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/99DB: FF End queue CA/99DC: B5 Pause for 15 * 6 (90) units CA/99DE: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CA/99E0: 30 Do vehicle/entity graphical action $30 CA/99E1: E0 Pause for 4 * 1 (4) frames CA/99E3: 00 Do vehicle/entity graphical action $00 CA/99E4: FF End queue CA/99E5: 94 Pause for 60 units CA/99E6: 4B Display dialogue message $0449, wait for button press (At bottom of screen) RAMUH: It took place…long ago. Espers fought humans who were infused with magical power extracted from Espers… CA/99E9: B0 Execute the following commands until $B1 31 times CA/99EB: 52 Tint characters (cumulative) with color $9F CA/99ED: 50 Tint screen (cumulative) with color $9F CA/99EF: B4 Pause for 6 units CA/99F1: B1 End block of repeating commands CA/99F2: 4B Display dialogue message $044A, wait for button press (Show text only) (At bottom of screen) Fearing our magical powers would once again become a target, we fashioned a new realm, and moved there. CA/99F5: 42 Hide object $31 CA/99F7: 42 Hide object $32 CA/99F9: 42 Hide object $33 CA/99FB: 42 Hide object $34 CA/99FD: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/99FF: 94 Pause for 60 units CA/9A00: 6A Load map $00D9 (Esper World, outdoors (Terra's flashback / Ramuh's flashback)) after fade out, (upper bits $2400), place party at (29, 46), facing down CA/9A06: 30 Begin action queue for character $30 (Camera), 4 bytes long CA/9A08: C0 Set vehicle/entity's event speed to slowest CA/9A09: 9C Move vehicle/entity up 8 tiles CA/9A0A: 9C Move vehicle/entity up 8 tiles CA/9A0B: FF End queue CA/9A0C: 4B Display dialogue message $044B, wait for button press (Show text only) About 20 years ago, humans stumbled upon it…humans who knew about Espers, and the secret to Magitek power. CA/9A0F: 94 Pause for 60 units CA/9A10: 4B Display dialogue message $044C, wait for button press (Show text only) Thus began a hunt for Espers. Only in this way could Emperor Gestahl create his invincible army. CA/9A13: 92 Pause for 30 units CA/9A14: 35 Pause execution until action queue for object $30 (Camera) is complete CA/9A16: 6A Load map $0187 (Cave to the Sealed Gate, sealed gate room) after fade out, (upper bits $2400), place party at (8, 7), facing down CA/9A1C: 60 Change background layer $0F to palette $0E CA/9A1F: B0 Execute the following commands until $B1 2 times CA/9A21: 50 Tint screen (cumulative) with color $9F CA/9A23: B1 End block of repeating commands CA/9A24: 96 Restore screen from fade CA/9A25: 95 Pause for 120 units CA/9A26: 4B Display dialogue message $044D, wait for button press (Show text only) In response to this, we erected a doorway, and threw the humans out. CA/9A29: 92 Pause for 30 units CA/9A2A: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CA/9A2C: 92 Pause for 30 units CA/9A2D: D6 Set event bit $1E80($31E) [$1EE3, bit 6] CA/9A2F: 6A Load map $00E2 (Zozo, room at tower top (always)) after fade out, (upper bits $2400), place party at (81, 17), facing down CA/9A35: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/9A37: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CA/9A39: 31 Do vehicle/entity graphical action $31 CA/9A3A: FF End queue CA/9A3B: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/9A3D: D5 Set vehicle/entity's position to (82, 12) CA/9A40: 28 Do vehicle/entity graphical action $28 CA/9A41: FF End queue CA/9A42: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CA/9A44: D5 Set vehicle/entity's position to (81, 15) CA/9A47: CD Turn vehicle/entity right CA/9A48: FF End queue CA/9A49: 33 Begin action queue for character $33 (Party Character 2), 5 bytes long CA/9A4B: D5 Set vehicle/entity's position to (80, 17) CA/9A4E: CD Turn vehicle/entity right CA/9A4F: FF End queue CA/9A50: 34 Begin action queue for character $34 (Party Character 3), 5 bytes long CA/9A52: D5 Set vehicle/entity's position to (81, 19) CA/9A55: CD Turn vehicle/entity right CA/9A56: FF End queue CA/9A57: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/9A59: D5 Set vehicle/entity's position to (83, 15) CA/9A5C: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/9A5D: FF End queue CA/9A5E: 41 Show object $31 CA/9A60: 41 Show object $32 CA/9A62: 41 Show object $33 CA/9A64: 41 Show object $34 CA/9A66: 59 Unfade screen at speed $02 CA/9A68: 5C Pause execution until fade in or fade out is complete CA/9A69: 95 Pause for 120 units CA/9A6A: 4B Display dialogue message $044E, wait for button press (At bottom of screen) RAMUH: Even as we speak, many of my kind are trapped in the Empire's Magitek Research Facility, being… …drained of their powers… I fled here to avoid a similar fate. CA/9A6D: 95 Pause for 120 units CA/9A6E: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/9A70: 23 Do vehicle/entity graphical action $23 CA/9A71: E0 Pause for 4 * 12 (48) frames CA/9A73: CF Turn vehicle/entity left CA/9A74: FF End queue CA/9A75: 94 Pause for 60 units CA/9A76: B3 Call subroutine $CAC807, 2 times CA/9A7B: 92 Pause for 30 units CA/9A7C: 32 Begin action queue for character $32 (Party Character 1), 11 bytes long CA/9A7E: E0 Pause for 4 * 11 (44) frames CA/9A80: 84 Move vehicle/entity up 2 tiles CA/9A81: CD Turn vehicle/entity right CA/9A82: E0 Pause for 4 * 26 (104) frames CA/9A84: 82 Move vehicle/entity down 1 tile CA/9A85: E0 Pause for 4 * 7 (28) frames CA/9A87: 82 Move vehicle/entity down 1 tile CA/9A88: FF End queue CA/9A89: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/9A8B: A3 Move vehicle/entity left/up 1x1 tiles CA/9A8C: 80 Move vehicle/entity up 1 tile CA/9A8D: 17 Do vehicle/entity graphical action $17 CA/9A8E: C7 Set vehicle/entity to stay still when moving CA/9A8F: FF End queue CA/9A90: 95 Pause for 120 units CA/9A91: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/9A93: 78 Enable ability to pass through other objects for object $10 (NPC $10) CA/9A95: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long CA/9A97: C1 Set vehicle/entity's event speed to slow CA/9A98: 8E Move vehicle/entity down 4 tiles CA/9A99: FF End queue CA/9A9A: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/9A9C: C1 Set vehicle/entity's event speed to slow CA/9A9D: C7 Set vehicle/entity to stay still when moving CA/9A9E: 8E Move vehicle/entity down 4 tiles CA/9A9F: C2 Set vehicle/entity's event speed to normal CA/9AA0: FF End queue CA/9AA1: 94 Pause for 60 units CA/9AA2: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long CA/9AA4: 0A Do vehicle/entity graphical action $0A CA/9AA5: C6 Set vehicle/entity to walk when moving CA/9AA6: FF End queue CA/9AA7: 10 Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete) CA/9AA9: A2 Move vehicle/entity left/down 1x1 tiles CA/9AAA: 15 Do vehicle/entity graphical action $15 CA/9AAB: E0 Pause for 4 * 10 (40) frames CA/9AAD: 13 Do vehicle/entity graphical action $13 CA/9AAE: FF End queue CA/9AAF: 95 Pause for 120 units CA/9AB0: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/9AB2: 00 Do vehicle/entity graphical action $00 CA/9AB3: FF End queue CA/9AB4: 4B Display dialogue message $044F, wait for button press (At bottom of screen) RAMUH: That's right, relax. CA/9AB7: 93 Pause for 45 units CA/9AB8: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/9ABA: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/9ABB: FF End queue CA/9ABC: 92 Pause for 30 units CA/9ABD: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/9ABF: CD Turn vehicle/entity right CA/9AC0: FF End queue CA/9AC1: B5 Pause for 15 * 5 (75) units CA/9AC3: 4B Display dialogue message $0450, wait for button press (At bottom of screen) RAMUH: I sensed that TERRA was in trouble. My magic…summoned her here. CA/9AC6: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/9AC8: A1 Move vehicle/entity right/down 1x1 tiles CA/9AC9: 81 Move vehicle/entity right 1 tile CA/9ACA: CC Turn vehicle/entity up CA/9ACB: FF End queue CA/9ACC: 92 Pause for 30 units CA/9ACD: 4B Display dialogue message $0451, wait for button press (At bottom of screen) “TERRA's…an Esper?” CA/9AD0: 95 Pause for 120 units CA/9AD1: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/9AD3: 31 Do vehicle/entity graphical action $31 CA/9AD4: FF End queue CA/9AD5: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CA/9AD7: 85 Move vehicle/entity right 2 tiles CA/9AD8: CC Turn vehicle/entity up CA/9AD9: FF End queue CA/9ADA: 93 Pause for 45 units CA/9ADB: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CA/9ADD: 82 Move vehicle/entity down 1 tile CA/9ADE: A1 Move vehicle/entity right/down 1x1 tiles CA/9ADF: FF End queue CA/9AE0: 94 Pause for 60 units CA/9AE1: 4B Display dialogue message $0452, wait for button press (At bottom of screen) RAMUH: No, she's actually quite different. CA/9AE4: 92 Pause for 30 units CA/9AE5: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/9AE7: CF Turn vehicle/entity left CA/9AE8: FF End queue CA/9AE9: 93 Pause for 45 units CA/9AEA: 4B Display dialogue message $0453, wait for button press (At bottom of screen) “TERRA looks like she's in pain.” RAMUH: Her very existence strikes fear into her own heart. CA/9AED: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CA/9AEF: AA Move vehicle/entity left/up 2x1 tiles CA/9AF0: E0 Pause for 4 * 6 (24) frames CA/9AF2: 22 Do vehicle/entity graphical action $22 CA/9AF3: E0 Pause for 4 * 8 (32) frames CA/9AF5: CF Turn vehicle/entity left CA/9AF6: E0 Pause for 4 * 10 (40) frames CA/9AF8: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/9AF9: FF End queue CA/9AFA: 4B Display dialogue message $0454, wait for button press (At bottom of screen) “How can we help her?” CA/9AFD: 95 Pause for 120 units CA/9AFE: 11 Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete) CA/9B00: 00 Do vehicle/entity graphical action $00 CA/9B01: E0 Pause for 4 * 12 (48) frames CA/9B03: 30 Do vehicle/entity graphical action $30 CA/9B04: E0 Pause for 4 * 1 (4) frames CA/9B06: 00 Do vehicle/entity graphical action $00 CA/9B07: FF End queue CA/9B08: 4B Display dialogue message $0455, wait for button press (At bottom of screen) RAMUH: When she accepts this aspect of herself, I think she'll be all right. CA/9B0B: 92 Pause for 30 units CA/9B0C: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/9B0E: CD Turn vehicle/entity right CA/9B0F: FF End queue CA/9B10: 32 Begin action queue for character $32 (Party Character 1), 6 bytes long CA/9B12: 81 Move vehicle/entity right 1 tile CA/9B13: CE Turn vehicle/entity down CA/9B14: E0 Pause for 4 * 3 (12) frames CA/9B16: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/9B17: FF End queue CA/9B18: 92 Pause for 30 units CA/9B19: 4B Display dialogue message $0456, wait for button press (At bottom of screen) “We have to do something!” RAMUH: Then free those of my kind imprisoned in Gestahl's Magitek Research Facility. One of them can surely help her. CA/9B1C: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/9B1E: 81 Move vehicle/entity right 1 tile CA/9B1F: FF End queue CA/9B20: BE If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CAACFB; else If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CAACFB; else If character $06 (CELES ) is in the current CaseWord, call subroutine $CAAD03; else If character $05 (SABIN ) is in the current CaseWord, call subroutine $CAACFB; else If character $02 (CYAN ) is in the current CaseWord, call subroutine $CAACFB; else If character $03 (SHADOW) is in the current CaseWord, call subroutine $CAACFB; else If character $0B (GAU ) is in the current CaseWord, call subroutine $CAAD07 CA/9B37: 94 Pause for 60 units CA/9B38: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/9B3A: 31 Do vehicle/entity graphical action $31 CA/9B3B: FF End queue CA/9B3C: 94 Pause for 60 units CA/9B3D: 4B Display dialogue message $045B, wait for button press (At bottom of screen) RAMUH: Like a coward, I escaped leaving the others there. It'll be the end of them… CA/9B40: B3 Call subroutine $CAC810, 3 times CA/9B45: 92 Pause for 30 units CA/9B46: 4B Display dialogue message $045C, wait for button press (At bottom of screen) “What do you mean?” CA/9B49: 92 Pause for 30 units CA/9B4A: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CA/9B4C: 30 Do vehicle/entity graphical action $30 CA/9B4D: E0 Pause for 4 * 1 (4) frames CA/9B4F: 00 Do vehicle/entity graphical action $00 CA/9B50: FF End queue CA/9B51: 92 Pause for 30 units CA/9B52: 4B Display dialogue message $045D, wait for button press (At bottom of screen) RAMUH: Gestahl's methods are incorrect. You can't drain a live Esper of all its power. It is only when we are reduced to Magicite that our abilities can be transferred in total… CA/9B55: F2 Fade out current song with transition time 128 CA/9B57: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/9B59: C3 Set vehicle/entity's event speed to fast CA/9B5A: 85 Move vehicle/entity right 2 tiles CA/9B5B: FF End queue CA/9B5C: 4B Display dialogue message $045E, wait for button press (At bottom of screen) “Pardon?!” RAMUH: When we transform into Magicite, our power can be relocated. “Magicite…?!” RAMUH: That's what's left of us when we…pass away. CA/9B5F: 30 Begin action queue for character $30 (Camera), 4 bytes long CA/9B61: 90 Move vehicle/entity up 5 tiles CA/9B62: C1 Set vehicle/entity's event speed to slow CA/9B63: 80 Move vehicle/entity up 1 tile CA/9B64: FF End queue CA/9B65: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CA/9B67: CC Turn vehicle/entity up CA/9B68: FF End queue CA/9B69: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/9B6B: CC Turn vehicle/entity up CA/9B6C: FF End queue CA/9B6D: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/9B6F: CC Turn vehicle/entity up CA/9B70: FF End queue CA/9B71: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CA/9B73: CC Turn vehicle/entity up CA/9B74: FF End queue CA/9B75: F4 Play sound effect 98 CA/9B77: B3 Call subroutine $CAD033, 4 times CA/9B7C: 35 Pause execution until action queue for object $30 (Camera) is complete CA/9B7E: 91 Pause for 15 units CA/9B7F: B3 Call subroutine $CAD033, 2 times CA/9B84: 3D Create object $13 CA/9B86: 3D Create object $14 CA/9B88: 3D Create object $15 CA/9B8A: 45 Refresh objects CA/9B8B: F4 Play sound effect 109 CA/9B8D: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CA/9B8F: D5 Set vehicle/entity's position to (82, 6) CA/9B92: FF End queue CA/9B93: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CA/9B95: D5 Set vehicle/entity's position to (81, 8) CA/9B98: FF End queue CA/9B99: 15 Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete) CA/9B9B: D5 Set vehicle/entity's position to (83, 8) CA/9B9E: FF End queue CA/9B9F: 41 Show object $13 CA/9BA1: 41 Show object $14 CA/9BA3: 41 Show object $15 CA/9BA5: 45 Refresh objects CA/9BA6: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long CA/9BA8: E0 Pause for 4 * 27 (108) frames CA/9BAA: 80 Move vehicle/entity up 1 tile CA/9BAB: FF End queue CA/9BAC: 30 Begin action queue for character $30 (Camera), 4 bytes long CA/9BAE: E0 Pause for 4 * 22 (88) frames CA/9BB0: 92 Move vehicle/entity down 5 tiles CA/9BB1: FF End queue CA/9BB2: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CA/9BB4: C7 Set vehicle/entity to stay still when moving CA/9BB5: 00 Do vehicle/entity graphical action $00 CA/9BB6: 96 Move vehicle/entity down 6 tiles CA/9BB7: FF End queue CA/9BB8: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CA/9BBA: C7 Set vehicle/entity to stay still when moving CA/9BBB: 00 Do vehicle/entity graphical action $00 CA/9BBC: 92 Move vehicle/entity down 5 tiles CA/9BBD: FF End queue CA/9BBE: 15 Begin action queue for character $15 (NPC $15), 4 bytes long CA/9BC0: C7 Set vehicle/entity to stay still when moving CA/9BC1: 00 Do vehicle/entity graphical action $00 CA/9BC2: 92 Move vehicle/entity down 5 tiles CA/9BC3: FF End queue CA/9BC4: 95 Pause for 120 units CA/9BC5: B2 Call subroutine $CAD033 CA/9BC9: 35 Pause execution until action queue for object $15 (NPC $15) is complete CA/9BCB: 94 Pause for 60 units CA/9BCC: 35 Pause execution until action queue for object $30 (Camera) is complete CA/9BCE: 4B Display dialogue message $045F, wait for button press (At bottom of screen) RAMUH: These are my comrades who fell while escaping the Empire. And I will give you my power, as well… CA/9BD1: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/9BD3: CD Turn vehicle/entity right CA/9BD4: FF End queue CA/9BD5: 95 Pause for 120 units CA/9BD6: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/9BD8: 82 Move vehicle/entity down 1 tile CA/9BD9: FF End queue CA/9BDA: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/9BDC: 82 Move vehicle/entity down 1 tile CA/9BDD: CD Turn vehicle/entity right CA/9BDE: FF End queue CA/9BDF: 94 Pause for 60 units CA/9BE0: 35 Pause execution until action queue for object $30 (Camera) is complete CA/9BE2: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CA/9BE4: 31 Do vehicle/entity graphical action $31 CA/9BE5: E0 Pause for 4 * 6 (24) frames CA/9BE7: 30 Do vehicle/entity graphical action $30 CA/9BE8: FF End queue CA/9BE9: F4 Play sound effect 196 CA/9BEB: B2 Call subroutine $CAD01B CA/9BEF: B5 Pause for 15 * 10 (150) units CA/9BF1: B2 Call subroutine $CAD021 CA/9BF5: 95 Pause for 120 units CA/9BF6: F4 Play sound effect 80 CA/9BF8: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/9BFA: C3 Set vehicle/entity's event speed to fast CA/9BFB: 87 Move vehicle/entity left 2 tiles CA/9BFC: FF End queue CA/9BFD: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CA/9BFF: 0B Do vehicle/entity graphical action $0B CA/9C00: C7 Set vehicle/entity to stay still when moving CA/9C01: A3 Move vehicle/entity left/up 1x1 tiles CA/9C02: C6 Set vehicle/entity to walk when moving CA/9C03: FF End queue CA/9C04: 33 Begin action queue for character $33 (Party Character 2), 8 bytes long CA/9C06: 0B Do vehicle/entity graphical action $0B CA/9C07: C7 Set vehicle/entity to stay still when moving CA/9C08: C3 Set vehicle/entity's event speed to fast CA/9C09: 83 Move vehicle/entity left 1 tile CA/9C0A: C1 Set vehicle/entity's event speed to slow CA/9C0B: 83 Move vehicle/entity left 1 tile CA/9C0C: C6 Set vehicle/entity to walk when moving CA/9C0D: FF End queue CA/9C0E: 34 Begin action queue for character $34 (Party Character 3), 6 bytes long CA/9C10: 0A Do vehicle/entity graphical action $0A CA/9C11: C7 Set vehicle/entity to stay still when moving CA/9C12: C3 Set vehicle/entity's event speed to fast CA/9C13: A8 Move vehicle/entity left/down 1x2 tiles CA/9C14: C6 Set vehicle/entity to walk when moving CA/9C15: FF End queue CA/9C16: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long CA/9C18: 0B Do vehicle/entity graphical action $0B CA/9C19: C7 Set vehicle/entity to stay still when moving CA/9C1A: C1 Set vehicle/entity's event speed to slow CA/9C1B: 83 Move vehicle/entity left 1 tile CA/9C1C: C6 Set vehicle/entity to walk when moving CA/9C1D: E0 Pause for 4 * 10 (40) frames CA/9C1F: 09 Do vehicle/entity graphical action $09 (kneeling) CA/9C20: FF End queue CA/9C21: B3 Call subroutine $CAD033, 2 times CA/9C26: 3D Create object $12 CA/9C28: 41 Show object $12 CA/9C2A: 42 Hide object $11 CA/9C2C: 45 Refresh objects CA/9C2D: B5 Pause for 15 * 16 (240) units CA/9C2F: 35 Pause execution until action queue for object $30 (Camera) is complete CA/9C31: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/9C33: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/9C34: FF End queue CA/9C35: B5 Pause for 15 * 3 (45) units CA/9C37: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/9C39: CD Turn vehicle/entity right CA/9C3A: FF End queue CA/9C3B: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CA/9C3D: CC Turn vehicle/entity up CA/9C3E: FF End queue CA/9C3F: 94 Pause for 60 units CA/9C40: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/9C42: CE Turn vehicle/entity down CA/9C43: FF End queue CA/9C44: 94 Pause for 60 units CA/9C45: B0 Execute the following commands until $B1 7 times CA/9C47: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/9C49: 23 Do vehicle/entity graphical action $23 CA/9C4A: FF End queue CA/9C4B: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/9C4D: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/9C4E: FF End queue CA/9C4F: B1 End block of repeating commands CA/9C50: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/9C52: CE Turn vehicle/entity down CA/9C53: FF End queue CA/9C54: 94 Pause for 60 units CA/9C55: B3 Call subroutine $CAC7FE, 3 times CA/9C5A: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/9C5C: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/9C5D: FF End queue CA/9C5E: 95 Pause for 120 units CA/9C5F: 78 Enable ability to pass through other objects for object $32 (Party Character 1) CA/9C61: 78 Enable ability to pass through other objects for object $33 (Party Character 2) CA/9C63: 78 Enable ability to pass through other objects for object $34 (Party Character 3) CA/9C65: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/9C67: C1 Set vehicle/entity's event speed to slow CA/9C68: 85 Move vehicle/entity right 2 tiles CA/9C69: FF End queue CA/9C6A: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CA/9C6C: C1 Set vehicle/entity's event speed to slow CA/9C6D: 81 Move vehicle/entity right 1 tile CA/9C6E: FF End queue CA/9C6F: 92 Pause for 30 units CA/9C70: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CA/9C72: C1 Set vehicle/entity's event speed to slow CA/9C73: 81 Move vehicle/entity right 1 tile CA/9C74: E0 Pause for 4 * 10 (40) frames CA/9C76: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/9C77: FF End queue CA/9C78: 35 Pause execution until action queue for object $30 (Camera) is complete CA/9C7A: 95 Pause for 120 units CA/9C7B: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CA/9C7D: C1 Set vehicle/entity's event speed to slow CA/9C7E: A6 Move vehicle/entity right/down 2x1 tiles CA/9C7F: CE Turn vehicle/entity down CA/9C80: C2 Set vehicle/entity's event speed to normal CA/9C81: FF End queue CA/9C82: 93 Pause for 45 units CA/9C83: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/9C85: 81 Move vehicle/entity right 1 tile CA/9C86: FF End queue CA/9C87: 92 Pause for 30 units CA/9C88: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CA/9C8A: C1 Set vehicle/entity's event speed to slow CA/9C8B: A0 Move vehicle/entity right/up 1x1 tiles CA/9C8C: CC Turn vehicle/entity up CA/9C8D: FF End queue CA/9C8E: F1 Fade in song 64 (The Dream of a Train) (high bit clear) with transition time 255 CA/9C91: 95 Pause for 120 units CA/9C92: BE If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CAAD28; else If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CAAD28; else If character $06 (CELES ) is in the current CaseWord, call subroutine $CAAD34; else If character $05 (SABIN ) is in the current CaseWord, call subroutine $CAAD28; else If character $02 (CYAN ) is in the current CaseWord, call subroutine $CAAD30; else If character $03 (SHADOW) is in the current CaseWord, call subroutine $CAAD2C; else If character $0B (GAU ) is in the current CaseWord, call subroutine $CAAD38 CA/9CA9: 95 Pause for 120 units CA/9CAA: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/9CAC: CD Turn vehicle/entity right CA/9CAD: FF End queue CA/9CAE: 92 Pause for 30 units CA/9CAF: 4B Display dialogue message $0467, wait for button press (At bottom of screen) Magicite…? CA/9CB2: 93 Pause for 45 units CA/9CB3: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CA/9CB5: A0 Move vehicle/entity right/up 1x1 tiles CA/9CB6: C2 Set vehicle/entity's event speed to normal CA/9CB7: FF End queue CA/9CB8: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CA/9CBA: 80 Move vehicle/entity up 1 tile CA/9CBB: C2 Set vehicle/entity's event speed to normal CA/9CBC: FF End queue CA/9CBD: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/9CBF: CE Turn vehicle/entity down CA/9CC0: FF End queue CA/9CC1: 94 Pause for 60 units CA/9CC2: BE If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CAAD3C; else If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CAAD3C; else If character $06 (CELES ) is in the current CaseWord, call subroutine $CAAD44; else If character $05 (SABIN ) is in the current CaseWord, call subroutine $CAAD3C; else If character $02 (CYAN ) is in the current CaseWord, call subroutine $CAAD40; else If character $03 (SHADOW) is in the current CaseWord, call subroutine $CAAD3C; else If character $0B (GAU ) is in the current CaseWord, call subroutine $CAAD48 CA/9CD9: B3 Call subroutine $CAC7FE, 2 times CA/9CDE: 93 Pause for 45 units CA/9CDF: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/9CE1: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/9CE2: FF End queue CA/9CE3: 95 Pause for 120 units CA/9CE4: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/9CE6: CE Turn vehicle/entity down CA/9CE7: FF End queue CA/9CE8: 92 Pause for 30 units CA/9CE9: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/9CEB: 86 Move vehicle/entity down 2 tiles CA/9CEC: FF End queue CA/9CED: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/9CEF: A0 Move vehicle/entity right/up 1x1 tiles CA/9CF0: FF End queue CA/9CF1: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CA/9CF3: 84 Move vehicle/entity up 2 tiles CA/9CF4: FF End queue CA/9CF5: 93 Pause for 45 units CA/9CF6: B2 Call subroutine $CACB95 CA/9CFA: D7 Clear event bit $1E80($31E) [$1EE3, bit 6] CA/9CFC: D6 Set event bit $1E80($31F) [$1EE3, bit 7] CA/9CFE: D6 Set event bit $1E80($320) [$1EE4, bit 0] CA/9D00: D6 Set event bit $1E80($321) [$1EE4, bit 1] CA/9D02: D6 Set event bit $1E80($322) [$1EE4, bit 2] CA/9D04: D0 Set event bit $1E80($053) [$1E8A, bit 3] CA/9D06: 39 Free screen CA/9D07: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CA/9D09: 36 Disable ability to pass through other objects for object $32 (Party Character 1) CA/9D0B: 36 Disable ability to pass through other objects for object $33 (Party Character 2) CA/9D0D: 36 Disable ability to pass through other objects for object $34 (Party Character 3) CA/9D0F: FE Return CA/9D10: 4B Display dialogue message $046C, wait for button press TERRA…wait for us. We'll be back! CA/9D13: FE Return CA/9D14: 3D Create object $13 CA/9D16: 13 Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete) CA/9D18: D5 Set vehicle/entity's position to (82, 17) CA/9D1B: 32 Do vehicle/entity graphical action $32 CA/9D1C: FF End queue CA/9D1D: 41 Show object $13 CA/9D1F: 45 Refresh objects CA/9D20: 93 Pause for 45 units CA/9D21: B0 Execute the following commands until $B1 4 times CA/9D23: F4 Play sound effect 0 CA/9D25: B0 Execute the following commands until $B1 18 times CA/9D27: 53 Modify object color range from [20, 2F]: Add (Black) at intensity 3 CA/9D2B: B1 End block of repeating commands CA/9D2C: B0 Execute the following commands until $B1 18 times CA/9D2E: 53 Modify object color range from [20, 2F]: Do unknown operation (Black) at intensity 3 CA/9D32: B1 End block of repeating commands CA/9D33: B1 End block of repeating commands CA/9D34: 94 Pause for 60 units CA/9D35: FE Return CA/9D36: C0 If ($1E80($06E) [$1E8D, bit 6] is set), branch to $CA9D4A CA/9D3C: C0 If ($1E80($06C) [$1E8D, bit 4] is set), branch to $CA9D46 CA/9D42: 4B Display dialogue message $05A0, wait for button press Emergency! Something's coming through the gate! CA/9D45: FE Return CA/9D46: 4B Display dialogue message $059F, wait for button press Elder's orders… No one passes through the gate. CA/9D49: FE Return CA/9D4A: 4B Display dialogue message $05AF, wait for button press YOUTH: What's wrong, Maduin? CA/9D4D: C1 If ($1E80($1F0) [$1EBE, bit 0] is set) or ($1E80($1B2) [$1EB6, bit 2] is set), branch to $CA5EB3 (simply returns) CA/9D55: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/9D57: 78 Enable ability to pass through other objects for object $10 (NPC $10) CA/9D59: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/9D5B: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/9D5D: C2 Set vehicle/entity's event speed to normal CA/9D5E: 80 Move vehicle/entity up 1 tile CA/9D5F: 81 Move vehicle/entity right 1 tile CA/9D60: CF Turn vehicle/entity left CA/9D61: FF End queue CA/9D62: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/9D64: C2 Set vehicle/entity's event speed to normal CA/9D65: 88 Move vehicle/entity up 3 tiles CA/9D66: FF End queue CA/9D67: FE Return CA/9D68: C0 If ($1E80($117) [$1EA2, bit 7] is set), branch to $CA9DCB CA/9D6E: C0 If ($1E80($116) [$1EA2, bit 6] is set), branch to $CA9D88 CA/9D74: C0 If ($1E80($06F) [$1E8D, bit 7] is set), branch to $CA9D84 CA/9D7A: C0 If ($1E80($06E) [$1E8D, bit 6] is set), branch to $CA9EAA CA/9D80: 4B Display dialogue message $0592, wait for button press She's pretty weak. Better let her rest for a moment. CA/9D83: FE Return CA/9D84: 4B Display dialogue message $05BD, wait for button press It's dangerous out there! CA/9D87: FE Return CA/9D88: B2 Call subroutine $CACAB3 CA/9D8C: 14 Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete) CA/9D8E: A1 Move vehicle/entity right/down 1x1 tiles CA/9D8F: 82 Move vehicle/entity down 1 tile CA/9D90: FF End queue CA/9D91: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long CA/9D93: C2 Set vehicle/entity's event speed to normal CA/9D94: CC Turn vehicle/entity up CA/9D95: FF End queue CA/9D96: 4B Display dialogue message $05C4, wait for button press (At bottom of screen) ESPER: This is all because of that human girl! MADUIN: Nonsense! ESPER: I'm sure she helped the others find us! CA/9D99: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CA/9D9B: A0 Move vehicle/entity right/up 1x1 tiles CA/9D9C: A0 Move vehicle/entity right/up 1x1 tiles CA/9D9D: 80 Move vehicle/entity up 1 tile CA/9D9E: FF End queue CA/9D9F: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/9DA1: 88 Move vehicle/entity up 3 tiles CA/9DA2: CF Turn vehicle/entity left CA/9DA3: FF End queue CA/9DA4: 4B Display dialogue message $05C5, wait for button press (At bottom of screen) MADUIN: Get a grip on yourself! ESPER: No! She's one of them! Soon she'll be wearing our hide! CA/9DA7: 11 Begin action queue for character $11 (NPC $11), 9 bytes long (Wait until complete) CA/9DA9: 92 Move vehicle/entity down 5 tiles CA/9DAA: A2 Move vehicle/entity left/down 1x1 tiles CA/9DAB: A2 Move vehicle/entity left/down 1x1 tiles CA/9DAC: A2 Move vehicle/entity left/down 1x1 tiles CA/9DAD: A2 Move vehicle/entity left/down 1x1 tiles CA/9DAE: A2 Move vehicle/entity left/down 1x1 tiles CA/9DAF: 8A Move vehicle/entity down 3 tiles CA/9DB0: D1 Make vehicle/entity disappear CA/9DB1: FF End queue CA/9DB2: 42 Hide object $15 CA/9DB4: 45 Refresh objects CA/9DB5: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/9DB7: CE Turn vehicle/entity down CA/9DB8: FF End queue CA/9DB9: 4B Display dialogue message $05C6, wait for button press MADUIN: Urghhh! CA/9DBC: D7 Clear event bit $1E80($35A) [$1EEB, bit 2] CA/9DBE: D7 Clear event bit $1E80($35B) [$1EEB, bit 3] CA/9DC0: D2 Set event bit $1E80($117) [$1EA2, bit 7] CA/9DC2: D6 Set event bit $1E80($35C) [$1EEB, bit 4] CA/9DC4: D7 Clear event bit $1E80($33D) [$1EE7, bit 5] CA/9DC6: D7 Clear event bit $1E80($337) [$1EE6, bit 7] CA/9DC8: D6 Set event bit $1E80($35D) [$1EEB, bit 5] CA/9DCA: FE Return CA/9DCB: 4B Display dialogue message $05C7, wait for button press Madonna took TERRA to the gate! CA/9DCE: FE Return CA/9DCF: C0 If ($1E80($06F) [$1E8D, bit 7] is set), branch to $CA9DE3 CA/9DD5: C0 If ($1E80($06C) [$1E8D, bit 4] is set), branch to $CA9DDF CA/9DDB: 4B Display dialogue message $0594, wait for button press ELDER: This evening is an ill omen… CA/9DDE: FE Return CA/9DDF: 4B Display dialogue message $0593, wait for button press ELDER: Did I hear there was a human here? MADUIN: Probably… …wandered in here by mistake. CA/9DE2: FE Return CA/9DE3: B2 Call subroutine $CACAFF CA/9DE7: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/9DE9: CE Turn vehicle/entity down CA/9DEA: FF End queue CA/9DEB: 4B Display dialogue message $05BC, wait for button press ELDER: We've no choice… We must do what we've been avoiding… MADUIN: You mean… the magic barrier? CA/9DEE: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CA/9DF0: CE Turn vehicle/entity down CA/9DF1: FF End queue CA/9DF2: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/9DF4: 8A Move vehicle/entity down 3 tiles CA/9DF5: FF End queue CA/9DF6: 4B Display dialogue message $05C0, wait for button press ELDER: Here's the plan. We'll cause a tempest that'll sweep all the nasty creatures out of our realm. Then we'll seal the gate… I am the last of our kind able to cast this magical seal. CA/9DF9: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CA/9DFB: 86 Move vehicle/entity down 2 tiles CA/9DFC: 83 Move vehicle/entity left 1 tile CA/9DFD: 96 Move vehicle/entity down 6 tiles CA/9DFE: 8B Move vehicle/entity left 3 tiles CA/9DFF: FF End queue CA/9E00: 93 Pause for 45 units CA/9E01: 4B Display dialogue message $05C1, wait for button press MADUIN: But in your state, you might just… ELDER: Pass away… but at least we will finally be safe. MADUIN: Madonna…… CA/9E04: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CA/9E06: CD Turn vehicle/entity right CA/9E07: FF End queue CA/9E08: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/9E0A: CD Turn vehicle/entity right CA/9E0B: FF End queue CA/9E0C: 95 Pause for 120 units CA/9E0D: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/9E0F: CE Turn vehicle/entity down CA/9E10: FF End queue CA/9E11: 93 Pause for 45 units CA/9E12: F2 Fade out current song with transition time 64 CA/9E14: 4B Display dialogue message $05C2, wait for button press MADONNA: I, for one, will not miss the other side… CA/9E17: 95 Pause for 120 units CA/9E18: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/9E1A: CE Turn vehicle/entity down CA/9E1B: FF End queue CA/9E1C: 94 Pause for 60 units CA/9E1D: 4B Display dialogue message $05C3, wait for button press ELDER: Let's do it. We have no other choice. CA/9E20: F0 Play song 28 (Troops March On), (high bit clear), full volume CA/9E22: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/9E24: A0 Move vehicle/entity right/up 1x1 tiles CA/9E25: CF Turn vehicle/entity left CA/9E26: FF End queue CA/9E27: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/9E29: 89 Move vehicle/entity right 3 tiles CA/9E2A: 94 Move vehicle/entity up 6 tiles CA/9E2B: FF End queue CA/9E2C: 13 Begin action queue for character $13 (NPC $13), 6 bytes long (Wait until complete) CA/9E2E: C8 Set object layering priority to 0 (low nibble 0) CA/9E30: 81 Move vehicle/entity right 1 tile CA/9E31: 8E Move vehicle/entity down 4 tiles CA/9E32: D1 Make vehicle/entity disappear CA/9E33: FF End queue CA/9E34: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CA/9E36: A2 Move vehicle/entity left/down 1x1 tiles CA/9E37: CC Turn vehicle/entity up CA/9E38: FF End queue CA/9E39: D2 Set event bit $1E80($116) [$1EA2, bit 6] CA/9E3B: D7 Clear event bit $1E80($33B) [$1EE7, bit 3] CA/9E3D: FE Return CA/9E3E: 4B Display dialogue message $05AB, wait for button press ELDER: Everything all right? WHAT? The human's gone? CA/9E41: FE Return CA/9E42: 4B Display dialogue message $05C8, wait for button press ELDER: Where are you going?! D' goh! MADUIN: Madonna's getting drawn into the next world…! ELDER: Impossible! It's too late! I've already begun casting the barrier. There's no turning back! MADUIN: That fool… CA/9E45: FE Return CA/9E46: C0 If ($1E80($117) [$1EA2, bit 7] is set), branch to $CA9E64 CA/9E4C: C0 If ($1E80($06F) [$1E8D, bit 7] is set), branch to $CA9E60 CA/9E52: C0 If ($1E80($06C) [$1E8D, bit 4] is set), branch to $CA9E5C CA/9E58: 4B Display dialogue message $0595, wait for button press You okay, Maduin? CA/9E5B: FE Return CA/9E5C: 4B Display dialogue message $0596, wait for button press You'd better do away with it. Humans and Espers are incompatible… CA/9E5F: FE Return CA/9E60: 4B Display dialogue message $05BE, wait for button press Soon the humans will arrive! CA/9E63: FE Return CA/9E64: 4B Display dialogue message $05C7, wait for button press Madonna took TERRA to the gate! CA/9E67: FE Return CA/9E68: C0 If ($1E80($06C) [$1E8D, bit 4] is set), branch to $CA9E72 CA/9E6E: 4B Display dialogue message $0597, wait for button press You're the Gate Keeper, Maduin? CA/9E71: FE Return CA/9E72: 4B Display dialogue message $0598, wait for button press Everyone here's feeling uneasy. CA/9E75: FE Return CA/9E76: C0 If ($1E80($06C) [$1E8D, bit 4] is set), branch to $CA9E80 CA/9E7C: 4B Display dialogue message $059B, wait for button press Strong winds… Be careful, Maduin. CA/9E7F: FE Return CA/9E80: 4B Display dialogue message $059C, wait for button press The link between worlds has surely weakened over the past 1000 years. CA/9E83: FE Return CA/9E84: C0 If ($1E80($06C) [$1E8D, bit 4] is set), branch to $CA9E8E CA/9E8A: 4B Display dialogue message $059D, wait for button press You okay Maduin? CA/9E8D: FE Return CA/9E8E: 4B Display dialogue message $059E, wait for button press Do you even know what you've done? CA/9E91: FE Return CA/9E92: C0 If ($1E80($06E) [$1E8D, bit 6] is set), branch to $CA9E9C CA/9E98: 4B Display dialogue message $05A1, wait for button press They say a human girl's here… CA/9E9B: FE Return CA/9E9C: 4B Display dialogue message $05AC, wait for button press If this generation of humans knew about our abilities… And decided they wanted to utilize our powers… It would be a total disaster! CA/9E9F: FE Return CA/9EA0: C0 If ($1E80($06E) [$1E8D, bit 6] is set), branch to $CA9EAA CA/9EA6: 4B Display dialogue message $05A2, wait for button press …… CA/9EA9: FE Return CA/9EAA: 4B Display dialogue message $05AD, wait for button press A human girl made it all the way to the gate! CA/9EAD: FE Return CA/9EAE: 4B Display dialogue message $05AE, wait for button press Why has this happened now after all these years? CA/9EB1: FE Return CA/9EB2: 4B Display dialogue message $0591, wait for button press MADUIN: Listen well, and think clearly! What will you do? ^(Return together?) ^(Leave her here?) CA/9EB5: B6 Indexed branch based on prior dialogue selection [$CA9EBD, $CA5EB3] CA/9EBC: FE Return CA/9EBD: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/9EBF: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/9EC1: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/9EC3: C1 Set vehicle/entity's event speed to slow CA/9EC4: 80 Move vehicle/entity up 1 tile CA/9EC5: FF End queue CA/9EC6: 42 Hide object $11 CA/9EC8: 45 Refresh objects CA/9EC9: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CA/9ECB: 92 Pause for 30 units CA/9ECC: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long CA/9ECE: CD Turn vehicle/entity right CA/9ECF: E0 Pause for 4 * 1 (4) frames CA/9ED1: CE Turn vehicle/entity down CA/9ED2: E0 Pause for 4 * 8 (32) frames CA/9ED4: C2 Set vehicle/entity's event speed to normal CA/9ED5: 9E Move vehicle/entity down 8 tiles CA/9ED6: 8E Move vehicle/entity down 4 tiles CA/9ED7: FF End queue CA/9ED8: B5 Pause for 15 * 12 (180) units CA/9EDA: 97 Fade screen to black CA/9EDB: 5C Pause execution until fade in or fade out is complete CA/9EDC: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CA/9EDE: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/9EE0: D6 Set event bit $1E80($339) [$1EE7, bit 1] CA/9EE2: D6 Set event bit $1E80($33A) [$1EE7, bit 2] CA/9EE4: 6B Load map $00DB (Esper World, caves (Terra's flashback)) instantly, (upper bits $2400), place party at (46, 44), facing down CA/9EEA: 38 Hold screen CA/9EEB: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CA/9EED: D5 Set vehicle/entity's position to (41, 51) CA/9EF0: CE Turn vehicle/entity down CA/9EF1: FF End queue CA/9EF2: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long CA/9EF4: D5 Set vehicle/entity's position to (45, 49) CA/9EF7: CD Turn vehicle/entity right CA/9EF8: FF End queue CA/9EF9: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CA/9EFB: D5 Set vehicle/entity's position to (47, 42) CA/9EFE: CF Turn vehicle/entity left CA/9EFF: FF End queue CA/9F00: 96 Restore screen from fade CA/9F01: B5 Pause for 15 * 12 (180) units CA/9F03: 12 Begin action queue for character $12 (NPC $12), 8 bytes long CA/9F05: 86 Move vehicle/entity down 2 tiles CA/9F06: 83 Move vehicle/entity left 1 tile CA/9F07: CC Turn vehicle/entity up CA/9F08: E0 Pause for 4 * 8 (32) frames CA/9F0A: 92 Move vehicle/entity down 5 tiles CA/9F0B: CF Turn vehicle/entity left CA/9F0C: FF End queue CA/9F0D: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CA/9F0F: C1 Set vehicle/entity's event speed to slow CA/9F10: A8 Move vehicle/entity left/down 1x2 tiles CA/9F11: 8A Move vehicle/entity down 3 tiles CA/9F12: FF End queue CA/9F13: 4B Display dialogue message $0592, wait for button press She's pretty weak. Better let her rest for a moment. CA/9F16: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CA/9F18: 84 Move vehicle/entity up 2 tiles CA/9F19: A4 Move vehicle/entity right/up 1x2 tiles CA/9F1A: CE Turn vehicle/entity down CA/9F1B: FF End queue CA/9F1C: 39 Free screen CA/9F1D: D0 Set event bit $1E80($06C) [$1E8D, bit 4] CA/9F1F: D7 Clear event bit $1E80($338) [$1EE7, bit 0] CA/9F21: D6 Set event bit $1E80($337) [$1EE6, bit 7] CA/9F23: D6 Set event bit $1E80($33D) [$1EE7, bit 5] CA/9F25: FE Return CA/9F26: 10 Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete) CA/9F28: CD Turn vehicle/entity right CA/9F29: E0 Pause for 4 * 1 (4) frames CA/9F2B: CF Turn vehicle/entity left CA/9F2C: E0 Pause for 4 * 1 (4) frames CA/9F2E: FF End queue CA/9F2F: B2 Call subroutine $CACA8D CA/9F33: 4B Display dialogue message $05A4, wait for button press MADUIN: Did I awaken you? CA/9F36: 38 Hold screen CA/9F37: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/9F39: C1 Set vehicle/entity's event speed to slow CA/9F3A: 80 Move vehicle/entity up 1 tile CA/9F3B: FF End queue CA/9F3C: 12 Begin action queue for character $12 (NPC $12), 6 bytes long CA/9F3E: A8 Move vehicle/entity left/down 1x2 tiles CA/9F3F: 86 Move vehicle/entity down 2 tiles CA/9F40: A2 Move vehicle/entity left/down 1x1 tiles CA/9F41: A2 Move vehicle/entity left/down 1x1 tiles CA/9F42: D1 Make vehicle/entity disappear CA/9F43: FF End queue CA/9F44: 10 Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete) CA/9F46: C1 Set vehicle/entity's event speed to slow CA/9F47: 81 Move vehicle/entity right 1 tile CA/9F48: E0 Pause for 4 * 8 (32) frames CA/9F4A: CF Turn vehicle/entity left CA/9F4B: FF End queue CA/9F4C: 35 Pause execution until action queue for object $30 (Camera) is complete CA/9F4E: B5 Pause for 15 * 6 (90) units CA/9F50: 4B Display dialogue message $05A5, wait for button press GIRL: You're…an Esper? What's that pendant for? CA/9F53: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/9F55: CD Turn vehicle/entity right CA/9F56: FF End queue CA/9F57: 95 Pause for 120 units CA/9F58: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/9F5A: 81 Move vehicle/entity right 1 tile CA/9F5B: FF End queue CA/9F5C: 4B Display dialogue message $05A6, wait for button press MADUIN: It's…yours now! It helps protect the Esper World. GIRL: Esper World… Boy, did I take the low road or what? MADUIN: The Esper folk are pretty upset, you being a human and all… GIRL: You the one who…saved me? CA/9F5F: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CA/9F61: 82 Move vehicle/entity down 1 tile CA/9F62: 83 Move vehicle/entity left 1 tile CA/9F63: FF End queue CA/9F64: 4B Display dialogue message $05A7, wait for button press ESPER: I am Maduin. I tired living in the human world… That world is filled with desire, greed and loathing. It's highly infectious… CA/9F67: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/9F69: CE Turn vehicle/entity down CA/9F6A: FF End queue CA/9F6B: 4B Display dialogue message $05A8, wait for button press MADUIN: Are humans and Espers truly…so different? CA/9F6E: 4B Display dialogue message $05A9, wait for button press MADONNA: So…I'm an example of the evil in this world, huh? MADUIN: No, I mean… CA/9F71: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/9F73: CD Turn vehicle/entity right CA/9F74: FF End queue CA/9F75: 4B Display dialogue message $05AA, wait for button press MADONNA: I'll return to my world tomorrow! MADUIN: You'll need a guide. CA/9F78: 13 Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete) CA/9F7A: D5 Set vehicle/entity's position to (44, 50) CA/9F7D: CD Turn vehicle/entity right CA/9F7E: FF End queue CA/9F7F: 30 Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete) CA/9F81: 8E Move vehicle/entity down 4 tiles CA/9F82: FF End queue CA/9F83: 13 Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete) CA/9F85: CD Turn vehicle/entity right CA/9F86: E0 Pause for 4 * 8 (32) frames CA/9F88: CE Turn vehicle/entity down CA/9F89: FF End queue CA/9F8A: B5 Pause for 15 * 10 (150) units CA/9F8C: 5A Fade screen at speed $04 CA/9F8E: D0 Set event bit $1E80($06E) [$1E8D, bit 6] CA/9F90: D7 Clear event bit $1E80($339) [$1EE7, bit 1] CA/9F92: D7 Clear event bit $1E80($33B) [$1EE7, bit 3] CA/9F94: D6 Set event bit $1E80($33E) [$1EE7, bit 6] CA/9F96: 5C Pause execution until fade in or fade out is complete CA/9F97: 6B Load map $00DB (Esper World, caves (Terra's flashback)) instantly, (upper bits $2400), place party at (31, 10), facing down CA/9F9D: 39 Free screen CA/9F9E: 59 Unfade screen at speed $04 CA/9FA0: 5C Pause execution until fade in or fade out is complete CA/9FA1: FE Return CA/9FA2: 4B Display dialogue message $05BF, wait for button press MADONNA: TERRA's all right. CA/9FA5: FE Return CA/9FA6: 78 Enable ability to pass through other objects for object $10 (NPC $10) CA/9FA8: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/9FAA: 78 Enable ability to pass through other objects for object $12 (NPC $12) CA/9FAC: 78 Enable ability to pass through other objects for object $13 (NPC $13) CA/9FAE: 78 Enable ability to pass through other objects for object $14 (NPC $14) CA/9FB0: 78 Enable ability to pass through other objects for object $15 (NPC $15) CA/9FB2: 78 Enable ability to pass through other objects for object $16 (NPC $16) CA/9FB4: 78 Enable ability to pass through other objects for object $17 (NPC $17) CA/9FB6: 78 Enable ability to pass through other objects for object $18 (NPC $18) CA/9FB8: 78 Enable ability to pass through other objects for object $19 (NPC $19) CA/9FBA: 78 Enable ability to pass through other objects for object $1A (NPC $1A) CA/9FBC: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CA/9FBE: FE Return CA/9FBF: C0 If ($1E80($118) [$1EA3, bit 0] is set), branch to $CAA4E0 CA/9FC5: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CA/9FC7: CE Turn vehicle/entity down CA/9FC8: FF End queue CA/9FC9: 4B Display dialogue message $05B0, wait for button press MADUIN: If you don't want to return to your world, you may stay here. MADONNA: But humans and Espers can never coexist…! CA/9FCC: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long CA/9FCE: 83 Move vehicle/entity left 1 tile CA/9FCF: CD Turn vehicle/entity right CA/9FD0: FF End queue CA/9FD1: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/9FD3: 80 Move vehicle/entity up 1 tile CA/9FD4: CF Turn vehicle/entity left CA/9FD5: FF End queue CA/9FD6: 73 Replace current map's Layer 1 at (54, 156) with the following (4 x 3) chunk, refresh immediately CA/9FDB: $00, $00, $00, $00 CA/9FDF: $00, $00, $00, $00 CA/9FE3: $00, $00, $00, $00 CA/9FE7: 4B Display dialogue message $05B1, wait for button press MADUIN: How do we know for sure unless we observe for ourselves? CA/9FEA: B0 Execute the following commands until $B1 32 times CA/9FEC: 51 Modify background color range from [10, 70]: Do (Black) at intensity 3 CA/9FF0: B4 Pause for 4 units CA/9FF2: B1 End block of repeating commands CA/9FF3: 38 Hold screen CA/9FF4: B2 Call subroutine $CA9FA6 CA/9FF8: 78 Enable ability to pass through other objects for object $1C (NPC $1C) CA/9FFA: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/9FFC: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CA/9FFE: C3 Set vehicle/entity's event speed to fast CA/9FFF: FF End queue CA/A000: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CA/A002: C3 Set vehicle/entity's event speed to fast CA/A003: FF End queue CA/A004: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CA/A006: C3 Set vehicle/entity's event speed to fast CA/A007: FF End queue CA/A008: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CA/A00A: C3 Set vehicle/entity's event speed to fast CA/A00B: FF End queue CA/A00C: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CA/A00E: C3 Set vehicle/entity's event speed to fast CA/A00F: FF End queue CA/A010: 18 Begin action queue for character $18 (NPC $18), 2 bytes long CA/A012: C3 Set vehicle/entity's event speed to fast CA/A013: FF End queue CA/A014: 19 Begin action queue for character $19 (NPC $19), 2 bytes long CA/A016: C3 Set vehicle/entity's event speed to fast CA/A017: FF End queue CA/A018: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long CA/A01A: C3 Set vehicle/entity's event speed to fast CA/A01B: FF End queue CA/A01C: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long CA/A01E: C3 Set vehicle/entity's event speed to fast CA/A01F: FF End queue CA/A020: 30 Begin action queue for character $30 (Camera), 6 bytes long CA/A022: C2 Set vehicle/entity's event speed to normal CA/A023: 80 Move vehicle/entity up 1 tile CA/A024: AB Move vehicle/entity left/up 1x2 tiles CA/A025: C1 Set vehicle/entity's event speed to slow CA/A026: A3 Move vehicle/entity left/up 1x1 tiles CA/A027: FF End queue CA/A028: 31 Begin action queue for character $31 (Party Character 0), 17 bytes long CA/A02A: C8 Set object layering priority to 2 (low nibble 2) CA/A02C: C7 Set vehicle/entity to stay still when moving CA/A02D: C3 Set vehicle/entity's event speed to fast CA/A02E: CC Turn vehicle/entity up CA/A02F: A0 Move vehicle/entity right/up 1x1 tiles CA/A030: A4 Move vehicle/entity right/up 1x2 tiles CA/A031: CF Turn vehicle/entity left CA/A032: 80 Move vehicle/entity up 1 tile CA/A033: AB Move vehicle/entity left/up 1x2 tiles CA/A034: A3 Move vehicle/entity left/up 1x1 tiles CA/A035: CE Turn vehicle/entity down CA/A036: AA Move vehicle/entity left/up 2x1 tiles CA/A037: 83 Move vehicle/entity left 1 tile CA/A038: A9 Move vehicle/entity left/down 2x1 tiles CA/A039: CD Turn vehicle/entity right CA/A03A: FF End queue CA/A03B: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long CA/A03D: CC Turn vehicle/entity up CA/A03E: C8 Set object layering priority to 2 (low nibble 2) CA/A040: FF End queue CA/A041: 13 Begin action queue for character $13 (NPC $13), 8 bytes long CA/A043: D5 Set vehicle/entity's position to (55, 34) CA/A046: 82 Move vehicle/entity down 1 tile CA/A047: D5 Set vehicle/entity's position to (0, 0) CA/A04A: FF End queue CA/A04B: B4 Pause for 14 units CA/A04D: 14 Begin action queue for character $14 (NPC $14), 8 bytes long CA/A04F: D5 Set vehicle/entity's position to (55, 35) CA/A052: 82 Move vehicle/entity down 1 tile CA/A053: D5 Set vehicle/entity's position to (0, 0) CA/A056: FF End queue CA/A057: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CA/A059: D5 Set vehicle/entity's position to (56, 33) CA/A05C: 82 Move vehicle/entity down 1 tile CA/A05D: D5 Set vehicle/entity's position to (0, 0) CA/A060: FF End queue CA/A061: B4 Pause for 14 units CA/A063: 15 Begin action queue for character $15 (NPC $15), 8 bytes long CA/A065: D5 Set vehicle/entity's position to (55, 36) CA/A068: 82 Move vehicle/entity down 1 tile CA/A069: D5 Set vehicle/entity's position to (0, 0) CA/A06C: FF End queue CA/A06D: 17 Begin action queue for character $17 (NPC $17), 8 bytes long CA/A06F: D5 Set vehicle/entity's position to (56, 34) CA/A072: 82 Move vehicle/entity down 1 tile CA/A073: D5 Set vehicle/entity's position to (0, 0) CA/A076: FF End queue CA/A077: 19 Begin action queue for character $19 (NPC $19), 8 bytes long CA/A079: D5 Set vehicle/entity's position to (57, 31) CA/A07C: 82 Move vehicle/entity down 1 tile CA/A07D: D5 Set vehicle/entity's position to (0, 0) CA/A080: FF End queue CA/A081: B4 Pause for 10 units CA/A083: 13 Begin action queue for character $13 (NPC $13), 8 bytes long CA/A085: D5 Set vehicle/entity's position to (57, 30) CA/A088: 82 Move vehicle/entity down 1 tile CA/A089: D5 Set vehicle/entity's position to (0, 0) CA/A08C: FF End queue CA/A08D: B4 Pause for 4 units CA/A08F: 18 Begin action queue for character $18 (NPC $18), 8 bytes long CA/A091: D5 Set vehicle/entity's position to (56, 35) CA/A094: 82 Move vehicle/entity down 1 tile CA/A095: D5 Set vehicle/entity's position to (0, 0) CA/A098: FF End queue CA/A099: 1A Begin action queue for character $1A (NPC $1A), 8 bytes long CA/A09B: D5 Set vehicle/entity's position to (57, 32) CA/A09E: 82 Move vehicle/entity down 1 tile CA/A09F: D5 Set vehicle/entity's position to (0, 0) CA/A0A2: FF End queue CA/A0A3: B4 Pause for 5 units CA/A0A5: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CA/A0A7: D5 Set vehicle/entity's position to (56, 28) CA/A0AA: 82 Move vehicle/entity down 1 tile CA/A0AB: D5 Set vehicle/entity's position to (0, 0) CA/A0AE: FF End queue CA/A0AF: B4 Pause for 5 units CA/A0B1: 14 Begin action queue for character $14 (NPC $14), 8 bytes long CA/A0B3: D5 Set vehicle/entity's position to (57, 31) CA/A0B6: 82 Move vehicle/entity down 1 tile CA/A0B7: D5 Set vehicle/entity's position to (0, 0) CA/A0BA: FF End queue CA/A0BB: B4 Pause for 4 units CA/A0BD: 1B Begin action queue for character $1B (NPC $1B), 8 bytes long CA/A0BF: D5 Set vehicle/entity's position to (57, 33) CA/A0C2: 82 Move vehicle/entity down 1 tile CA/A0C3: D5 Set vehicle/entity's position to (0, 0) CA/A0C6: FF End queue CA/A0C7: 19 Begin action queue for character $19 (NPC $19), 8 bytes long CA/A0C9: D5 Set vehicle/entity's position to (55, 27) CA/A0CC: 82 Move vehicle/entity down 1 tile CA/A0CD: D5 Set vehicle/entity's position to (0, 0) CA/A0D0: FF End queue CA/A0D1: B4 Pause for 5 units CA/A0D3: 17 Begin action queue for character $17 (NPC $17), 8 bytes long CA/A0D5: D5 Set vehicle/entity's position to (56, 29) CA/A0D8: 82 Move vehicle/entity down 1 tile CA/A0D9: D5 Set vehicle/entity's position to (0, 0) CA/A0DC: FF End queue CA/A0DD: B4 Pause for 5 units CA/A0DF: 13 Begin action queue for character $13 (NPC $13), 8 bytes long CA/A0E1: D5 Set vehicle/entity's position to (53, 26) CA/A0E4: 82 Move vehicle/entity down 1 tile CA/A0E5: D5 Set vehicle/entity's position to (0, 0) CA/A0E8: FF End queue CA/A0E9: 1A Begin action queue for character $1A (NPC $1A), 8 bytes long CA/A0EB: D5 Set vehicle/entity's position to (55, 28) CA/A0EE: 82 Move vehicle/entity down 1 tile CA/A0EF: D5 Set vehicle/entity's position to (0, 0) CA/A0F2: FF End queue CA/A0F3: 15 Begin action queue for character $15 (NPC $15), 8 bytes long CA/A0F5: D5 Set vehicle/entity's position to (57, 32) CA/A0F8: 82 Move vehicle/entity down 1 tile CA/A0F9: D5 Set vehicle/entity's position to (0, 0) CA/A0FC: FF End queue CA/A0FD: B4 Pause for 4 units CA/A0FF: 1B Begin action queue for character $1B (NPC $1B), 8 bytes long CA/A101: D5 Set vehicle/entity's position to (55, 29) CA/A104: 82 Move vehicle/entity down 1 tile CA/A105: D5 Set vehicle/entity's position to (0, 0) CA/A108: FF End queue CA/A109: B4 Pause for 5 units CA/A10B: 14 Begin action queue for character $14 (NPC $14), 8 bytes long CA/A10D: D5 Set vehicle/entity's position to (53, 27) CA/A110: 82 Move vehicle/entity down 1 tile CA/A111: D5 Set vehicle/entity's position to (0, 0) CA/A114: FF End queue CA/A115: 18 Begin action queue for character $18 (NPC $18), 8 bytes long CA/A117: D5 Set vehicle/entity's position to (56, 30) CA/A11A: 82 Move vehicle/entity down 1 tile CA/A11B: D5 Set vehicle/entity's position to (0, 0) CA/A11E: FF End queue CA/A11F: B4 Pause for 4 units CA/A121: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CA/A123: D5 Set vehicle/entity's position to (52, 26) CA/A126: 82 Move vehicle/entity down 1 tile CA/A127: D5 Set vehicle/entity's position to (0, 0) CA/A12A: FF End queue CA/A12B: B4 Pause for 10 units CA/A12D: 15 Begin action queue for character $15 (NPC $15), 8 bytes long CA/A12F: D5 Set vehicle/entity's position to (53, 28) CA/A132: 82 Move vehicle/entity down 1 tile CA/A133: D5 Set vehicle/entity's position to (0, 0) CA/A136: FF End queue CA/A137: B4 Pause for 4 units CA/A139: 17 Begin action queue for character $17 (NPC $17), 8 bytes long CA/A13B: D5 Set vehicle/entity's position to (52, 27) CA/A13E: 82 Move vehicle/entity down 1 tile CA/A13F: D5 Set vehicle/entity's position to (0, 0) CA/A142: FF End queue CA/A143: B4 Pause for 6 units CA/A145: 18 Begin action queue for character $18 (NPC $18), 8 bytes long (Wait until complete) CA/A147: D5 Set vehicle/entity's position to (52, 28) CA/A14A: 82 Move vehicle/entity down 1 tile CA/A14B: D5 Set vehicle/entity's position to (0, 0) CA/A14E: FF End queue CA/A14F: 10 Begin action queue for character $10 (NPC $10), 10 bytes long CA/A151: D5 Set vehicle/entity's position to (50, 27) CA/A154: 82 Move vehicle/entity down 1 tile CA/A155: D5 Set vehicle/entity's position to (0, 0) CA/A158: FC Branch 7 bytes backwards ($CAA151) CA/A15A: FF End queue CA/A15B: B4 Pause for 14 units CA/A15D: 11 Begin action queue for character $11 (NPC $11), 10 bytes long CA/A15F: D5 Set vehicle/entity's position to (50, 28) CA/A162: 82 Move vehicle/entity down 1 tile CA/A163: D5 Set vehicle/entity's position to (0, 0) CA/A166: FC Branch 7 bytes backwards ($CAA15F) CA/A168: FF End queue CA/A169: B4 Pause for 14 units CA/A16B: 12 Begin action queue for character $12 (NPC $12), 10 bytes long CA/A16D: D5 Set vehicle/entity's position to (50, 29) CA/A170: 82 Move vehicle/entity down 1 tile CA/A171: D5 Set vehicle/entity's position to (0, 0) CA/A174: FC Branch 7 bytes backwards ($CAA16D) CA/A176: FF End queue CA/A177: 35 Pause execution until action queue for object $30 (Camera) is complete CA/A179: 4B Display dialogue message $05B2, wait for button press (At bottom of screen) How do we know… CA/A17C: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/A17E: D5 Set vehicle/entity's position to (0, 0) CA/A181: FF End queue CA/A182: 11 Begin action queue for character $11 (NPC $11), 4 bytes long CA/A184: D5 Set vehicle/entity's position to (0, 0) CA/A187: FF End queue CA/A188: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CA/A18A: D5 Set vehicle/entity's position to (0, 0) CA/A18D: FF End queue CA/A18E: 30 Begin action queue for character $30 (Camera), 6 bytes long CA/A190: C2 Set vehicle/entity's event speed to normal CA/A191: A1 Move vehicle/entity right/down 1x1 tiles CA/A192: A1 Move vehicle/entity right/down 1x1 tiles CA/A193: C1 Set vehicle/entity's event speed to slow CA/A194: A6 Move vehicle/entity right/down 2x1 tiles CA/A195: FF End queue CA/A196: 1C Begin action queue for character $1C (NPC $1C), 8 bytes long CA/A198: CF Turn vehicle/entity left CA/A199: E0 Pause for 4 * 4 (16) frames CA/A19B: CE Turn vehicle/entity down CA/A19C: E0 Pause for 4 * 2 (8) frames CA/A19E: CD Turn vehicle/entity right CA/A19F: FF End queue CA/A1A0: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete) CA/A1A2: A8 Move vehicle/entity left/down 1x2 tiles CA/A1A3: CD Turn vehicle/entity right CA/A1A4: 86 Move vehicle/entity down 2 tiles CA/A1A5: A7 Move vehicle/entity right/down 1x2 tiles CA/A1A6: A1 Move vehicle/entity right/down 1x1 tiles CA/A1A7: CC Turn vehicle/entity up CA/A1A8: A1 Move vehicle/entity right/down 1x1 tiles CA/A1A9: A6 Move vehicle/entity right/down 2x1 tiles CA/A1AA: 8D Move vehicle/entity right 4 tiles CA/A1AB: CF Turn vehicle/entity left CA/A1AC: A5 Move vehicle/entity right/up 2x1 tiles CA/A1AD: FF End queue CA/A1AE: 35 Pause execution until action queue for object $30 (Camera) is complete CA/A1B0: 4B Display dialogue message $05B3, wait for button press unless we… CA/A1B3: 30 Begin action queue for character $30 (Camera), 10 bytes long CA/A1B5: C2 Set vehicle/entity's event speed to normal CA/A1B6: AA Move vehicle/entity left/up 2x1 tiles CA/A1B7: 8F Move vehicle/entity left 4 tiles CA/A1B8: E0 Pause for 4 * 14 (56) frames CA/A1BA: A1 Move vehicle/entity right/down 1x1 tiles CA/A1BB: 85 Move vehicle/entity right 2 tiles CA/A1BC: C1 Set vehicle/entity's event speed to slow CA/A1BD: A0 Move vehicle/entity right/up 1x1 tiles CA/A1BE: FF End queue CA/A1BF: 1C Begin action queue for character $1C (NPC $1C), 47 bytes long CA/A1C1: E0 Pause for 4 * 6 (24) frames CA/A1C3: CC Turn vehicle/entity up CA/A1C4: E0 Pause for 4 * 4 (16) frames CA/A1C6: CF Turn vehicle/entity left CA/A1C7: E0 Pause for 4 * 1 (4) frames CA/A1C9: CE Turn vehicle/entity down CA/A1CA: E0 Pause for 4 * 1 (4) frames CA/A1CC: CD Turn vehicle/entity right CA/A1CD: E0 Pause for 4 * 1 (4) frames CA/A1CF: CC Turn vehicle/entity up CA/A1D0: E0 Pause for 4 * 1 (4) frames CA/A1D2: C7 Set vehicle/entity to stay still when moving CA/A1D3: C3 Set vehicle/entity's event speed to fast CA/A1D4: 8F Move vehicle/entity left 4 tiles CA/A1D5: CF Turn vehicle/entity left CA/A1D6: E0 Pause for 4 * 1 (4) frames CA/A1D8: CE Turn vehicle/entity down CA/A1D9: E0 Pause for 4 * 1 (4) frames CA/A1DB: CD Turn vehicle/entity right CA/A1DC: E0 Pause for 4 * 1 (4) frames CA/A1DE: CC Turn vehicle/entity up CA/A1DF: E0 Pause for 4 * 1 (4) frames CA/A1E1: CF Turn vehicle/entity left CA/A1E2: E0 Pause for 4 * 1 (4) frames CA/A1E4: CE Turn vehicle/entity down CA/A1E5: A7 Move vehicle/entity right/down 1x2 tiles CA/A1E6: A0 Move vehicle/entity right/up 1x1 tiles CA/A1E7: A3 Move vehicle/entity left/up 1x1 tiles CA/A1E8: A2 Move vehicle/entity left/down 1x1 tiles CA/A1E9: A1 Move vehicle/entity right/down 1x1 tiles CA/A1EA: CF Turn vehicle/entity left CA/A1EB: A5 Move vehicle/entity right/up 2x1 tiles CA/A1EC: A5 Move vehicle/entity right/up 2x1 tiles CA/A1ED: A0 Move vehicle/entity right/up 1x1 tiles CA/A1EE: C3 Set vehicle/entity's event speed to fast CA/A1EF: FF End queue CA/A1F0: 31 Begin action queue for character $31 (Party Character 0), 46 bytes long CA/A1F2: A3 Move vehicle/entity left/up 1x1 tiles CA/A1F3: AA Move vehicle/entity left/up 2x1 tiles CA/A1F4: 8B Move vehicle/entity left 3 tiles CA/A1F5: CE Turn vehicle/entity down CA/A1F6: A2 Move vehicle/entity left/down 1x1 tiles CA/A1F7: CD Turn vehicle/entity right CA/A1F8: A1 Move vehicle/entity right/down 1x1 tiles CA/A1F9: CC Turn vehicle/entity up CA/A1FA: A0 Move vehicle/entity right/up 1x1 tiles CA/A1FB: CF Turn vehicle/entity left CA/A1FC: A3 Move vehicle/entity left/up 1x1 tiles CA/A1FD: CE Turn vehicle/entity down CA/A1FE: 8F Move vehicle/entity left 4 tiles CA/A1FF: A2 Move vehicle/entity left/down 1x1 tiles CA/A200: CD Turn vehicle/entity right CA/A201: A1 Move vehicle/entity right/down 1x1 tiles CA/A202: CC Turn vehicle/entity up CA/A203: A0 Move vehicle/entity right/up 1x1 tiles CA/A204: CF Turn vehicle/entity left CA/A205: A3 Move vehicle/entity left/up 1x1 tiles CA/A206: CE Turn vehicle/entity down CA/A207: A2 Move vehicle/entity left/down 1x1 tiles CA/A208: CD Turn vehicle/entity right CA/A209: A1 Move vehicle/entity right/down 1x1 tiles CA/A20A: CC Turn vehicle/entity up CA/A20B: 81 Move vehicle/entity right 1 tile CA/A20C: CF Turn vehicle/entity left CA/A20D: E0 Pause for 4 * 1 (4) frames CA/A20F: CE Turn vehicle/entity down CA/A210: E0 Pause for 4 * 1 (4) frames CA/A212: CD Turn vehicle/entity right CA/A213: E0 Pause for 4 * 1 (4) frames CA/A215: CC Turn vehicle/entity up CA/A216: E0 Pause for 4 * 1 (4) frames CA/A218: CF Turn vehicle/entity left CA/A219: E0 Pause for 4 * 1 (4) frames CA/A21B: CD Turn vehicle/entity right CA/A21C: A5 Move vehicle/entity right/up 2x1 tiles CA/A21D: A5 Move vehicle/entity right/up 2x1 tiles CA/A21E: C3 Set vehicle/entity's event speed to fast CA/A21F: FF End queue CA/A220: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CA/A222: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CA/A224: C2 Set vehicle/entity's event speed to normal CA/A225: FF End queue CA/A226: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CA/A228: C2 Set vehicle/entity's event speed to normal CA/A229: FF End queue CA/A22A: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CA/A22C: C2 Set vehicle/entity's event speed to normal CA/A22D: FF End queue CA/A22E: 13 Begin action queue for character $13 (NPC $13), 10 bytes long CA/A230: D5 Set vehicle/entity's position to (55, 33) CA/A233: 82 Move vehicle/entity down 1 tile CA/A234: D5 Set vehicle/entity's position to (0, 0) CA/A237: FC Branch 7 bytes backwards ($CAA230) CA/A239: FF End queue CA/A23A: B4 Pause for 5 units CA/A23C: 10 Begin action queue for character $10 (NPC $10), 10 bytes long CA/A23E: D5 Set vehicle/entity's position to (56, 33) CA/A241: 82 Move vehicle/entity down 1 tile CA/A242: D5 Set vehicle/entity's position to (0, 0) CA/A245: FC Branch 7 bytes backwards ($CAA23E) CA/A247: FF End queue CA/A248: B4 Pause for 9 units CA/A24A: 14 Begin action queue for character $14 (NPC $14), 10 bytes long CA/A24C: D5 Set vehicle/entity's position to (55, 34) CA/A24F: 82 Move vehicle/entity down 1 tile CA/A250: D5 Set vehicle/entity's position to (0, 0) CA/A253: FC Branch 7 bytes backwards ($CAA24C) CA/A255: FF End queue CA/A256: B4 Pause for 5 units CA/A258: 11 Begin action queue for character $11 (NPC $11), 10 bytes long CA/A25A: D5 Set vehicle/entity's position to (56, 34) CA/A25D: 82 Move vehicle/entity down 1 tile CA/A25E: D5 Set vehicle/entity's position to (0, 0) CA/A261: FC Branch 7 bytes backwards ($CAA25A) CA/A263: FF End queue CA/A264: B4 Pause for 9 units CA/A266: 15 Begin action queue for character $15 (NPC $15), 10 bytes long CA/A268: D5 Set vehicle/entity's position to (55, 35) CA/A26B: 82 Move vehicle/entity down 1 tile CA/A26C: D5 Set vehicle/entity's position to (0, 0) CA/A26F: FC Branch 7 bytes backwards ($CAA268) CA/A271: FF End queue CA/A272: B4 Pause for 5 units CA/A274: 12 Begin action queue for character $12 (NPC $12), 10 bytes long CA/A276: D5 Set vehicle/entity's position to (56, 35) CA/A279: 82 Move vehicle/entity down 1 tile CA/A27A: D5 Set vehicle/entity's position to (0, 0) CA/A27D: FC Branch 7 bytes backwards ($CAA276) CA/A27F: FF End queue CA/A280: 35 Pause execution until action queue for object $30 (Camera) is complete CA/A282: 4B Display dialogue message $05B4, wait for button press observe for ourselves…? CA/A285: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/A287: D5 Set vehicle/entity's position to (0, 0) CA/A28A: FF End queue CA/A28B: 11 Begin action queue for character $11 (NPC $11), 4 bytes long CA/A28D: D5 Set vehicle/entity's position to (0, 0) CA/A290: FF End queue CA/A291: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CA/A293: D5 Set vehicle/entity's position to (0, 0) CA/A296: FF End queue CA/A297: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long CA/A299: A4 Move vehicle/entity right/up 1x2 tiles CA/A29A: CF Turn vehicle/entity left CA/A29B: AB Move vehicle/entity left/up 1x2 tiles CA/A29C: CD Turn vehicle/entity right CA/A29D: FC Branch 4 bytes backwards ($CAA299) CA/A29F: FF End queue CA/A2A0: 1C Begin action queue for character $1C (NPC $1C), 7 bytes long CA/A2A2: AB Move vehicle/entity left/up 1x2 tiles CA/A2A3: CD Turn vehicle/entity right CA/A2A4: A4 Move vehicle/entity right/up 1x2 tiles CA/A2A5: CF Turn vehicle/entity left CA/A2A6: FC Branch 4 bytes backwards ($CAA2A2) CA/A2A8: FF End queue CA/A2A9: 30 Begin action queue for character $30 (Camera), 10 bytes long CA/A2AB: C2 Set vehicle/entity's event speed to normal CA/A2AC: 88 Move vehicle/entity up 3 tiles CA/A2AD: C1 Set vehicle/entity's event speed to slow CA/A2AE: 80 Move vehicle/entity up 1 tile CA/A2AF: E0 Pause for 4 * 16 (64) frames CA/A2B1: 8E Move vehicle/entity down 4 tiles CA/A2B2: C0 Set vehicle/entity's event speed to slowest CA/A2B3: 8A Move vehicle/entity down 3 tiles CA/A2B4: FF End queue CA/A2B5: B4 Pause for 11 units CA/A2B7: 13 Begin action queue for character $13 (NPC $13), 8 bytes long CA/A2B9: D5 Set vehicle/entity's position to (55, 31) CA/A2BC: A2 Move vehicle/entity left/down 1x1 tiles CA/A2BD: D5 Set vehicle/entity's position to (0, 0) CA/A2C0: FF End queue CA/A2C1: B4 Pause for 7 units CA/A2C3: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CA/A2C5: D5 Set vehicle/entity's position to (56, 31) CA/A2C8: A1 Move vehicle/entity right/down 1x1 tiles CA/A2C9: D5 Set vehicle/entity's position to (0, 0) CA/A2CC: FF End queue CA/A2CD: B4 Pause for 7 units CA/A2CF: 14 Begin action queue for character $14 (NPC $14), 8 bytes long CA/A2D1: D5 Set vehicle/entity's position to (54, 32) CA/A2D4: A2 Move vehicle/entity left/down 1x1 tiles CA/A2D5: D5 Set vehicle/entity's position to (0, 0) CA/A2D8: FF End queue CA/A2D9: B4 Pause for 7 units CA/A2DB: 17 Begin action queue for character $17 (NPC $17), 8 bytes long CA/A2DD: D5 Set vehicle/entity's position to (57, 32) CA/A2E0: A1 Move vehicle/entity right/down 1x1 tiles CA/A2E1: D5 Set vehicle/entity's position to (0, 0) CA/A2E4: FF End queue CA/A2E5: B4 Pause for 7 units CA/A2E7: 15 Begin action queue for character $15 (NPC $15), 8 bytes long CA/A2E9: D5 Set vehicle/entity's position to (53, 33) CA/A2EC: A2 Move vehicle/entity left/down 1x1 tiles CA/A2ED: D5 Set vehicle/entity's position to (0, 0) CA/A2F0: FF End queue CA/A2F1: B4 Pause for 7 units CA/A2F3: 18 Begin action queue for character $18 (NPC $18), 8 bytes long CA/A2F5: D5 Set vehicle/entity's position to (58, 33) CA/A2F8: A1 Move vehicle/entity right/down 1x1 tiles CA/A2F9: D5 Set vehicle/entity's position to (0, 0) CA/A2FC: FF End queue CA/A2FD: 13 Begin action queue for character $13 (NPC $13), 8 bytes long CA/A2FF: D5 Set vehicle/entity's position to (55, 28) CA/A302: A2 Move vehicle/entity left/down 1x1 tiles CA/A303: D5 Set vehicle/entity's position to (0, 0) CA/A306: FF End queue CA/A307: B4 Pause for 4 units CA/A309: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CA/A30B: D5 Set vehicle/entity's position to (56, 27) CA/A30E: A1 Move vehicle/entity right/down 1x1 tiles CA/A30F: D5 Set vehicle/entity's position to (0, 0) CA/A312: FF End queue CA/A313: B4 Pause for 10 units CA/A315: 14 Begin action queue for character $14 (NPC $14), 8 bytes long CA/A317: D5 Set vehicle/entity's position to (54, 29) CA/A31A: A2 Move vehicle/entity left/down 1x1 tiles CA/A31B: D5 Set vehicle/entity's position to (0, 0) CA/A31E: FF End queue CA/A31F: B4 Pause for 4 units CA/A321: 17 Begin action queue for character $17 (NPC $17), 8 bytes long CA/A323: D5 Set vehicle/entity's position to (57, 28) CA/A326: A1 Move vehicle/entity right/down 1x1 tiles CA/A327: D5 Set vehicle/entity's position to (0, 0) CA/A32A: FF End queue CA/A32B: B4 Pause for 10 units CA/A32D: 15 Begin action queue for character $15 (NPC $15), 8 bytes long CA/A32F: D5 Set vehicle/entity's position to (53, 30) CA/A332: A2 Move vehicle/entity left/down 1x1 tiles CA/A333: D5 Set vehicle/entity's position to (0, 0) CA/A336: FF End queue CA/A337: B4 Pause for 4 units CA/A339: 18 Begin action queue for character $18 (NPC $18), 8 bytes long CA/A33B: D5 Set vehicle/entity's position to (58, 29) CA/A33E: A1 Move vehicle/entity right/down 1x1 tiles CA/A33F: D5 Set vehicle/entity's position to (0, 0) CA/A342: FF End queue CA/A343: 13 Begin action queue for character $13 (NPC $13), 8 bytes long CA/A345: D5 Set vehicle/entity's position to (55, 23) CA/A348: A2 Move vehicle/entity left/down 1x1 tiles CA/A349: D5 Set vehicle/entity's position to (0, 0) CA/A34C: FF End queue CA/A34D: B4 Pause for 7 units CA/A34F: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CA/A351: D5 Set vehicle/entity's position to (56, 23) CA/A354: A1 Move vehicle/entity right/down 1x1 tiles CA/A355: D5 Set vehicle/entity's position to (0, 0) CA/A358: FF End queue CA/A359: B4 Pause for 7 units CA/A35B: 14 Begin action queue for character $14 (NPC $14), 8 bytes long CA/A35D: D5 Set vehicle/entity's position to (54, 24) CA/A360: A2 Move vehicle/entity left/down 1x1 tiles CA/A361: D5 Set vehicle/entity's position to (0, 0) CA/A364: FF End queue CA/A365: B4 Pause for 7 units CA/A367: 17 Begin action queue for character $17 (NPC $17), 8 bytes long CA/A369: D5 Set vehicle/entity's position to (57, 24) CA/A36C: A1 Move vehicle/entity right/down 1x1 tiles CA/A36D: D5 Set vehicle/entity's position to (0, 0) CA/A370: FF End queue CA/A371: B4 Pause for 7 units CA/A373: 15 Begin action queue for character $15 (NPC $15), 13 bytes long CA/A375: D5 Set vehicle/entity's position to (53, 25) CA/A378: A2 Move vehicle/entity left/down 1x1 tiles CA/A379: C2 Set vehicle/entity's event speed to normal CA/A37A: 86 Move vehicle/entity down 2 tiles CA/A37B: C1 Set vehicle/entity's event speed to slow CA/A37C: A7 Move vehicle/entity right/down 1x2 tiles CA/A37D: A7 Move vehicle/entity right/down 1x2 tiles CA/A37E: C0 Set vehicle/entity's event speed to slowest CA/A37F: A7 Move vehicle/entity right/down 1x2 tiles CA/A380: 82 Move vehicle/entity down 1 tile CA/A381: FF End queue CA/A382: B4 Pause for 7 units CA/A384: 18 Begin action queue for character $18 (NPC $18), 13 bytes long (Wait until complete) CA/A386: D5 Set vehicle/entity's position to (58, 25) CA/A389: A1 Move vehicle/entity right/down 1x1 tiles CA/A38A: C2 Set vehicle/entity's event speed to normal CA/A38B: 86 Move vehicle/entity down 2 tiles CA/A38C: C1 Set vehicle/entity's event speed to slow CA/A38D: A8 Move vehicle/entity left/down 1x2 tiles CA/A38E: A8 Move vehicle/entity left/down 1x2 tiles CA/A38F: C0 Set vehicle/entity's event speed to slowest CA/A390: A8 Move vehicle/entity left/down 1x2 tiles CA/A391: A2 Move vehicle/entity left/down 1x1 tiles CA/A392: FF End queue CA/A393: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CA/A395: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CA/A397: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/A399: C6 Set vehicle/entity to walk when moving CA/A39A: C8 Set object layering priority to 0 (low nibble 0) CA/A39C: FF End queue CA/A39D: 42 Hide object $31 CA/A39F: 42 Hide object $1C CA/A3A1: 42 Hide object $15 CA/A3A3: 42 Hide object $18 CA/A3A5: 3D Create object $1D CA/A3A7: 41 Show object $1D CA/A3A9: F2 Fade out current song with transition time 176 CA/A3AB: B0 Execute the following commands until $B1 32 times CA/A3AD: 50 Tint screen (cumulative) with color $9F CA/A3AF: B4 Pause for 4 units CA/A3B1: B1 End block of repeating commands CA/A3B2: 35 Pause execution until action queue for object $30 (Camera) is complete CA/A3B4: 4B Display dialogue message $05B5, wait for button press (Show text only) MADUIN: We've given her a name… MADONNA: What? MADUIN: It's TERRA. Not bad, huh? CA/A3B7: 94 Pause for 60 units CA/A3B8: D0 Set event bit $1E80($06F) [$1E8D, bit 7] CA/A3BA: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/A3BC: 6A Load map $00D9 (Esper World, outdoors (Terra's flashback / Ramuh's flashback)) after fade out, (upper bits $2400), place party at (33, 8), facing down CA/A3C2: 58 Shake screen ($FD): (Intensity: 1)) (Permanance and ???: 3)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/A3C4: F0 Play song 27 (The Empire Gestahl), (high bit clear), full volume CA/A3C6: 42 Hide object $31 CA/A3C8: 12 Begin action queue for character $12 (NPC $12), 6 bytes long CA/A3CA: D5 Set vehicle/entity's position to (31, 14) CA/A3CD: CC Turn vehicle/entity up CA/A3CE: C2 Set vehicle/entity's event speed to normal CA/A3CF: FF End queue CA/A3D0: 13 Begin action queue for character $13 (NPC $13), 6 bytes long (Wait until complete) CA/A3D2: D5 Set vehicle/entity's position to (32, 16) CA/A3D5: CC Turn vehicle/entity up CA/A3D6: C2 Set vehicle/entity's event speed to normal CA/A3D7: FF End queue CA/A3D8: 96 Restore screen from fade CA/A3D9: 48 Display dialogue message $05B6, continue executing commands (Show text only) 2 years later… CA/A3DC: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CA/A3DE: C2 Set vehicle/entity's event speed to normal CA/A3DF: A0 Move vehicle/entity right/up 1x1 tiles CA/A3E0: 88 Move vehicle/entity up 3 tiles CA/A3E1: FF End queue CA/A3E2: 95 Pause for 120 units CA/A3E3: 49 If dialogue window is up, wait for keypress then dismiss CA/A3E4: 10 Begin action queue for character $10 (NPC $10), 8 bytes long (Wait until complete) CA/A3E6: C7 Set vehicle/entity to stay still when moving CA/A3E7: C3 Set vehicle/entity's event speed to fast CA/A3E8: 8A Move vehicle/entity down 3 tiles CA/A3E9: 2D Do vehicle/entity graphical action $2D CA/A3EA: C2 Set vehicle/entity's event speed to normal CA/A3EB: DC Make vehicle/entity jump (low) CA/A3EC: A3 Move vehicle/entity left/up 1x1 tiles CA/A3ED: FF End queue CA/A3EE: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CA/A3F0: 80 Move vehicle/entity up 1 tile CA/A3F1: FF End queue CA/A3F2: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/A3F4: 84 Move vehicle/entity up 2 tiles CA/A3F5: FF End queue CA/A3F6: 4B Display dialogue message $05B7, wait for button press Humans!!!!! The nexus between our worlds has opened again!! The wind… so odd…just like 2 years ago… CA/A3F9: 3D Create object $17 CA/A3FB: 41 Show object $17 CA/A3FD: 45 Refresh objects CA/A3FE: 17 Begin action queue for character $17 (NPC $17), 14 bytes long (Wait until complete) CA/A400: 86 Move vehicle/entity down 2 tiles CA/A401: CF Turn vehicle/entity left CA/A402: E0 Pause for 4 * 4 (16) frames CA/A404: 22 Do vehicle/entity graphical action $22 CA/A405: E0 Pause for 4 * 1 (4) frames CA/A407: 09 Do vehicle/entity graphical action $09 (kneeling) CA/A408: E0 Pause for 4 * 10 (40) frames CA/A40A: A3 Move vehicle/entity left/up 1x1 tiles CA/A40B: CE Turn vehicle/entity down CA/A40C: C7 Set vehicle/entity to stay still when moving CA/A40D: FF End queue CA/A40E: 78 Enable ability to pass through other objects for object $17 (NPC $17) CA/A410: 78 Enable ability to pass through other objects for object $10 (NPC $10) CA/A412: 4B Display dialogue message $05B8, wait for button press But something's different now… Troops have come seeking our magical power. CA/A415: 17 Begin action queue for character $17 (NPC $17), 4 bytes long CA/A417: C1 Set vehicle/entity's event speed to slow CA/A418: 84 Move vehicle/entity up 2 tiles CA/A419: D1 Make vehicle/entity disappear CA/A41A: FF End queue CA/A41B: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/A41D: C1 Set vehicle/entity's event speed to slow CA/A41E: 88 Move vehicle/entity up 3 tiles CA/A41F: D1 Make vehicle/entity disappear CA/A420: FF End queue CA/A421: 93 Pause for 45 units CA/A422: 3D Create object $18 CA/A424: 41 Show object $18 CA/A426: 45 Refresh objects CA/A427: 18 Begin action queue for character $18 (NPC $18), 4 bytes long CA/A429: 82 Move vehicle/entity down 1 tile CA/A42A: A2 Move vehicle/entity left/down 1x1 tiles CA/A42B: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/A42C: FF End queue CA/A42D: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/A42F: 8C Move vehicle/entity up 4 tiles CA/A430: FF End queue CA/A431: 78 Enable ability to pass through other objects for object $18 (NPC $18) CA/A433: 78 Enable ability to pass through other objects for object $13 (NPC $13) CA/A435: 92 Pause for 30 units CA/A436: 18 Begin action queue for character $18 (NPC $18), 2 bytes long CA/A438: CD Turn vehicle/entity right CA/A439: FF End queue CA/A43A: 13 Begin action queue for character $13 (NPC $13), 4 bytes long (Wait until complete) CA/A43C: C7 Set vehicle/entity to stay still when moving CA/A43D: C3 Set vehicle/entity's event speed to fast CA/A43E: 81 Move vehicle/entity right 1 tile CA/A43F: FF End queue CA/A440: 92 Pause for 30 units CA/A441: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CA/A443: 82 Move vehicle/entity down 1 tile CA/A444: FF End queue CA/A445: 18 Begin action queue for character $18 (NPC $18), 3 bytes long CA/A447: 81 Move vehicle/entity right 1 tile CA/A448: 1B Do vehicle/entity graphical action $1B CA/A449: FF End queue CA/A44A: 13 Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete) CA/A44C: CE Turn vehicle/entity down CA/A44D: 80 Move vehicle/entity up 1 tile CA/A44E: FF End queue CA/A44F: 94 Pause for 60 units CA/A450: 18 Begin action queue for character $18 (NPC $18), 12 bytes long CA/A452: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/A453: E0 Pause for 4 * 4 (16) frames CA/A455: 1B Do vehicle/entity graphical action $1B CA/A456: E0 Pause for 4 * 1 (4) frames CA/A458: CF Turn vehicle/entity left CA/A459: E0 Pause for 4 * 6 (24) frames CA/A45B: FC Branch 9 bytes backwards ($CAA452) CA/A45D: FF End queue CA/A45E: 13 Begin action queue for character $13 (NPC $13), 9 bytes long CA/A460: E0 Pause for 4 * 5 (20) frames CA/A462: CF Turn vehicle/entity left CA/A463: E0 Pause for 4 * 7 (28) frames CA/A465: CE Turn vehicle/entity down CA/A466: FC Branch 6 bytes backwards ($CAA460) CA/A468: FF End queue CA/A469: 93 Pause for 45 units CA/A46A: 4B Display dialogue message $05B9, wait for button press Blast it! They've made it as far as the Elder's house! CA/A46D: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/A46F: 8E Move vehicle/entity down 4 tiles CA/A470: D1 Make vehicle/entity disappear CA/A471: FF End queue CA/A472: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CA/A474: C1 Set vehicle/entity's event speed to slow CA/A475: C7 Set vehicle/entity to stay still when moving CA/A476: 88 Move vehicle/entity up 3 tiles CA/A477: D1 Make vehicle/entity disappear CA/A478: FF End queue CA/A479: 18 Begin action queue for character $18 (NPC $18), 7 bytes long (Wait until complete) CA/A47B: C1 Set vehicle/entity's event speed to slow CA/A47C: C7 Set vehicle/entity to stay still when moving CA/A47D: 17 Do vehicle/entity graphical action $17 CA/A47E: 8C Move vehicle/entity up 4 tiles CA/A47F: C6 Set vehicle/entity to walk when moving CA/A480: D1 Make vehicle/entity disappear CA/A481: FF End queue CA/A482: 3D Create object $16 CA/A484: 41 Show object $16 CA/A486: 45 Refresh objects CA/A487: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/A489: A2 Move vehicle/entity left/down 1x1 tiles CA/A48A: FF End queue CA/A48B: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CA/A48D: 8E Move vehicle/entity down 4 tiles CA/A48E: FF End queue CA/A48F: 35 Pause execution until action queue for object $30 (Camera) is complete CA/A491: 4B Display dialogue message $05BA, wait for button press GESTAHL: Aha! We've finally found it! Those ancient writings told us of this world, and described the awesome magical properties of these beasts! CA/A494: 41 Show object $18 CA/A496: 18 Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete) CA/A498: C2 Set vehicle/entity's event speed to normal CA/A499: 8E Move vehicle/entity down 4 tiles CA/A49A: FF End queue CA/A49B: 16 Begin action queue for character $16 (NPC $16), 5 bytes long (Wait until complete) CA/A49D: CD Turn vehicle/entity right CA/A49E: E0 Pause for 4 * 10 (40) frames CA/A4A0: CE Turn vehicle/entity down CA/A4A1: FF End queue CA/A4A2: 4B Display dialogue message $05BB, wait for button press GESTAHL: Grab them! Riches to any man who captures an Esper! GO! CA/A4A5: 41 Show object $17 CA/A4A7: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/A4A9: C1 Set vehicle/entity's event speed to slow CA/A4AA: 8E Move vehicle/entity down 4 tiles CA/A4AB: FF End queue CA/A4AC: 18 Begin action queue for character $18 (NPC $18), 8 bytes long CA/A4AE: C3 Set vehicle/entity's event speed to fast CA/A4AF: A2 Move vehicle/entity left/down 1x1 tiles CA/A4B0: 9A Move vehicle/entity down 7 tiles CA/A4B1: D5 Set vehicle/entity's position to (33, 7) CA/A4B4: 8E Move vehicle/entity down 4 tiles CA/A4B5: FF End queue CA/A4B6: 17 Begin action queue for character $17 (NPC $17), 6 bytes long CA/A4B8: C3 Set vehicle/entity's event speed to fast CA/A4B9: A1 Move vehicle/entity right/down 1x1 tiles CA/A4BA: 8E Move vehicle/entity down 4 tiles CA/A4BB: A2 Move vehicle/entity left/down 1x1 tiles CA/A4BC: 96 Move vehicle/entity down 6 tiles CA/A4BD: FF End queue CA/A4BE: B5 Pause for 15 * 6 (90) units CA/A4C0: 97 Fade screen to black CA/A4C1: 5C Pause execution until fade in or fade out is complete CA/A4C2: 35 Pause execution until action queue for object $30 (Camera) is complete CA/A4C4: D7 Clear event bit $1E80($33E) [$1EE7, bit 6] CA/A4C6: D6 Set event bit $1E80($35A) [$1EEB, bit 2] CA/A4C8: D6 Set event bit $1E80($33B) [$1EE7, bit 3] CA/A4CA: D6 Set event bit $1E80($35B) [$1EEB, bit 3] CA/A4CC: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/A4CE: 41 Show object $31 CA/A4D0: 39 Free screen CA/A4D1: 6B Load map $00DB (Esper World, caves (Terra's flashback)) instantly, (upper bits $0400), place party at (46, 44), facing up CA/A4D7: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CA/A4D9: D5 Set vehicle/entity's position to (41, 56) CA/A4DC: CC Turn vehicle/entity up CA/A4DD: FF End queue CA/A4DE: 96 Restore screen from fade CA/A4DF: FE Return CA/A4E0: 4B Display dialogue message $05CB, wait for button press (At bottom of screen) MADONNA: Maduin… I'm not their friend… MADUIN: I understand that! MADONNA: Thank you… MADUIN: Can you make it back here? MADONNA: Sure… CA/A4E3: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/A4E5: 78 Enable ability to pass through other objects for object $1C (NPC $1C) CA/A4E7: 38 Hold screen CA/A4E8: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long CA/A4EA: C1 Set vehicle/entity's event speed to slow CA/A4EB: C7 Set vehicle/entity to stay still when moving CA/A4EC: 82 Move vehicle/entity down 1 tile CA/A4ED: FF End queue CA/A4EE: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CA/A4F0: C1 Set vehicle/entity's event speed to slow CA/A4F1: C7 Set vehicle/entity to stay still when moving CA/A4F2: 82 Move vehicle/entity down 1 tile CA/A4F3: FF End queue CA/A4F4: 3D Create object $1D CA/A4F6: 41 Show object $1D CA/A4F8: 45 Refresh objects CA/A4F9: 78 Enable ability to pass through other objects for object $1D (NPC $1D) CA/A4FB: 1D Begin action queue for character $1D (NPC $1D), 7 bytes long (Wait until complete) CA/A4FD: DC Make vehicle/entity jump (low) CA/A4FE: A0 Move vehicle/entity right/up 1x1 tiles CA/A4FF: C4 Set vehicle/entity's event speed to faster CA/A500: 84 Move vehicle/entity up 2 tiles CA/A501: AB Move vehicle/entity left/up 1x2 tiles CA/A502: D1 Make vehicle/entity disappear CA/A503: FF End queue CA/A504: 92 Pause for 30 units CA/A505: 4B Display dialogue message $05CA, wait for button press (At bottom of screen) TERRA!!! CA/A508: 1C Begin action queue for character $1C (NPC $1C), 7 bytes long CA/A50A: 80 Move vehicle/entity up 1 tile CA/A50B: E0 Pause for 4 * 3 (12) frames CA/A50D: C4 Set vehicle/entity's event speed to faster CA/A50E: 90 Move vehicle/entity up 5 tiles CA/A50F: D1 Make vehicle/entity disappear CA/A510: FF End queue CA/A511: 94 Pause for 60 units CA/A512: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/A514: C2 Set vehicle/entity's event speed to normal CA/A515: 88 Move vehicle/entity up 3 tiles CA/A516: FF End queue CA/A517: 4B Display dialogue message $05C9, wait for button press MADUIN: Madonna!! CA/A51A: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long CA/A51C: C4 Set vehicle/entity's event speed to faster CA/A51D: 2D Do vehicle/entity graphical action $2D CA/A51E: 94 Move vehicle/entity up 6 tiles CA/A51F: C6 Set vehicle/entity to walk when moving CA/A520: D1 Make vehicle/entity disappear CA/A521: FF End queue CA/A522: 21 Begin action queue for character $21 (NPC $21), 2 bytes long CA/A524: 81 Move vehicle/entity right 1 tile CA/A525: FF End queue CA/A526: 22 Begin action queue for character $22 (NPC $22), 2 bytes long CA/A528: 83 Move vehicle/entity left 1 tile CA/A529: FF End queue CA/A52A: 93 Pause for 45 units CA/A52B: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CA/A52D: 6A Load map $00D8 (Esper World, looking out through the gate (Gestahl takes Terra)) after fade out, (upper bits $0400), place party at (8, 7), facing up CA/A533: 39 Free screen CA/A534: 58 Shake screen ($FD): (Intensity: 1)) (Permanance and ???: 3)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/A536: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/A538: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/A53A: 2D Do vehicle/entity graphical action $2D CA/A53B: FF End queue CA/A53C: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CA/A53E: 29 Do vehicle/entity graphical action $29 CA/A53F: FF End queue CA/A540: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/A542: 2D Do vehicle/entity graphical action $2D CA/A543: FF End queue CA/A544: 42 Hide object $31 CA/A546: 96 Restore screen from fade CA/A547: B5 Pause for 15 * 16 (240) units CA/A549: 11 Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete) CA/A54B: CE Turn vehicle/entity down CA/A54C: E0 Pause for 4 * 9 (36) frames CA/A54E: CD Turn vehicle/entity right CA/A54F: E0 Pause for 4 * 8 (32) frames CA/A551: 85 Move vehicle/entity right 2 tiles CA/A552: FF End queue CA/A553: 4B Display dialogue message $05CE, wait for button press GESTAHL: A…human girl? Wh… Who is she? CA/A556: 3D Create object $12 CA/A558: 45 Refresh objects CA/A559: 41 Show object $12 CA/A55B: 45 Refresh objects CA/A55C: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/A55E: 78 Enable ability to pass through other objects for object $12 (NPC $12) CA/A560: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/A562: 83 Move vehicle/entity left 1 tile CA/A563: FF End queue CA/A564: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/A566: CE Turn vehicle/entity down CA/A567: FF End queue CA/A568: 4B Display dialogue message $05CF, wait for button press MADONNA: Please… take care…of my baby… GESTAHL: YOUR girl!? Eh!? Hmmm…Then she's half human and half… How absolutely fascinating! GESTAHL: Mwa, ha, ha… She will help us realize our dream faster than we ever imagined! CA/A56B: 42 Hide object $12 CA/A56D: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/A56F: 87 Move vehicle/entity left 2 tiles CA/A570: FF End queue CA/A571: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/A573: CF Turn vehicle/entity left CA/A574: FF End queue CA/A575: 92 Pause for 30 units CA/A576: 4B Display dialogue message $05D0, wait for button press MADONNA: N…noooo!!! GESTAHL: Quiet, my dear!! CA/A579: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/A57B: 83 Move vehicle/entity left 1 tile CA/A57C: FF End queue CA/A57D: 92 Pause for 30 units CA/A57E: 11 Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete) CA/A580: 81 Move vehicle/entity right 1 tile CA/A581: E0 Pause for 4 * 8 (32) frames CA/A583: 6A Do vehicle/entity graphical action $2A, flipped horizontally CA/A584: E0 Pause for 4 * 2 (8) frames CA/A586: 2C Do vehicle/entity graphical action $2C CA/A587: FF End queue CA/A588: F4 Play sound effect 51 CA/A58A: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/A58C: 2D Do vehicle/entity graphical action $2D CA/A58D: FF End queue CA/A58E: B5 Pause for 15 * 10 (150) units CA/A590: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CA/A592: C1 Set vehicle/entity's event speed to slow CA/A593: 83 Move vehicle/entity left 1 tile CA/A594: CE Turn vehicle/entity down CA/A595: FF End queue CA/A596: 4B Display dialogue message $05D1, wait for button press GESTAHL: We will own this world! Ha, ha, ha… CA/A599: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/A59B: 5F Scroll Layer 3, speed 252 x 0 CA/A59E: B4 Pause for 56 units CA/A5A0: 58 Shake screen ($F5): (Intensity: 1)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/A5A2: 5D Scroll Layer 1, speed 4 x 0 CA/A5A5: B5 Pause for 15 * 15 (225) units CA/A5A7: 5F Scroll Layer 3, speed 0 x 0 CA/A5AA: 5D Scroll Layer 1, speed 0 x 0 CA/A5AD: F4 Play sound effect 237 CA/A5AF: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/A5B1: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/A5B3: 95 Pause for 120 units CA/A5B4: F2 Fade out current song with transition time 160 CA/A5B6: 5A Fade screen at speed $04 CA/A5B8: 5C Pause execution until fade in or fade out is complete CA/A5B9: D7 Clear event bit $1E80($314) [$1EE2, bit 4] CA/A5BB: 3D Create object $01 CA/A5BD: 3D Create object $09 CA/A5BF: 3D Create object $00 CA/A5C1: 40 Assign properties $20 to character $0E (Actor in stot 14) CA/A5C4: 3F Assign character $01 (Actor in stot 1) to party 1 CA/A5C7: 3F Remove character $0E (Actor in stot 14) from the party CA/A5CA: 3F Assign character $09 (Actor in stot 9) to party 1 CA/A5CD: C0 If ($1E80($333) [$1EE6, bit 3] is set), branch to $CAA5D8 CA/A5D3: 3D Create object $02 CA/A5D5: 3F Assign character $02 (Actor in stot 2) to party 1 CA/A5D8: C0 If ($1E80($334) [$1EE6, bit 4] is set), branch to $CAA5E3 CA/A5DE: 3D Create object $04 CA/A5E0: 3F Assign character $04 (Actor in stot 4) to party 1 CA/A5E3: C0 If ($1E80($335) [$1EE6, bit 5] is set), branch to $CAA5EE CA/A5E9: 3D Create object $05 CA/A5EB: 3F Assign character $05 (Actor in stot 5) to party 1 CA/A5EE: C1 If ($1E80($2FB) [$1EDF, bit 3] is clear) or ($1E80($336) [$1EE6, bit 6] is set), branch to $CAA5FB CA/A5F6: 3D Create object $0B CA/A5F8: 3F Assign character $0B (Actor in stot 11) to party 1 CA/A5FB: 3E Delete object $0E CA/A5FD: 6B Load map $00E2 (Zozo, room at tower top (always)) instantly, (upper bits $3400), place party at (82, 17), facing left CA/A603: B5 Pause for 15 * 16 (240) units CA/A605: F0 Play song 5 (Awakening), (high bit clear), full volume CA/A607: B5 Pause for 15 * 12 (180) units CA/A609: 41 Show object $00 CA/A60B: B2 Call subroutine $CAC766 CA/A60F: 3C Set up the party as follows: $01 (Actor in stot 1), $09 (Actor in stot 9), $FF (), $FF () CA/A614: 00 Begin action queue for character $00 (Actor in stot 0), 8 bytes long CA/A616: D5 Set vehicle/entity's position to (81, 17) CA/A619: CE Turn vehicle/entity down CA/A61A: C8 Set object layering priority to 2 (low nibble 2) CA/A61C: C2 Set vehicle/entity's event speed to normal CA/A61D: FF End queue CA/A61E: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CA/A620: D5 Set vehicle/entity's position to (82, 16) CA/A623: CF Turn vehicle/entity left CA/A624: FF End queue CA/A625: 33 Begin action queue for character $33 (Party Character 2), 5 bytes long CA/A627: D5 Set vehicle/entity's position to (81, 20) CA/A62A: CC Turn vehicle/entity up CA/A62B: FF End queue CA/A62C: 34 Begin action queue for character $34 (Party Character 3), 5 bytes long CA/A62E: D5 Set vehicle/entity's position to (83, 18) CA/A631: CF Turn vehicle/entity left CA/A632: FF End queue CA/A633: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CA/A635: D5 Set vehicle/entity's position to (82, 17) CA/A638: CF Turn vehicle/entity left CA/A639: C8 Set object layering priority to 0 (low nibble 0) CA/A63B: FF End queue CA/A63C: 59 Unfade screen at speed $08 CA/A63E: B5 Pause for 15 * 12 (180) units CA/A640: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/A642: CE Turn vehicle/entity down CA/A643: FF End queue CA/A644: B2 Call subroutine $CA9D14 CA/A648: 4B Display dialogue message $05D3, wait for button press TERRA: That was my father…? CA/A64B: 94 Pause for 60 units CA/A64C: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/A64E: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/A64F: FF End queue CA/A650: 4B Display dialogue message $05D4, wait for button press TERRA: I'm the product of an Esper and a human… That's where I got my powers… Now I understand… I finally feel I can begin to control this power of mine… CA/A653: 42 Hide object $13 CA/A655: 94 Pause for 60 units CA/A656: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/A658: 85 Move vehicle/entity right 2 tiles CA/A659: FF End queue CA/A65A: 4B Display dialogue message $05D5, wait for button press EDGAR: So Gestahl must've known the secret of the Espers' power back then. LOCKE: And those Espers at the facility were grabbed during that expedition! That means CELES's power came…… at the expense of an Esper… CA/A65D: 4B Display dialogue message $05D6, wait for button press SABIN: They can't get away with this! We have to strike back! CA/A660: 94 Pause for 60 units CA/A661: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/A663: 81 Move vehicle/entity right 1 tile CA/A664: FF End queue CA/A665: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/A667: CF Turn vehicle/entity left CA/A668: FF End queue CA/A669: 91 Pause for 15 units CA/A66A: 4B Display dialogue message $05D7, wait for button press TERRA: What's happening in Narshe? LOCKE: Hmm… Maybe we should head back that way. CA/A66D: 94 Pause for 60 units CA/A66E: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/A670: 22 Do vehicle/entity graphical action $22 CA/A671: E0 Pause for 4 * 3 (12) frames CA/A673: CF Turn vehicle/entity left CA/A674: FF End queue CA/A675: 94 Pause for 60 units CA/A676: 09 Begin action queue for character $09 (Actor in stot 9), 13 bytes long (Wait until complete) CA/A678: C2 Set vehicle/entity's event speed to normal CA/A679: 81 Move vehicle/entity right 1 tile CA/A67A: CE Turn vehicle/entity down CA/A67B: E0 Pause for 4 * 6 (24) frames CA/A67D: 19 Do vehicle/entity graphical action $19 CA/A67E: E0 Pause for 4 * 4 (16) frames CA/A680: 1A Do vehicle/entity graphical action $1A CA/A681: E0 Pause for 4 * 4 (16) frames CA/A683: 24 Do vehicle/entity graphical action $24 CA/A684: FF End queue CA/A685: 4B Display dialogue message $05D8, wait for button press SETZER: The airship's ready! CA/A688: 94 Pause for 60 units CA/A689: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CA/A68B: 82 Move vehicle/entity down 1 tile CA/A68C: C8 Set object layering priority to 0 (low nibble 0) CA/A68E: FF End queue CA/A68F: 93 Pause for 45 units CA/A690: F2 Fade out current song with transition time 128 CA/A692: 4B Display dialogue message $05D9, wait for button press TERRA: Come on! CA/A695: FA Stop temporarily played song CA/A696: F0 Play song 53 (Blackjack), (high bit clear), full volume CA/A698: 5A Fade screen at speed $08 CA/A69A: 5C Pause execution until fade in or fade out is complete CA/A69B: D9 Clear event bit $1E80($459) [$1F0B, bit 1] CA/A69D: 42 Hide object $00 CA/A69F: D7 Clear event bit $1E80($333) [$1EE6, bit 3] CA/A6A1: D7 Clear event bit $1E80($334) [$1EE6, bit 4] CA/A6A3: D7 Clear event bit $1E80($335) [$1EE6, bit 5] CA/A6A5: D7 Clear event bit $1E80($336) [$1EE6, bit 6] CA/A6A7: D7 Clear event bit $1E80($359) [$1EEB, bit 1] CA/A6A9: 77 Perform level averaging on character $00 (TERRA ) and calculate new maximum HP/MP CA/A6AB: D4 Set event bit $1E80($2F0) [$1EDE, bit 0] CA/A6AD: D0 Set event bit $1E80($070) [$1E8E, bit 0] CA/A6AF: B8 Set bit $1DC9($42) [$1DD1, bit 2] CA/A6B1: B2 Call subroutine $CC6928 CA/A6B5: 6B Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (22, 94), facing up, party is in the airship CA/A6BB: 20 Move vehicle as follows: (go up), 64 units CA/A6BD: D9 Fade screen CA/A6BE: E0 Pause for 2 units CA/A6C0: D2 Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")), position (16, 06), mode $40 CA/A6C6: 38 Hold screen CA/A6C7: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CA/A6CB: B2 Call subroutine $CAC6AC CA/A6CF: 42 Hide object $32 CA/A6D1: 42 Hide object $33 CA/A6D3: 42 Hide object $34 CA/A6D5: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/A6D7: D5 Set vehicle/entity's position to (14, 6) CA/A6DA: CF Turn vehicle/entity left CA/A6DB: FF End queue CA/A6DC: D8 Set event bit $1E80($45C) [$1F0B, bit 4] CA/A6DE: 3D Create object $11 CA/A6E0: 59 Unfade screen at speed $08 CA/A6E2: 41 Show object $09 CA/A6E4: 92 Pause for 30 units CA/A6E5: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/A6E7: CF Turn vehicle/entity left CA/A6E8: FF End queue CA/A6E9: DE Load CaseWord with the characters in the currently active party? CA/A6EA: 41 Show object $32 CA/A6EC: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CA/A6EE: C2 Set vehicle/entity's event speed to normal CA/A6EF: A1 Move vehicle/entity right/down 1x1 tiles CA/A6F0: CF Turn vehicle/entity left CA/A6F1: FF End queue CA/A6F2: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CAA700 CA/A6F8: 41 Show object $34 CA/A6FA: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CA/A6FC: C2 Set vehicle/entity's event speed to normal CA/A6FD: 80 Move vehicle/entity up 1 tile CA/A6FE: CF Turn vehicle/entity left CA/A6FF: FF End queue CA/A700: C0 If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CAA714 CA/A706: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CAA714 CA/A70C: 41 Show object $33 CA/A70E: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CA/A710: C2 Set vehicle/entity's event speed to normal CA/A711: 80 Move vehicle/entity up 1 tile CA/A712: CF Turn vehicle/entity left CA/A713: FF End queue CA/A714: 95 Pause for 120 units CA/A715: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/A717: CE Turn vehicle/entity down CA/A718: E0 Pause for 4 * 3 (12) frames CA/A71A: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/A71B: FF End queue CA/A71C: 4B Display dialogue message $0521, wait for button press (At bottom of screen) SETZER: By all means! Take a turn at the wheel! CA/A71F: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/A721: 23 Do vehicle/entity graphical action $23 CA/A722: FF End queue CA/A723: 4B Display dialogue message $0522, wait for button press (At bottom of screen) Operating instructions: CA/A726: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long CA/A728: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/A729: E0 Pause for 4 * 1 (4) frames CA/A72B: CD Turn vehicle/entity right CA/A72C: FF End queue CA/A72D: 4B Display dialogue message $0523, wait for button press (At bottom of screen) Control Pad: L/R = direction Up/down = Altitude Press the A Button to move forward. Press the X Button to go amidships. There you can change your party, or purchase items. Press the B Button to land. Press the A Button to lift off. CA/A730: 4B Display dialogue message $0524, wait for button press (At bottom of screen) All right? ^ Yes ^ No CA/A733: B6 Indexed branch based on prior dialogue selection [$CAA73A, $CAA72D] CA/A73A: 4B Display dialogue message $0525, wait for button press (At bottom of screen) Shall I teach you a technique, too? ^ Yes ^ No CA/A73D: B6 Indexed branch based on prior dialogue selection [$CAA744, $CAA747] CA/A744: 4B Display dialogue message $0526, wait for button press (At bottom of screen) Press the Start Button to view the world map. Hold the Y Button down and use the Control Pad to move in all directions. Use the L and R Buttons with the Control Pad for high speed turns. CA/A747: 78 Enable ability to pass through other objects for object $09 (SETZER) CA/A749: 78 Enable ability to pass through other objects for object $01 (LOCKE ) CA/A74B: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long CA/A74D: 85 Move vehicle/entity right 2 tiles CA/A74E: FF End queue CA/A74F: 78 Enable ability to pass through other objects for object $32 (Party Character 1) CA/A751: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/A753: A3 Move vehicle/entity left/up 1x1 tiles CA/A754: FF End queue CA/A755: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CAA761 CA/A75B: 78 Enable ability to pass through other objects for object $34 (Party Character 3) CA/A75D: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CA/A75F: 82 Move vehicle/entity down 1 tile CA/A760: FF End queue CA/A761: C0 If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CAA773 CA/A767: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CAA773 CA/A76D: 78 Enable ability to pass through other objects for object $33 (Party Character 2) CA/A76F: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/A771: 82 Move vehicle/entity down 1 tile CA/A772: FF End queue CA/A773: 94 Pause for 60 units CA/A774: 3B Position character in a "ready-to-go" stance CA/A775: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CA/A777: 36 Disable ability to pass through other objects for object $32 (Party Character 1) CA/A779: 36 Disable ability to pass through other objects for object $33 (Party Character 2) CA/A77B: 36 Disable ability to pass through other objects for object $34 (Party Character 3) CA/A77D: B2 Call subroutine $CACB95 CA/A781: 39 Free screen CA/A782: D2 Set event bit $1E80($16F) [$1EAD, bit 7] CA/A784: D9 Clear event bit $1E80($45C) [$1F0B, bit 4] CA/A786: 3E Delete object $11 CA/A788: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/A78A: D3 Clear event bit $1E80($1BA) [$1EB7, bit 2] CA/A78C: D3 Clear event bit $1E80($1C2) [$1EB8, bit 2] CA/A78E: FE Return CA/A78F: C1 If ($1E80($117) [$1EA2, bit 7] is clear) or ($1E80($118) [$1EA3, bit 0] is set), branch to $CA5EB3 (simply returns) CA/A797: F2 Fade out current song with transition time 64 CA/A799: 4B Display dialogue message $05CD, wait for button press (At bottom of screen) SOLDIER: Look what popped out! CA/A79C: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/A79E: A3 Move vehicle/entity left/up 1x1 tiles CA/A79F: 80 Move vehicle/entity up 1 tile CA/A7A0: FF End queue CA/A7A1: 38 Hold screen CA/A7A2: F0 Play song 57 (Wind), (high bit clear), full volume CA/A7A4: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/A7A6: C2 Set vehicle/entity's event speed to normal CA/A7A7: 8C Move vehicle/entity up 4 tiles CA/A7A8: FF End queue CA/A7A9: 1F Begin action queue for character $1F (NPC $1F), 14 bytes long CA/A7AB: 09 Do vehicle/entity graphical action $09 (kneeling) CA/A7AC: C7 Set vehicle/entity to stay still when moving CA/A7AD: 80 Move vehicle/entity up 1 tile CA/A7AE: E0 Pause for 4 * 1 (4) frames CA/A7B0: 84 Move vehicle/entity up 2 tiles CA/A7B1: 1F Do vehicle/entity graphical action $1F CA/A7B2: C4 Set vehicle/entity's event speed to faster CA/A7B3: AB Move vehicle/entity left/up 1x2 tiles CA/A7B4: AB Move vehicle/entity left/up 1x2 tiles CA/A7B5: 84 Move vehicle/entity up 2 tiles CA/A7B6: A4 Move vehicle/entity right/up 1x2 tiles CA/A7B7: D1 Make vehicle/entity disappear CA/A7B8: FF End queue CA/A7B9: 93 Pause for 45 units CA/A7BA: 20 Begin action queue for character $20 (NPC $20), 9 bytes long (Wait until complete) CA/A7BC: C7 Set vehicle/entity to stay still when moving CA/A7BD: 84 Move vehicle/entity up 2 tiles CA/A7BE: 0B Do vehicle/entity graphical action $0B CA/A7BF: C4 Set vehicle/entity's event speed to faster CA/A7C0: 8C Move vehicle/entity up 4 tiles CA/A7C1: AB Move vehicle/entity left/up 1x2 tiles CA/A7C2: 84 Move vehicle/entity up 2 tiles CA/A7C3: D1 Make vehicle/entity disappear CA/A7C4: FF End queue CA/A7C5: 1E Begin action queue for character $1E (NPC $1E), 8 bytes long (Wait until complete) CA/A7C7: CF Turn vehicle/entity left CA/A7C8: E0 Pause for 4 * 4 (16) frames CA/A7CA: CD Turn vehicle/entity right CA/A7CB: E0 Pause for 4 * 4 (16) frames CA/A7CD: CE Turn vehicle/entity down CA/A7CE: FF End queue CA/A7CF: 35 Pause execution until action queue for object $30 (Camera) is complete CA/A7D1: 4B Display dialogue message $05CC, wait for button press GESTAHL: Shriek!!! Just when we were in reach of a veritable bonanza…! CA/A7D4: 1E Begin action queue for character $1E (NPC $1E), 20 bytes long (Wait until complete) CA/A7D6: C7 Set vehicle/entity to stay still when moving CA/A7D7: 80 Move vehicle/entity up 1 tile CA/A7D8: E0 Pause for 4 * 6 (24) frames CA/A7DA: C6 Set vehicle/entity to walk when moving CA/A7DB: 82 Move vehicle/entity down 1 tile CA/A7DC: E0 Pause for 4 * 4 (16) frames CA/A7DE: C2 Set vehicle/entity's event speed to normal CA/A7DF: 82 Move vehicle/entity down 1 tile CA/A7E0: C7 Set vehicle/entity to stay still when moving CA/A7E1: 29 Do vehicle/entity graphical action $29 CA/A7E2: C0 Set vehicle/entity's event speed to slowest CA/A7E3: 80 Move vehicle/entity up 1 tile CA/A7E4: E0 Pause for 4 * 8 (32) frames CA/A7E6: C4 Set vehicle/entity's event speed to faster CA/A7E7: 9C Move vehicle/entity up 8 tiles CA/A7E8: D1 Make vehicle/entity disappear CA/A7E9: FF End queue CA/A7EA: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/A7EC: C2 Set vehicle/entity's event speed to normal CA/A7ED: 8E Move vehicle/entity down 4 tiles CA/A7EE: FF End queue CA/A7EF: 39 Free screen CA/A7F0: D7 Clear event bit $1E80($35D) [$1EEB, bit 5] CA/A7F2: D2 Set event bit $1E80($118) [$1EA3, bit 0] CA/A7F4: FE Return CA/A7F5: B2 Call subroutine $CACAD9 CA/A7F9: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/A7FB: CD Turn vehicle/entity right CA/A7FC: FF End queue CA/A7FD: 4B Display dialogue message $0460, wait for button press “Why are you doing this…?” CA/A800: 94 Pause for 60 units CA/A801: 4B Display dialogue message $0461, wait for button press (Show text only) RAMUH: We few can help save many. The War of the Magi must not be repeated… CA/A804: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/A806: CD Turn vehicle/entity right CA/A807: FF End queue CA/A808: 94 Pause for 60 units CA/A809: B3 Call subroutine $CAC810, 2 times CA/A80E: 78 Enable ability to pass through other objects for object $12 (NPC $12) CA/A810: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/A812: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CA/A814: C7 Set vehicle/entity to stay still when moving CA/A815: 83 Move vehicle/entity left 1 tile CA/A816: D1 Make vehicle/entity disappear CA/A817: FF End queue CA/A818: 45 Refresh objects CA/A819: F4 Play sound effect 141 CA/A81B: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/A81D: 50 Do vehicle/entity graphical action $10, flipped horizontally CA/A81E: FF End queue CA/A81F: 92 Pause for 30 units CA/A820: 4B Display dialogue message $046D, wait for button press Received the Magicite “Ramuh.” CA/A823: 86 Give esper $36 (Ramuh ) to party CA/A825: D7 Clear event bit $1E80($31F) [$1EE3, bit 7] CA/A827: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CA/A829: DC Set event bit $1E80($691) [$1F52, bit 1] CA/A82B: DD Clear event bit $1E80($615) [$1F42, bit 5] CA/A82D: DD Clear event bit $1E80($616) [$1F42, bit 6] CA/A82F: DD Clear event bit $1E80($617) [$1F42, bit 7] CA/A831: DD Clear event bit $1E80($618) [$1F43, bit 0] CA/A833: DD Clear event bit $1E80($61A) [$1F43, bit 2] CA/A835: DD Clear event bit $1E80($619) [$1F43, bit 1] CA/A837: DE Load CaseWord with the characters in the currently active party? CA/A838: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CAA845 CA/A83E: D6 Set event bit $1E80($323) [$1EE4, bit 3] CA/A840: 3D Create object $16 CA/A842: 41 Show object $16 CA/A844: 45 Refresh objects CA/A845: C0 If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CAA852 CA/A84B: D6 Set event bit $1E80($324) [$1EE4, bit 4] CA/A84D: 3D Create object $17 CA/A84F: 41 Show object $17 CA/A851: 45 Refresh objects CA/A852: C0 If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CAA85F CA/A858: D6 Set event bit $1E80($325) [$1EE4, bit 5] CA/A85A: 3D Create object $18 CA/A85C: 41 Show object $18 CA/A85E: 45 Refresh objects CA/A85F: C0 If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CAA86C CA/A865: D6 Set event bit $1E80($326) [$1EE4, bit 6] CA/A867: 3D Create object $19 CA/A869: 41 Show object $19 CA/A86B: 45 Refresh objects CA/A86C: C0 If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CAA879 CA/A872: D6 Set event bit $1E80($327) [$1EE4, bit 7] CA/A874: 3D Create object $1A CA/A876: 41 Show object $1A CA/A878: 45 Refresh objects CA/A879: C0 If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CAA88D CA/A87F: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CA/A880: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CAA88D CA/A886: D6 Set event bit $1E80($328) [$1EE5, bit 0] CA/A888: 3D Create object $1B CA/A88A: 41 Show object $1B CA/A88C: 45 Refresh objects CA/A88D: B8 Set bit $1DC9($43) [$1DD1, bit 3] CA/A88F: FE Return CA/A890: F2 Fade out current song with transition time 64 CA/A892: 4B Display dialogue message $0471, wait for button press Everyone here? I was thinking, … EDGAR: Let's talk on the way! CA/A895: D7 Clear event bit $1E80($330) [$1EE6, bit 0] CA/A897: F6 Subcommand $F1: Stop currently playing song, unused bytes $00, $00 CA/A89B: F0 Play song 64 (The Dream of a Train), (high bit clear), full volume CA/A89D: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/A89F: 6A Load map $00DD (Zozo, outdoors (always)) after fade out, (upper bits $2400), place party at (33, 6), facing down CA/A8A5: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/A8A7: 38 Hold screen CA/A8A8: 3D Create object $04 CA/A8AA: 3D Create object $02 CA/A8AC: 3D Create object $05 CA/A8AE: 3D Create object $06 CA/A8B0: 3D Create object $01 CA/A8B2: 41 Show object $04 CA/A8B4: 41 Show object $02 CA/A8B6: 41 Show object $05 CA/A8B8: 41 Show object $06 CA/A8BA: 41 Show object $01 CA/A8BC: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CA/A8BD: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CAA8D1 CA/A8C3: 3D Create object $0B CA/A8C5: 41 Show object $0B CA/A8C7: 0B Begin action queue for character $0B (Actor in stot 11), 8 bytes long (Wait until complete) CA/A8C9: C8 Set object layering priority to 2 (low nibble 2) CA/A8CB: D5 Set vehicle/entity's position to (29, 33) CA/A8CE: 17 Do vehicle/entity graphical action $17 CA/A8CF: C7 Set vehicle/entity to stay still when moving CA/A8D0: FF End queue CA/A8D1: DE Load CaseWord with the characters in the currently active party? CA/A8D2: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CAA8E3 CA/A8D8: 3D Create object $03 CA/A8DA: 03 Begin action queue for character $03 (Actor in stot 3), 5 bytes long (Wait until complete) CA/A8DC: D5 Set vehicle/entity's position to (60, 44) CA/A8DF: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/A8E0: FF End queue CA/A8E1: 41 Show object $03 CA/A8E3: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CA/A8E5: D5 Set vehicle/entity's position to (59, 45) CA/A8E8: CF Turn vehicle/entity left CA/A8E9: FF End queue CA/A8EA: 04 Begin action queue for character $04 (Actor in stot 4), 8 bytes long CA/A8EC: C8 Set object layering priority to 2 (low nibble 2) CA/A8EE: D5 Set vehicle/entity's position to (33, 12) CA/A8F1: C2 Set vehicle/entity's event speed to normal CA/A8F2: CF Turn vehicle/entity left CA/A8F3: FF End queue CA/A8F4: 02 Begin action queue for character $02 (Actor in stot 2), 8 bytes long CA/A8F6: C8 Set object layering priority to 2 (low nibble 2) CA/A8F8: D5 Set vehicle/entity's position to (33, 10) CA/A8FB: C2 Set vehicle/entity's event speed to normal CA/A8FC: CE Turn vehicle/entity down CA/A8FD: FF End queue CA/A8FE: 05 Begin action queue for character $05 (Actor in stot 5), 8 bytes long CA/A900: C8 Set object layering priority to 3 (low nibble 3) CA/A902: D5 Set vehicle/entity's position to (31, 38) CA/A905: C2 Set vehicle/entity's event speed to normal CA/A906: CC Turn vehicle/entity up CA/A907: FF End queue CA/A908: 06 Begin action queue for character $06 (Actor in stot 6), 7 bytes long (Wait until complete) CA/A90A: C8 Set object layering priority to 3 (low nibble 3) CA/A90C: D5 Set vehicle/entity's position to (31, 37) CA/A90F: C1 Set vehicle/entity's event speed to slow CA/A910: FF End queue CA/A911: 73 Replace current map's Layer 1 at (32, 12) with the following (2 x 3) chunk, refresh immediately CA/A916: $02, $03 CA/A918: $12, $03 CA/A91A: $13, $00 CA/A91C: 73 Replace current map's Layer 1 at (32, 15) with the following (2 x 3) chunk, refresh immediately CA/A921: $02, $03 CA/A923: $12, $03 CA/A925: $13, $00 CA/A927: 73 Replace current map's Layer 1 at (33, 18) with the following (2 x 3) chunk, refresh immediately CA/A92C: $02, $03 CA/A92E: $12, $03 CA/A930: $13, $00 CA/A932: 73 Replace current map's Layer 1 at (33, 36) with the following (2 x 3) chunk, refresh immediately CA/A937: $02, $03 CA/A939: $12, $03 CA/A93B: $13, $00 CA/A93D: 73 Replace current map's Layer 1 at (33, 39) with the following (2 x 3) chunk, refresh immediately CA/A942: $02, $03 CA/A944: $12, $03 CA/A946: $13, $00 CA/A948: 96 Restore screen from fade CA/A949: 30 Begin action queue for character $30 (Camera), 8 bytes long CA/A94B: C1 Set vehicle/entity's event speed to slow CA/A94C: 9E Move vehicle/entity down 8 tiles CA/A94D: 9E Move vehicle/entity down 8 tiles CA/A94E: 9E Move vehicle/entity down 8 tiles CA/A94F: 9E Move vehicle/entity down 8 tiles CA/A950: C0 Set vehicle/entity's event speed to slowest CA/A951: 8E Move vehicle/entity down 4 tiles CA/A952: FF End queue CA/A953: 04 Begin action queue for character $04 (Actor in stot 4), 21 bytes long CA/A955: A2 Move vehicle/entity left/down 1x1 tiles CA/A956: A2 Move vehicle/entity left/down 1x1 tiles CA/A957: 83 Move vehicle/entity left 1 tile CA/A958: E0 Pause for 4 * 2 (8) frames CA/A95A: C8 Set object layering priority to 3 (low nibble 3) CA/A95C: 80 Move vehicle/entity up 1 tile CA/A95D: 8D Move vehicle/entity right 4 tiles CA/A95E: C8 Set object layering priority to 2 (low nibble 2) CA/A960: 82 Move vehicle/entity down 1 tile CA/A961: A2 Move vehicle/entity left/down 1x1 tiles CA/A962: A2 Move vehicle/entity left/down 1x1 tiles CA/A963: A2 Move vehicle/entity left/down 1x1 tiles CA/A964: C8 Set object layering priority to 3 (low nibble 3) CA/A966: 83 Move vehicle/entity left 1 tile CA/A967: 80 Move vehicle/entity up 1 tile CA/A968: CD Turn vehicle/entity right CA/A969: FF End queue CA/A96A: B5 Pause for 15 * 6 (90) units CA/A96C: 02 Begin action queue for character $02 (Actor in stot 2), 17 bytes long (Wait until complete) CA/A96E: 81 Move vehicle/entity right 1 tile CA/A96F: 82 Move vehicle/entity down 1 tile CA/A970: A2 Move vehicle/entity left/down 1x1 tiles CA/A971: A2 Move vehicle/entity left/down 1x1 tiles CA/A972: A2 Move vehicle/entity left/down 1x1 tiles CA/A973: C8 Set object layering priority to 3 (low nibble 3) CA/A975: 83 Move vehicle/entity left 1 tile CA/A976: 80 Move vehicle/entity up 1 tile CA/A977: E0 Pause for 4 * 2 (8) frames CA/A979: 8D Move vehicle/entity right 4 tiles CA/A97A: 82 Move vehicle/entity down 1 tile CA/A97B: C8 Set object layering priority to 2 (low nibble 2) CA/A97D: CF Turn vehicle/entity left CA/A97E: FF End queue CA/A97F: 48 Display dialogue message $0472, continue executing commands (At bottom of screen) EDGAR: The Empire's trying to drain magic from Espers… CA/A982: B5 Pause for 15 * 5 (75) units CA/A984: 04 Begin action queue for character $04 (Actor in stot 4), 21 bytes long CA/A986: 91 Move vehicle/entity right 5 tiles CA/A987: 82 Move vehicle/entity down 1 tile CA/A988: C8 Set object layering priority to 2 (low nibble 2) CA/A98A: A2 Move vehicle/entity left/down 1x1 tiles CA/A98B: A2 Move vehicle/entity left/down 1x1 tiles CA/A98C: A2 Move vehicle/entity left/down 1x1 tiles CA/A98D: C8 Set object layering priority to 3 (low nibble 3) CA/A98F: 83 Move vehicle/entity left 1 tile CA/A990: 80 Move vehicle/entity up 1 tile CA/A991: 8D Move vehicle/entity right 4 tiles CA/A992: 82 Move vehicle/entity down 1 tile CA/A993: C8 Set object layering priority to 2 (low nibble 2) CA/A995: A2 Move vehicle/entity left/down 1x1 tiles CA/A996: A2 Move vehicle/entity left/down 1x1 tiles CA/A997: A2 Move vehicle/entity left/down 1x1 tiles CA/A998: 83 Move vehicle/entity left 1 tile CA/A999: 80 Move vehicle/entity up 1 tile CA/A99A: FF End queue CA/A99B: B5 Pause for 15 * 5 (75) units CA/A99D: 02 Begin action queue for character $02 (Actor in stot 2), 6 bytes long CA/A99F: A2 Move vehicle/entity left/down 1x1 tiles CA/A9A0: A2 Move vehicle/entity left/down 1x1 tiles CA/A9A1: A2 Move vehicle/entity left/down 1x1 tiles CA/A9A2: 83 Move vehicle/entity left 1 tile CA/A9A3: 80 Move vehicle/entity up 1 tile CA/A9A4: FF End queue CA/A9A5: B5 Pause for 15 * 17 (255) units CA/A9A7: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CA/A9A8: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CAA9C1 CA/A9AE: 0B Begin action queue for character $0B (Actor in stot 11), 17 bytes long CA/A9B0: C2 Set vehicle/entity's event speed to normal CA/A9B1: DD Make vehicle/entity jump (high) CA/A9B2: A7 Move vehicle/entity right/down 1x2 tiles CA/A9B3: 09 Do vehicle/entity graphical action $09 (kneeling) CA/A9B4: E0 Pause for 4 * 2 (8) frames CA/A9B6: C2 Set vehicle/entity's event speed to normal CA/A9B7: 0E Do vehicle/entity graphical action $0E CA/A9B8: DC Make vehicle/entity jump (low) CA/A9B9: 83 Move vehicle/entity left 1 tile CA/A9BA: C3 Set vehicle/entity's event speed to fast CA/A9BB: 9E Move vehicle/entity down 8 tiles CA/A9BC: D5 Set vehicle/entity's position to (53, 39) CA/A9BF: 09 Do vehicle/entity graphical action $09 (kneeling) CA/A9C0: FF End queue CA/A9C1: 05 Begin action queue for character $05 (Actor in stot 5), 7 bytes long CA/A9C3: E0 Pause for 4 * 22 (88) frames CA/A9C5: CD Turn vehicle/entity right CA/A9C6: E0 Pause for 4 * 6 (24) frames CA/A9C8: CE Turn vehicle/entity down CA/A9C9: FF End queue CA/A9CA: 06 Begin action queue for character $06 (Actor in stot 6), 12 bytes long (Wait until complete) CA/A9CC: C8 Set object layering priority to 3 (low nibble 3) CA/A9CE: 8D Move vehicle/entity right 4 tiles CA/A9CF: C8 Set object layering priority to 2 (low nibble 2) CA/A9D1: 82 Move vehicle/entity down 1 tile CA/A9D2: A2 Move vehicle/entity left/down 1x1 tiles CA/A9D3: A2 Move vehicle/entity left/down 1x1 tiles CA/A9D4: E0 Pause for 4 * 10 (40) frames CA/A9D6: 22 Do vehicle/entity graphical action $22 CA/A9D7: FF End queue CA/A9D8: 94 Pause for 60 units CA/A9D9: 48 Display dialogue message $0473, continue executing commands (At bottom of screen) SABIN: This can't be true… CELES…? CA/A9DC: 94 Pause for 60 units CA/A9DD: B0 Execute the following commands until $B1 3 times CA/A9DF: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/A9E1: 23 Do vehicle/entity graphical action $23 CA/A9E2: FF End queue CA/A9E3: 91 Pause for 15 units CA/A9E4: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/A9E6: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/A9E7: FF End queue CA/A9E8: 91 Pause for 15 units CA/A9E9: B1 End block of repeating commands CA/A9EA: 05 Begin action queue for character $05 (Actor in stot 5), 18 bytes long CA/A9EC: E0 Pause for 4 * 16 (64) frames CA/A9EE: 80 Move vehicle/entity up 1 tile CA/A9EF: 8D Move vehicle/entity right 4 tiles CA/A9F0: C8 Set object layering priority to 2 (low nibble 2) CA/A9F2: 82 Move vehicle/entity down 1 tile CA/A9F3: A2 Move vehicle/entity left/down 1x1 tiles CA/A9F4: A2 Move vehicle/entity left/down 1x1 tiles CA/A9F5: A2 Move vehicle/entity left/down 1x1 tiles CA/A9F6: C8 Set object layering priority to 3 (low nibble 3) CA/A9F8: 83 Move vehicle/entity left 1 tile CA/A9F9: 80 Move vehicle/entity up 1 tile CA/A9FA: 8D Move vehicle/entity right 4 tiles CA/A9FB: 82 Move vehicle/entity down 1 tile CA/A9FC: 22 Do vehicle/entity graphical action $22 CA/A9FD: FF End queue CA/A9FE: 06 Begin action queue for character $06 (Actor in stot 6), 15 bytes long (Wait until complete) CA/AA00: 20 Do vehicle/entity graphical action $20 CA/AA01: E0 Pause for 4 * 3 (12) frames CA/AA03: A2 Move vehicle/entity left/down 1x1 tiles CA/AA04: C8 Set object layering priority to 3 (low nibble 3) CA/AA06: 83 Move vehicle/entity left 1 tile CA/AA07: 80 Move vehicle/entity up 1 tile CA/AA08: C2 Set vehicle/entity's event speed to normal CA/AA09: 8D Move vehicle/entity right 4 tiles CA/AA0A: 82 Move vehicle/entity down 1 tile CA/AA0B: C1 Set vehicle/entity's event speed to slow CA/AA0C: A2 Move vehicle/entity left/down 1x1 tiles CA/AA0D: A2 Move vehicle/entity left/down 1x1 tiles CA/AA0E: FF End queue CA/AA0F: 4B Display dialogue message $0474, wait for button press (At bottom of screen) CELES: I don't remember because I was asleep when they…augmented me. But I've heard rumors to that effect. CA/AA12: 06 Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete) CA/AA14: A2 Move vehicle/entity left/down 1x1 tiles CA/AA15: C8 Set object layering priority to 3 (low nibble 3) CA/AA17: 83 Move vehicle/entity left 1 tile CA/AA18: 80 Move vehicle/entity up 1 tile CA/AA19: 83 Move vehicle/entity left 1 tile CA/AA1A: CC Turn vehicle/entity up CA/AA1B: FF End queue CA/AA1C: 92 Pause for 30 units CA/AA1D: 73 Replace current map's Layer 1 at (30, 41) with the following (2 x 1) chunk, refresh immediately CA/AA22: $06, $16 CA/AA24: 91 Pause for 15 units CA/AA25: 30 Begin action queue for character $30 (Camera), 6 bytes long CA/AA27: C1 Set vehicle/entity's event speed to slow CA/AA28: A7 Move vehicle/entity right/down 1x2 tiles CA/AA29: A7 Move vehicle/entity right/down 1x2 tiles CA/AA2A: A7 Move vehicle/entity right/down 1x2 tiles CA/AA2B: 82 Move vehicle/entity down 1 tile CA/AA2C: FF End queue CA/AA2D: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/AA2F: 80 Move vehicle/entity up 1 tile CA/AA30: D5 Set vehicle/entity's position to (0, 0) CA/AA33: FF End queue CA/AA34: 05 Begin action queue for character $05 (Actor in stot 5), 11 bytes long (Wait until complete) CA/AA36: A2 Move vehicle/entity left/down 1x1 tiles CA/AA37: A2 Move vehicle/entity left/down 1x1 tiles CA/AA38: A2 Move vehicle/entity left/down 1x1 tiles CA/AA39: 83 Move vehicle/entity left 1 tile CA/AA3A: 80 Move vehicle/entity up 1 tile CA/AA3B: 83 Move vehicle/entity left 1 tile CA/AA3C: 80 Move vehicle/entity up 1 tile CA/AA3D: D5 Set vehicle/entity's position to (0, 0) CA/AA40: FF End queue CA/AA41: 04 Begin action queue for character $04 (Actor in stot 4), 8 bytes long CA/AA43: C8 Set object layering priority to 3 (low nibble 3) CA/AA45: D5 Set vehicle/entity's position to (34, 49) CA/AA48: 86 Move vehicle/entity down 2 tiles CA/AA49: 8D Move vehicle/entity right 4 tiles CA/AA4A: FF End queue CA/AA4B: 94 Pause for 60 units CA/AA4C: 02 Begin action queue for character $02 (Actor in stot 2), 8 bytes long (Wait until complete) CA/AA4E: C8 Set object layering priority to 3 (low nibble 3) CA/AA50: D5 Set vehicle/entity's position to (34, 49) CA/AA53: 86 Move vehicle/entity down 2 tiles CA/AA54: 81 Move vehicle/entity right 1 tile CA/AA55: FF End queue CA/AA56: 4B Display dialogue message $0475, wait for button press CYAN: Then we're going in… EDGAR: We'd best split into 2 groups. We still need to beef up our defenses in Narshe. CA/AA59: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/AA5B: 23 Do vehicle/entity graphical action $23 CA/AA5C: FF End queue CA/AA5D: 92 Pause for 30 units CA/AA5E: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete) CA/AA60: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/AA61: E0 Pause for 4 * 2 (8) frames CA/AA63: CD Turn vehicle/entity right CA/AA64: FF End queue CA/AA65: 4B Display dialogue message $0476, wait for button press CYAN: Indeed. CA/AA68: 30 Begin action queue for character $30 (Camera), 9 bytes long CA/AA6A: C2 Set vehicle/entity's event speed to normal CA/AA6B: 9D Move vehicle/entity right 8 tiles CA/AA6C: A5 Move vehicle/entity right/up 2x1 tiles CA/AA6D: A5 Move vehicle/entity right/up 2x1 tiles CA/AA6E: A5 Move vehicle/entity right/up 2x1 tiles CA/AA6F: A5 Move vehicle/entity right/up 2x1 tiles CA/AA70: A5 Move vehicle/entity right/up 2x1 tiles CA/AA71: 85 Move vehicle/entity right 2 tiles CA/AA72: FF End queue CA/AA73: 06 Begin action queue for character $06 (Actor in stot 6), 13 bytes long CA/AA75: D5 Set vehicle/entity's position to (47, 50) CA/AA78: C8 Set object layering priority to 0 (low nibble 0) CA/AA7A: A0 Move vehicle/entity right/up 1x1 tiles CA/AA7B: A0 Move vehicle/entity right/up 1x1 tiles CA/AA7C: A5 Move vehicle/entity right/up 2x1 tiles CA/AA7D: 91 Move vehicle/entity right 5 tiles CA/AA7E: A0 Move vehicle/entity right/up 1x1 tiles CA/AA7F: 80 Move vehicle/entity up 1 tile CA/AA80: CD Turn vehicle/entity right CA/AA81: FF End queue CA/AA82: 05 Begin action queue for character $05 (Actor in stot 5), 14 bytes long CA/AA84: C1 Set vehicle/entity's event speed to slow CA/AA85: D5 Set vehicle/entity's position to (45, 52) CA/AA88: C8 Set object layering priority to 0 (low nibble 0) CA/AA8A: A5 Move vehicle/entity right/up 2x1 tiles CA/AA8B: A0 Move vehicle/entity right/up 1x1 tiles CA/AA8C: A0 Move vehicle/entity right/up 1x1 tiles CA/AA8D: A5 Move vehicle/entity right/up 2x1 tiles CA/AA8E: A0 Move vehicle/entity right/up 1x1 tiles CA/AA8F: 91 Move vehicle/entity right 5 tiles CA/AA90: CC Turn vehicle/entity up CA/AA91: FF End queue CA/AA92: 04 Begin action queue for character $04 (Actor in stot 4), 10 bytes long CA/AA94: 82 Move vehicle/entity down 1 tile CA/AA95: A2 Move vehicle/entity left/down 1x1 tiles CA/AA96: A2 Move vehicle/entity left/down 1x1 tiles CA/AA97: A2 Move vehicle/entity left/down 1x1 tiles CA/AA98: 83 Move vehicle/entity left 1 tile CA/AA99: A0 Move vehicle/entity right/up 1x1 tiles CA/AA9A: 84 Move vehicle/entity up 2 tiles CA/AA9B: C8 Set object layering priority to 0 (low nibble 0) CA/AA9D: FF End queue CA/AA9E: 93 Pause for 45 units CA/AA9F: 02 Begin action queue for character $02 (Actor in stot 2), 8 bytes long CA/AAA1: 89 Move vehicle/entity right 3 tiles CA/AAA2: 82 Move vehicle/entity down 1 tile CA/AAA3: A2 Move vehicle/entity left/down 1x1 tiles CA/AAA4: A2 Move vehicle/entity left/down 1x1 tiles CA/AAA5: A2 Move vehicle/entity left/down 1x1 tiles CA/AAA6: C8 Set object layering priority to 0 (low nibble 0) CA/AAA8: FF End queue CA/AAA9: B5 Pause for 15 * 16 (240) units CA/AAAB: 4B Display dialogue message $0477, wait for button press (At bottom of screen) CELES: I'll go to the Empire. I know it well… SABIN: But alone…? CA/AAAE: 35 Pause execution until action queue for object $06 (Actor in stot 6) is complete CA/AAB0: 93 Pause for 45 units CA/AAB1: 01 Begin action queue for character $01 (Actor in stot 1), 8 bytes long (Wait until complete) CA/AAB3: 1A Do vehicle/entity graphical action $1A CA/AAB4: E0 Pause for 4 * 2 (8) frames CA/AAB6: 19 Do vehicle/entity graphical action $19 CA/AAB7: E0 Pause for 4 * 6 (24) frames CA/AAB9: 23 Do vehicle/entity graphical action $23 CA/AABA: FF End queue CA/AABB: 4B Display dialogue message $0478, wait for button press (At bottom of screen) LOCKE: Don't worry, I'll go with her. CA/AABE: B0 Execute the following commands until $B1 3 times CA/AAC0: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/AAC2: 55 Do vehicle/entity graphical action $15, flipped horizontally CA/AAC3: FF End queue CA/AAC4: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/AAC6: CD Turn vehicle/entity right CA/AAC7: FF End queue CA/AAC8: B1 End block of repeating commands CA/AAC9: 4B Display dialogue message $0479, wait for button press (At bottom of screen) CELES: LOCKE! CA/AACC: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CA/AACD: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CAAAE5 CA/AAD3: 0B Begin action queue for character $0B (Actor in stot 11), 16 bytes long CA/AAD5: E0 Pause for 4 * 16 (64) frames CA/AAD7: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/AAD8: DC Make vehicle/entity jump (low) CA/AAD9: 8A Move vehicle/entity down 3 tiles CA/AADA: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/AADB: E0 Pause for 4 * 1 (4) frames CA/AADD: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/AADE: DC Make vehicle/entity jump (low) CA/AADF: 81 Move vehicle/entity right 1 tile CA/AAE0: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/AAE1: C6 Set vehicle/entity to walk when moving CA/AAE2: C8 Set object layering priority to 0 (low nibble 0) CA/AAE4: FF End queue CA/AAE5: 05 Begin action queue for character $05 (Actor in stot 5), 10 bytes long CA/AAE7: E0 Pause for 4 * 4 (16) frames CA/AAE9: CD Turn vehicle/entity right CA/AAEA: E0 Pause for 4 * 10 (40) frames CA/AAEC: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/AAED: E0 Pause for 4 * 1 (4) frames CA/AAEF: CD Turn vehicle/entity right CA/AAF0: FF End queue CA/AAF1: 04 Begin action queue for character $04 (Actor in stot 4), 13 bytes long CA/AAF3: D5 Set vehicle/entity's position to (47, 49) CA/AAF6: C8 Set object layering priority to 0 (low nibble 0) CA/AAF8: A0 Move vehicle/entity right/up 1x1 tiles CA/AAF9: A0 Move vehicle/entity right/up 1x1 tiles CA/AAFA: 89 Move vehicle/entity right 3 tiles CA/AAFB: A0 Move vehicle/entity right/up 1x1 tiles CA/AAFC: A0 Move vehicle/entity right/up 1x1 tiles CA/AAFD: A0 Move vehicle/entity right/up 1x1 tiles CA/AAFE: 81 Move vehicle/entity right 1 tile CA/AAFF: FF End queue CA/AB00: 02 Begin action queue for character $02 (Actor in stot 2), 10 bytes long (Wait until complete) CA/AB02: D5 Set vehicle/entity's position to (46, 49) CA/AB05: C8 Set object layering priority to 0 (low nibble 0) CA/AB07: 81 Move vehicle/entity right 1 tile CA/AB08: A0 Move vehicle/entity right/up 1x1 tiles CA/AB09: A0 Move vehicle/entity right/up 1x1 tiles CA/AB0A: 95 Move vehicle/entity right 6 tiles CA/AB0B: FF End queue CA/AB0C: 4B Display dialogue message $047A, wait for button press (At bottom of screen) CYAN: You need a hand? CA/AB0F: 92 Pause for 30 units CA/AB10: DE Load CaseWord with the characters in the currently active party? CA/AB11: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CAAB51 CA/AB17: 03 Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete) CA/AB19: 23 Do vehicle/entity graphical action $23 CA/AB1A: FF End queue CA/AB1B: 92 Pause for 30 units CA/AB1C: 4B Display dialogue message $047C, wait for button press (At bottom of screen) SHADOW: There's no need for me to remain with you. CA/AB1F: 92 Pause for 30 units CA/AB20: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/AB22: CD Turn vehicle/entity right CA/AB23: FF End queue CA/AB24: B0 Execute the following commands until $B1 2 times CA/AB26: 03 Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete) CA/AB28: 24 Do vehicle/entity graphical action $24 CA/AB29: FF End queue CA/AB2A: 91 Pause for 15 units CA/AB2B: 03 Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete) CA/AB2D: 25 Do vehicle/entity graphical action $25 CA/AB2E: FF End queue CA/AB2F: 91 Pause for 15 units CA/AB30: B1 End block of repeating commands CA/AB31: 94 Pause for 60 units CA/AB32: 03 Begin action queue for character $03 (Actor in stot 3), 18 bytes long (Wait until complete) CA/AB34: C2 Set vehicle/entity's event speed to normal CA/AB35: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/AB36: E0 Pause for 4 * 1 (4) frames CA/AB38: C7 Set vehicle/entity to stay still when moving CA/AB39: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/AB3A: DD Make vehicle/entity jump (high) CA/AB3B: A5 Move vehicle/entity right/up 2x1 tiles CA/AB3C: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/AB3D: E0 Pause for 4 * 1 (4) frames CA/AB3F: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/AB40: C3 Set vehicle/entity's event speed to fast CA/AB41: A0 Move vehicle/entity right/up 1x1 tiles CA/AB42: A0 Move vehicle/entity right/up 1x1 tiles CA/AB43: A0 Move vehicle/entity right/up 1x1 tiles CA/AB44: C6 Set vehicle/entity to walk when moving CA/AB45: FF End queue CA/AB46: 3F Remove character $03 (Actor in stot 3) from the party CA/AB49: 42 Hide object $03 CA/AB4B: 3E Delete object $03 CA/AB4D: 45 Refresh objects CA/AB4E: D5 Clear event bit $1E80($2F3) [$1EDE, bit 3] CA/AB50: 94 Pause for 60 units CA/AB51: B2 Call subroutine $CACB25 CA/AB55: 3F Assign character $01 (Actor in stot 1) to party 1 CA/AB58: 3F Remove character $02 (Actor in stot 2) from the party CA/AB5B: 3F Remove character $04 (Actor in stot 4) from the party CA/AB5E: 3F Remove character $05 (Actor in stot 5) from the party CA/AB61: 3F Remove character $0B (Actor in stot 11) from the party CA/AB64: 3F Assign character $06 (Actor in stot 6) to party 1 CA/AB67: 99 Invoke party selection screen (1 groups) (force characters: [$0042] (LOCKE ), (CELES )) CA/AB6B: 41 Show object $01 CA/AB6D: 41 Show object $06 CA/AB6F: 41 Show object $02 CA/AB71: 41 Show object $04 CA/AB73: 41 Show object $05 CA/AB75: 45 Refresh objects CA/AB76: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CA/AB78: D5 Set vehicle/entity's position to (58, 44) CA/AB7B: CE Turn vehicle/entity down CA/AB7C: FF End queue CA/AB7D: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/AB7F: D5 Set vehicle/entity's position to (57, 45) CA/AB82: CD Turn vehicle/entity right CA/AB83: FF End queue CA/AB84: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long CA/AB86: D5 Set vehicle/entity's position to (56, 47) CA/AB89: CD Turn vehicle/entity right CA/AB8A: FF End queue CA/AB8B: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/AB8D: D5 Set vehicle/entity's position to (56, 44) CA/AB90: CD Turn vehicle/entity right CA/AB91: FF End queue CA/AB92: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long CA/AB94: D5 Set vehicle/entity's position to (58, 46) CA/AB97: CC Turn vehicle/entity up CA/AB98: FF End queue CA/AB99: 91 Pause for 15 units CA/AB9A: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CA/AB9B: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CAABBC CA/ABA1: 41 Show object $0B CA/ABA3: 0B Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete) CA/ABA5: D5 Set vehicle/entity's position to (54, 42) CA/ABA8: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/ABA9: FF End queue CA/ABAA: DE Load CaseWord with the characters in the currently active party? CA/ABAB: C0 If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CAABBC CA/ABB1: 0B Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete) CA/ABB3: D5 Set vehicle/entity's position to (62, 42) CA/ABB6: CF Turn vehicle/entity left CA/ABB7: FF End queue CA/ABB8: 8D Remove all equipment from character $0B (Actor in stot 11) CA/ABBA: DC Set event bit $1E80($619) [$1F43, bit 1] CA/ABBC: C0 If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CAABCD CA/ABC2: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long CA/ABC4: D5 Set vehicle/entity's position to (61, 44) CA/ABC7: CF Turn vehicle/entity left CA/ABC8: FF End queue CA/ABC9: 8D Remove all equipment from character $02 (Actor in stot 2) CA/ABCB: DC Set event bit $1E80($61A) [$1F43, bit 2] CA/ABCD: C0 If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CAABDE CA/ABD3: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/ABD5: D5 Set vehicle/entity's position to (62, 46) CA/ABD8: CF Turn vehicle/entity left CA/ABD9: FF End queue CA/ABDA: 8D Remove all equipment from character $04 (Actor in stot 4) CA/ABDC: DC Set event bit $1E80($617) [$1F42, bit 7] CA/ABDE: C0 If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CAABEF CA/ABE4: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long CA/ABE6: D5 Set vehicle/entity's position to (60, 45) CA/ABE9: CF Turn vehicle/entity left CA/ABEA: FF End queue CA/ABEB: 8D Remove all equipment from character $05 (Actor in stot 5) CA/ABED: DC Set event bit $1E80($618) [$1F43, bit 0] CA/ABEF: 92 Pause for 30 units CA/ABF0: 96 Restore screen from fade CA/ABF1: B5 Pause for 15 * 10 (150) units CA/ABF3: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/ABF5: CD Turn vehicle/entity right CA/ABF6: FF End queue CA/ABF7: 4B Display dialogue message $047B, wait for button press (At bottom of screen) LOCKE: Please wait for us in Narshe. We'll find our way back safely. “If you wish to change group members, head for Narshe.” CA/ABFA: 92 Pause for 30 units CA/ABFB: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CA/ABFD: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/ABFE: E0 Pause for 4 * 1 (4) frames CA/AC00: CD Turn vehicle/entity right CA/AC01: FF End queue CA/AC02: 94 Pause for 60 units CA/AC03: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CA/AC04: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CAAC18 CA/AC0A: DE Load CaseWord with the characters in the currently active party? CA/AC0B: C0 If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CAAC18 CA/AC11: 0B Begin action queue for character $0B (Actor in stot 11), 5 bytes long CA/AC13: E0 Pause for 4 * 1 (4) frames CA/AC15: C2 Set vehicle/entity's event speed to normal CA/AC16: 8D Move vehicle/entity right 4 tiles CA/AC17: FF End queue CA/AC18: C0 If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CAAC23 CA/AC1E: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long CA/AC20: C2 Set vehicle/entity's event speed to normal CA/AC21: 8D Move vehicle/entity right 4 tiles CA/AC22: FF End queue CA/AC23: C0 If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CAAC30 CA/AC29: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/AC2B: E0 Pause for 4 * 3 (12) frames CA/AC2D: C2 Set vehicle/entity's event speed to normal CA/AC2E: 8D Move vehicle/entity right 4 tiles CA/AC2F: FF End queue CA/AC30: C0 If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CAAC3D CA/AC36: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long CA/AC38: E0 Pause for 4 * 2 (8) frames CA/AC3A: C2 Set vehicle/entity's event speed to normal CA/AC3B: 8D Move vehicle/entity right 4 tiles CA/AC3C: FF End queue CA/AC3D: 95 Pause for 120 units CA/AC3E: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/AC40: 23 Do vehicle/entity graphical action $23 CA/AC41: FF End queue CA/AC42: 4B Display dialogue message $047D, wait for button press (At bottom of screen) CELES: So…how we gonna get there? The Empire's on the continent to the south. No boats go there… LOCKE: The people of Jidoor, a town to the south, can probably help us. CA/AC45: B0 Execute the following commands until $B1 2 times CA/AC47: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/AC49: 55 Do vehicle/entity graphical action $15, flipped horizontally CA/AC4A: FF End queue CA/AC4B: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/AC4D: CD Turn vehicle/entity right CA/AC4E: FF End queue CA/AC4F: B1 End block of repeating commands CA/AC50: 4B Display dialogue message $047E, wait for button press (At bottom of screen) CELES: LOCKE. LOCKE: Yes? CELES: Why are you coming with me? CA/AC53: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/AC55: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/AC56: FF End queue CA/AC57: 4B Display dialogue message $047F, wait for button press (At bottom of screen) LOCKE: Well… There're bound to be treasures there. And besides, I've always wanted an inside look at the Empire! CA/AC5A: 01 Begin action queue for character $01 (Actor in stot 1), 8 bytes long (Wait until complete) CA/AC5C: CE Turn vehicle/entity down CA/AC5D: E0 Pause for 4 * 6 (24) frames CA/AC5F: 14 Do vehicle/entity graphical action $14 CA/AC60: E0 Pause for 4 * 1 (4) frames CA/AC62: CE Turn vehicle/entity down CA/AC63: FF End queue CA/AC64: 94 Pause for 60 units CA/AC65: B2 Call subroutine $CACCA4 CA/AC69: D7 Clear event bit $1E80($323) [$1EE4, bit 3] CA/AC6B: D7 Clear event bit $1E80($324) [$1EE4, bit 4] CA/AC6D: D7 Clear event bit $1E80($325) [$1EE4, bit 5] CA/AC6F: D7 Clear event bit $1E80($326) [$1EE4, bit 6] CA/AC71: D7 Clear event bit $1E80($327) [$1EE4, bit 7] CA/AC73: D7 Clear event bit $1E80($328) [$1EE5, bit 0] CA/AC75: D6 Set event bit $1E80($32F) [$1EE5, bit 7] CA/AC77: D7 Clear event bit $1E80($332) [$1EE6, bit 2] CA/AC79: D6 Set event bit $1E80($330) [$1EE6, bit 0] CA/AC7B: D6 Set event bit $1E80($385) [$1EF0, bit 5] CA/AC7D: 39 Free screen CA/AC7E: 97 Fade screen to black CA/AC7F: 5C Pause execution until fade in or fade out is complete CA/AC80: D0 Set event bit $1E80($054) [$1E8A, bit 4] CA/AC82: B2 Call subroutine $CACFE6 CA/AC86: B2 Call subroutine $CACB95 CA/AC8A: 6B Load map $00DD (Zozo, outdoors (always)) instantly, (upper bits $1400), place party at (57, 45), facing right CA/AC90: FE Return CA/AC91: F4 Play sound effect 141 CA/AC93: 42 Hide object $13 CA/AC95: 45 Refresh objects CA/AC96: 4B Display dialogue message $046E, wait for button press Received the Magicite “Siren.” CA/AC99: D7 Clear event bit $1E80($320) [$1EE4, bit 0] CA/AC9B: 86 Give esper $39 (Siren ) to party CA/AC9D: B8 Set bit $1DC9($43) [$1DD1, bit 3] CA/AC9F: FE Return CA/ACA0: F4 Play sound effect 141 CA/ACA2: 42 Hide object $14 CA/ACA4: 45 Refresh objects CA/ACA5: 4B Display dialogue message $046F, wait for button press Received the Magicite “Kirin.” CA/ACA8: D7 Clear event bit $1E80($321) [$1EE4, bit 1] CA/ACAA: 86 Give esper $47 (Kirin ) to party CA/ACAC: B8 Set bit $1DC9($43) [$1DD1, bit 3] CA/ACAE: FE Return CA/ACAF: F4 Play sound effect 141 CA/ACB1: 42 Hide object $15 CA/ACB3: 45 Refresh objects CA/ACB4: 4B Display dialogue message $0470, wait for button press Received the Magicite “Stray.” CA/ACB7: D7 Clear event bit $1E80($322) [$1EE4, bit 2] CA/ACB9: 86 Give esper $3E (Stray ) to party CA/ACBB: B8 Set bit $1DC9($43) [$1DD1, bit 3] CA/ACBD: FE Return CA/ACBE: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/ACC0: 31 Do vehicle/entity graphical action $31 CA/ACC1: FF End queue CA/ACC2: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/ACC4: 00 Do vehicle/entity graphical action $00 CA/ACC5: FF End queue CA/ACC6: FE Return CA/ACC7: 4B Display dialogue message $0435, wait for button press (At bottom of screen) Is TERRA all right? CA/ACCA: FE Return CA/ACCB: 4B Display dialogue message $0436, wait for button press (At bottom of screen) CYAN: Is Miss TERRA okay? CA/ACCE: FE Return CA/ACCF: 4B Display dialogue message $0437, wait for button press (At bottom of screen) CELES: Is TERRA okay? CA/ACD2: FE Return CA/ACD3: 4B Display dialogue message $0438, wait for button press (At bottom of screen) GAU: TERRA…she ok? CA/ACD6: FE Return CA/ACD7: 4B Display dialogue message $043C, wait for button press (At bottom of screen) “But don't Espers live in another world?” CA/ACDA: FE Return CA/ACDB: 4B Display dialogue message $043D, wait for button press (At bottom of screen) CELES: But don't Espers live in another world? CA/ACDE: FE Return CA/ACDF: 4B Display dialogue message $043E, wait for button press (At bottom of screen) GAU: Espers…from other world? CA/ACE2: FE Return CA/ACE3: 4B Display dialogue message $0440, wait for button press (At bottom of screen) “Why do you hide the fact that you're Espers?” CA/ACE6: FE Return CA/ACE7: 4B Display dialogue message $0441, wait for button press (At bottom of screen) GAU: Why hide fact you Esper? CA/ACEA: FE Return CA/ACEB: 4B Display dialogue message $0443, wait for button press (At bottom of screen) LOCKE: But my grandma told me that Espers and people once lived side by side! Was that just a fairy tale? CA/ACEE: FE Return CA/ACEF: 4B Display dialogue message $0444, wait for button press (At bottom of screen) “But grandmother once told me that Espers and people once lived side by side. Was that just a fairy tale?” CA/ACF2: FE Return CA/ACF3: 4B Display dialogue message $0445, wait for button press (At bottom of screen) I heard that Espers and people once lived side by side. Was that just a fairy tale…? CA/ACF6: FE Return CA/ACF7: 4B Display dialogue message $0446, wait for button press (At bottom of screen) GAU: GAU hear fairy tale. People…Esper once live together peacefully… CA/ACFA: FE Return CA/ACFB: 4B Display dialogue message $0457, wait for button press (At bottom of screen) “If we find the Magitek Research Facility, you're sure we'll find your people?” CA/ACFE: B2 Call subroutine $CAAD0F CA/AD02: FE Return CA/AD03: 4B Display dialogue message $0458, wait for button press (At bottom of screen) CELES: The Magitek Research Facility…? Your people are still there?! CA/AD06: FE Return CA/AD07: 4B Display dialogue message $0459, wait for button press (At bottom of screen) GAU: Magitek Research Facility…? There…your people? CA/AD0A: B2 Call subroutine $CAAD0F CA/AD0E: FE Return CA/AD0F: C0 If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CA5EB3 (simply returns) CA/AD15: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/AD17: CE Turn vehicle/entity down CA/AD18: E0 Pause for 4 * 8 (32) frames CA/AD1A: 20 Do vehicle/entity graphical action $20 CA/AD1B: FF End queue CA/AD1C: 94 Pause for 60 units CA/AD1D: 4B Display dialogue message $045A, wait for button press (At bottom of screen) CELES: Magitek Research Facility… Your people are… CA/AD20: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/AD22: CE Turn vehicle/entity down CA/AD23: E0 Pause for 4 * 3 (12) frames CA/AD25: CD Turn vehicle/entity right CA/AD26: FF End queue CA/AD27: FE Return CA/AD28: 4B Display dialogue message $0462, wait for button press (At bottom of screen) “Old man…” Are you really gone…? CA/AD2B: FE Return CA/AD2C: 4B Display dialogue message $0463, wait for button press (At bottom of screen) SHADOW: You old fool… Why throw it all away? CA/AD2F: FE Return CA/AD30: 4B Display dialogue message $0464, wait for button press (At bottom of screen) CYAN: He's…gone… CA/AD33: FE Return CA/AD34: 4B Display dialogue message $0465, wait for button press (At bottom of screen) CELES: Ramuh… Why…? CA/AD37: FE Return CA/AD38: 4B Display dialogue message $0466, wait for button press (At bottom of screen) GAU: R.a.m.u.h… You leave…? CA/AD3B: FE Return CA/AD3C: 4B Display dialogue message $0468, wait for button press (At bottom of screen) He traded his power, so that others might live… CA/AD3F: FE Return CA/AD40: 4B Display dialogue message $0469, wait for button press (At bottom of screen) CYAN: He traded his power, so that others might live… CA/AD43: FE Return CA/AD44: 4B Display dialogue message $046A, wait for button press (At bottom of screen) CELES: He traded his power, so that others might live… CA/AD47: FE Return CA/AD48: 4B Display dialogue message $046B, wait for button press (At bottom of screen) GAU: Awoooo…! CA/AD4B: FE Return CA/AD4C: 5C Pause execution until fade in or fade out is complete CA/AD4D: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/AD4F: F2 Fade out current song with transition time 208 CA/AD51: 7F Change character $0D's name to $1C (MOG ) CA/AD54: 40 Assign properties $1C to character $0D (Actor in stot 13) CA/AD57: 3D Create object $0D CA/AD59: 37 Assign graphics $0A to object $0D (Actor in stot 13) CA/AD5C: 43 Assign palette $05 to character $0D (Actor in stot 13) CA/AD5F: 41 Show object $0D CA/AD61: 3F Remove character $00 (Actor in stot 0) from the party CA/AD64: 3F Assign character $0D (Actor in stot 13) to party 1 CA/AD67: 3F Remove character $0E (Actor in stot 14) from the party CA/AD6A: 3F Remove character $04 (Actor in stot 4) from the party CA/AD6D: 3F Remove character $01 (Actor in stot 1) from the party CA/AD70: 3F Remove character $06 (Actor in stot 6) from the party CA/AD73: 3F Remove character $05 (Actor in stot 5) from the party CA/AD76: 3F Remove character $02 (Actor in stot 2) from the party CA/AD79: 3F Remove character $0B (Actor in stot 11) from the party CA/AD7C: 3E Delete object $00 CA/AD7E: 3E Delete object $0E CA/AD80: 3E Delete object $04 CA/AD82: 3E Delete object $01 CA/AD84: 3E Delete object $06 CA/AD86: 3E Delete object $05 CA/AD88: 3E Delete object $02 CA/AD8A: 3E Delete object $0B CA/AD8C: 6B Load map $0009 (Darkness ("Choose a scenario" / "The three have reached Narshe")) instantly, (upper bits $2400), place party at (8, 6), facing down CA/AD92: CA If ($1E80($021) [$1E84, bit 1] is set) and ($1E80($01E) [$1E83, bit 6] is set) and ($1E80($044) [$1E88, bit 4] is set), branch to $CAADB9 CA/AD9C: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/AD9E: D5 Set vehicle/entity's position to (8, 3) CA/ADA1: CE Turn vehicle/entity down CA/ADA2: FF End queue CA/ADA3: 41 Show object $31 CA/ADA5: 96 Restore screen from fade CA/ADA6: 5C Pause execution until fade in or fade out is complete CA/ADA7: C2 If ($1E80($021) [$1E84, bit 1] is set) or ($1E80($01E) [$1E83, bit 6] is set) or ($1E80($044) [$1E88, bit 4] is set), branch to $CAADB4 CA/ADB1: 4B Display dialogue message $016F, wait for button press EDGAR and TERRA race toward Narshe while protecting Banon… …but what about SABIN, who was swallowed by the raging waters…? And… …how is LOCKE faring, after having penetrated the Empire's defenses in South Figaro… Is all going according to plan…? CA/ADB4: 92 Pause for 30 units CA/ADB5: 4B Display dialogue message $0B8C, wait for button press Choose a scenario…kupo! CA/ADB8: FE Return CA/ADB9: 42 Hide object $31 CA/ADBB: 42 Hide object $15 CA/ADBD: 96 Restore screen from fade CA/ADBE: B5 Pause for 15 * 16 (240) units CA/ADC0: 4B Display dialogue message $0B84, wait for button press (Show text only) The three have reached Narshe, and a decisive battle is about to take place… CA/ADC3: 95 Pause for 120 units CA/ADC4: B2 Call subroutine $CCB4DA CA/ADC8: FE Return CA/ADC9: C0 If ($1E80($329) [$1EE5, bit 1] is clear), branch to $CA5EB3 (simply returns) CA/ADCF: 42 Hide object $10 CA/ADD1: 42 Hide object $31 CA/ADD3: 45 Refresh objects CA/ADD4: FE Return CA/ADD5: C0 If ($1E80($32B) [$1EE5, bit 3] is clear), branch to $CA5EB3 (simply returns) CA/ADDB: 42 Hide object $12 CA/ADDD: 42 Hide object $13 CA/ADDF: 42 Hide object $14 CA/ADE1: 42 Hide object $31 CA/ADE3: 45 Refresh objects CA/ADE4: FE Return CA/ADE5: C0 If ($1E80($32A) [$1EE5, bit 2] is clear), branch to $CA5EB3 (simply returns) CA/ADEB: 42 Hide object $11 CA/ADED: 42 Hide object $31 CA/ADEF: 45 Refresh objects CA/ADF0: FE Return CA/ADF1: C0 If ($1E80($055) [$1E8A, bit 5] is set), branch to $CAADFB CA/ADF7: 4B Display dialogue message $0490, wait for button press The Opera House's closed. CA/ADFA: FE Return CA/ADFB: 4B Display dialogue message $0491, wait for button press Performance underway. CA/ADFE: FE Return CA/ADFF: C0 If ($1E80($387) [$1EF0, bit 7] is clear), branch to $CAAE09 CA/AE05: 4B Display dialogue message $01DA, wait for button press Shriek!!! Help…HELP!!! Talk to the Impresario! CA/AE08: FE Return CA/AE09: 4B Display dialogue message $01DB, wait for button press Thank goodness! CA/AE0C: FE Return CA/AE0D: 4B Display dialogue message $01DE, wait for button press Looks like we're gonna have to save the day once again! CA/AE10: FE Return CA/AE11: 4B Display dialogue message $01DC, wait for button press A dragon is sitting smack in the middle of the stage! CA/AE14: FE Return CA/AE15: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CA/AE19: C0 If ($1E80($115) [$1EA2, bit 5] is set), branch to $CAB3B3 CA/AE1F: C0 If ($1E80($114) [$1EA2, bit 4] is set), branch to $CAB3AB CA/AE25: C0 If ($1E80($113) [$1EA2, bit 3] is set), branch to $CAB3A3 CA/AE2B: 4B Display dialogue message $0492, wait for button press IMPRESARIO: Ah! You again! CA/AE2E: B2 Call subroutine $CAB316 CA/AE32: 4B Display dialogue message $0493, wait for button press (At bottom of screen) LOCKE: I read that letter. SETZER's coming to steal her… IMPRESARIO: He'll probably appear right at the climax of Scene 1. He loves an entrance… CA/AE35: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CA/AE37: 8D Move vehicle/entity right 4 tiles CA/AE38: FF End queue CA/AE39: 93 Pause for 45 units CA/AE3A: 01 Begin action queue for character $01 (Actor in stot 1), 9 bytes long (Wait until complete) CA/AE3C: A0 Move vehicle/entity right/up 1x1 tiles CA/AE3D: 81 Move vehicle/entity right 1 tile CA/AE3E: E0 Pause for 4 * 4 (16) frames CA/AE40: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/AE41: E0 Pause for 4 * 1 (4) frames CA/AE43: CD Turn vehicle/entity right CA/AE44: FF End queue CA/AE45: 92 Pause for 30 units CA/AE46: 4B Display dialogue message $0494, wait for button press LOCKE: Right! If we could only grab him then…! CA/AE49: 12 Begin action queue for character $12 (NPC $12), 13 bytes long (Wait until complete) CA/AE4B: CE Turn vehicle/entity down CA/AE4C: E0 Pause for 4 * 2 (8) frames CA/AE4E: DC Make vehicle/entity jump (low) CA/AE4F: CE Turn vehicle/entity down CA/AE50: E0 Pause for 4 * 4 (16) frames CA/AE52: DC Make vehicle/entity jump (low) CA/AE53: CE Turn vehicle/entity down CA/AE54: E0 Pause for 4 * 4 (16) frames CA/AE56: 2D Do vehicle/entity graphical action $2D CA/AE57: FF End queue CA/AE58: 4B Display dialogue message $0495, wait for button press IMPRESARIO: Dear me, NO! You'll ruin the performance! I'll lose my job! CA/AE5B: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CA/AE5D: A0 Move vehicle/entity right/up 1x1 tiles CA/AE5E: A0 Move vehicle/entity right/up 1x1 tiles CA/AE5F: FF End queue CA/AE60: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CA/AE62: A0 Move vehicle/entity right/up 1x1 tiles CA/AE63: 81 Move vehicle/entity right 1 tile CA/AE64: FF End queue CA/AE65: 06 Begin action queue for character $06 (Actor in stot 6), 11 bytes long (Wait until complete) CA/AE67: 80 Move vehicle/entity up 1 tile CA/AE68: A0 Move vehicle/entity right/up 1x1 tiles CA/AE69: A0 Move vehicle/entity right/up 1x1 tiles CA/AE6A: CE Turn vehicle/entity down CA/AE6B: E0 Pause for 4 * 6 (24) frames CA/AE6D: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/AE6E: E0 Pause for 4 * 1 (4) frames CA/AE70: 58 Do vehicle/entity graphical action $18, flipped horizontally CA/AE71: FF End queue CA/AE72: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/AE74: CE Turn vehicle/entity down CA/AE75: FF End queue CA/AE76: 92 Pause for 30 units CA/AE77: 4B Display dialogue message $0496, wait for button press (At bottom of screen) CELES: Then you're history! IMPRESARIO: This is simply horrid! I want the performance to be a success! But I don't want Maria to be abducted…! CA/AE7A: 92 Pause for 30 units CA/AE7B: B0 Execute the following commands until $B1 4 times CA/AE7D: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/AE7F: CE Turn vehicle/entity down CA/AE80: FF End queue CA/AE81: B4 Pause for 8 units CA/AE83: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/AE85: 2D Do vehicle/entity graphical action $2D CA/AE86: FF End queue CA/AE87: B4 Pause for 8 units CA/AE89: B1 End block of repeating commands CA/AE8A: 94 Pause for 60 units CA/AE8B: 12 Begin action queue for character $12 (NPC $12), 7 bytes long CA/AE8D: 91 Move vehicle/entity right 5 tiles CA/AE8E: A0 Move vehicle/entity right/up 1x1 tiles CA/AE8F: 8D Move vehicle/entity right 4 tiles CA/AE90: 84 Move vehicle/entity up 2 tiles CA/AE91: 85 Move vehicle/entity right 2 tiles CA/AE92: A0 Move vehicle/entity right/up 1x1 tiles CA/AE93: FF End queue CA/AE94: 92 Pause for 30 units CA/AE95: 01 Begin action queue for character $01 (Actor in stot 1), 8 bytes long CA/AE97: 8D Move vehicle/entity right 4 tiles CA/AE98: A0 Move vehicle/entity right/up 1x1 tiles CA/AE99: 85 Move vehicle/entity right 2 tiles CA/AE9A: A0 Move vehicle/entity right/up 1x1 tiles CA/AE9B: 8D Move vehicle/entity right 4 tiles CA/AE9C: 80 Move vehicle/entity up 1 tile CA/AE9D: CD Turn vehicle/entity right CA/AE9E: FF End queue CA/AE9F: 91 Pause for 15 units CA/AEA0: 06 Begin action queue for character $06 (Actor in stot 6), 9 bytes long CA/AEA2: 1F Do vehicle/entity graphical action $1F CA/AEA3: E0 Pause for 4 * 6 (24) frames CA/AEA5: CE Turn vehicle/entity down CA/AEA6: E0 Pause for 4 * 2 (8) frames CA/AEA8: 9D Move vehicle/entity right 8 tiles CA/AEA9: 81 Move vehicle/entity right 1 tile CA/AEAA: FF End queue CA/AEAB: 92 Pause for 30 units CA/AEAC: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CA/AEAE: 85 Move vehicle/entity right 2 tiles CA/AEAF: 9D Move vehicle/entity right 8 tiles CA/AEB0: FF End queue CA/AEB1: 94 Pause for 60 units CA/AEB2: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CA/AEB4: A5 Move vehicle/entity right/up 2x1 tiles CA/AEB5: 85 Move vehicle/entity right 2 tiles CA/AEB6: A5 Move vehicle/entity right/up 2x1 tiles CA/AEB7: FF End queue CA/AEB8: 35 Pause execution until action queue for object $06 (Actor in stot 6) is complete CA/AEBA: 4B Display dialogue message $0497, wait for button press (At bottom of screen) LOCKE: We'll let him grab her… CA/AEBD: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CA/AEBF: CE Turn vehicle/entity down CA/AEC0: FF End queue CA/AEC1: 3D Create object $15 CA/AEC3: 41 Show object $15 CA/AEC5: 45 Refresh objects CA/AEC6: 15 Begin action queue for character $15 (NPC $15), 9 bytes long (Wait until complete) CA/AEC8: DD Make vehicle/entity jump (high) CA/AEC9: CE Turn vehicle/entity down CA/AECA: E0 Pause for 4 * 6 (24) frames CA/AECC: DC Make vehicle/entity jump (low) CA/AECD: CE Turn vehicle/entity down CA/AECE: E0 Pause for 4 * 4 (16) frames CA/AED0: FF End queue CA/AED1: 42 Hide object $15 CA/AED3: 45 Refresh objects CA/AED4: 95 Pause for 120 units CA/AED5: 01 Begin action queue for character $01 (Actor in stot 1), 8 bytes long (Wait until complete) CA/AED7: CE Turn vehicle/entity down CA/AED8: E0 Pause for 4 * 6 (24) frames CA/AEDA: 23 Do vehicle/entity graphical action $23 CA/AEDB: E0 Pause for 4 * 8 (32) frames CA/AEDD: 25 Do vehicle/entity graphical action $25 CA/AEDE: FF End queue CA/AEDF: 4B Display dialogue message $0498, wait for button press LOCKE: We'll use CELES as a decoy. After she's abducted, I'll follow 'em right to his airship! CA/AEE2: 95 Pause for 120 units CA/AEE3: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/AEE5: CE Turn vehicle/entity down CA/AEE6: FF End queue CA/AEE7: 93 Pause for 45 units CA/AEE8: B3 Call subroutine $CAC7FE, 2 times CA/AEED: 93 Pause for 45 units CA/AEEE: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/AEF0: 23 Do vehicle/entity graphical action $23 CA/AEF1: FF End queue CA/AEF2: 92 Pause for 30 units CA/AEF3: B0 Execute the following commands until $B1 2 times CA/AEF5: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/AEF7: 55 Do vehicle/entity graphical action $15, flipped horizontally CA/AEF8: FF End queue CA/AEF9: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/AEFB: CD Turn vehicle/entity right CA/AEFC: FF End queue CA/AEFD: B1 End block of repeating commands CA/AEFE: 94 Pause for 60 units CA/AEFF: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CA/AF01: CD Turn vehicle/entity right CA/AF02: FF End queue CA/AF03: 12 Begin action queue for character $12 (NPC $12), 7 bytes long CA/AF05: DC Make vehicle/entity jump (low) CA/AF06: CE Turn vehicle/entity down CA/AF07: E0 Pause for 4 * 3 (12) frames CA/AF09: FC Branch 4 bytes backwards ($CAAF05) CA/AF0B: FF End queue CA/AF0C: 4B Display dialogue message $0499, wait for button press (At bottom of screen) IMPRESARIO: Are you mad?!! If something should happen to Maria… CA/AF0F: 78 Enable ability to pass through other objects for object $06 (CELES ) CA/AF11: 78 Enable ability to pass through other objects for object $12 (NPC $12) CA/AF13: 78 Enable ability to pass through other objects for object $01 (LOCKE ) CA/AF15: 12 Begin action queue for character $12 (NPC $12), 10 bytes long CA/AF17: A0 Move vehicle/entity right/up 1x1 tiles CA/AF18: 8D Move vehicle/entity right 4 tiles CA/AF19: E0 Pause for 4 * 2 (8) frames CA/AF1B: 84 Move vehicle/entity up 2 tiles CA/AF1C: C7 Set vehicle/entity to stay still when moving CA/AF1D: DD Make vehicle/entity jump (high) CA/AF1E: 86 Move vehicle/entity down 2 tiles CA/AF1F: C6 Set vehicle/entity to walk when moving CA/AF20: FF End queue CA/AF21: 94 Pause for 60 units CA/AF22: 06 Begin action queue for character $06 (Actor in stot 6), 17 bytes long CA/AF24: 85 Move vehicle/entity right 2 tiles CA/AF25: A4 Move vehicle/entity right/up 1x2 tiles CA/AF26: 81 Move vehicle/entity right 1 tile CA/AF27: A0 Move vehicle/entity right/up 1x1 tiles CA/AF28: A0 Move vehicle/entity right/up 1x1 tiles CA/AF29: 89 Move vehicle/entity right 3 tiles CA/AF2A: CC Turn vehicle/entity up CA/AF2B: E0 Pause for 4 * 2 (8) frames CA/AF2D: 1F Do vehicle/entity graphical action $1F CA/AF2E: E0 Pause for 4 * 10 (40) frames CA/AF30: CE Turn vehicle/entity down CA/AF31: E0 Pause for 4 * 2 (8) frames CA/AF33: CC Turn vehicle/entity up CA/AF34: FF End queue CA/AF35: 01 Begin action queue for character $01 (Actor in stot 1), 10 bytes long CA/AF37: C3 Set vehicle/entity's event speed to fast CA/AF38: A0 Move vehicle/entity right/up 1x1 tiles CA/AF39: 81 Move vehicle/entity right 1 tile CA/AF3A: A0 Move vehicle/entity right/up 1x1 tiles CA/AF3B: A0 Move vehicle/entity right/up 1x1 tiles CA/AF3C: 89 Move vehicle/entity right 3 tiles CA/AF3D: 88 Move vehicle/entity up 3 tiles CA/AF3E: 81 Move vehicle/entity right 1 tile CA/AF3F: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/AF40: FF End queue CA/AF41: B5 Pause for 15 * 6 (90) units CA/AF43: 33 Begin action queue for character $33 (Party Character 2), 11 bytes long CA/AF45: 89 Move vehicle/entity right 3 tiles CA/AF46: 88 Move vehicle/entity up 3 tiles CA/AF47: 85 Move vehicle/entity right 2 tiles CA/AF48: A0 Move vehicle/entity right/up 1x1 tiles CA/AF49: A0 Move vehicle/entity right/up 1x1 tiles CA/AF4A: 81 Move vehicle/entity right 1 tile CA/AF4B: A1 Move vehicle/entity right/down 1x1 tiles CA/AF4C: A1 Move vehicle/entity right/down 1x1 tiles CA/AF4D: 85 Move vehicle/entity right 2 tiles CA/AF4E: CC Turn vehicle/entity up CA/AF4F: FF End queue CA/AF50: 34 Begin action queue for character $34 (Party Character 3), 10 bytes long CA/AF52: 95 Move vehicle/entity right 6 tiles CA/AF53: 88 Move vehicle/entity up 3 tiles CA/AF54: 85 Move vehicle/entity right 2 tiles CA/AF55: A0 Move vehicle/entity right/up 1x1 tiles CA/AF56: A0 Move vehicle/entity right/up 1x1 tiles CA/AF57: 81 Move vehicle/entity right 1 tile CA/AF58: A1 Move vehicle/entity right/down 1x1 tiles CA/AF59: A1 Move vehicle/entity right/down 1x1 tiles CA/AF5A: CC Turn vehicle/entity up CA/AF5B: FF End queue CA/AF5C: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/AF5E: 4B Display dialogue message $049A, wait for button press LOCKE: That's why the decoy! We'll hide Maria somewhere safe! IMPRESARIO: Come again? CA/AF61: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/AF63: 80 Move vehicle/entity up 1 tile CA/AF64: FF End queue CA/AF65: 91 Pause for 15 units CA/AF66: B0 Execute the following commands until $B1 4 times CA/AF68: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/AF6A: 24 Do vehicle/entity graphical action $24 CA/AF6B: FF End queue CA/AF6C: 91 Pause for 15 units CA/AF6D: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/AF6F: 25 Do vehicle/entity graphical action $25 CA/AF70: FF End queue CA/AF71: 91 Pause for 15 units CA/AF72: B1 End block of repeating commands CA/AF73: 94 Pause for 60 units CA/AF74: 4B Display dialogue message $049B, wait for button press LOCKE: You said SHE looks like Maria, right? CA/AF77: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CA/AF79: 23 Do vehicle/entity graphical action $23 CA/AF7A: FF End queue CA/AF7B: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CA/AF7D: CF Turn vehicle/entity left CA/AF7E: FF End queue CA/AF7F: 06 Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete) CA/AF81: 1F Do vehicle/entity graphical action $1F CA/AF82: E0 Pause for 4 * 3 (12) frames CA/AF84: CE Turn vehicle/entity down CA/AF85: E0 Pause for 4 * 8 (32) frames CA/AF87: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/AF88: FF End queue CA/AF89: 93 Pause for 45 units CA/AF8A: 4B Display dialogue message $049C, wait for button press CELES: Now just a minute… CA/AF8D: B5 Pause for 15 * 5 (75) units CA/AF8F: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/AF91: 20 Do vehicle/entity graphical action $20 CA/AF92: E0 Pause for 4 * 2 (8) frames CA/AF94: CE Turn vehicle/entity down CA/AF95: FF End queue CA/AF96: 92 Pause for 30 units CA/AF97: 4B Display dialogue message $049D, wait for button press LOCKE: CELES will be our Maria! She'll lead us to the airship! CA/AF9A: 12 Begin action queue for character $12 (NPC $12), 7 bytes long CA/AF9C: DC Make vehicle/entity jump (low) CA/AF9D: CE Turn vehicle/entity down CA/AF9E: E0 Pause for 4 * 3 (12) frames CA/AFA0: FC Branch 4 bytes backwards ($CAAF9C) CA/AFA2: FF End queue CA/AFA3: 4B Display dialogue message $049E, wait for button press IMPRESARIO: Brilliant! CA/AFA6: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CA/AFA8: CE Turn vehicle/entity down CA/AFA9: FF End queue CA/AFAA: B0 Execute the following commands until $B1 4 times CA/AFAC: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/AFAE: 1F Do vehicle/entity graphical action $1F CA/AFAF: FF End queue CA/AFB0: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/AFB2: CE Turn vehicle/entity down CA/AFB3: FF End queue CA/AFB4: B1 End block of repeating commands CA/AFB5: B0 Execute the following commands until $B1 6 times CA/AFB7: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/AFB9: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/AFBA: FF End queue CA/AFBB: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/AFBD: 09 Do vehicle/entity graphical action $09 (kneeling) CA/AFBE: FF End queue CA/AFBF: B1 End block of repeating commands CA/AFC0: 06 Begin action queue for character $06 (Actor in stot 6), 13 bytes long (Wait until complete) CA/AFC2: C3 Set vehicle/entity's event speed to fast CA/AFC3: 81 Move vehicle/entity right 1 tile CA/AFC4: 83 Move vehicle/entity left 1 tile CA/AFC5: 81 Move vehicle/entity right 1 tile CA/AFC6: 83 Move vehicle/entity left 1 tile CA/AFC7: 81 Move vehicle/entity right 1 tile CA/AFC8: E0 Pause for 4 * 2 (8) frames CA/AFCA: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/AFCB: E0 Pause for 4 * 1 (4) frames CA/AFCD: 18 Do vehicle/entity graphical action $18 CA/AFCE: FF End queue CA/AFCF: 93 Pause for 45 units CA/AFD0: 4B Display dialogue message $049F, wait for button press CELES: W…wait! I'm a GENERAL, not some opera floozy! CA/AFD3: 06 Begin action queue for character $06 (Actor in stot 6), 9 bytes long CA/AFD5: C8 Set object layering priority to 2 (low nibble 2) CA/AFD7: 90 Move vehicle/entity up 5 tiles CA/AFD8: DD Make vehicle/entity jump (high) CA/AFD9: 86 Move vehicle/entity down 2 tiles CA/AFDA: 28 Do vehicle/entity graphical action $28 CA/AFDB: C8 Set object layering priority to 0 (low nibble 0) CA/AFDD: FF End queue CA/AFDE: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/AFE0: DC Make vehicle/entity jump (low) CA/AFE1: 83 Move vehicle/entity left 1 tile CA/AFE2: FF End queue CA/AFE3: 91 Pause for 15 units CA/AFE4: 01 Begin action queue for character $01 (Actor in stot 1), 8 bytes long CA/AFE6: C2 Set vehicle/entity's event speed to normal CA/AFE7: C7 Set vehicle/entity to stay still when moving CA/AFE8: 1F Do vehicle/entity graphical action $1F CA/AFE9: DC Make vehicle/entity jump (low) CA/AFEA: 81 Move vehicle/entity right 1 tile CA/AFEB: C6 Set vehicle/entity to walk when moving CA/AFEC: 28 Do vehicle/entity graphical action $28 CA/AFED: FF End queue CA/AFEE: 92 Pause for 30 units CA/AFEF: F4 Play sound effect 219 CA/AFF1: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/AFF3: B5 Pause for 15 * 6 (90) units CA/AFF5: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/AFF7: 09 Do vehicle/entity graphical action $09 (kneeling) CA/AFF8: E0 Pause for 4 * 3 (12) frames CA/AFFA: CE Turn vehicle/entity down CA/AFFB: FF End queue CA/AFFC: 93 Pause for 45 units CA/AFFD: B0 Execute the following commands until $B1 3 times CA/AFFF: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/B001: 13 Do vehicle/entity graphical action $13 CA/B002: FF End queue CA/B003: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/B005: CE Turn vehicle/entity down CA/B006: FF End queue CA/B007: B1 End block of repeating commands CA/B008: 36 Disable ability to pass through other objects for object $06 (Actor in stot 6) CA/B00A: 36 Disable ability to pass through other objects for object $01 (Actor in stot 1) CA/B00C: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete) CA/B00E: 24 Do vehicle/entity graphical action $24 CA/B00F: E0 Pause for 4 * 10 (40) frames CA/B011: 80 Move vehicle/entity up 1 tile CA/B012: 1B Do vehicle/entity graphical action $1B CA/B013: FF End queue CA/B014: F4 Play sound effect 44 CA/B016: 73 Replace current map's Layer 1 at (82, 32) with the following (2 x 1) chunk, refresh immediately CA/B01B: $06, $16 CA/B01D: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CA/B01F: 88 Move vehicle/entity up 3 tiles CA/B020: D1 Make vehicle/entity disappear CA/B021: FF End queue CA/B022: 45 Refresh objects CA/B023: 73 Replace current map's Layer 1 at (82, 32) with the following (2 x 1) chunk, refresh immediately CA/B028: $07, $17 CA/B02A: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/B02C: 84 Move vehicle/entity up 2 tiles CA/B02D: FF End queue CA/B02E: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CA/B030: A4 Move vehicle/entity right/up 1x2 tiles CA/B031: FF End queue CA/B032: 01 Begin action queue for character $01 (Actor in stot 1), 15 bytes long (Wait until complete) CA/B034: 09 Do vehicle/entity graphical action $09 (kneeling) CA/B035: E0 Pause for 4 * 8 (32) frames CA/B037: CF Turn vehicle/entity left CA/B038: E0 Pause for 4 * 8 (32) frames CA/B03A: A3 Move vehicle/entity left/up 1x1 tiles CA/B03B: 80 Move vehicle/entity up 1 tile CA/B03C: E0 Pause for 4 * 6 (24) frames CA/B03E: 1B Do vehicle/entity graphical action $1B CA/B03F: E0 Pause for 4 * 8 (32) frames CA/B041: 15 Do vehicle/entity graphical action $15 CA/B042: FF End queue CA/B043: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/B045: A0 Move vehicle/entity right/up 1x1 tiles CA/B046: CC Turn vehicle/entity up CA/B047: FF End queue CA/B048: B5 Pause for 15 * 8 (120) units CA/B04A: 4B Display dialogue message $04A0, wait for button press (Show text only) Mii… Mii… Do, re, mi… Faa…hack, cough… Maa… rii aaaa CA/B04D: 94 Pause for 60 units CA/B04E: B0 Execute the following commands until $B1 10 times CA/B050: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/B052: 1D Do vehicle/entity graphical action $1D CA/B053: FF End queue CA/B054: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/B056: 1E Do vehicle/entity graphical action $1E CA/B057: FF End queue CA/B058: B1 End block of repeating commands CA/B059: 94 Pause for 60 units CA/B05A: 01 Begin action queue for character $01 (Actor in stot 1), 8 bytes long CA/B05C: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/B05D: E0 Pause for 4 * 1 (4) frames CA/B05F: 0A Do vehicle/entity graphical action $0A CA/B060: E0 Pause for 4 * 2 (8) frames CA/B062: 24 Do vehicle/entity graphical action $24 CA/B063: FF End queue CA/B064: 93 Pause for 45 units CA/B065: 4B Display dialogue message $04A1, wait for button press LOCKE: Not bad, CELES! CA/B068: 38 Hold screen CA/B069: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/B06B: C2 Set vehicle/entity's event speed to normal CA/B06C: 93 Move vehicle/entity left 5 tiles CA/B06D: FF End queue CA/B06E: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CA/B070: 81 Move vehicle/entity right 1 tile CA/B071: FF End queue CA/B072: 4B Display dialogue message $04A2, wait for button press (At bottom of screen) ULTROS: Mwa, ha, ha! I'll pretend to be SETZER and foil their little plan! CA/B075: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CA/B077: 83 Move vehicle/entity left 1 tile CA/B078: FF End queue CA/B079: 3D Create object $17 CA/B07B: 17 Begin action queue for character $17 (NPC $17), 4 bytes long (Wait until complete) CA/B07D: D5 Set vehicle/entity's position to (71, 32) CA/B080: FF End queue CA/B081: 41 Show object $17 CA/B083: 17 Begin action queue for character $17 (NPC $17), 32 bytes long CA/B085: C4 Set vehicle/entity's event speed to faster CA/B086: A1 Move vehicle/entity right/down 1x1 tiles CA/B087: A1 Move vehicle/entity right/down 1x1 tiles CA/B088: A1 Move vehicle/entity right/down 1x1 tiles CA/B089: A1 Move vehicle/entity right/down 1x1 tiles CA/B08A: A6 Move vehicle/entity right/down 2x1 tiles CA/B08B: C3 Set vehicle/entity's event speed to fast CA/B08C: A5 Move vehicle/entity right/up 2x1 tiles CA/B08D: 80 Move vehicle/entity up 1 tile CA/B08E: A3 Move vehicle/entity left/up 1x1 tiles CA/B08F: 83 Move vehicle/entity left 1 tile CA/B090: A2 Move vehicle/entity left/down 1x1 tiles CA/B091: C4 Set vehicle/entity's event speed to faster CA/B092: 82 Move vehicle/entity down 1 tile CA/B093: A7 Move vehicle/entity right/down 1x2 tiles CA/B094: A1 Move vehicle/entity right/down 1x1 tiles CA/B095: 85 Move vehicle/entity right 2 tiles CA/B096: C2 Set vehicle/entity's event speed to normal CA/B097: A0 Move vehicle/entity right/up 1x1 tiles CA/B098: C3 Set vehicle/entity's event speed to fast CA/B099: A9 Move vehicle/entity left/down 2x1 tiles CA/B09A: 83 Move vehicle/entity left 1 tile CA/B09B: C2 Set vehicle/entity's event speed to normal CA/B09C: A3 Move vehicle/entity left/up 1x1 tiles CA/B09D: C3 Set vehicle/entity's event speed to fast CA/B09E: A1 Move vehicle/entity right/down 1x1 tiles CA/B09F: A6 Move vehicle/entity right/down 2x1 tiles CA/B0A0: C2 Set vehicle/entity's event speed to normal CA/B0A1: 81 Move vehicle/entity right 1 tile CA/B0A2: C1 Set vehicle/entity's event speed to slow CA/B0A3: 81 Move vehicle/entity right 1 tile CA/B0A4: FF End queue CA/B0A5: 35 Pause execution until action queue for object $17 (NPC $17) is complete CA/B0A7: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CA/B0A9: 19 Do vehicle/entity graphical action $19 CA/B0AA: E0 Pause for 4 * 2 (8) frames CA/B0AC: 1A Do vehicle/entity graphical action $1A CA/B0AD: FF End queue CA/B0AE: 4B Display dialogue message $04A3, wait for button press (At bottom of screen) LOCKE: Let's get ready! CELES, it's show time! CA/B0B1: 73 Replace current map's Layer 1 at (82, 32) with the following (2 x 1) chunk, refresh immediately CA/B0B6: $06, $16 CA/B0B8: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long CA/B0BA: 84 Move vehicle/entity up 2 tiles CA/B0BB: D1 Make vehicle/entity disappear CA/B0BC: FF End queue CA/B0BD: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/B0BF: 90 Move vehicle/entity up 5 tiles CA/B0C0: D1 Make vehicle/entity disappear CA/B0C1: FF End queue CA/B0C2: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CA/B0C4: A3 Move vehicle/entity left/up 1x1 tiles CA/B0C5: 94 Move vehicle/entity up 6 tiles CA/B0C6: D1 Make vehicle/entity disappear CA/B0C7: FF End queue CA/B0C8: 91 Pause for 15 units CA/B0C9: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CA/B0CB: 98 Move vehicle/entity up 7 tiles CA/B0CC: D1 Make vehicle/entity disappear CA/B0CD: FF End queue CA/B0CE: 95 Pause for 120 units CA/B0CF: 16 Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete) CA/B0D1: C3 Set vehicle/entity's event speed to fast CA/B0D2: 81 Move vehicle/entity right 1 tile CA/B0D3: 86 Move vehicle/entity down 2 tiles CA/B0D4: FF End queue CA/B0D5: 94 Pause for 60 units CA/B0D6: 4B Display dialogue message $04A4, wait for button press (At bottom of screen) ULTROS: D'haaaaa! Come on! Read it…! CA/B0D9: 5A Fade screen at speed $04 CA/B0DB: 5C Pause execution until fade in or fade out is complete CA/B0DC: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/B0DE: 8D Remove all equipment from character $06 (Actor in stot 6) CA/B0E0: 3E Delete object $06 CA/B0E2: 3F Assign character $06 (Actor in stot 6) to party 7 CA/B0E5: 6B Load map $00EA (Opera House, theater (overture to the opera)) instantly, (upper bits $0400), place party at (16, 28), facing up CA/B0EB: F0 Play song 65 (Overture #1), (high bit clear), full volume CA/B0ED: 38 Hold screen CA/B0EE: 3C Set up the party as follows: $01 (Actor in stot 1), $FF (), $FF (), $FF () CA/B0F3: B5 Pause for 15 * 32 (480) units CA/B0F5: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/B0F7: D5 Set vehicle/entity's position to (25, 48) CA/B0FA: FF End queue CA/B0FB: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long CA/B0FD: C2 Set vehicle/entity's event speed to normal CA/B0FE: D5 Set vehicle/entity's position to (25, 48) CA/B101: FF End queue CA/B102: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CA/B104: C2 Set vehicle/entity's event speed to normal CA/B105: D5 Set vehicle/entity's position to (25, 48) CA/B108: FF End queue CA/B109: 33 Begin action queue for character $33 (Party Character 2), 5 bytes long CA/B10B: C2 Set vehicle/entity's event speed to normal CA/B10C: D5 Set vehicle/entity's position to (25, 48) CA/B10F: FF End queue CA/B110: 41 Show object $31 CA/B112: 41 Show object $32 CA/B114: 41 Show object $33 CA/B116: 59 Unfade screen at speed $04 CA/B118: 95 Pause for 120 units CA/B119: B0 Execute the following commands until $B1 8 times CA/B11B: 51 Modify background color range from [50, 6E]: Add (Black) at intensity 3 CA/B11F: B4 Pause for 4 units CA/B121: B1 End block of repeating commands CA/B122: B0 Execute the following commands until $B1 8 times CA/B124: 51 Modify background color range from [50, 6E]: Do (Black) at intensity 3 CA/B128: B4 Pause for 4 units CA/B12A: B1 End block of repeating commands CA/B12B: 95 Pause for 120 units CA/B12C: B0 Execute the following commands until $B1 8 times CA/B12E: 51 Modify background color range from [50, 6E]: Add (Black) at intensity 3 CA/B132: B4 Pause for 4 units CA/B134: B1 End block of repeating commands CA/B135: B0 Execute the following commands until $B1 8 times CA/B137: 51 Modify background color range from [50, 6E]: Do (Black) at intensity 3 CA/B13B: B4 Pause for 4 units CA/B13D: B1 End block of repeating commands CA/B13E: 30 Begin action queue for character $30 (Camera), 5 bytes long CA/B140: C1 Set vehicle/entity's event speed to slow CA/B141: 9E Move vehicle/entity down 8 tiles CA/B142: 9E Move vehicle/entity down 8 tiles CA/B143: 82 Move vehicle/entity down 1 tile CA/B144: FF End queue CA/B145: 94 Pause for 60 units CA/B146: B0 Execute the following commands until $B1 8 times CA/B148: 51 Modify background color range from [50, 6E]: Add (Black) at intensity 3 CA/B14C: B4 Pause for 4 units CA/B14E: B1 End block of repeating commands CA/B14F: B0 Execute the following commands until $B1 8 times CA/B151: 51 Modify background color range from [50, 6E]: Do (Black) at intensity 3 CA/B155: B4 Pause for 4 units CA/B157: B1 End block of repeating commands CA/B158: 92 Pause for 30 units CA/B159: B0 Execute the following commands until $B1 8 times CA/B15B: 51 Modify background color range from [50, 6E]: Add (Black) at intensity 3 CA/B15F: B4 Pause for 4 units CA/B161: B1 End block of repeating commands CA/B162: B0 Execute the following commands until $B1 8 times CA/B164: 51 Modify background color range from [50, 6E]: Do (Black) at intensity 3 CA/B168: B4 Pause for 4 units CA/B16A: B1 End block of repeating commands CA/B16B: 35 Pause execution until action queue for object $30 (Camera) is complete CA/B16D: 10 Begin action queue for character $10 (NPC $10), 8 bytes long CA/B16F: A3 Move vehicle/entity left/up 1x1 tiles CA/B170: A3 Move vehicle/entity left/up 1x1 tiles CA/B171: A3 Move vehicle/entity left/up 1x1 tiles CA/B172: 9B Move vehicle/entity left 7 tiles CA/B173: E0 Pause for 4 * 2 (8) frames CA/B175: CD Turn vehicle/entity right CA/B176: FF End queue CA/B177: 92 Pause for 30 units CA/B178: 32 Begin action queue for character $32 (Party Character 1), 8 bytes long CA/B17A: E0 Pause for 4 * 4 (16) frames CA/B17C: A3 Move vehicle/entity left/up 1x1 tiles CA/B17D: A3 Move vehicle/entity left/up 1x1 tiles CA/B17E: A3 Move vehicle/entity left/up 1x1 tiles CA/B17F: 93 Move vehicle/entity left 5 tiles CA/B180: CC Turn vehicle/entity up CA/B181: FF End queue CA/B182: 33 Begin action queue for character $33 (Party Character 2), 8 bytes long CA/B184: E0 Pause for 4 * 8 (32) frames CA/B186: A3 Move vehicle/entity left/up 1x1 tiles CA/B187: A3 Move vehicle/entity left/up 1x1 tiles CA/B188: A3 Move vehicle/entity left/up 1x1 tiles CA/B189: 8F Move vehicle/entity left 4 tiles CA/B18A: CC Turn vehicle/entity up CA/B18B: FF End queue CA/B18C: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CA/B18E: A3 Move vehicle/entity left/up 1x1 tiles CA/B18F: A3 Move vehicle/entity left/up 1x1 tiles CA/B190: A3 Move vehicle/entity left/up 1x1 tiles CA/B191: 97 Move vehicle/entity left 6 tiles CA/B192: CC Turn vehicle/entity up CA/B193: FF End queue CA/B194: B5 Pause for 15 * 6 (90) units CA/B196: 10 Begin action queue for character $10 (NPC $10), 6 bytes long CA/B198: C7 Set vehicle/entity to stay still when moving CA/B199: CC Turn vehicle/entity up CA/B19A: 82 Move vehicle/entity down 1 tile CA/B19B: CC Turn vehicle/entity up CA/B19C: C6 Set vehicle/entity to walk when moving CA/B19D: FF End queue CA/B19E: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CA/B1A0: C7 Set vehicle/entity to stay still when moving CA/B1A1: 82 Move vehicle/entity down 1 tile CA/B1A2: C6 Set vehicle/entity to walk when moving CA/B1A3: FF End queue CA/B1A4: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CA/B1A6: C7 Set vehicle/entity to stay still when moving CA/B1A7: 82 Move vehicle/entity down 1 tile CA/B1A8: C6 Set vehicle/entity to walk when moving CA/B1A9: FF End queue CA/B1AA: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/B1AC: C7 Set vehicle/entity to stay still when moving CA/B1AD: 82 Move vehicle/entity down 1 tile CA/B1AE: C6 Set vehicle/entity to walk when moving CA/B1AF: FF End queue CA/B1B0: 95 Pause for 120 units CA/B1B1: 30 Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete) CA/B1B3: C2 Set vehicle/entity's event speed to normal CA/B1B4: 9C Move vehicle/entity up 8 tiles CA/B1B5: 9C Move vehicle/entity up 8 tiles CA/B1B6: 80 Move vehicle/entity up 1 tile CA/B1B7: FF End queue CA/B1B8: 93 Pause for 45 units CA/B1B9: B0 Execute the following commands until $B1 31 times CA/B1BB: 52 Tint characters (cumulative) with color $9F CA/B1BD: 51 Modify background color range from [50, 6F]: Do (Black) at intensity 3 CA/B1C1: B4 Pause for 6 units CA/B1C3: B1 End block of repeating commands CA/B1C4: B2 Call subroutine $CAD1D8 CA/B1C8: B2 Call subroutine $CAD0C2 CA/B1CC: B5 Pause for 15 * 7 (105) units CA/B1CE: 3D Create object $11 CA/B1D0: 41 Show object $11 CA/B1D2: 45 Refresh objects CA/B1D3: B0 Execute the following commands until $B1 31 times CA/B1D5: 52 Tint characters (cumulative) with color $DF CA/B1D7: B1 End block of repeating commands CA/B1D8: B5 Pause for 15 * 5 (75) units CA/B1DA: 4B Display dialogue message $04A5, wait for button press (Show text only) The West and East were waging war… Draco, the West's great hero, thinks of his love, Maria. Is she safe? Is she waiting? CA/B1DD: 94 Pause for 60 units CA/B1DE: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/B1E0: C0 Set vehicle/entity's event speed to slowest CA/B1E1: 94 Move vehicle/entity up 6 tiles CA/B1E2: FF End queue CA/B1E3: 92 Pause for 30 units CA/B1E4: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/B1E6: 9D Move vehicle/entity right 8 tiles CA/B1E7: D1 Make vehicle/entity disappear CA/B1E8: FF End queue CA/B1E9: B5 Pause for 15 * 5 (75) units CA/B1EB: B0 Execute the following commands until $B1 31 times CA/B1ED: 51 Modify background color range from [50, 6F]: Do (Black) at intensity 3 CA/B1F1: B4 Pause for 7 units CA/B1F3: B1 End block of repeating commands CA/B1F4: 92 Pause for 30 units CA/B1F5: 12 Begin action queue for character $12 (NPC $12), 8 bytes long (Wait until complete) CA/B1F7: 93 Move vehicle/entity left 5 tiles CA/B1F8: E0 Pause for 4 * 3 (12) frames CA/B1FA: 87 Move vehicle/entity left 2 tiles CA/B1FB: E0 Pause for 4 * 3 (12) frames CA/B1FD: 83 Move vehicle/entity left 1 tile CA/B1FE: FF End queue CA/B1FF: B5 Pause for 15 * 6 (90) units CA/B201: 3D Create object $14 CA/B203: 41 Show object $14 CA/B205: 45 Refresh objects CA/B206: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CA/B208: 9F Move vehicle/entity left 8 tiles CA/B209: 9B Move vehicle/entity left 7 tiles CA/B20A: D1 Make vehicle/entity disappear CA/B20B: FF End queue CA/B20C: 91 Pause for 15 units CA/B20D: 3D Create object $15 CA/B20F: 41 Show object $15 CA/B211: 45 Refresh objects CA/B212: 15 Begin action queue for character $15 (NPC $15), 4 bytes long CA/B214: 9F Move vehicle/entity left 8 tiles CA/B215: 9B Move vehicle/entity left 7 tiles CA/B216: D1 Make vehicle/entity disappear CA/B217: FF End queue CA/B218: 91 Pause for 15 units CA/B219: 3D Create object $13 CA/B21B: 41 Show object $13 CA/B21D: 45 Refresh objects CA/B21E: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CA/B220: 9F Move vehicle/entity left 8 tiles CA/B221: 97 Move vehicle/entity left 6 tiles CA/B222: D1 Make vehicle/entity disappear CA/B223: FF End queue CA/B224: 91 Pause for 15 units CA/B225: 12 Begin action queue for character $12 (NPC $12), 5 bytes long CA/B227: 2D Do vehicle/entity graphical action $2D CA/B228: E0 Pause for 4 * 100 (400) frames CA/B22A: CE Turn vehicle/entity down CA/B22B: FF End queue CA/B22C: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/B22E: 8E Move vehicle/entity down 4 tiles CA/B22F: FF End queue CA/B230: B5 Pause for 15 * 22 (330) units CA/B232: B0 Execute the following commands until $B1 8 times CA/B234: 51 Modify background color range from [04, 4F]: Do (Black) at intensity 3 CA/B238: B4 Pause for 3 units CA/B23A: B1 End block of repeating commands CA/B23B: FA Stop temporarily played song CA/B23C: F0 Play song 66 (Overture #2), (high bit clear), full volume CA/B23E: 48 Display dialogue message $04A6, continue executing commands (Show text only) (At bottom of screen) Oh Oh Please, How I long to CA/B241: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CA/B243: 36 Do vehicle/entity graphical action $36 CA/B244: FF End queue CA/B245: B4 Pause for 136 units CA/B247: B0 Execute the following commands until $B1 3 times CA/B249: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/B24B: 37 Do vehicle/entity graphical action $37 CA/B24C: FF End queue CA/B24D: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/B24F: 36 Do vehicle/entity graphical action $36 CA/B250: FF End queue CA/B251: B4 Pause for 18 units CA/B253: B1 End block of repeating commands CA/B254: B4 Pause for 64 units CA/B256: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CA/B258: 83 Move vehicle/entity left 1 tile CA/B259: CE Turn vehicle/entity down CA/B25A: FF End queue CA/B25B: B4 Pause for 54 units CA/B25D: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CA/B25F: 36 Do vehicle/entity graphical action $36 CA/B260: FF End queue CA/B261: B4 Pause for 150 units CA/B263: B0 Execute the following commands until $B1 3 times CA/B265: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/B267: 37 Do vehicle/entity graphical action $37 CA/B268: FF End queue CA/B269: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/B26B: 36 Do vehicle/entity graphical action $36 CA/B26C: FF End queue CA/B26D: B4 Pause for 18 units CA/B26F: B1 End block of repeating commands CA/B270: B4 Pause for 144 units CA/B272: B0 Execute the following commands until $B1 3 times CA/B274: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/B276: 37 Do vehicle/entity graphical action $37 CA/B277: FF End queue CA/B278: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/B27A: 36 Do vehicle/entity graphical action $36 CA/B27B: FF End queue CA/B27C: B4 Pause for 16 units CA/B27E: B1 End block of repeating commands CA/B27F: B4 Pause for 24 units CA/B281: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/B283: 37 Do vehicle/entity graphical action $37 CA/B284: FF End queue CA/B285: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/B287: 36 Do vehicle/entity graphical action $36 CA/B288: FF End queue CA/B289: B4 Pause for 96 units CA/B28B: B0 Execute the following commands until $B1 3 times CA/B28D: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/B28F: 37 Do vehicle/entity graphical action $37 CA/B290: FF End queue CA/B291: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/B293: 36 Do vehicle/entity graphical action $36 CA/B294: FF End queue CA/B295: B4 Pause for 16 units CA/B297: B1 End block of repeating commands CA/B298: B4 Pause for 136 units CA/B29A: B0 Execute the following commands until $B1 2 times CA/B29C: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/B29E: 37 Do vehicle/entity graphical action $37 CA/B29F: FF End queue CA/B2A0: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/B2A2: 36 Do vehicle/entity graphical action $36 CA/B2A3: FF End queue CA/B2A4: B4 Pause for 16 units CA/B2A6: B1 End block of repeating commands CA/B2A7: B0 Execute the following commands until $B1 3 times CA/B2A9: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/B2AB: 37 Do vehicle/entity graphical action $37 CA/B2AC: FF End queue CA/B2AD: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/B2AF: 36 Do vehicle/entity graphical action $36 CA/B2B0: FF End queue CA/B2B1: B4 Pause for 44 units CA/B2B3: B1 End block of repeating commands CA/B2B4: B4 Pause for 40 units CA/B2B6: B0 Execute the following commands until $B1 2 times CA/B2B8: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/B2BA: 37 Do vehicle/entity graphical action $37 CA/B2BB: FF End queue CA/B2BC: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/B2BE: 36 Do vehicle/entity graphical action $36 CA/B2BF: FF End queue CA/B2C0: B4 Pause for 10 units CA/B2C2: B1 End block of repeating commands CA/B2C3: B4 Pause for 112 units CA/B2C5: B0 Execute the following commands until $B1 4 times CA/B2C7: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/B2C9: 37 Do vehicle/entity graphical action $37 CA/B2CA: FF End queue CA/B2CB: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/B2CD: 36 Do vehicle/entity graphical action $36 CA/B2CE: FF End queue CA/B2CF: B4 Pause for 18 units CA/B2D1: B1 End block of repeating commands CA/B2D2: B4 Pause for 192 units CA/B2D4: B0 Execute the following commands until $B1 3 times CA/B2D6: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/B2D8: 37 Do vehicle/entity graphical action $37 CA/B2D9: FF End queue CA/B2DA: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/B2DC: 36 Do vehicle/entity graphical action $36 CA/B2DD: FF End queue CA/B2DE: B5 Pause for 15 * 6 (90) units CA/B2E0: B1 End block of repeating commands CA/B2E1: FA Stop temporarily played song CA/B2E2: F0 Play song 67 (Overture #3), (high bit clear), full volume CA/B2E4: B2 Call subroutine $CAB342 CA/B2E8: 30 Begin action queue for character $30 (Camera), 5 bytes long CA/B2EA: C2 Set vehicle/entity's event speed to normal CA/B2EB: 9E Move vehicle/entity down 8 tiles CA/B2EC: 9E Move vehicle/entity down 8 tiles CA/B2ED: 8E Move vehicle/entity down 4 tiles CA/B2EE: FF End queue CA/B2EF: 95 Pause for 120 units CA/B2F0: B0 Execute the following commands until $B1 10 times CA/B2F2: 51 Modify background color range from [04, 4F]: Do (Black) at intensity 3 CA/B2F6: B4 Pause for 3 units CA/B2F8: B1 End block of repeating commands CA/B2F9: 35 Pause execution until action queue for object $30 (Camera) is complete CA/B2FB: D0 Set event bit $1E80($055) [$1E8A, bit 5] CA/B2FD: D0 Set event bit $1E80($059) [$1E8B, bit 1] CA/B2FF: D0 Set event bit $1E80($05A) [$1E8B, bit 2] CA/B301: D7 Clear event bit $1E80($340) [$1EE8, bit 0] CA/B303: D7 Clear event bit $1E80($342) [$1EE8, bit 2] CA/B305: D6 Set event bit $1E80($341) [$1EE8, bit 1] CA/B307: D7 Clear event bit $1E80($343) [$1EE8, bit 3] CA/B309: D6 Set event bit $1E80($344) [$1EE8, bit 4] CA/B30B: DD Clear event bit $1E80($651) [$1F4A, bit 1] CA/B30D: D2 Set event bit $1E80($18E) [$1EB1, bit 6] CA/B30F: 39 Free screen CA/B310: B2 Call subroutine $CACFE6 CA/B314: 3A Enable player to move while event commands execute CA/B315: FE Return CA/B316: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CA/B318: 8C Move vehicle/entity up 4 tiles CA/B319: FF End queue CA/B31A: B5 Pause for 15 * 2 (30) units CA/B31C: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/B31E: C2 Set vehicle/entity's event speed to normal CA/B31F: 88 Move vehicle/entity up 3 tiles CA/B320: FF End queue CA/B321: B2 Call subroutine $CAC6AC CA/B325: 3C Set up the party as follows: $01 (Actor in stot 1), $06 (Actor in stot 6), $FF (), $FF () CA/B32A: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long CA/B32C: C2 Set vehicle/entity's event speed to normal CA/B32D: CC Turn vehicle/entity up CA/B32E: FF End queue CA/B32F: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CA/B331: C2 Set vehicle/entity's event speed to normal CA/B332: 83 Move vehicle/entity left 1 tile CA/B333: CC Turn vehicle/entity up CA/B334: FF End queue CA/B335: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CA/B337: C2 Set vehicle/entity's event speed to normal CA/B338: 82 Move vehicle/entity down 1 tile CA/B339: CC Turn vehicle/entity up CA/B33A: FF End queue CA/B33B: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CA/B33D: C2 Set vehicle/entity's event speed to normal CA/B33E: 81 Move vehicle/entity right 1 tile CA/B33F: CC Turn vehicle/entity up CA/B340: FF End queue CA/B341: FE Return CA/B342: 42 Hide object $32 CA/B344: 42 Hide object $33 CA/B346: DE Load CaseWord with the characters in the currently active party? CA/B347: C0 If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CAB356 CA/B34D: 3F Remove character $04 (Actor in stot 4) from the party CA/B350: D6 Set event bit $1E80($351) [$1EEA, bit 1] CA/B352: 3D Create object $17 CA/B354: 41 Show object $17 CA/B356: C0 If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CAB365 CA/B35C: 3F Remove character $05 (Actor in stot 5) from the party CA/B35F: D6 Set event bit $1E80($352) [$1EEA, bit 2] CA/B361: 3D Create object $18 CA/B363: 41 Show object $18 CA/B365: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CAB374 CA/B36B: 3F Remove character $02 (Actor in stot 2) from the party CA/B36E: D6 Set event bit $1E80($353) [$1EEA, bit 3] CA/B370: 3D Create object $19 CA/B372: 41 Show object $19 CA/B374: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CAB383 CA/B37A: 3F Remove character $0B (Actor in stot 11) from the party CA/B37D: D6 Set event bit $1E80($354) [$1EEA, bit 4] CA/B37F: 3D Create object $1A CA/B381: 41 Show object $1A CA/B383: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CAB392 CA/B389: 3F Remove character $03 (Actor in stot 3) from the party CA/B38C: 3E Delete object $03 CA/B38E: D5 Clear event bit $1E80($2F3) [$1EDE, bit 3] CA/B390: D2 Set event bit $1E80($119) [$1EA3, bit 1] CA/B392: 3D Create object $06 CA/B394: 37 Assign graphics $1A to object $06 (Actor in stot 6) CA/B397: 43 Assign palette $00 to character $06 (Actor in stot 6) CA/B39A: 79 Place party 7 on map $00EE (Opera House, disabled backstage & catwalk door / dressing room) CA/B39E: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CA/B3A2: FE Return CA/B3A3: 4B Display dialogue message $04E7, wait for button press IMPRESARIO: Sorry, but yesterday's performance was awful! I'll give you just 3 more chances! CA/B3A6: B2 Call subroutine $CAB3BB CA/B3AA: FE Return CA/B3AB: 4B Display dialogue message $04E8, wait for button press IMPRESARIO: You have 2 more chances. CA/B3AE: B2 Call subroutine $CAB3BB CA/B3B2: FE Return CA/B3B3: 4B Display dialogue message $04E9, wait for button press IMPRESARIO: You have 1 more chance. CA/B3B6: B2 Call subroutine $CAB3BB CA/B3BA: FE Return CA/B3BB: F2 Fade out current song with transition time 128 CA/B3BD: B2 Call subroutine $CAB316 CA/B3C1: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/B3C3: CE Turn vehicle/entity down CA/B3C4: FF End queue CA/B3C5: 4B Display dialogue message $04EA, wait for button press IMPRESARIO: We're all in this together! CA/B3C8: C0 If ($1E80($111) [$1EA2, bit 1] is clear), branch to $CAB3E0 CA/B3CE: F0 Play song 38 (The Wedding Waltz #1), (high bit clear), full volume CA/B3D0: D0 Set event bit $1E80($056) [$1E8A, bit 6] CA/B3D2: D0 Set event bit $1E80($057) [$1E8A, bit 7] CA/B3D4: D1 Clear event bit $1E80($058) [$1E8B, bit 0] CA/B3D6: D3 Clear event bit $1E80($110) [$1EA2, bit 0] CA/B3D8: D7 Clear event bit $1E80($346) [$1EE8, bit 6] CA/B3DA: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CAB3E2 CA/B3E0: F0 Play song 67 (Overture #3), (high bit clear), full volume CA/B3E2: 06 Begin action queue for character $06 (Actor in stot 6), 11 bytes long CA/B3E4: A0 Move vehicle/entity right/up 1x1 tiles CA/B3E5: A0 Move vehicle/entity right/up 1x1 tiles CA/B3E6: 95 Move vehicle/entity right 6 tiles CA/B3E7: A0 Move vehicle/entity right/up 1x1 tiles CA/B3E8: 8D Move vehicle/entity right 4 tiles CA/B3E9: 84 Move vehicle/entity up 2 tiles CA/B3EA: 85 Move vehicle/entity right 2 tiles CA/B3EB: A0 Move vehicle/entity right/up 1x1 tiles CA/B3EC: A0 Move vehicle/entity right/up 1x1 tiles CA/B3ED: 85 Move vehicle/entity right 2 tiles CA/B3EE: FF End queue CA/B3EF: 92 Pause for 30 units CA/B3F0: 12 Begin action queue for character $12 (NPC $12), 7 bytes long CA/B3F2: 9D Move vehicle/entity right 8 tiles CA/B3F3: 81 Move vehicle/entity right 1 tile CA/B3F4: A0 Move vehicle/entity right/up 1x1 tiles CA/B3F5: 85 Move vehicle/entity right 2 tiles CA/B3F6: 9C Move vehicle/entity up 8 tiles CA/B3F7: 88 Move vehicle/entity up 3 tiles CA/B3F8: FF End queue CA/B3F9: 91 Pause for 15 units CA/B3FA: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long CA/B3FC: A4 Move vehicle/entity right/up 1x2 tiles CA/B3FD: 9D Move vehicle/entity right 8 tiles CA/B3FE: A0 Move vehicle/entity right/up 1x1 tiles CA/B3FF: 85 Move vehicle/entity right 2 tiles CA/B400: 90 Move vehicle/entity up 5 tiles CA/B401: FF End queue CA/B402: 91 Pause for 15 units CA/B403: 33 Begin action queue for character $33 (Party Character 2), 8 bytes long CA/B405: 84 Move vehicle/entity up 2 tiles CA/B406: 9D Move vehicle/entity right 8 tiles CA/B407: 85 Move vehicle/entity right 2 tiles CA/B408: A0 Move vehicle/entity right/up 1x1 tiles CA/B409: 85 Move vehicle/entity right 2 tiles CA/B40A: 9C Move vehicle/entity up 8 tiles CA/B40B: 84 Move vehicle/entity up 2 tiles CA/B40C: FF End queue CA/B40D: 34 Begin action queue for character $34 (Party Character 3), 7 bytes long CA/B40F: A4 Move vehicle/entity right/up 1x2 tiles CA/B410: A0 Move vehicle/entity right/up 1x1 tiles CA/B411: 99 Move vehicle/entity right 7 tiles CA/B412: A0 Move vehicle/entity right/up 1x1 tiles CA/B413: 85 Move vehicle/entity right 2 tiles CA/B414: 88 Move vehicle/entity up 3 tiles CA/B415: FF End queue CA/B416: B5 Pause for 15 * 18 (270) units CA/B418: 97 Fade screen to black CA/B419: 5C Pause execution until fade in or fade out is complete CA/B41A: 35 Pause execution until action queue for object $06 (Actor in stot 6) is complete CA/B41C: 35 Pause execution until action queue for object $01 (Actor in stot 1) is complete CA/B41E: 94 Pause for 60 units CA/B41F: 8D Remove all equipment from character $06 (Actor in stot 6) CA/B421: 3E Delete object $06 CA/B423: 42 Hide object $06 CA/B425: 3F Assign character $06 (Actor in stot 6) to party 7 CA/B428: B2 Call subroutine $CACFE6 CA/B42C: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/B42E: 3C Set up the party as follows: $01 (Actor in stot 1), $FF (), $FF (), $FF () CA/B433: B2 Call subroutine $CAB342 CA/B437: B2 Call subroutine $CACB95 CA/B43B: D7 Clear event bit $1E80($340) [$1EE8, bit 0] CA/B43D: D6 Set event bit $1E80($341) [$1EE8, bit 1] CA/B43F: C0 If ($1E80($111) [$1EA2, bit 1] is set), branch to $CAB44C CA/B445: 6B Load map $00EA (Opera House, theater (overture to the opera)) instantly, (upper bits $0400), place party at (16, 45), facing up CA/B44B: FE Return CA/B44C: 6B Load map $00E9 (Opera House, theater (opera dance scene / party onstage with Celes)) instantly, (upper bits $0400), place party at (16, 45), facing up CA/B452: D6 Set event bit $1E80($366) [$1EEC, bit 6] CA/B454: FE Return CA/B455: C0 If ($1E80($110) [$1EA2, bit 0] is set), branch to $CAB45F CA/B45B: 4B Display dialogue message $04EC, wait for button press STAGE MASTER: Off limits! Please turn around. CA/B45E: FE Return CA/B45F: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CAB46C CA/B465: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/B467: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CA/B469: 81 Move vehicle/entity right 1 tile CA/B46A: CF Turn vehicle/entity left CA/B46B: FF End queue CA/B46C: C0 If ($1E80($355) [$1EEA, bit 5] is clear), branch to $CAB476 CA/B472: 4B Display dialogue message $04ED, wait for button press STAGE MASTER: The Impresario asked me to have you press the far right switch. CA/B475: FE Return CA/B476: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CAB480 CA/B47C: 4B Display dialogue message $04EF, wait for button press STAGE MASTER: Enter the room to the far left of the stage, then make for the framework above the stage. CA/B47F: FE Return CA/B480: 4B Display dialogue message $04EE, wait for button press STAGE MASTER: Don't press the wrong switch, or… CA/B483: FE Return CA/B484: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/B48C: F4 Play sound effect 44 CA/B48E: 73 Replace current map's Layer 1 at (120, 25) with the following (1 x 1) chunk, refresh immediately CA/B493: $87 CA/B494: D7 Clear event bit $1E80($355) [$1EEA, bit 5] CA/B496: FE Return CA/B497: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/B49F: F4 Play sound effect 44 CA/B4A1: 73 Replace current map's Layer 1 at (118, 25) with the following (1 x 1) chunk, refresh immediately CA/B4A6: $87 CA/B4A7: 91 Pause for 15 units CA/B4A8: F4 Play sound effect 187 CA/B4AA: 74 Replace current map's Layer 2 at (118, 27) with the following (1 x 1) chunk CA/B4AF: $01 CA/B4B0: 74 Replace current map's Layer 2 at (118, 92) with the following (2 x 1) chunk CA/B4B5: $3F, $3E CA/B4B7: 75 Refresh map after alteration CA/B4B8: B0 Execute the following commands until $B1 6 times CA/B4BA: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/B4BC: 1F Do vehicle/entity graphical action $1F CA/B4BD: FF End queue CA/B4BE: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/B4C0: CE Turn vehicle/entity down CA/B4C1: FF End queue CA/B4C2: B1 End block of repeating commands CA/B4C3: 91 Pause for 15 units CA/B4C4: F4 Play sound effect 186 CA/B4C6: 38 Hold screen CA/B4C7: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long CA/B4C9: C8 Set object layering priority to 3 (low nibble 3) CA/B4CB: C4 Set vehicle/entity's event speed to faster CA/B4CC: C7 Set vehicle/entity to stay still when moving CA/B4CD: 92 Move vehicle/entity down 5 tiles CA/B4CE: D1 Make vehicle/entity disappear CA/B4CF: FF End queue CA/B4D0: 30 Begin action queue for character $30 (Camera), 6 bytes long CA/B4D2: C4 Set vehicle/entity's event speed to faster CA/B4D3: 92 Move vehicle/entity down 5 tiles CA/B4D4: A8 Move vehicle/entity left/down 1x2 tiles CA/B4D5: A8 Move vehicle/entity left/down 1x2 tiles CA/B4D6: A2 Move vehicle/entity left/down 1x1 tiles CA/B4D7: FF End queue CA/B4D8: 92 Pause for 30 units CA/B4D9: 97 Fade screen to black CA/B4DA: 35 Pause execution until action queue for object $30 (Camera) is complete CA/B4DC: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CA/B4DE: 5C Pause execution until fade in or fade out is complete CA/B4DF: 6B Load map $00E7 (Opera House, theater (opera fight scene / WoR)) instantly, (upper bits $0400), place party at (22, 22), facing up CA/B4E5: 39 Free screen CA/B4E6: 41 Show object $31 CA/B4E8: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/B4EA: 1F Do vehicle/entity graphical action $1F CA/B4EB: C8 Set object layering priority to 0 (low nibble 0) CA/B4ED: FF End queue CA/B4EE: 96 Restore screen from fade CA/B4EF: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete) CA/B4F1: C3 Set vehicle/entity's event speed to fast CA/B4F2: 83 Move vehicle/entity left 1 tile CA/B4F3: 28 Do vehicle/entity graphical action $28 CA/B4F4: C2 Set vehicle/entity's event speed to normal CA/B4F5: 83 Move vehicle/entity left 1 tile CA/B4F6: C1 Set vehicle/entity's event speed to slow CA/B4F7: 83 Move vehicle/entity left 1 tile CA/B4F8: E0 Pause for 4 * 16 (64) frames CA/B4FA: FF End queue CA/B4FB: C0 If ($1E80($387) [$1EF0, bit 7] is set), branch to $CAB6D6 CA/B501: 31 Begin action queue for character $31 (Party Character 0), 37 bytes long CA/B503: CE Turn vehicle/entity down CA/B504: E0 Pause for 4 * 6 (24) frames CA/B506: DD Make vehicle/entity jump (high) CA/B507: CE Turn vehicle/entity down CA/B508: 1F Do vehicle/entity graphical action $1F CA/B509: E0 Pause for 4 * 6 (24) frames CA/B50B: 09 Do vehicle/entity graphical action $09 (kneeling) CA/B50C: E0 Pause for 4 * 16 (64) frames CA/B50E: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/B50F: E0 Pause for 4 * 4 (16) frames CA/B511: 09 Do vehicle/entity graphical action $09 (kneeling) CA/B512: 08 Do vehicle/entity graphical action $08 CA/B513: C6 Set vehicle/entity to walk when moving CA/B514: C3 Set vehicle/entity's event speed to fast CA/B515: 81 Move vehicle/entity right 1 tile CA/B516: A7 Move vehicle/entity right/down 1x2 tiles CA/B517: 8A Move vehicle/entity down 3 tiles CA/B518: A8 Move vehicle/entity left/down 1x2 tiles CA/B519: A2 Move vehicle/entity left/down 1x1 tiles CA/B51A: C2 Set vehicle/entity's event speed to normal CA/B51B: DD Make vehicle/entity jump (high) CA/B51C: A9 Move vehicle/entity left/down 2x1 tiles CA/B51D: DD Make vehicle/entity jump (high) CA/B51E: A9 Move vehicle/entity left/down 2x1 tiles CA/B51F: DD Make vehicle/entity jump (high) CA/B520: A7 Move vehicle/entity right/down 1x2 tiles CA/B521: DD Make vehicle/entity jump (high) CA/B522: A8 Move vehicle/entity left/down 1x2 tiles CA/B523: DD Make vehicle/entity jump (high) CA/B524: A7 Move vehicle/entity right/down 1x2 tiles CA/B525: DD Make vehicle/entity jump (high) CA/B526: 86 Move vehicle/entity down 2 tiles CA/B527: FF End queue CA/B528: B5 Pause for 15 * 26 (390) units CA/B52A: 97 Fade screen to black CA/B52B: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CA/B52D: 5C Pause execution until fade in or fade out is complete CA/B52E: 6B Load map $00ED (Opera House, lobby (always)) instantly, (upper bits $0400), place party at (66, 39), facing up CA/B534: 42 Hide object $31 CA/B536: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/B538: C7 Set vehicle/entity to stay still when moving CA/B539: 1F Do vehicle/entity graphical action $1F CA/B53A: C3 Set vehicle/entity's event speed to fast CA/B53B: FF End queue CA/B53C: 96 Restore screen from fade CA/B53D: 94 Pause for 60 units CA/B53E: F4 Play sound effect 187 CA/B540: 73 Replace current map's Layer 1 at (65, 38) with the following (2 x 3) chunk, refresh immediately CA/B545: $08, $09 CA/B547: $0A, $18 CA/B549: $19, $1A CA/B54B: 41 Show object $31 CA/B54D: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long CA/B54F: 86 Move vehicle/entity down 2 tiles CA/B550: C1 Set vehicle/entity's event speed to slow CA/B551: 82 Move vehicle/entity down 1 tile CA/B552: E0 Pause for 4 * 8 (32) frames CA/B554: 20 Do vehicle/entity graphical action $20 CA/B555: E0 Pause for 4 * 1 (4) frames CA/B557: 24 Do vehicle/entity graphical action $24 CA/B558: C6 Set vehicle/entity to walk when moving CA/B559: FF End queue CA/B55A: 92 Pause for 30 units CA/B55B: 73 Replace current map's Layer 1 at (65, 38) with the following (2 x 3) chunk, refresh immediately CA/B560: $0B, $0C CA/B562: $0D, $1B CA/B564: $1C, $1D CA/B566: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CA/B568: 4B Display dialogue message $01DD, wait for button press Surprise! CA/B56B: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/B56D: CE Turn vehicle/entity down CA/B56E: FF End queue CA/B56F: FE Return CA/B570: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/B578: F4 Play sound effect 44 CA/B57A: 73 Replace current map's Layer 1 at (117, 25) with the following (1 x 1) chunk, refresh immediately CA/B57F: $86 CA/B580: 6A Load map $00EF (Opera House, theater, going dark (flip middle switch in switch room)) after fade out, (upper bits $0400), place party at (16, 37), facing up CA/B586: 42 Hide object $31 CA/B588: 96 Restore screen from fade CA/B589: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/B58B: 32 Do vehicle/entity graphical action $32 CA/B58C: FF End queue CA/B58D: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CA/B58F: 32 Do vehicle/entity graphical action $32 CA/B590: FF End queue CA/B591: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CA/B593: 32 Do vehicle/entity graphical action $32 CA/B594: FF End queue CA/B595: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CA/B597: 32 Do vehicle/entity graphical action $32 CA/B598: FF End queue CA/B599: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CA/B59B: 32 Do vehicle/entity graphical action $32 CA/B59C: FF End queue CA/B59D: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CA/B59F: 32 Do vehicle/entity graphical action $32 CA/B5A0: FF End queue CA/B5A1: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CA/B5A3: 32 Do vehicle/entity graphical action $32 CA/B5A4: FF End queue CA/B5A5: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CA/B5A7: 32 Do vehicle/entity graphical action $32 CA/B5A8: FF End queue CA/B5A9: 18 Begin action queue for character $18 (NPC $18), 2 bytes long CA/B5AB: 32 Do vehicle/entity graphical action $32 CA/B5AC: FF End queue CA/B5AD: 19 Begin action queue for character $19 (NPC $19), 2 bytes long CA/B5AF: 32 Do vehicle/entity graphical action $32 CA/B5B0: FF End queue CA/B5B1: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long CA/B5B3: 32 Do vehicle/entity graphical action $32 CA/B5B4: FF End queue CA/B5B5: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long CA/B5B7: 32 Do vehicle/entity graphical action $32 CA/B5B8: FF End queue CA/B5B9: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long CA/B5BB: 32 Do vehicle/entity graphical action $32 CA/B5BC: FF End queue CA/B5BD: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete) CA/B5BF: 32 Do vehicle/entity graphical action $32 CA/B5C0: FF End queue CA/B5C1: 92 Pause for 30 units CA/B5C2: B0 Execute the following commands until $B1 31 times CA/B5C4: 50 Tint screen (cumulative) with color $9B CA/B5C6: B1 End block of repeating commands CA/B5C7: 92 Pause for 30 units CA/B5C8: F4 Play sound effect 200 CA/B5CA: 10 Begin action queue for character $10 (NPC $10), 12 bytes long CA/B5CC: D5 Set vehicle/entity's position to (14, 34) CA/B5CF: 32 Do vehicle/entity graphical action $32 CA/B5D0: E0 Pause for 4 * 1 (4) frames CA/B5D2: 72 Do vehicle/entity graphical action $32, flipped horizontally CA/B5D3: E0 Pause for 4 * 1 (4) frames CA/B5D5: FC Branch 6 bytes backwards ($CAB5CF) CA/B5D7: FF End queue CA/B5D8: B4 Pause for 40 units CA/B5DA: F4 Play sound effect 200 CA/B5DC: 1B Begin action queue for character $1B (NPC $1B), 12 bytes long CA/B5DE: D5 Set vehicle/entity's position to (18, 38) CA/B5E1: 32 Do vehicle/entity graphical action $32 CA/B5E2: E0 Pause for 4 * 2 (8) frames CA/B5E4: 72 Do vehicle/entity graphical action $32, flipped horizontally CA/B5E5: E0 Pause for 4 * 3 (12) frames CA/B5E7: FC Branch 6 bytes backwards ($CAB5E1) CA/B5E9: FF End queue CA/B5EA: B4 Pause for 24 units CA/B5EC: F4 Play sound effect 200 CA/B5EE: 14 Begin action queue for character $14 (NPC $14), 12 bytes long CA/B5F0: D5 Set vehicle/entity's position to (16, 35) CA/B5F3: 32 Do vehicle/entity graphical action $32 CA/B5F4: E0 Pause for 4 * 3 (12) frames CA/B5F6: 72 Do vehicle/entity graphical action $32, flipped horizontally CA/B5F7: E0 Pause for 4 * 4 (16) frames CA/B5F9: FC Branch 6 bytes backwards ($CAB5F3) CA/B5FB: FF End queue CA/B5FC: B4 Pause for 8 units CA/B5FE: F4 Play sound effect 200 CA/B600: 19 Begin action queue for character $19 (NPC $19), 12 bytes long CA/B602: D5 Set vehicle/entity's position to (18, 37) CA/B605: 32 Do vehicle/entity graphical action $32 CA/B606: E0 Pause for 4 * 5 (20) frames CA/B608: 72 Do vehicle/entity graphical action $32, flipped horizontally CA/B609: E0 Pause for 4 * 8 (32) frames CA/B60B: FC Branch 6 bytes backwards ($CAB605) CA/B60D: FF End queue CA/B60E: B4 Pause for 3 units CA/B610: F4 Play sound effect 200 CA/B612: 12 Begin action queue for character $12 (NPC $12), 12 bytes long CA/B614: D5 Set vehicle/entity's position to (18, 34) CA/B617: 32 Do vehicle/entity graphical action $32 CA/B618: E0 Pause for 4 * 2 (8) frames CA/B61A: 72 Do vehicle/entity graphical action $32, flipped horizontally CA/B61B: E0 Pause for 4 * 1 (4) frames CA/B61D: FC Branch 6 bytes backwards ($CAB617) CA/B61F: FF End queue CA/B620: B4 Pause for 1 units CA/B622: F4 Play sound effect 200 CA/B624: 13 Begin action queue for character $13 (NPC $13), 12 bytes long CA/B626: D5 Set vehicle/entity's position to (15, 35) CA/B629: 32 Do vehicle/entity graphical action $32 CA/B62A: E0 Pause for 4 * 3 (12) frames CA/B62C: 72 Do vehicle/entity graphical action $32, flipped horizontally CA/B62D: E0 Pause for 4 * 5 (20) frames CA/B62F: FC Branch 6 bytes backwards ($CAB629) CA/B631: FF End queue CA/B632: B4 Pause for 10 units CA/B634: F4 Play sound effect 200 CA/B636: 18 Begin action queue for character $18 (NPC $18), 12 bytes long CA/B638: D5 Set vehicle/entity's position to (17, 37) CA/B63B: 32 Do vehicle/entity graphical action $32 CA/B63C: E0 Pause for 4 * 7 (28) frames CA/B63E: 72 Do vehicle/entity graphical action $32, flipped horizontally CA/B63F: E0 Pause for 4 * 1 (4) frames CA/B641: FC Branch 6 bytes backwards ($CAB63B) CA/B643: FF End queue CA/B644: B4 Pause for 11 units CA/B646: F4 Play sound effect 200 CA/B648: 16 Begin action queue for character $16 (NPC $16), 12 bytes long CA/B64A: D5 Set vehicle/entity's position to (14, 37) CA/B64D: 32 Do vehicle/entity graphical action $32 CA/B64E: E0 Pause for 4 * 1 (4) frames CA/B650: 72 Do vehicle/entity graphical action $32, flipped horizontally CA/B651: E0 Pause for 4 * 1 (4) frames CA/B653: FC Branch 6 bytes backwards ($CAB64D) CA/B655: FF End queue CA/B656: B4 Pause for 8 units CA/B658: F4 Play sound effect 200 CA/B65A: 17 Begin action queue for character $17 (NPC $17), 12 bytes long CA/B65C: D5 Set vehicle/entity's position to (15, 37) CA/B65F: 32 Do vehicle/entity graphical action $32 CA/B660: E0 Pause for 4 * 2 (8) frames CA/B662: 72 Do vehicle/entity graphical action $32, flipped horizontally CA/B663: E0 Pause for 4 * 3 (12) frames CA/B665: FC Branch 6 bytes backwards ($CAB65F) CA/B667: FF End queue CA/B668: B4 Pause for 4 units CA/B66A: F4 Play sound effect 200 CA/B66C: 1D Begin action queue for character $1D (NPC $1D), 12 bytes long CA/B66E: D5 Set vehicle/entity's position to (16, 39) CA/B671: 32 Do vehicle/entity graphical action $32 CA/B672: E0 Pause for 4 * 3 (12) frames CA/B674: 72 Do vehicle/entity graphical action $32, flipped horizontally CA/B675: E0 Pause for 4 * 1 (4) frames CA/B677: FC Branch 6 bytes backwards ($CAB671) CA/B679: FF End queue CA/B67A: B4 Pause for 8 units CA/B67C: F4 Play sound effect 200 CA/B67E: 11 Begin action queue for character $11 (NPC $11), 12 bytes long CA/B680: D5 Set vehicle/entity's position to (15, 34) CA/B683: 32 Do vehicle/entity graphical action $32 CA/B684: E0 Pause for 4 * 6 (24) frames CA/B686: 72 Do vehicle/entity graphical action $32, flipped horizontally CA/B687: E0 Pause for 4 * 3 (12) frames CA/B689: FC Branch 6 bytes backwards ($CAB683) CA/B68B: FF End queue CA/B68C: B4 Pause for 1 units CA/B68E: F4 Play sound effect 200 CA/B690: 15 Begin action queue for character $15 (NPC $15), 12 bytes long CA/B692: D5 Set vehicle/entity's position to (18, 35) CA/B695: 32 Do vehicle/entity graphical action $32 CA/B696: E0 Pause for 4 * 1 (4) frames CA/B698: 72 Do vehicle/entity graphical action $32, flipped horizontally CA/B699: E0 Pause for 4 * 3 (12) frames CA/B69B: FC Branch 6 bytes backwards ($CAB695) CA/B69D: FF End queue CA/B69E: B4 Pause for 2 units CA/B6A0: F4 Play sound effect 200 CA/B6A2: 1A Begin action queue for character $1A (NPC $1A), 12 bytes long CA/B6A4: D5 Set vehicle/entity's position to (14, 38) CA/B6A7: 32 Do vehicle/entity graphical action $32 CA/B6A8: E0 Pause for 4 * 2 (8) frames CA/B6AA: 72 Do vehicle/entity graphical action $32, flipped horizontally CA/B6AB: E0 Pause for 4 * 2 (8) frames CA/B6AD: FC Branch 6 bytes backwards ($CAB6A7) CA/B6AF: FF End queue CA/B6B0: B4 Pause for 3 units CA/B6B2: F4 Play sound effect 200 CA/B6B4: 1C Begin action queue for character $1C (NPC $1C), 12 bytes long CA/B6B6: D5 Set vehicle/entity's position to (19, 38) CA/B6B9: 32 Do vehicle/entity graphical action $32 CA/B6BA: E0 Pause for 4 * 4 (16) frames CA/B6BC: 72 Do vehicle/entity graphical action $32, flipped horizontally CA/B6BD: E0 Pause for 4 * 1 (4) frames CA/B6BF: FC Branch 6 bytes backwards ($CAB6B9) CA/B6C1: FF End queue CA/B6C2: 95 Pause for 120 units CA/B6C3: 6A Load map $00E8 (Opera House, backstage & catwalk door, enabled (WoB post-Ultros / WoR)) after fade out, (upper bits $0400), place party at (117, 27), facing up CA/B6C9: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CA/B6CB: D5 Set vehicle/entity's position to (119, 29) CA/B6CE: CF Turn vehicle/entity left CA/B6CF: FF End queue CA/B6D0: 41 Show object $31 CA/B6D2: 96 Restore screen from fade CA/B6D3: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/B6D5: FE Return CA/B6D6: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CA/B6D8: C6 Set vehicle/entity to walk when moving CA/B6D9: 8B Move vehicle/entity left 3 tiles CA/B6DA: CC Turn vehicle/entity up CA/B6DB: E0 Pause for 4 * 8 (32) frames CA/B6DD: 84 Move vehicle/entity up 2 tiles CA/B6DE: FF End queue CA/B6DF: 4D Invoke battle, enemy set $86, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CA/B6E2: B2 Call subroutine $CA5EA9 CA/B6E6: D7 Clear event bit $1E80($387) [$1EF0, bit 7] CA/B6E8: D7 Clear event bit $1E80($36F) [$1EED, bit 7] CA/B6EA: D6 Set event bit $1E80($332) [$1EE6, bit 2] CA/B6EC: 6B Load map $00ED (Opera House, lobby (always)) instantly, (upper bits $3400), place party at (60, 44), facing left CA/B6F2: 92 Pause for 30 units CA/B6F3: B2 Call subroutine $CC1F9F CA/B6F7: 4B Display dialogue message $01DE, wait for button press Looks like we're gonna have to save the day once again! CA/B6FA: FE Return CA/B6FB: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/B703: F4 Play sound effect 151 CA/B705: 73 Replace current map's Layer 1 at (116, 25) with the following (1 x 1) chunk, refresh immediately CA/B70A: $87 CA/B70B: B4 Pause for 8 units CA/B70D: 73 Replace current map's Layer 1 at (116, 25) with the following (1 x 1) chunk, refresh immediately CA/B712: $86 CA/B713: FE Return CA/B714: 4B Display dialogue message $04A8, wait for button press EDGAR: Go right ahead. CA/B717: FE Return CA/B718: 4B Display dialogue message $04A9, wait for button press SABIN: Uh? Why's everyone singing? CA/B71B: FE Return CA/B71C: 4B Display dialogue message $04AA, wait for button press CYAN: Going somewhere? I'm going to relax! CA/B71F: FE Return CA/B720: 4B Display dialogue message $04AB, wait for button press GAU: Pretty song! CA/B723: FE Return CA/B724: C9 If ($1E80($058) [$1E8B, bit 0] is set) and ($1E80($110) [$1EA2, bit 0] is clear), branch to $CAB744 CA/B72C: C0 If ($1E80($056) [$1E8A, bit 6] is set), branch to $CAB735 CA/B732: 4B Display dialogue message $04A7, wait for button press LOCKE: I'm going to the dressing room. CA/B735: C0 If ($1E80($119) [$1EA3, bit 1] is clear), branch to $CAB740 CA/B73B: 4B Display dialogue message $04AD, wait for button press IMPRESARIO: Your friend left. Said he'd have fallen asleep in another 5 minutes… CA/B73E: D3 Clear event bit $1E80($119) [$1EA3, bit 1] CA/B740: 4B Display dialogue message $04AC, wait for button press IMPRESARIO: Is everything okay? CA/B743: FE Return CA/B744: F2 Fade out current song with transition time 48 CA/B746: 4B Display dialogue message $04CB, wait for button press IMPRESARIO: What!!!? CA/B749: 38 Hold screen CA/B74A: C0 If ($1E80($2BA) [$1ED7, bit 2] is set), branch to $CAB95F CA/B750: F0 Play song 68 (The Wedding Waltz #2), (high bit clear), full volume CA/B752: B5 Pause for 15 * 13 (195) units CA/B754: 30 Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete) CA/B756: C3 Set vehicle/entity's event speed to fast CA/B757: 9C Move vehicle/entity up 8 tiles CA/B758: 9C Move vehicle/entity up 8 tiles CA/B759: 9C Move vehicle/entity up 8 tiles CA/B75A: FF End queue CA/B75B: 3D Create object $15 CA/B75D: 15 Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete) CA/B75F: D5 Set vehicle/entity's position to (10, 16) CA/B762: FF End queue CA/B763: 41 Show object $15 CA/B765: 15 Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete) CA/B767: 89 Move vehicle/entity right 3 tiles CA/B768: 8A Move vehicle/entity down 3 tiles CA/B769: 89 Move vehicle/entity right 3 tiles CA/B76A: CE Turn vehicle/entity down CA/B76B: FF End queue CA/B76C: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long CA/B76E: CC Turn vehicle/entity up CA/B76F: FF End queue CA/B770: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long CA/B772: CC Turn vehicle/entity up CA/B773: FF End queue CA/B774: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long CA/B776: CC Turn vehicle/entity up CA/B777: FF End queue CA/B778: 1E Begin action queue for character $1E (NPC $1E), 2 bytes long CA/B77A: CC Turn vehicle/entity up CA/B77B: FF End queue CA/B77C: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CA/B77E: CE Turn vehicle/entity down CA/B77F: FF End queue CA/B780: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CA/B782: 87 Move vehicle/entity left 2 tiles CA/B783: CE Turn vehicle/entity down CA/B784: FF End queue CA/B785: 4B Display dialogue message $04CC, wait for button press (Show text only) (At bottom of screen) “The survivors of the West attack!” RALSE: Impossible! CA/B788: 1B Begin action queue for character $1B (NPC $1B), 3 bytes long CA/B78A: 8B Move vehicle/entity left 3 tiles CA/B78B: CD Turn vehicle/entity right CA/B78C: FF End queue CA/B78D: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long CA/B78F: A9 Move vehicle/entity left/down 2x1 tiles CA/B790: 87 Move vehicle/entity left 2 tiles CA/B791: CD Turn vehicle/entity right CA/B792: FF End queue CA/B793: 1D Begin action queue for character $1D (NPC $1D), 3 bytes long CA/B795: 89 Move vehicle/entity right 3 tiles CA/B796: CF Turn vehicle/entity left CA/B797: FF End queue CA/B798: 1E Begin action queue for character $1E (NPC $1E), 4 bytes long CA/B79A: A6 Move vehicle/entity right/down 2x1 tiles CA/B79B: A1 Move vehicle/entity right/down 1x1 tiles CA/B79C: CF Turn vehicle/entity left CA/B79D: FF End queue CA/B79E: 15 Begin action queue for character $15 (NPC $15), 4 bytes long CA/B7A0: 86 Move vehicle/entity down 2 tiles CA/B7A1: 8B Move vehicle/entity left 3 tiles CA/B7A2: CD Turn vehicle/entity right CA/B7A3: FF End queue CA/B7A4: 93 Pause for 45 units CA/B7A5: 3D Create object $13 CA/B7A7: 13 Begin action queue for character $13 (NPC $13), 4 bytes long (Wait until complete) CA/B7A9: D5 Set vehicle/entity's position to (10, 16) CA/B7AC: FF End queue CA/B7AD: 41 Show object $13 CA/B7AF: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CA/B7B1: 89 Move vehicle/entity right 3 tiles CA/B7B2: A1 Move vehicle/entity right/down 1x1 tiles CA/B7B3: 8E Move vehicle/entity down 4 tiles CA/B7B4: CF Turn vehicle/entity left CA/B7B5: FF End queue CA/B7B6: 48 Display dialogue message $04CD, continue executing commands (Show text only) (At bottom of screen) Attack!! CA/B7B9: 35 Pause execution until action queue for object $13 (NPC $13) is complete CA/B7BB: B2 Call subroutine $CAF0FA CA/B7BF: B5 Pause for 15 * 16 (240) units CA/B7C1: 3D Create object $14 CA/B7C3: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CA/B7C5: D5 Set vehicle/entity's position to (22, 16) CA/B7C8: FF End queue CA/B7C9: 41 Show object $14 CA/B7CB: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CA/B7CD: 8B Move vehicle/entity left 3 tiles CA/B7CE: 96 Move vehicle/entity down 6 tiles CA/B7CF: 83 Move vehicle/entity left 1 tile CA/B7D0: CD Turn vehicle/entity right CA/B7D1: FF End queue CA/B7D2: 92 Pause for 30 units CA/B7D3: 3D Create object $16 CA/B7D5: 16 Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete) CA/B7D7: D5 Set vehicle/entity's position to (13, 27) CA/B7DA: FF End queue CA/B7DB: 41 Show object $16 CA/B7DD: 16 Begin action queue for character $16 (NPC $16), 7 bytes long (Wait until complete) CA/B7DF: A0 Move vehicle/entity right/up 1x1 tiles CA/B7E0: A0 Move vehicle/entity right/up 1x1 tiles CA/B7E1: A0 Move vehicle/entity right/up 1x1 tiles CA/B7E2: A5 Move vehicle/entity right/up 2x1 tiles CA/B7E3: A0 Move vehicle/entity right/up 1x1 tiles CA/B7E4: CF Turn vehicle/entity left CA/B7E5: FF End queue CA/B7E6: D2 Set event bit $1E80($110) [$1EA2, bit 0] CA/B7E8: B2 Call subroutine $CAF11F CA/B7EC: B0 Execute the following commands until $B1 31 times CA/B7EE: 53 Modify object color range from [40, 7F]: Do unknown operation (Black) at intensity 3 CA/B7F2: B1 End block of repeating commands CA/B7F3: B5 Pause for 15 * 16 (240) units CA/B7F5: 11 Begin action queue for character $11 (NPC $11), 13 bytes long CA/B7F7: E0 Pause for 4 * 4 (16) frames CA/B7F9: CD Turn vehicle/entity right CA/B7FA: E0 Pause for 4 * 1 (4) frames CA/B7FC: CF Turn vehicle/entity left CA/B7FD: E0 Pause for 4 * 3 (12) frames CA/B7FF: CE Turn vehicle/entity down CA/B800: E0 Pause for 4 * 8 (32) frames CA/B802: CC Turn vehicle/entity up CA/B803: FF End queue CA/B804: 4B Display dialogue message $04CE, wait for button press (Show text only) (At bottom of screen) Wait!! CA/B807: 3D Create object $22 CA/B809: 3D Create object $12 CA/B80B: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CA/B80D: D5 Set vehicle/entity's position to (17, 22) CA/B810: FF End queue CA/B811: 41 Show object $22 CA/B813: 45 Refresh objects CA/B814: B0 Execute the following commands until $B1 31 times CA/B816: 53 Modify object color range from [40, 7F]: Do unknown operation (Black) at intensity 3 CA/B81A: B1 End block of repeating commands CA/B81B: 22 Begin action queue for character $22 (NPC $22), 2 bytes long CA/B81D: 9E Move vehicle/entity down 8 tiles CA/B81E: FF End queue CA/B81F: 91 Pause for 15 units CA/B820: 15 Begin action queue for character $15 (NPC $15), 3 bytes long CA/B822: 8B Move vehicle/entity left 3 tiles CA/B823: CC Turn vehicle/entity up CA/B824: FF End queue CA/B825: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/B827: 8B Move vehicle/entity left 3 tiles CA/B828: CC Turn vehicle/entity up CA/B829: FF End queue CA/B82A: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CA/B82C: 89 Move vehicle/entity right 3 tiles CA/B82D: CC Turn vehicle/entity up CA/B82E: FF End queue CA/B82F: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CA/B831: 89 Move vehicle/entity right 3 tiles CA/B832: CC Turn vehicle/entity up CA/B833: FF End queue CA/B834: 10 Begin action queue for character $10 (NPC $10), 6 bytes long CA/B836: CD Turn vehicle/entity right CA/B837: E0 Pause for 4 * 4 (16) frames CA/B839: CE Turn vehicle/entity down CA/B83A: C6 Set vehicle/entity to walk when moving CA/B83B: FF End queue CA/B83C: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CA/B83E: DD Make vehicle/entity jump (high) CA/B83F: 85 Move vehicle/entity right 2 tiles CA/B840: 2D Do vehicle/entity graphical action $2D CA/B841: C6 Set vehicle/entity to walk when moving CA/B842: FF End queue CA/B843: 35 Pause execution until action queue for object $22 (NPC $22) is complete CA/B845: 44 Place character $22 (NPC $22) on vehicle $20 (Chocobo) (Character is not shown) CA/B848: 41 Show object $12 CA/B84A: 45 Refresh objects CA/B84B: 22 Begin action queue for character $22 (NPC $22), 7 bytes long CA/B84D: E0 Pause for 4 * 10 (40) frames CA/B84F: A9 Move vehicle/entity left/down 2x1 tiles CA/B850: A9 Move vehicle/entity left/down 2x1 tiles CA/B851: A2 Move vehicle/entity left/down 1x1 tiles CA/B852: D1 Make vehicle/entity disappear CA/B853: FF End queue CA/B854: 12 Begin action queue for character $12 (NPC $12), 11 bytes long (Wait until complete) CA/B856: DD Make vehicle/entity jump (high) CA/B857: 87 Move vehicle/entity left 2 tiles CA/B858: CF Turn vehicle/entity left CA/B859: E0 Pause for 4 * 5 (20) frames CA/B85B: C1 Set vehicle/entity's event speed to slow CA/B85C: 80 Move vehicle/entity up 1 tile CA/B85D: E0 Pause for 4 * 2 (8) frames CA/B85F: A0 Move vehicle/entity right/up 1x1 tiles CA/B860: FF End queue CA/B861: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CA/B863: 83 Move vehicle/entity left 1 tile CA/B864: CE Turn vehicle/entity down CA/B865: FF End queue CA/B866: 12 Begin action queue for character $12 (NPC $12), 5 bytes long CA/B868: CD Turn vehicle/entity right CA/B869: E0 Pause for 4 * 1 (4) frames CA/B86B: CE Turn vehicle/entity down CA/B86C: FF End queue CA/B86D: FA Stop temporarily played song CA/B86E: F0 Play song 69 (The Wedding Waltz #3), (high bit clear), full volume CA/B870: 48 Display dialogue message $04CF, continue executing commands (Show text only) (At bottom of screen) Maria CA/B873: B0 Execute the following commands until $B1 3 times CA/B875: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/B877: 37 Do vehicle/entity graphical action $37 CA/B878: FF End queue CA/B879: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/B87B: 36 Do vehicle/entity graphical action $36 CA/B87C: FF End queue CA/B87D: 93 Pause for 45 units CA/B87E: B1 End block of repeating commands CA/B87F: B5 Pause for 15 * 10 (150) units CA/B881: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CA/B883: CC Turn vehicle/entity up CA/B884: FF End queue CA/B885: F9 Pause execution until the music passes through predetermined point $02 CA/B887: 48 Display dialogue message $04D0, continue executing commands (Show text only) (At bottom of screen) Draco, I've waited so long. I knew you'd come. CA/B88A: B0 Execute the following commands until $B1 3 times CA/B88C: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/B88E: 37 Do vehicle/entity graphical action $37 CA/B88F: FF End queue CA/B890: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/B892: 36 Do vehicle/entity graphical action $36 CA/B893: FF End queue CA/B894: 93 Pause for 45 units CA/B895: B1 End block of repeating commands CA/B896: 93 Pause for 45 units CA/B897: B0 Execute the following commands until $B1 4 times CA/B899: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/B89B: 37 Do vehicle/entity graphical action $37 CA/B89C: FF End queue CA/B89D: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/B89F: 36 Do vehicle/entity graphical action $36 CA/B8A0: FF End queue CA/B8A1: 91 Pause for 15 units CA/B8A2: B1 End block of repeating commands CA/B8A3: B4 Pause for 13 units CA/B8A5: B0 Execute the following commands until $B1 6 times CA/B8A7: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/B8A9: 37 Do vehicle/entity graphical action $37 CA/B8AA: FF End queue CA/B8AB: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/B8AD: 36 Do vehicle/entity graphical action $36 CA/B8AE: FF End queue CA/B8AF: 91 Pause for 15 units CA/B8B0: B1 End block of repeating commands CA/B8B1: B5 Pause for 15 * 16 (240) units CA/B8B3: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/B8B5: 83 Move vehicle/entity left 1 tile CA/B8B6: CE Turn vehicle/entity down CA/B8B7: FF End queue CA/B8B8: F9 Pause execution until the music passes through predetermined point $03 CA/B8BA: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/B8BC: CE Turn vehicle/entity down CA/B8BD: FF End queue CA/B8BE: 48 Display dialogue message $04D1, continue executing commands (Show text only) (At bottom of screen) Maria will finally have to become my queen! CA/B8C1: B0 Execute the following commands until $B1 4 times CA/B8C3: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/B8C5: 37 Do vehicle/entity graphical action $37 CA/B8C6: FF End queue CA/B8C7: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/B8C9: 36 Do vehicle/entity graphical action $36 CA/B8CA: FF End queue CA/B8CB: B4 Pause for 3 units CA/B8CD: B1 End block of repeating commands CA/B8CE: B5 Pause for 15 * 5 (75) units CA/B8D0: B0 Execute the following commands until $B1 6 times CA/B8D2: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/B8D4: 37 Do vehicle/entity graphical action $37 CA/B8D5: FF End queue CA/B8D6: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/B8D8: 36 Do vehicle/entity graphical action $36 CA/B8D9: FF End queue CA/B8DA: B4 Pause for 2 units CA/B8DC: B1 End block of repeating commands CA/B8DD: 94 Pause for 60 units CA/B8DE: B0 Execute the following commands until $B1 4 times CA/B8E0: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/B8E2: 37 Do vehicle/entity graphical action $37 CA/B8E3: FF End queue CA/B8E4: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/B8E6: 36 Do vehicle/entity graphical action $36 CA/B8E7: FF End queue CA/B8E8: B4 Pause for 3 units CA/B8EA: B1 End block of repeating commands CA/B8EB: B4 Pause for 22 units CA/B8ED: B0 Execute the following commands until $B1 2 times CA/B8EF: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/B8F1: 37 Do vehicle/entity graphical action $37 CA/B8F2: FF End queue CA/B8F3: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/B8F5: 36 Do vehicle/entity graphical action $36 CA/B8F6: FF End queue CA/B8F7: 91 Pause for 15 units CA/B8F8: B4 Pause for 4 units CA/B8FA: B1 End block of repeating commands CA/B8FB: B4 Pause for 22 units CA/B8FD: B0 Execute the following commands until $B1 6 times CA/B8FF: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/B901: 37 Do vehicle/entity graphical action $37 CA/B902: FF End queue CA/B903: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/B905: 36 Do vehicle/entity graphical action $36 CA/B906: FF End queue CA/B907: 91 Pause for 15 units CA/B908: B1 End block of repeating commands CA/B909: F9 Pause execution until the music passes through predetermined point $04 CA/B90B: 48 Display dialogue message $04D2, continue executing commands (Show text only) (At bottom of screen) For the rest of my life I'll keep you near… CA/B90E: 12 Begin action queue for character $12 (NPC $12), 11 bytes long (Wait until complete) CA/B910: 87 Move vehicle/entity left 2 tiles CA/B911: E0 Pause for 4 * 13 (52) frames CA/B913: 80 Move vehicle/entity up 1 tile CA/B914: E0 Pause for 4 * 13 (52) frames CA/B916: CD Turn vehicle/entity right CA/B917: E0 Pause for 4 * 14 (56) frames CA/B919: CE Turn vehicle/entity down CA/B91A: FF End queue CA/B91B: 92 Pause for 30 units CA/B91C: B0 Execute the following commands until $B1 3 times CA/B91E: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/B920: 37 Do vehicle/entity graphical action $37 CA/B921: FF End queue CA/B922: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/B924: 36 Do vehicle/entity graphical action $36 CA/B925: FF End queue CA/B926: 91 Pause for 15 units CA/B927: B1 End block of repeating commands CA/B928: 94 Pause for 60 units CA/B929: B0 Execute the following commands until $B1 3 times CA/B92B: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/B92D: 37 Do vehicle/entity graphical action $37 CA/B92E: FF End queue CA/B92F: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/B931: 36 Do vehicle/entity graphical action $36 CA/B932: FF End queue CA/B933: 91 Pause for 15 units CA/B934: B1 End block of repeating commands CA/B935: F9 Pause execution until the music passes through predetermined point $05 CA/B937: 48 Display dialogue message $04D3, continue executing commands (Show text only) (At bottom of screen) It's a duel! CA/B93A: B0 Execute the following commands until $B1 4 times CA/B93C: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/B93E: 37 Do vehicle/entity graphical action $37 CA/B93F: FF End queue CA/B940: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/B942: 36 Do vehicle/entity graphical action $36 CA/B943: FF End queue CA/B944: B4 Pause for 1 units CA/B946: B1 End block of repeating commands CA/B947: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CA/B949: CD Turn vehicle/entity right CA/B94A: FF End queue CA/B94B: B5 Pause for 15 * 16 (240) units CA/B94D: FA Stop temporarily played song CA/B94E: F0 Play song 70 (The Wedding Waltz #4), (high bit clear), full volume CA/B950: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CA/B952: 9E Move vehicle/entity down 8 tiles CA/B953: 9E Move vehicle/entity down 8 tiles CA/B954: 9E Move vehicle/entity down 8 tiles CA/B955: FF End queue CA/B956: 4B Display dialogue message $04D5, wait for button press IMPRESARIO: But how might he disrupt the opera? …With that?! CA/B959: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CAB961 CA/B95F: F0 Play song 70 (The Wedding Waltz #4), (high bit clear), full volume CA/B961: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/B963: C3 Set vehicle/entity's event speed to fast CA/B964: 8C Move vehicle/entity up 4 tiles CA/B965: FF End queue CA/B966: 92 Pause for 30 units CA/B967: 97 Fade screen to black CA/B968: 5C Pause execution until fade in or fade out is complete CA/B969: 35 Pause execution until action queue for object $30 (Camera) is complete CA/B96B: 6B Load map $00EB (Opera House, catwalks over stage (always)) instantly, (upper bits $0400), place party at (16, 18), facing up CA/B971: 42 Hide object $31 CA/B973: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/B975: 9C Move vehicle/entity up 8 tiles CA/B976: 80 Move vehicle/entity up 1 tile CA/B977: FF End queue CA/B978: 96 Restore screen from fade CA/B979: 35 Pause execution until action queue for object $30 (Camera) is complete CA/B97B: C0 If ($1E80($2BA) [$1ED7, bit 2] is set), branch to $CAB994 CA/B981: 4B Display dialogue message $04D7, wait for button press (At bottom of screen) ULTROS: Mwa ha ha! Let's see if Maria can shrug THIS off! CA/B984: 17 Begin action queue for character $17 (NPC $17), 5 bytes long (Wait until complete) CA/B986: CD Turn vehicle/entity right CA/B987: E0 Pause for 4 * 10 (40) frames CA/B989: 2D Do vehicle/entity graphical action $2D CA/B98A: FF End queue CA/B98B: 4B Display dialogue message $04D9, wait for button press (At bottom of screen) ULTROS: N'ghaaa! This is heavier than I thought! It'll take me 5 minutes to drop it! CA/B98E: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CAB99B CA/B994: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CA/B996: 2D Do vehicle/entity graphical action $2D CA/B997: FF End queue CA/B998: 4B Display dialogue message $04DA, wait for button press (At bottom of screen) ULTROS: N'ghooo! And it only weighs 4 tons…! CA/B99B: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/B99D: 8E Move vehicle/entity down 4 tiles CA/B99E: FF End queue CA/B99F: 92 Pause for 30 units CA/B9A0: 97 Fade screen to black CA/B9A1: 5C Pause execution until fade in or fade out is complete CA/B9A2: 35 Pause execution until action queue for object $30 (Camera) is complete CA/B9A4: D7 Clear event bit $1E80($346) [$1EE8, bit 6] CA/B9A6: D7 Clear event bit $1E80($348) [$1EE9, bit 0] CA/B9A8: D6 Set event bit $1E80($347) [$1EE8, bit 7] CA/B9AA: 6B Load map $00E7 (Opera House, theater (opera fight scene / WoR)) instantly, (upper bits $0400), place party at (15, 37), facing up CA/B9B0: B2 Call subroutine $CABE38 CA/B9B4: 3C Set up the party as follows: $01 (Actor in stot 1), $FF (), $FF (), $FF () CA/B9B9: 41 Show object $31 CA/B9BB: 41 Show object $32 CA/B9BD: 41 Show object $33 CA/B9BF: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CA/B9C1: D5 Set vehicle/entity's position to (16, 45) CA/B9C4: CF Turn vehicle/entity left CA/B9C5: FF End queue CA/B9C6: 33 Begin action queue for character $33 (Party Character 2), 5 bytes long CA/B9C8: D5 Set vehicle/entity's position to (17, 45) CA/B9CB: CF Turn vehicle/entity left CA/B9CC: FF End queue CA/B9CD: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/B9CF: D5 Set vehicle/entity's position to (15, 45) CA/B9D2: CC Turn vehicle/entity up CA/B9D3: FF End queue CA/B9D4: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/B9D6: 9E Move vehicle/entity down 8 tiles CA/B9D7: FF End queue CA/B9D8: 96 Restore screen from fade CA/B9D9: 35 Pause execution until action queue for object $30 (Camera) is complete CA/B9DB: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/B9DD: CE Turn vehicle/entity down CA/B9DE: C8 Set object layering priority to 0 (low nibble 0) CA/B9E0: FF End queue CA/B9E1: 39 Free screen CA/B9E2: 4B Display dialogue message $04D8, wait for button press LOCKE: We haven't a second to lose! IMPRESARIO: Talk to the man in the room to the far right! He'll help you get up there! LOCKE: It's as good as done! CA/B9E5: B2 Call subroutine $CB2E34 CA/B9E9: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CA/B9EB: C2 Set vehicle/entity's event speed to normal CA/B9EC: 83 Move vehicle/entity left 1 tile CA/B9ED: FF End queue CA/B9EE: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CA/B9F0: C2 Set vehicle/entity's event speed to normal CA/B9F1: 87 Move vehicle/entity left 2 tiles CA/B9F2: FF End queue CA/B9F3: 92 Pause for 30 units CA/B9F4: B2 Call subroutine $CACB95 CA/B9F8: B2 Call subroutine $CB2E2B CA/B9FC: D2 Set event bit $1E80($110) [$1EA2, bit 0] CA/B9FE: D4 Set event bit $1E80($2BA) [$1ED7, bit 2] CA/BA00: D4 Set event bit $1E80($2BC) [$1ED7, bit 4] CA/BA02: A0 Set timer 0 to $4650 [5m: 00s: 00j], jump to subroutine $CABA09 if it expires. Flags: (Countdown continues in menu and battle) (Countdown shown while walking [must have tiles for it, only timer 0 can use]) (Unknown flag enabled 0x20 on event bank byte) (Countdown overrides the game clock display) CA/BA08: FE Return CA/BA09: 97 Fade screen to black CA/BA0A: 5C Pause execution until fade in or fade out is complete CA/BA0B: A1 Reset timer 0 CA/BA0D: 6B Load map $00EB (Opera House, catwalks over stage (always)) instantly, (upper bits $2400), place party at (15, 9), facing down CA/BA13: 42 Hide object $31 CA/BA15: 96 Restore screen from fade CA/BA16: 92 Pause for 30 units CA/BA17: 17 Begin action queue for character $17 (NPC $17), 9 bytes long CA/BA19: CE Turn vehicle/entity down CA/BA1A: E0 Pause for 4 * 1 (4) frames CA/BA1C: 2D Do vehicle/entity graphical action $2D CA/BA1D: E0 Pause for 4 * 1 (4) frames CA/BA1F: FC Branch 6 bytes backwards ($CABA19) CA/BA21: FF End queue CA/BA22: 4B Display dialogue message $04F0, wait for button press (At bottom of screen) ULTROS: N'ghaa, ha, ha! Whooooopie!! CA/BA25: 78 Enable ability to pass through other objects for object $17 (NPC $17) CA/BA27: 78 Enable ability to pass through other objects for object $1D (NPC $1D) CA/BA29: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CA/BA2B: 81 Move vehicle/entity right 1 tile CA/BA2C: FF End queue CA/BA2D: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete) CA/BA2F: 81 Move vehicle/entity right 1 tile CA/BA30: FF End queue CA/BA31: F2 Fade out current song with transition time 128 CA/BA33: F4 Play sound effect 186 CA/BA35: 1D Begin action queue for character $1D (NPC $1D), 3 bytes long CA/BA37: C4 Set vehicle/entity's event speed to faster CA/BA38: 9E Move vehicle/entity down 8 tiles CA/BA39: FF End queue CA/BA3A: 91 Pause for 15 units CA/BA3B: 97 Fade screen to black CA/BA3C: 5C Pause execution until fade in or fade out is complete CA/BA3D: B5 Pause for 15 * 16 (240) units CA/BA3F: B2 Call subroutine $CABDBA CA/BA43: FE Return CA/BA44: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BA46: C2 Set vehicle/entity's event speed to normal CA/BA47: FF End queue CA/BA48: B2 Call subroutine $CACAFF CA/BA4C: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/BA4E: CD Turn vehicle/entity right CA/BA4F: FF End queue CA/BA50: B3 Call subroutine $CAC807, 3 times CA/BA55: 91 Pause for 15 units CA/BA56: C0 If ($1E80($113) [$1EA2, bit 3] is set), branch to $CABACF CA/BA5C: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CA/BA5E: 22 Do vehicle/entity graphical action $22 CA/BA5F: E0 Pause for 4 * 8 (32) frames CA/BA61: CF Turn vehicle/entity left CA/BA62: E0 Pause for 4 * 8 (32) frames CA/BA64: CE Turn vehicle/entity down CA/BA65: FF End queue CA/BA66: B0 Execute the following commands until $B1 15 times CA/BA68: 53 Modify object color range from [16, 16]: Do unknown operation (Black) at intensity 3 CA/BA6C: B1 End block of repeating commands CA/BA6D: 95 Pause for 120 units CA/BA6E: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BA70: CF Turn vehicle/entity left CA/BA71: FF End queue CA/BA72: 4B Display dialogue message $04AE, wait for button press LOCKE: Aye yai yai! Izzat…you!? CA/BA75: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CA/BA77: C1 Set vehicle/entity's event speed to slow CA/BA78: 82 Move vehicle/entity down 1 tile CA/BA79: FF End queue CA/BA7A: 93 Pause for 45 units CA/BA7B: 4B Display dialogue message $04AF, wait for button press CELES: LOCKE. Why did you help me escape back there? LOCKE: I…once abandoned someone when she needed me… CA/BA7E: 94 Pause for 60 units CA/BA7F: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/BA81: CD Turn vehicle/entity right CA/BA82: FF End queue CA/BA83: 94 Pause for 60 units CA/BA84: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/BA86: 8A Move vehicle/entity down 3 tiles CA/BA87: FF End queue CA/BA88: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CA/BA8A: CE Turn vehicle/entity down CA/BA8B: C2 Set vehicle/entity's event speed to normal CA/BA8C: FF End queue CA/BA8D: C0 If ($1E80($04F) [$1E89, bit 7] is clear), branch to $CABA96 CA/BA93: 4B Display dialogue message $04B0, wait for button press CELES: Somewhere inside you were saving…her, weren't you…? CA/BA96: B5 Pause for 15 * 12 (180) units CA/BA98: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BA9A: 23 Do vehicle/entity graphical action $23 CA/BA9B: FF End queue CA/BA9C: 4B Display dialogue message $04B1, wait for button press LOCKE: That ribbon suits you. CA/BA9F: 94 Pause for 60 units CA/BAA0: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/BAA2: CD Turn vehicle/entity right CA/BAA3: FF End queue CA/BAA4: 93 Pause for 45 units CA/BAA5: 4B Display dialogue message $04B2, wait for button press (At bottom of screen) CELES: On with the show! This is a big scene in which Maria senses that something's happened to Draco! CA/BAA8: 38 Hold screen CA/BAA9: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/BAAB: C2 Set vehicle/entity's event speed to normal CA/BAAC: AB Move vehicle/entity left/up 1x2 tiles CA/BAAD: FF End queue CA/BAAE: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/BAB0: CC Turn vehicle/entity up CA/BAB1: FF End queue CA/BAB2: 3F Assign character $06 (Actor in stot 6) to party 1 CA/BAB5: 45 Refresh objects CA/BAB6: 3F Assign character $01 (Actor in stot 1) to party 6 CA/BAB9: 45 Refresh objects CA/BABA: 79 Place party 6 on map $00EE (Opera House, disabled backstage & catwalk door / dressing room) CA/BABE: 7A Change event address for object $01 to address $CABACA CA/BAC3: 39 Free screen CA/BAC4: D0 Set event bit $1E80($056) [$1E8A, bit 6] CA/BAC6: D2 Set event bit $1E80($1C1) [$1EB8, bit 1] CA/BAC8: D2 Set event bit $1E80($1C2) [$1EB8, bit 2] CA/BACA: 4B Display dialogue message $04B4, wait for button press LOCKE: You'd better check the score one last time. CA/BACD: 3A Enable player to move while event commands execute CA/BACE: FE Return CA/BACF: 4B Display dialogue message $04B3, wait for button press LOCKE: Don't make any more mistakes! CA/BAD2: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CA/BAD4: 8A Move vehicle/entity down 3 tiles CA/BAD5: E0 Pause for 4 * 6 (24) frames CA/BAD7: 23 Do vehicle/entity graphical action $23 CA/BAD8: FF End queue CA/BAD9: 91 Pause for 15 units CA/BADA: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/BADC: 82 Move vehicle/entity down 1 tile CA/BADD: FF End queue CA/BADE: 35 Pause execution until action queue for object $01 (Actor in stot 1) is complete CA/BAE0: 92 Pause for 30 units CA/BAE1: B2 Call subroutine $CABAA8 CA/BAE5: FE Return CA/BAE6: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/BAEE: 4B Display dialogue message $04B5, wait for button press Read the score? ^ (Yes) ^ (No) CA/BAF1: B6 Indexed branch based on prior dialogue selection [$CABAF9, $CA5EB3] CA/BAF8: FE Return CA/BAF9: 4B Display dialogue message $04B6, wait for button press Scene 1 Oh my hero, so far away now. Will I ever see your smile? Love goes away, like night into day. It's just a fading dream… I'm the darkness, you're the stars. Our love is brighter than the sun. For eternity, for me there can be, only you, my chosen one… Must I forget you? Our solemn promise? Will autumn take the place of spring? What shall I do? I'm lost without you. Speak to me once more! …here you pick up the flowers. Climb the stairs to the balcony high atop the castle. Raise the flowers to the stars. (Hurry! You have just moments before Scene 2 starts! The Impresario) Scene 2 ………………………… CA/BAFC: FE Return CA/BAFD: C1 If ($1E80($056) [$1E8A, bit 6] is clear) or ($1E80($057) [$1E8A, bit 7] is set), branch to $CA5EB3 (simply returns) CA/BB05: F2 Fade out current song with transition time 16 CA/BB07: 97 Fade screen to black CA/BB08: B5 Pause for 15 * 16 (240) units CA/BB0A: F0 Play song 39 (Aria de Mezzo Caraterre), (high bit clear), full volume CA/BB0C: 6B Load map $00EC (Opera House, "Maria's castle" set) instantly, (upper bits $2400), place party at (13, 26), facing down CA/BB12: B0 Execute the following commands until $B1 10 times CA/BB14: 50 Tint screen (cumulative) with color $9B CA/BB16: B1 End block of repeating commands CA/BB17: 59 Unfade screen at speed $08 CA/BB19: B5 Pause for 15 * 16 (240) units CA/BB1B: 4B Display dialogue message $04B8, wait for button press (Show text only) The forces of the West fell, and Maria's castle was taken. Prince Ralse, of the East, took her hand by force. But she never stopped yearning for Draco… CA/BB1E: B5 Pause for 15 * 16 (240) units CA/BB20: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long CA/BB22: C1 Set vehicle/entity's event speed to slow CA/BB23: 82 Move vehicle/entity down 1 tile CA/BB24: E0 Pause for 4 * 48 (192) frames CA/BB26: 82 Move vehicle/entity down 1 tile CA/BB27: FF End queue CA/BB28: 4B Display dialogue message $04B9, wait for button press (Show text only) The next line is…? ^(Oh my hero…) ^(Alas, Draco…) CA/BB2B: F9 Pause execution until the music passes through predetermined point $01 CA/BB2D: B6 Indexed branch based on prior dialogue selection [$CABB3D, $CABB35] CA/BB34: FE Return CA/BB35: 48 Display dialogue message $04BB, continue executing commands (Show text only) Alas, Draco! You're outta here! CA/BB38: B2 Call subroutine $CABDAF CA/BB3C: FE Return CA/BB3D: 48 Display dialogue message $04BA, continue executing commands (Show text only) Oh Will I ever Love goes away, It's just a fading dream… ^(I wish I…) ^(I'm the darkness) CA/BB40: B0 Execute the following commands until $B1 3 times CA/BB42: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BB44: 37 Do vehicle/entity graphical action $37 CA/BB45: FF End queue CA/BB46: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BB48: 36 Do vehicle/entity graphical action $36 CA/BB49: FF End queue CA/BB4A: B4 Pause for 37 units CA/BB4C: B1 End block of repeating commands CA/BB4D: B4 Pause for 15 units CA/BB4F: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BB51: 37 Do vehicle/entity graphical action $37 CA/BB52: FF End queue CA/BB53: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BB55: 36 Do vehicle/entity graphical action $36 CA/BB56: FF End queue CA/BB57: B4 Pause for 78 units CA/BB59: B0 Execute the following commands until $B1 3 times CA/BB5B: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BB5D: 37 Do vehicle/entity graphical action $37 CA/BB5E: FF End queue CA/BB5F: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BB61: 36 Do vehicle/entity graphical action $36 CA/BB62: FF End queue CA/BB63: B4 Pause for 27 units CA/BB65: B1 End block of repeating commands CA/BB66: B4 Pause for 16 units CA/BB68: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BB6A: 37 Do vehicle/entity graphical action $37 CA/BB6B: FF End queue CA/BB6C: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BB6E: 36 Do vehicle/entity graphical action $36 CA/BB6F: FF End queue CA/BB70: B4 Pause for 92 units CA/BB72: B0 Execute the following commands until $B1 3 times CA/BB74: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BB76: 37 Do vehicle/entity graphical action $37 CA/BB77: FF End queue CA/BB78: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BB7A: 36 Do vehicle/entity graphical action $36 CA/BB7B: FF End queue CA/BB7C: B4 Pause for 16 units CA/BB7E: B1 End block of repeating commands CA/BB7F: B4 Pause for 54 units CA/BB81: B0 Execute the following commands until $B1 2 times CA/BB83: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BB85: 37 Do vehicle/entity graphical action $37 CA/BB86: FF End queue CA/BB87: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BB89: 36 Do vehicle/entity graphical action $36 CA/BB8A: FF End queue CA/BB8B: B4 Pause for 24 units CA/BB8D: B1 End block of repeating commands CA/BB8E: B4 Pause for 25 units CA/BB90: B0 Execute the following commands until $B1 2 times CA/BB92: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BB94: 37 Do vehicle/entity graphical action $37 CA/BB95: FF End queue CA/BB96: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BB98: 36 Do vehicle/entity graphical action $36 CA/BB99: FF End queue CA/BB9A: B4 Pause for 34 units CA/BB9C: B1 End block of repeating commands CA/BB9D: B4 Pause for 144 units CA/BB9F: B0 Execute the following commands until $B1 2 times CA/BBA1: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BBA3: 37 Do vehicle/entity graphical action $37 CA/BBA4: FF End queue CA/BBA5: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BBA7: 36 Do vehicle/entity graphical action $36 CA/BBA8: FF End queue CA/BBA9: B4 Pause for 16 units CA/BBAB: B1 End block of repeating commands CA/BBAC: B4 Pause for 34 units CA/BBAE: B0 Execute the following commands until $B1 3 times CA/BBB0: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BBB2: 37 Do vehicle/entity graphical action $37 CA/BBB3: FF End queue CA/BBB4: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BBB6: 36 Do vehicle/entity graphical action $36 CA/BBB7: FF End queue CA/BBB8: B4 Pause for 16 units CA/BBBA: B1 End block of repeating commands CA/BBBB: B4 Pause for 56 units CA/BBBD: B0 Execute the following commands until $B1 2 times CA/BBBF: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BBC1: 37 Do vehicle/entity graphical action $37 CA/BBC2: FF End queue CA/BBC3: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BBC5: 36 Do vehicle/entity graphical action $36 CA/BBC6: FF End queue CA/BBC7: B4 Pause for 16 units CA/BBC9: B1 End block of repeating commands CA/BBCA: B4 Pause for 34 units CA/BBCC: B0 Execute the following commands until $B1 3 times CA/BBCE: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BBD0: 37 Do vehicle/entity graphical action $37 CA/BBD1: FF End queue CA/BBD2: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BBD4: 36 Do vehicle/entity graphical action $36 CA/BBD5: FF End queue CA/BBD6: B4 Pause for 16 units CA/BBD8: B1 End block of repeating commands CA/BBD9: B4 Pause for 64 units CA/BBDB: B0 Execute the following commands until $B1 2 times CA/BBDD: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BBDF: 37 Do vehicle/entity graphical action $37 CA/BBE0: FF End queue CA/BBE1: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BBE3: 36 Do vehicle/entity graphical action $36 CA/BBE4: FF End queue CA/BBE5: B4 Pause for 13 units CA/BBE7: B1 End block of repeating commands CA/BBE8: B4 Pause for 88 units CA/BBEA: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BBEC: 37 Do vehicle/entity graphical action $37 CA/BBED: FF End queue CA/BBEE: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BBF0: 36 Do vehicle/entity graphical action $36 CA/BBF1: FF End queue CA/BBF2: B4 Pause for 48 units CA/BBF4: B0 Execute the following commands until $B1 3 times CA/BBF6: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BBF8: 37 Do vehicle/entity graphical action $37 CA/BBF9: FF End queue CA/BBFA: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BBFC: 36 Do vehicle/entity graphical action $36 CA/BBFD: FF End queue CA/BBFE: B4 Pause for 13 units CA/BC00: B1 End block of repeating commands CA/BC01: B4 Pause for 82 units CA/BC03: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BC05: 37 Do vehicle/entity graphical action $37 CA/BC06: FF End queue CA/BC07: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BC09: 36 Do vehicle/entity graphical action $36 CA/BC0A: FF End queue CA/BC0B: B4 Pause for 86 units CA/BC0D: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BC0F: 37 Do vehicle/entity graphical action $37 CA/BC10: FF End queue CA/BC11: B4 Pause for 32 units CA/BC13: F9 Pause execution until the music passes through predetermined point $02 CA/BC15: B6 Indexed branch based on prior dialogue selection [$CABC1D, $CABC25] CA/BC1C: FE Return CA/BC1D: 48 Display dialogue message $04BE, continue executing commands (Show text only) I wish I…uh? CA/BC20: B2 Call subroutine $CABDAF CA/BC24: FE Return CA/BC25: 48 Display dialogue message $04BD, continue executing commands (Show text only) I'm the darkness, Our love For eternity, only you, my chosen one… ^(Must I…) ^(Prince Ralse…) CA/BC28: 06 Begin action queue for character $06 (Actor in stot 6), 9 bytes long (Wait until complete) CA/BC2A: C0 Set vehicle/entity's event speed to slowest CA/BC2B: 83 Move vehicle/entity left 1 tile CA/BC2C: E0 Pause for 4 * 32 (128) frames CA/BC2E: 83 Move vehicle/entity left 1 tile CA/BC2F: E0 Pause for 4 * 48 (192) frames CA/BC31: 82 Move vehicle/entity down 1 tile CA/BC32: FF End queue CA/BC33: B4 Pause for 8 units CA/BC35: B0 Execute the following commands until $B1 2 times CA/BC37: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BC39: 37 Do vehicle/entity graphical action $37 CA/BC3A: FF End queue CA/BC3B: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BC3D: 36 Do vehicle/entity graphical action $36 CA/BC3E: FF End queue CA/BC3F: B4 Pause for 24 units CA/BC41: B1 End block of repeating commands CA/BC42: B4 Pause for 25 units CA/BC44: B0 Execute the following commands until $B1 2 times CA/BC46: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BC48: 37 Do vehicle/entity graphical action $37 CA/BC49: FF End queue CA/BC4A: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BC4C: 36 Do vehicle/entity graphical action $36 CA/BC4D: FF End queue CA/BC4E: B4 Pause for 34 units CA/BC50: B1 End block of repeating commands CA/BC51: B4 Pause for 144 units CA/BC53: 06 Begin action queue for character $06 (Actor in stot 6), 10 bytes long (Wait until complete) CA/BC55: 80 Move vehicle/entity up 1 tile CA/BC56: 87 Move vehicle/entity left 2 tiles CA/BC57: E0 Pause for 4 * 32 (128) frames CA/BC59: 84 Move vehicle/entity up 2 tiles CA/BC5A: 8B Move vehicle/entity left 3 tiles CA/BC5B: E0 Pause for 4 * 1 (4) frames CA/BC5D: CE Turn vehicle/entity down CA/BC5E: FF End queue CA/BC5F: F9 Pause execution until the music passes through predetermined point $03 CA/BC61: B6 Indexed branch based on prior dialogue selection [$CABC71, $CABC69] CA/BC68: FE Return CA/BC69: 48 Display dialogue message $04C0, continue executing commands (Show text only) Prince Ralse…yeah, so? I hate him! Everyone does. CA/BC6C: B2 Call subroutine $CABDAF CA/BC70: FE Return CA/BC71: 48 Display dialogue message $04BF, continue executing commands (Show text only) Must I forget you? Will autumn What shall I do? Speak CA/BC74: B0 Execute the following commands until $B1 3 times CA/BC76: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BC78: 37 Do vehicle/entity graphical action $37 CA/BC79: FF End queue CA/BC7A: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BC7C: 36 Do vehicle/entity graphical action $36 CA/BC7D: FF End queue CA/BC7E: B4 Pause for 14 units CA/BC80: B1 End block of repeating commands CA/BC81: B4 Pause for 17 units CA/BC83: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BC85: 37 Do vehicle/entity graphical action $37 CA/BC86: FF End queue CA/BC87: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BC89: 36 Do vehicle/entity graphical action $36 CA/BC8A: FF End queue CA/BC8B: B4 Pause for 88 units CA/BC8D: B0 Execute the following commands until $B1 3 times CA/BC8F: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BC91: 37 Do vehicle/entity graphical action $37 CA/BC92: FF End queue CA/BC93: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BC95: 36 Do vehicle/entity graphical action $36 CA/BC96: FF End queue CA/BC97: B4 Pause for 15 units CA/BC99: B1 End block of repeating commands CA/BC9A: B4 Pause for 23 units CA/BC9C: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BC9E: 37 Do vehicle/entity graphical action $37 CA/BC9F: FF End queue CA/BCA0: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BCA2: 36 Do vehicle/entity graphical action $36 CA/BCA3: FF End queue CA/BCA4: B4 Pause for 96 units CA/BCA6: B0 Execute the following commands until $B1 3 times CA/BCA8: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BCAA: 37 Do vehicle/entity graphical action $37 CA/BCAB: FF End queue CA/BCAC: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BCAE: 36 Do vehicle/entity graphical action $36 CA/BCAF: FF End queue CA/BCB0: B4 Pause for 16 units CA/BCB2: B1 End block of repeating commands CA/BCB3: B4 Pause for 54 units CA/BCB5: B0 Execute the following commands until $B1 2 times CA/BCB7: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BCB9: 37 Do vehicle/entity graphical action $37 CA/BCBA: FF End queue CA/BCBB: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BCBD: 36 Do vehicle/entity graphical action $36 CA/BCBE: FF End queue CA/BCBF: B4 Pause for 24 units CA/BCC1: B1 End block of repeating commands CA/BCC2: B4 Pause for 25 units CA/BCC4: B0 Execute the following commands until $B1 2 times CA/BCC6: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BCC8: 37 Do vehicle/entity graphical action $37 CA/BCC9: FF End queue CA/BCCA: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BCCC: 36 Do vehicle/entity graphical action $36 CA/BCCD: FF End queue CA/BCCE: B4 Pause for 34 units CA/BCD0: B1 End block of repeating commands CA/BCD1: B4 Pause for 144 units CA/BCD3: 06 Begin action queue for character $06 (Actor in stot 6), 10 bytes long (Wait until complete) CA/BCD5: 87 Move vehicle/entity left 2 tiles CA/BCD6: E0 Pause for 4 * 16 (64) frames CA/BCD8: 80 Move vehicle/entity up 1 tile CA/BCD9: E0 Pause for 4 * 48 (192) frames CA/BCDB: CD Turn vehicle/entity right CA/BCDC: E0 Pause for 4 * 84 (336) frames CA/BCDE: FF End queue CA/BCDF: 38 Hold screen CA/BCE0: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/BCE2: C1 Set vehicle/entity's event speed to slow CA/BCE3: 8C Move vehicle/entity up 4 tiles CA/BCE4: FF End queue CA/BCE5: 06 Begin action queue for character $06 (Actor in stot 6), 9 bytes long CA/BCE7: E0 Pause for 4 * 2 (8) frames CA/BCE9: 84 Move vehicle/entity up 2 tiles CA/BCEA: D5 Set vehicle/entity's position to (5, 20) CA/BCED: 82 Move vehicle/entity down 1 tile CA/BCEE: C2 Set vehicle/entity's event speed to normal CA/BCEF: FF End queue CA/BCF0: B5 Pause for 15 * 16 (240) units CA/BCF2: 39 Free screen CA/BCF3: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/BCF5: 92 Move vehicle/entity down 5 tiles CA/BCF6: CF Turn vehicle/entity left CA/BCF7: FF End queue CA/BCF8: B5 Pause for 15 * 6 (90) units CA/BCFA: B0 Execute the following commands until $B1 31 times CA/BCFC: 53 Modify object color range from [40, 4F]: Add (Black) at intensity 3 CA/BD00: B1 End block of repeating commands CA/BD01: B0 Execute the following commands until $B1 31 times CA/BD03: 53 Modify object color range from [40, 4F]: Do unknown operation (Black) at intensity 3 CA/BD07: B1 End block of repeating commands CA/BD08: B0 Execute the following commands until $B1 31 times CA/BD0A: 53 Modify object color range from [40, 4F]: Add (Black) at intensity 3 CA/BD0E: B1 End block of repeating commands CA/BD0F: B0 Execute the following commands until $B1 31 times CA/BD11: 53 Modify object color range from [40, 4F]: Do unknown operation (Black) at intensity 3 CA/BD15: B1 End block of repeating commands CA/BD16: 78 Enable ability to pass through other objects for object $06 (CELES ) CA/BD18: 78 Enable ability to pass through other objects for object $13 (NPC $13) CA/BD1A: A0 Set timer 0 to $0920 [0m: 38s: 56j], jump to subroutine $CABD21 if it expires. Flags: (Countdown continues in menu and battle) (Countdown not shown while walking) (Unknown flag enabled 0x20 on event bank byte) (Countdown does not override the game clock display) CA/BD20: FE Return CA/BD21: A1 Reset timer 0 CA/BD23: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BD25: CE Turn vehicle/entity down CA/BD26: FF End queue CA/BD27: B2 Call subroutine $CABD97 CA/BD2B: 4B Display dialogue message $04C1, wait for button press Uhnn…not in time… We messed up. CA/BD2E: 97 Fade screen to black CA/BD2F: 5C Pause execution until fade in or fade out is complete CA/BD30: B2 Call subroutine $CABDBA CA/BD34: FE Return CA/BD35: C0 If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CABD7A CA/BD3B: C0 If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CABD6A CA/BD41: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CABD5C CA/BD47: 4B Display dialogue message $04C4, wait for button press (Show text only) DRACO: Come, Maria! Follow my lead… CA/BD4A: 13 Begin action queue for character $13 (NPC $13), 10 bytes long CA/BD4C: C7 Set vehicle/entity to stay still when moving CA/BD4D: C1 Set vehicle/entity's event speed to slow CA/BD4E: A2 Move vehicle/entity left/down 1x1 tiles CA/BD4F: CD Turn vehicle/entity right CA/BD50: 86 Move vehicle/entity down 2 tiles CA/BD51: CC Turn vehicle/entity up CA/BD52: A1 Move vehicle/entity right/down 1x1 tiles CA/BD53: A0 Move vehicle/entity right/up 1x1 tiles CA/BD54: CF Turn vehicle/entity left CA/BD55: FF End queue CA/BD56: 3A Enable player to move while event commands execute CA/BD57: 35 Pause execution until action queue for object $13 (NPC $13) is complete CA/BD59: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/BD5B: FE Return CA/BD5C: 13 Begin action queue for character $13 (NPC $13), 6 bytes long CA/BD5E: AA Move vehicle/entity left/up 2x1 tiles CA/BD5F: CE Turn vehicle/entity down CA/BD60: 83 Move vehicle/entity left 1 tile CA/BD61: CD Turn vehicle/entity right CA/BD62: A2 Move vehicle/entity left/down 1x1 tiles CA/BD63: FF End queue CA/BD64: 3A Enable player to move while event commands execute CA/BD65: 35 Pause execution until action queue for object $13 (NPC $13) is complete CA/BD67: D2 Set event bit $1E80($1F1) [$1EBE, bit 1] CA/BD69: FE Return CA/BD6A: 13 Begin action queue for character $13 (NPC $13), 8 bytes long CA/BD6C: A6 Move vehicle/entity right/down 2x1 tiles CA/BD6D: CC Turn vehicle/entity up CA/BD6E: 81 Move vehicle/entity right 1 tile CA/BD6F: A4 Move vehicle/entity right/up 1x2 tiles CA/BD70: CF Turn vehicle/entity left CA/BD71: AB Move vehicle/entity left/up 1x2 tiles CA/BD72: CE Turn vehicle/entity down CA/BD73: FF End queue CA/BD74: 3A Enable player to move while event commands execute CA/BD75: 35 Pause execution until action queue for object $13 (NPC $13) is complete CA/BD77: D2 Set event bit $1E80($1F2) [$1EBE, bit 2] CA/BD79: FE Return CA/BD7A: 4B Display dialogue message $04C5, wait for button press (Show text only) DRACO: Ha, ha, ha… CA/BD7D: B0 Execute the following commands until $B1 31 times CA/BD7F: 53 Modify object color range from [30, 4F]: Add (Black) at intensity 3 CA/BD83: B1 End block of repeating commands CA/BD84: 3D Create object $10 CA/BD86: 41 Show object $10 CA/BD88: 45 Refresh objects CA/BD89: 91 Pause for 15 units CA/BD8A: 42 Hide object $13 CA/BD8C: 45 Refresh objects CA/BD8D: B0 Execute the following commands until $B1 31 times CA/BD8F: 53 Modify object color range from [30, 4F]: Do unknown operation (Black) at intensity 3 CA/BD93: B1 End block of repeating commands CA/BD94: 36 Disable ability to pass through other objects for object $06 (Actor in stot 6) CA/BD96: FE Return CA/BD97: F6 Subcommand $84: Change tempo of currently playing song by 127, transition time 16 CA/BD9B: F6 Subcommand $85: Change pitch of currently playing song by 127, transition time 16 CA/BD9F: 95 Pause for 120 units CA/BDA0: F2 Fade out current song with transition time 0 CA/BDA2: F6 Subcommand $84: Change tempo of currently playing song by 0, transition time 0 CA/BDA6: F6 Subcommand $85: Change pitch of currently playing song by 0, transition time 0 CA/BDAA: 95 Pause for 120 units CA/BDAB: F4 Play sound effect 200 CA/BDAD: 94 Pause for 60 units CA/BDAE: FE Return CA/BDAF: B5 Pause for 15 * 10 (150) units CA/BDB1: B2 Call subroutine $CABD97 CA/BDB5: 4B Display dialogue message $04BC, wait for button press Something's wrong…eh? Oops…sorry! CA/BDB8: 97 Fade screen to black CA/BDB9: 5C Pause execution until fade in or fade out is complete CA/BDBA: F4 Play sound effect 221 CA/BDBC: 95 Pause for 120 units CA/BDBD: 3F Assign character $01 (Actor in stot 1) to party 1 CA/BDC0: 3F Assign character $06 (Actor in stot 6) to party 1 CA/BDC3: 3C Set up the party as follows: $01 (Actor in stot 1), $FF (), $FF (), $FF () CA/BDC8: B2 Call subroutine $CABE38 CA/BDCC: D1 Clear event bit $1E80($056) [$1E8A, bit 6] CA/BDCE: D1 Clear event bit $1E80($057) [$1E8A, bit 7] CA/BDD0: D1 Clear event bit $1E80($058) [$1E8B, bit 0] CA/BDD2: D3 Clear event bit $1E80($110) [$1EA2, bit 0] CA/BDD4: D6 Set event bit $1E80($340) [$1EE8, bit 0] CA/BDD6: D7 Clear event bit $1E80($341) [$1EE8, bit 1] CA/BDD8: D7 Clear event bit $1E80($347) [$1EE8, bit 7] CA/BDDA: D6 Set event bit $1E80($348) [$1EE9, bit 0] CA/BDDC: D6 Set event bit $1E80($346) [$1EE8, bit 6] CA/BDDE: D6 Set event bit $1E80($34B) [$1EE9, bit 3] CA/BDE0: D6 Set event bit $1E80($34C) [$1EE9, bit 4] CA/BDE2: D6 Set event bit $1E80($34D) [$1EE9, bit 5] CA/BDE4: D6 Set event bit $1E80($34E) [$1EE9, bit 6] CA/BDE6: D6 Set event bit $1E80($34F) [$1EE9, bit 7] CA/BDE8: D6 Set event bit $1E80($350) [$1EEA, bit 0] CA/BDEA: D7 Clear event bit $1E80($366) [$1EEC, bit 6] CA/BDEC: D6 Set event bit $1E80($355) [$1EEA, bit 5] CA/BDEE: D3 Clear event bit $1E80($1C1) [$1EB8, bit 1] CA/BDF0: D3 Clear event bit $1E80($1C2) [$1EB8, bit 2] CA/BDF2: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/BDF4: D5 Clear event bit $1E80($2BC) [$1ED7, bit 4] CA/BDF6: B2 Call subroutine $CAC8E1 CA/BDFA: C0 If ($1E80($115) [$1EA2, bit 5] is clear), branch to $CABE11 CA/BE00: 6B Load map $0003 (Darkness (briefly on many occasions, inc. Tent use on the world map)) instantly, (upper bits $2400), place party at (8, 16), facing down CA/BE06: 42 Hide object $31 CA/BE08: 96 Restore screen from fade CA/BE09: 4B Display dialogue message $04EB, wait for button press (Show text only) You don't have enough acting ability to convince your own mama! CA/BE0C: B2 Call subroutine $CCE566 CA/BE10: FE Return CA/BE11: C0 If ($1E80($114) [$1EA2, bit 4] is clear), branch to $CABE19 CA/BE17: D2 Set event bit $1E80($115) [$1EA2, bit 5] CA/BE19: C0 If ($1E80($113) [$1EA2, bit 3] is clear), branch to $CABE21 CA/BE1F: D2 Set event bit $1E80($114) [$1EA2, bit 4] CA/BE21: D2 Set event bit $1E80($113) [$1EA2, bit 3] CA/BE23: 37 Assign graphics $06 to object $06 (Actor in stot 6) CA/BE26: 43 Assign palette $00 to character $06 (Actor in stot 6) CA/BE29: B2 Call subroutine $CACB95 CA/BE2D: 39 Free screen CA/BE2E: D3 Clear event bit $1E80($119) [$1EA3, bit 1] CA/BE30: 6B Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (45, 155), facing up CA/BE36: FF End map script CA/BE37: FE Return CA/BE38: C0 If ($1E80($351) [$1EEA, bit 1] is clear), branch to $CABE45 CA/BE3E: 3F Assign character $04 (Actor in stot 4) to party 1 CA/BE41: 42 Hide object $17 CA/BE43: D7 Clear event bit $1E80($351) [$1EEA, bit 1] CA/BE45: C0 If ($1E80($352) [$1EEA, bit 2] is clear), branch to $CABE52 CA/BE4B: 3F Assign character $05 (Actor in stot 5) to party 1 CA/BE4E: 42 Hide object $18 CA/BE50: D7 Clear event bit $1E80($352) [$1EEA, bit 2] CA/BE52: C0 If ($1E80($353) [$1EEA, bit 3] is clear), branch to $CABE5F CA/BE58: 3F Assign character $02 (Actor in stot 2) to party 1 CA/BE5B: 42 Hide object $19 CA/BE5D: D7 Clear event bit $1E80($353) [$1EEA, bit 3] CA/BE5F: C0 If ($1E80($354) [$1EEA, bit 4] is clear), branch to $CABE6C CA/BE65: 3F Assign character $0B (Actor in stot 11) to party 1 CA/BE68: 42 Hide object $1A CA/BE6A: D7 Clear event bit $1E80($354) [$1EEA, bit 4] CA/BE6C: FE Return CA/BE6D: C0 If ($1E80($057) [$1E8A, bit 7] is clear), branch to $CA5EB3 (simply returns) CA/BE73: A1 Reset timer 0 CA/BE75: 38 Hold screen CA/BE76: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/BE78: C0 Set vehicle/entity's event speed to slowest CA/BE79: 80 Move vehicle/entity up 1 tile CA/BE7A: FF End queue CA/BE7B: F9 Pause execution until the music passes through predetermined point $04 CA/BE7D: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BE7F: 2D Do vehicle/entity graphical action $2D CA/BE80: FF End queue CA/BE81: 10 Begin action queue for character $10 (NPC $10), 21 bytes long CA/BE83: E0 Pause for 4 * 128 (512) frames CA/BE85: C1 Set vehicle/entity's event speed to slow CA/BE86: D5 Set vehicle/entity's position to (8, 9) CA/BE89: E0 Pause for 4 * 4 (16) frames CA/BE8B: C2 Set vehicle/entity's event speed to normal CA/BE8C: A3 Move vehicle/entity left/up 1x1 tiles CA/BE8D: C0 Set vehicle/entity's event speed to slowest CA/BE8E: AA Move vehicle/entity left/up 2x1 tiles CA/BE8F: C1 Set vehicle/entity's event speed to slow CA/BE90: A2 Move vehicle/entity left/down 1x1 tiles CA/BE91: C2 Set vehicle/entity's event speed to normal CA/BE92: A8 Move vehicle/entity left/down 1x2 tiles CA/BE93: C3 Set vehicle/entity's event speed to fast CA/BE94: A8 Move vehicle/entity left/down 1x2 tiles CA/BE95: A8 Move vehicle/entity left/down 1x2 tiles CA/BE96: A8 Move vehicle/entity left/down 1x2 tiles CA/BE97: FF End queue CA/BE98: 4B Display dialogue message $04C2, wait for button press (Show text only) We must part now. But my heart Ere I walk away, I meant as much to you… CA/BE9B: F9 Pause execution until the music passes through predetermined point $05 CA/BE9D: 4B Display dialogue message $04C3, wait for button press (Show text only) So gently, I will be Come what may, I'll wait CA/BEA0: B5 Pause for 15 * 6 (90) units CA/BEA2: 3D Create object $11 CA/BEA4: 41 Show object $11 CA/BEA6: 45 Refresh objects CA/BEA7: 11 Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete) CA/BEA9: C4 Set vehicle/entity's event speed to faster CA/BEAA: A8 Move vehicle/entity left/down 1x2 tiles CA/BEAB: A8 Move vehicle/entity left/down 1x2 tiles CA/BEAC: A8 Move vehicle/entity left/down 1x2 tiles CA/BEAD: A8 Move vehicle/entity left/down 1x2 tiles CA/BEAE: A8 Move vehicle/entity left/down 1x2 tiles CA/BEAF: D1 Make vehicle/entity disappear CA/BEB0: FF End queue CA/BEB1: B5 Pause for 15 * 8 (120) units CA/BEB3: 3D Create object $12 CA/BEB5: 41 Show object $12 CA/BEB7: 45 Refresh objects CA/BEB8: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CA/BEBA: 81 Move vehicle/entity right 1 tile CA/BEBB: 90 Move vehicle/entity up 5 tiles CA/BEBC: 87 Move vehicle/entity left 2 tiles CA/BEBD: FF End queue CA/BEBE: 4B Display dialogue message $04C6, wait for button press CHANCELLOR: Prince Ralse is looking for a dance partner. Leave the past behind! Our kingdom is adopting the spirit of the East…! CA/BEC1: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CA/BEC3: 85 Move vehicle/entity right 2 tiles CA/BEC4: 92 Move vehicle/entity down 5 tiles CA/BEC5: 83 Move vehicle/entity left 1 tile CA/BEC6: FF End queue CA/BEC7: 94 Pause for 60 units CA/BEC8: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long CA/BECA: C1 Set vehicle/entity's event speed to slow CA/BECB: 81 Move vehicle/entity right 1 tile CA/BECC: E0 Pause for 4 * 8 (32) frames CA/BECE: CF Turn vehicle/entity left CA/BECF: E0 Pause for 4 * 16 (64) frames CA/BED1: 85 Move vehicle/entity right 2 tiles CA/BED2: 82 Move vehicle/entity down 1 tile CA/BED3: 89 Move vehicle/entity right 3 tiles CA/BED4: 8E Move vehicle/entity down 4 tiles CA/BED5: FF End queue CA/BED6: B5 Pause for 15 * 22 (330) units CA/BED8: 5A Fade screen at speed $08 CA/BEDA: 5C Pause execution until fade in or fade out is complete CA/BEDB: FA Stop temporarily played song CA/BEDC: B5 Pause for 15 * 8 (120) units CA/BEDE: 36 Disable ability to pass through other objects for object $06 (Actor in stot 6) CA/BEE0: 3F Assign character $01 (Actor in stot 1) to party 1 CA/BEE3: 3F Remove character $06 (Actor in stot 6) from the party CA/BEE6: 42 Hide object $06 CA/BEE8: F0 Play song 38 (The Wedding Waltz #1), (high bit clear), full volume CA/BEEA: B5 Pause for 15 * 16 (240) units CA/BEEC: 6B Load map $00E9 (Opera House, theater (opera dance scene / party onstage with Celes)) instantly, (upper bits $2400), place party at (16, 30), facing down CA/BEF2: 42 Hide object $31 CA/BEF4: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/BEF6: 9C Move vehicle/entity up 8 tiles CA/BEF7: 88 Move vehicle/entity up 3 tiles CA/BEF8: FF End queue CA/BEF9: B5 Pause for 15 * 32 (480) units CA/BEFB: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/BEFD: 89 Move vehicle/entity right 3 tiles CA/BEFE: FF End queue CA/BEFF: 95 Pause for 120 units CA/BF00: 97 Fade screen to black CA/BF01: 5C Pause execution until fade in or fade out is complete CA/BF02: 35 Pause execution until action queue for object $30 (Camera) is complete CA/BF04: D6 Set event bit $1E80($345) [$1EE8, bit 5] CA/BF06: 6B Load map $00EE (Opera House, disabled backstage & catwalk door / dressing room) instantly, (upper bits $3400), place party at (98, 7), facing left CA/BF0C: 41 Show object $31 CA/BF0E: 96 Restore screen from fade CA/BF0F: 39 Free screen CA/BF10: B5 Pause for 15 * 6 (90) units CA/BF12: 4B Display dialogue message $04C7, wait for button press LOCKE: Well done, CELES. CA/BF15: 3A Enable player to move while event commands execute CA/BF16: D7 Clear event bit $1E80($346) [$1EE8, bit 6] CA/BF18: D2 Set event bit $1E80($111) [$1EA2, bit 1] CA/BF1A: D3 Clear event bit $1E80($1C1) [$1EB8, bit 1] CA/BF1C: D3 Clear event bit $1E80($1C2) [$1EB8, bit 2] CA/BF1E: FE Return CA/BF1F: 48 Display dialogue message $04C1, continue executing commands Uhnn…not in time… We messed up. CA/BF22: B2 Call subroutine $CABDAF CA/BF26: FE Return CA/BF27: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/BF29: D5 Set vehicle/entity's position to (17, 31) CA/BF2C: FF End queue CA/BF2D: 45 Refresh objects CA/BF2E: D0 Set event bit $1E80($057) [$1E8A, bit 7] CA/BF30: FE Return CA/BF31: 4B Display dialogue message $04C8, wait for button press I owe you one, so I'm gonna jam up your opera! Ultros CA/BF34: 42 Hide object $10 CA/BF36: 4B Display dialogue message $04C9, wait for button press LOCKE: Uh oh… Better tell the Impresario! CA/BF39: D7 Clear event bit $1E80($345) [$1EE8, bit 5] CA/BF3B: D0 Set event bit $1E80($058) [$1E8B, bit 0] CA/BF3D: FE Return CA/BF3E: 4B Display dialogue message $04C8, wait for button press I owe you one, so I'm gonna jam up your opera! Ultros CA/BF41: 42 Hide object $17 CA/BF43: 4B Display dialogue message $04CA, wait for button press LOCKE: Again! CA/BF46: D7 Clear event bit $1E80($366) [$1EEC, bit 6] CA/BF48: D0 Set event bit $1E80($058) [$1E8B, bit 0] CA/BF4A: FE Return CA/BF4B: A1 Reset timer 0 CA/BF4D: D5 Clear event bit $1E80($2BC) [$1ED7, bit 4] CA/BF4F: 4B Display dialogue message $04DB, wait for button press ULTROS: Phew! Rats! CA/BF52: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/BF54: 78 Enable ability to pass through other objects for object $17 (NPC $17) CA/BF56: 17 Begin action queue for character $17 (NPC $17), 6 bytes long (Wait until complete) CA/BF58: DD Make vehicle/entity jump (high) CA/BF59: 87 Move vehicle/entity left 2 tiles CA/BF5A: E0 Pause for 4 * 1 (4) frames CA/BF5C: CD Turn vehicle/entity right CA/BF5D: FF End queue CA/BF5E: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BF60: 0A Do vehicle/entity graphical action $0A CA/BF61: FF End queue CA/BF62: 92 Pause for 30 units CA/BF63: 17 Begin action queue for character $17 (NPC $17), 7 bytes long (Wait until complete) CA/BF65: 87 Move vehicle/entity left 2 tiles CA/BF66: CD Turn vehicle/entity right CA/BF67: E0 Pause for 4 * 8 (32) frames CA/BF69: C4 Set vehicle/entity's event speed to faster CA/BF6A: 89 Move vehicle/entity right 3 tiles CA/BF6B: FF End queue CA/BF6C: 17 Begin action queue for character $17 (NPC $17), 4 bytes long CA/BF6E: C3 Set vehicle/entity's event speed to fast CA/BF6F: A0 Move vehicle/entity right/up 1x1 tiles CA/BF70: 2D Do vehicle/entity graphical action $2D CA/BF71: FF End queue CA/BF72: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/BF74: C3 Set vehicle/entity's event speed to fast CA/BF75: A5 Move vehicle/entity right/up 2x1 tiles CA/BF76: 1F Do vehicle/entity graphical action $1F CA/BF77: FF End queue CA/BF78: B0 Execute the following commands until $B1 4 times CA/BF7A: F4 Play sound effect 13 CA/BF7C: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CA/BF7E: CE Turn vehicle/entity down CA/BF7F: FF End queue CA/BF80: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BF82: CE Turn vehicle/entity down CA/BF83: FF End queue CA/BF84: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CA/BF86: 2D Do vehicle/entity graphical action $2D CA/BF87: FF End queue CA/BF88: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BF8A: 1F Do vehicle/entity graphical action $1F CA/BF8B: FF End queue CA/BF8C: B1 End block of repeating commands CA/BF8D: 94 Pause for 60 units CA/BF8E: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CA/BF90: CD Turn vehicle/entity right CA/BF91: FF End queue CA/BF92: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BF94: CF Turn vehicle/entity left CA/BF95: FF End queue CA/BF96: B4 Pause for 8 units CA/BF98: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CA/BF9A: CE Turn vehicle/entity down CA/BF9B: FF End queue CA/BF9C: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/BF9E: CE Turn vehicle/entity down CA/BF9F: FF End queue CA/BFA0: 92 Pause for 30 units CA/BFA1: 38 Hold screen CA/BFA2: F4 Play sound effect 186 CA/BFA4: 17 Begin action queue for character $17 (NPC $17), 4 bytes long CA/BFA6: 2D Do vehicle/entity graphical action $2D CA/BFA7: C4 Set vehicle/entity's event speed to faster CA/BFA8: 9E Move vehicle/entity down 8 tiles CA/BFA9: FF End queue CA/BFAA: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long CA/BFAC: 1F Do vehicle/entity graphical action $1F CA/BFAD: C4 Set vehicle/entity's event speed to faster CA/BFAE: 9E Move vehicle/entity down 8 tiles CA/BFAF: FF End queue CA/BFB0: 91 Pause for 15 units CA/BFB1: 97 Fade screen to black CA/BFB2: 5C Pause execution until fade in or fade out is complete CA/BFB3: 6B Load map $00E9 (Opera House, theater (opera dance scene / party onstage with Celes)) instantly, (upper bits $2400), place party at (16, 19), facing down CA/BFB9: 3D Create object $23 CA/BFBB: 41 Show object $23 CA/BFBD: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CA/BFBF: D5 Set vehicle/entity's position to (16, 8) CA/BFC2: C7 Set vehicle/entity to stay still when moving CA/BFC3: 1F Do vehicle/entity graphical action $1F CA/BFC4: FF End queue CA/BFC5: B2 Call subroutine $CAC6AC CA/BFC9: 3C Set up the party as follows: $01 (Actor in stot 1), $FF (), $FF (), $FF () CA/BFCE: 78 Enable ability to pass through other objects for object $32 (Party Character 1) CA/BFD0: 78 Enable ability to pass through other objects for object $33 (Party Character 2) CA/BFD2: 96 Restore screen from fade CA/BFD3: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CA/BFD5: CC Turn vehicle/entity up CA/BFD6: E0 Pause for 4 * 8 (32) frames CA/BFD8: C3 Set vehicle/entity's event speed to fast CA/BFD9: 8B Move vehicle/entity left 3 tiles CA/BFDA: CD Turn vehicle/entity right CA/BFDB: FF End queue CA/BFDC: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/BFDE: 8B Move vehicle/entity left 3 tiles CA/BFDF: CD Turn vehicle/entity right CA/BFE0: FF End queue CA/BFE1: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CA/BFE3: A9 Move vehicle/entity left/down 2x1 tiles CA/BFE4: A9 Move vehicle/entity left/down 2x1 tiles CA/BFE5: A9 Move vehicle/entity left/down 2x1 tiles CA/BFE6: CD Turn vehicle/entity right CA/BFE7: FF End queue CA/BFE8: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CA/BFEA: 89 Move vehicle/entity right 3 tiles CA/BFEB: CF Turn vehicle/entity left CA/BFEC: FF End queue CA/BFED: 16 Begin action queue for character $16 (NPC $16), 4 bytes long CA/BFEF: A6 Move vehicle/entity right/down 2x1 tiles CA/BFF0: A2 Move vehicle/entity left/down 1x1 tiles CA/BFF1: CF Turn vehicle/entity left CA/BFF2: FF End queue CA/BFF3: 23 Begin action queue for character $23 (NPC $23), 4 bytes long CA/BFF5: C4 Set vehicle/entity's event speed to faster CA/BFF6: 9E Move vehicle/entity down 8 tiles CA/BFF7: 8E Move vehicle/entity down 4 tiles CA/BFF8: FF End queue CA/BFF9: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CA/BFFB: C4 Set vehicle/entity's event speed to faster CA/BFFC: 9E Move vehicle/entity down 8 tiles CA/BFFD: 8E Move vehicle/entity down 4 tiles CA/BFFE: FF End queue CA/BFFF: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CA/C001: C4 Set vehicle/entity's event speed to faster CA/C002: 9E Move vehicle/entity down 8 tiles CA/C003: 8E Move vehicle/entity down 4 tiles CA/C004: FF End queue CA/C005: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/C007: C4 Set vehicle/entity's event speed to faster CA/C008: 9E Move vehicle/entity down 8 tiles CA/C009: 8E Move vehicle/entity down 4 tiles CA/C00A: FF End queue CA/C00B: F4 Play sound effect 187 CA/C00D: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/C00F: 12 Begin action queue for character $12 (NPC $12), 5 bytes long CA/C011: C1 Set vehicle/entity's event speed to slow CA/C012: DD Make vehicle/entity jump (high) CA/C013: 86 Move vehicle/entity down 2 tiles CA/C014: 2D Do vehicle/entity graphical action $2D CA/C015: FF End queue CA/C016: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CA/C018: C1 Set vehicle/entity's event speed to slow CA/C019: DD Make vehicle/entity jump (high) CA/C01A: A5 Move vehicle/entity right/up 2x1 tiles CA/C01B: 2D Do vehicle/entity graphical action $2D CA/C01C: FF End queue CA/C01D: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long CA/C01F: C1 Set vehicle/entity's event speed to slow CA/C020: 0B Do vehicle/entity graphical action $0B CA/C021: DD Make vehicle/entity jump (high) CA/C022: A9 Move vehicle/entity left/down 2x1 tiles CA/C023: 28 Do vehicle/entity graphical action $28 CA/C024: FF End queue CA/C025: 32 Begin action queue for character $32 (Party Character 1), 10 bytes long CA/C027: C2 Set vehicle/entity's event speed to normal CA/C028: C7 Set vehicle/entity to stay still when moving CA/C029: 1F Do vehicle/entity graphical action $1F CA/C02A: DD Make vehicle/entity jump (high) CA/C02B: A8 Move vehicle/entity left/down 1x2 tiles CA/C02C: 28 Do vehicle/entity graphical action $28 CA/C02D: C0 Set vehicle/entity's event speed to slowest CA/C02E: A8 Move vehicle/entity left/down 1x2 tiles CA/C02F: C6 Set vehicle/entity to walk when moving CA/C030: FF End queue CA/C031: 33 Begin action queue for character $33 (Party Character 2), 8 bytes long CA/C033: C2 Set vehicle/entity's event speed to normal CA/C034: C7 Set vehicle/entity to stay still when moving CA/C035: 1F Do vehicle/entity graphical action $1F CA/C036: DC Make vehicle/entity jump (low) CA/C037: A3 Move vehicle/entity left/up 1x1 tiles CA/C038: 28 Do vehicle/entity graphical action $28 CA/C039: C6 Set vehicle/entity to walk when moving CA/C03A: FF End queue CA/C03B: 23 Begin action queue for character $23 (NPC $23), 8 bytes long (Wait until complete) CA/C03D: C1 Set vehicle/entity's event speed to slow CA/C03E: C7 Set vehicle/entity to stay still when moving CA/C03F: 2D Do vehicle/entity graphical action $2D CA/C040: DC Make vehicle/entity jump (low) CA/C041: 81 Move vehicle/entity right 1 tile CA/C042: CF Turn vehicle/entity left CA/C043: C6 Set vehicle/entity to walk when moving CA/C044: FF End queue CA/C045: F2 Fade out current song with transition time 6 CA/C047: B5 Pause for 15 * 12 (180) units CA/C049: B2 Call subroutine $CAC8E1 CA/C04D: F0 Play song 44 (Grand Finale #1), (high bit clear), full volume CA/C04F: FA Stop temporarily played song CA/C050: 21 Begin action queue for character $21 (NPC $21), 9 bytes long (Wait until complete) CA/C052: D5 Set vehicle/entity's position to (23, 21) CA/C055: C3 Set vehicle/entity's event speed to fast CA/C056: 93 Move vehicle/entity left 5 tiles CA/C057: E0 Pause for 4 * 6 (24) frames CA/C059: 2D Do vehicle/entity graphical action $2D CA/C05A: FF End queue CA/C05B: 92 Pause for 30 units CA/C05C: 4B Display dialogue message $04DC, wait for button press IMPRESARIO: Disaster! If the two heroes are flattened, the opera's over! Then who'll win the girl?! CA/C05F: B5 Pause for 15 * 8 (120) units CA/C061: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/C063: 09 Do vehicle/entity graphical action $09 (kneeling) CA/C064: FF End queue CA/C065: F0 Play song 0 (Silence), (high bit clear), full volume CA/C067: F0 Play song 44 (Grand Finale #1), (high bit clear), full volume CA/C069: FA Stop temporarily played song CA/C06A: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/C06C: CE Turn vehicle/entity down CA/C06D: FF End queue CA/C06E: B5 Pause for 15 * 8 (120) units CA/C070: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/C072: 20 Do vehicle/entity graphical action $20 CA/C073: FF End queue CA/C074: B5 Pause for 15 * 6 (90) units CA/C076: B0 Execute the following commands until $B1 8 times CA/C078: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/C07A: 23 Do vehicle/entity graphical action $23 CA/C07B: FF End queue CA/C07C: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/C07E: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/C07F: FF End queue CA/C080: B1 End block of repeating commands CA/C081: 21 Begin action queue for character $21 (NPC $21), 2 bytes long CA/C083: CF Turn vehicle/entity left CA/C084: FF End queue CA/C085: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/C087: CE Turn vehicle/entity down CA/C088: FF End queue CA/C089: 3D Create object $24 CA/C08B: 41 Show object $24 CA/C08D: 45 Refresh objects CA/C08E: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long CA/C090: 1F Do vehicle/entity graphical action $1F CA/C091: E0 Pause for 4 * 1 (4) frames CA/C093: 25 Do vehicle/entity graphical action $25 CA/C094: FF End queue CA/C095: 24 Begin action queue for character $24 (NPC $24), 6 bytes long (Wait until complete) CA/C097: DD Make vehicle/entity jump (high) CA/C098: CE Turn vehicle/entity down CA/C099: E0 Pause for 4 * 8 (32) frames CA/C09B: D1 Make vehicle/entity disappear CA/C09C: FF End queue CA/C09D: 95 Pause for 120 units CA/C09E: B3 Call subroutine $CAC7FE, 3 times CA/C0A3: B5 Pause for 15 * 10 (150) units CA/C0A5: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CA/C0A7: 20 Do vehicle/entity graphical action $20 CA/C0A8: E0 Pause for 4 * 8 (32) frames CA/C0AA: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/C0AB: E0 Pause for 4 * 1 (4) frames CA/C0AD: 50 Do vehicle/entity graphical action $10, flipped horizontally CA/C0AE: FF End queue CA/C0AF: 4B Display dialogue message $04DD, wait for button press LOCKE: Neither Draco nor Ralse will save CELES! CA/C0B2: 92 Pause for 30 units CA/C0B3: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CA/C0B5: 09 Do vehicle/entity graphical action $09 (kneeling) CA/C0B6: E0 Pause for 4 * 1 (4) frames CA/C0B8: DD Make vehicle/entity jump (high) CA/C0B9: CE Turn vehicle/entity down CA/C0BA: FF End queue CA/C0BB: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/C0BD: 0F Do vehicle/entity graphical action $0F CA/C0BE: FF End queue CA/C0BF: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/C0C1: 17 Do vehicle/entity graphical action $17 CA/C0C2: FF End queue CA/C0C3: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/C0C5: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/C0C6: FF End queue CA/C0C7: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/C0C9: 18 Do vehicle/entity graphical action $18 CA/C0CA: C6 Set vehicle/entity to walk when moving CA/C0CB: FF End queue CA/C0CC: 4B Display dialogue message $04DE, wait for button press LOCKE: I, LOCKE, the world's premier adventurer, will save her! CA/C0CF: F4 Play sound effect 208 CA/C0D1: 92 Pause for 30 units CA/C0D2: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CA/C0D4: 2D Do vehicle/entity graphical action $2D CA/C0D5: FF End queue CA/C0D6: 92 Pause for 30 units CA/C0D7: 4B Display dialogue message $04DF, wait for button press IMPRESARIO: Aya… What awful acting! CA/C0DA: 21 Begin action queue for character $21 (NPC $21), 6 bytes long CA/C0DC: CC Turn vehicle/entity up CA/C0DD: E0 Pause for 4 * 1 (4) frames CA/C0DF: 81 Move vehicle/entity right 1 tile CA/C0E0: CF Turn vehicle/entity left CA/C0E1: FF End queue CA/C0E2: 23 Begin action queue for character $23 (NPC $23), 4 bytes long (Wait until complete) CA/C0E4: C3 Set vehicle/entity's event speed to fast CA/C0E5: 8A Move vehicle/entity down 3 tiles CA/C0E6: 83 Move vehicle/entity left 1 tile CA/C0E7: FF End queue CA/C0E8: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/C0EA: CD Turn vehicle/entity right CA/C0EB: FF End queue CA/C0EC: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/C0EE: CD Turn vehicle/entity right CA/C0EF: FF End queue CA/C0F0: 4B Display dialogue message $04E0, wait for button press ULTROS: Silence! You are in the presence of octopus royalty! A lowborn thug like you could never defeat me! CA/C0F3: F4 Play sound effect 208 CA/C0F5: 93 Pause for 45 units CA/C0F6: 21 Begin action queue for character $21 (NPC $21), 4 bytes long CA/C0F8: A8 Move vehicle/entity left/down 1x2 tiles CA/C0F9: 83 Move vehicle/entity left 1 tile CA/C0FA: 82 Move vehicle/entity down 1 tile CA/C0FB: FF End queue CA/C0FC: 4B Display dialogue message $04E1, wait for button press IMPRESARIO: Hmm… Might as well make the most of this. MUSIC!! CA/C0FF: F0 Play song 34 (Grand Finale #2), (high bit clear), full volume CA/C101: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/C103: CD Turn vehicle/entity right CA/C104: FF End queue CA/C105: B5 Pause for 15 * 5 (75) units CA/C107: 23 Begin action queue for character $23 (NPC $23), 3 bytes long CA/C109: C3 Set vehicle/entity's event speed to fast CA/C10A: 83 Move vehicle/entity left 1 tile CA/C10B: FF End queue CA/C10C: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CA/C10E: C3 Set vehicle/entity's event speed to fast CA/C10F: A4 Move vehicle/entity right/up 1x2 tiles CA/C110: FF End queue CA/C111: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CA/C113: C3 Set vehicle/entity's event speed to fast CA/C114: 82 Move vehicle/entity down 1 tile CA/C115: FF End queue CA/C116: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/C118: C3 Set vehicle/entity's event speed to fast CA/C119: 85 Move vehicle/entity right 2 tiles CA/C11A: FF End queue CA/C11B: 4D Invoke battle, enemy set $68, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CA/C11E: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CAC128 CA/C123: B2 Call subroutine $CABDBA CA/C127: FE Return CA/C128: 42 Hide object $23 CA/C12A: D7 Clear event bit $1E80($34B) [$1EE9, bit 3] CA/C12C: B2 Call subroutine $CAF011 CA/C130: 96 Restore screen from fade CA/C131: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/C133: C2 Set vehicle/entity's event speed to normal CA/C134: 89 Move vehicle/entity right 3 tiles CA/C135: CE Turn vehicle/entity down CA/C136: FF End queue CA/C137: 92 Pause for 30 units CA/C138: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/C13A: CE Turn vehicle/entity down CA/C13B: FF End queue CA/C13C: 94 Pause for 60 units CA/C13D: F4 Play sound effect 208 CA/C13F: B0 Execute the following commands until $B1 12 times CA/C141: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/C143: 1D Do vehicle/entity graphical action $1D CA/C144: FF End queue CA/C145: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/C147: 1E Do vehicle/entity graphical action $1E CA/C148: FF End queue CA/C149: B1 End block of repeating commands CA/C14A: F2 Fade out current song with transition time 64 CA/C14C: 4B Display dialogue message $04E2, wait for button press (Show text only) Just a darn minute! CA/C14F: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CA/C151: 1F Do vehicle/entity graphical action $1F CA/C152: E0 Pause for 4 * 1 (4) frames CA/C154: CE Turn vehicle/entity down CA/C155: E0 Pause for 4 * 8 (32) frames CA/C157: 23 Do vehicle/entity graphical action $23 CA/C158: FF End queue CA/C159: 94 Pause for 60 units CA/C15A: 42 Hide object $11 CA/C15C: 42 Hide object $12 CA/C15E: 42 Hide object $13 CA/C160: 42 Hide object $14 CA/C162: 42 Hide object $15 CA/C164: 42 Hide object $16 CA/C166: 42 Hide object $23 CA/C168: 42 Hide object $32 CA/C16A: 42 Hide object $33 CA/C16C: F0 Play song 16 (Setzer), (high bit clear), full volume CA/C16E: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/C170: C1 Set vehicle/entity's event speed to slow CA/C171: 84 Move vehicle/entity up 2 tiles CA/C172: FF End queue CA/C173: B0 Execute the following commands until $B1 31 times CA/C175: 51 Modify background color range from [50, 6F]: Do (Black) at intensity 3 CA/C179: B4 Pause for 2 units CA/C17B: B1 End block of repeating commands CA/C17C: 35 Pause execution until action queue for object $30 (Camera) is complete CA/C17E: 73 Replace current map's Layer 1 at (9, 73) with the following (15 x 15) chunk, refresh immediately CA/C183: $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01 CA/C192: $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01 CA/C1A1: $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01 CA/C1B0: $01, $01, $01, $01, $02, $01, $01, $01, $01, $01, $02, $01, $01, $01, $01 CA/C1BF: $01, $01, $01, $01, $12, $01, $01, $01, $01, $01, $12, $01, $01, $01, $01 CA/C1CE: $01, $01, $01, $01, $22, $01, $01, $01, $01, $01, $22, $01, $01, $01, $01 CA/C1DD: $01, $01, $01, $01, $32, $05, $07, $07, $07, $08, $32, $01, $01, $01, $01 CA/C1EC: $01, $01, $01, $01, $06, $1A, $1A, $1A, $1A, $1A, $06, $01, $01, $01, $01 CA/C1FB: $01, $01, $01, $01, $0D, $1A, $1A, $1A, $1A, $1A, $1B, $01, $01, $01, $01 CA/C20A: $01, $01, $01, $01, $2B, $2C, $2C, $2C, $2C, $2C, $2D, $01, $01, $01, $01 CA/C219: $01, $01, $01, $01, $26, $2A, $2A, $2A, $2A, $2A, $27, $01, $01, $01, $01 CA/C228: $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01 CA/C237: $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01 CA/C246: $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01 CA/C255: $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01 CA/C264: B0 Execute the following commands until $B1 31 times CA/C266: 51 Modify background color range from [50, 6F]: Do (Black) at intensity 3 CA/C26A: B4 Pause for 2 units CA/C26C: B1 End block of repeating commands CA/C26D: 4B Display dialogue message $04E3, wait for button press (Show text only) What a performance!! CA/C270: F4 Play sound effect 186 CA/C272: 37 Assign graphics $06 to object $06 (Actor in stot 6) CA/C275: 43 Assign palette $00 to character $06 (Actor in stot 6) CA/C278: 3F Assign character $06 (Actor in stot 6) to party 1 CA/C27B: 3D Create object $06 CA/C27D: 3D Create object $25 CA/C27F: 41 Show object $25 CA/C281: 45 Refresh objects CA/C282: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long CA/C284: D5 Set vehicle/entity's position to (16, 17) CA/C287: 09 Do vehicle/entity graphical action $09 (kneeling) CA/C288: C3 Set vehicle/entity's event speed to fast CA/C289: FF End queue CA/C28A: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CA/C28C: CC Turn vehicle/entity up CA/C28D: FF End queue CA/C28E: 25 Begin action queue for character $25 (NPC $25), 5 bytes long (Wait until complete) CA/C290: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/C291: C7 Set vehicle/entity to stay still when moving CA/C292: 96 Move vehicle/entity down 6 tiles CA/C293: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/C294: FF End queue CA/C295: F4 Play sound effect 181 CA/C297: 25 Begin action queue for character $25 (NPC $25), 6 bytes long (Wait until complete) CA/C299: C6 Set vehicle/entity to walk when moving CA/C29A: E0 Pause for 4 * 6 (24) frames CA/C29C: 85 Move vehicle/entity right 2 tiles CA/C29D: CE Turn vehicle/entity down CA/C29E: FF End queue CA/C29F: 93 Pause for 45 units CA/C2A0: 25 Begin action queue for character $25 (NPC $25), 10 bytes long CA/C2A2: C4 Set vehicle/entity's event speed to faster CA/C2A3: 51 Do vehicle/entity graphical action $11, flipped horizontally CA/C2A4: C7 Set vehicle/entity to stay still when moving CA/C2A5: 81 Move vehicle/entity right 1 tile CA/C2A6: E0 Pause for 4 * 8 (32) frames CA/C2A8: C6 Set vehicle/entity to walk when moving CA/C2A9: 83 Move vehicle/entity left 1 tile CA/C2AA: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/C2AB: FF End queue CA/C2AC: B0 Execute the following commands until $B1 6 times CA/C2AE: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/C2B0: CF Turn vehicle/entity left CA/C2B1: FF End queue CA/C2B2: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/C2B4: CC Turn vehicle/entity up CA/C2B5: FF End queue CA/C2B6: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/C2B8: CD Turn vehicle/entity right CA/C2B9: FF End queue CA/C2BA: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/C2BC: CE Turn vehicle/entity down CA/C2BD: FF End queue CA/C2BE: B1 End block of repeating commands CA/C2BF: 3D Create object $26 CA/C2C1: 41 Show object $26 CA/C2C3: 42 Hide object $10 CA/C2C5: 45 Refresh objects CA/C2C6: 25 Begin action queue for character $25 (NPC $25), 2 bytes long (Wait until complete) CA/C2C8: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/C2C9: FF End queue CA/C2CA: 94 Pause for 60 units CA/C2CB: 78 Enable ability to pass through other objects for object $25 (NPC $25) CA/C2CD: 78 Enable ability to pass through other objects for object $26 (NPC $26) CA/C2CF: 25 Begin action queue for character $25 (NPC $25), 4 bytes long CA/C2D1: C7 Set vehicle/entity to stay still when moving CA/C2D2: C2 Set vehicle/entity's event speed to normal CA/C2D3: 80 Move vehicle/entity up 1 tile CA/C2D4: FF End queue CA/C2D5: 26 Begin action queue for character $26 (NPC $26), 2 bytes long (Wait until complete) CA/C2D7: 80 Move vehicle/entity up 1 tile CA/C2D8: FF End queue CA/C2D9: 92 Pause for 30 units CA/C2DA: 41 Show object $06 CA/C2DC: 42 Hide object $26 CA/C2DE: 45 Refresh objects CA/C2DF: 91 Pause for 15 units CA/C2E0: 25 Begin action queue for character $25 (NPC $25), 9 bytes long CA/C2E2: 24 Do vehicle/entity graphical action $24 CA/C2E3: E0 Pause for 4 * 1 (4) frames CA/C2E5: 25 Do vehicle/entity graphical action $25 CA/C2E6: E0 Pause for 4 * 1 (4) frames CA/C2E8: FC Branch 6 bytes backwards ($CAC2E2) CA/C2EA: FF End queue CA/C2EB: 4B Display dialogue message $04E4, wait for button press (At bottom of screen) IMPRESARIO: SETZER! SETZER: I'm a man of my word, music man! CA/C2EE: 25 Begin action queue for character $25 (NPC $25), 2 bytes long (Wait until complete) CA/C2F0: 09 Do vehicle/entity graphical action $09 (kneeling) CA/C2F1: FF End queue CA/C2F2: B4 Pause for 6 units CA/C2F4: 48 Display dialogue message $04E5, continue executing commands (Show text only) (At bottom of screen) CELES: That's HIM…?! CA/C2F7: 25 Begin action queue for character $25 (NPC $25), 7 bytes long CA/C2F9: C3 Set vehicle/entity's event speed to fast CA/C2FA: 19 Do vehicle/entity graphical action $19 CA/C2FB: AB Move vehicle/entity left/up 1x2 tiles CA/C2FC: AB Move vehicle/entity left/up 1x2 tiles CA/C2FD: AB Move vehicle/entity left/up 1x2 tiles CA/C2FE: AB Move vehicle/entity left/up 1x2 tiles CA/C2FF: FF End queue CA/C300: 06 Begin action queue for character $06 (Actor in stot 6), 9 bytes long CA/C302: C3 Set vehicle/entity's event speed to fast CA/C303: C7 Set vehicle/entity to stay still when moving CA/C304: 4B Do vehicle/entity graphical action $0B, flipped horizontally CA/C305: AB Move vehicle/entity left/up 1x2 tiles CA/C306: AB Move vehicle/entity left/up 1x2 tiles CA/C307: AB Move vehicle/entity left/up 1x2 tiles CA/C308: AB Move vehicle/entity left/up 1x2 tiles CA/C309: C6 Set vehicle/entity to walk when moving CA/C30A: FF End queue CA/C30B: F4 Play sound effect 24 CA/C30D: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/C30F: E0 Pause for 4 * 2 (8) frames CA/C311: 84 Move vehicle/entity up 2 tiles CA/C312: FF End queue CA/C313: 49 If dialogue window is up, wait for keypress then dismiss CA/C314: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/C316: C1 Set vehicle/entity's event speed to slow CA/C317: 86 Move vehicle/entity down 2 tiles CA/C318: FF End queue CA/C319: 21 Begin action queue for character $21 (NPC $21), 18 bytes long CA/C31B: 80 Move vehicle/entity up 1 tile CA/C31C: A4 Move vehicle/entity right/up 1x2 tiles CA/C31D: 8B Move vehicle/entity left 3 tiles CA/C31E: 89 Move vehicle/entity right 3 tiles CA/C31F: 8B Move vehicle/entity left 3 tiles CA/C320: 89 Move vehicle/entity right 3 tiles CA/C321: 8B Move vehicle/entity left 3 tiles CA/C322: 89 Move vehicle/entity right 3 tiles CA/C323: 8B Move vehicle/entity left 3 tiles CA/C324: 89 Move vehicle/entity right 3 tiles CA/C325: C1 Set vehicle/entity's event speed to slow CA/C326: DD Make vehicle/entity jump (high) CA/C327: CE Turn vehicle/entity down CA/C328: E0 Pause for 4 * 7 (28) frames CA/C32A: FC Branch 4 bytes backwards ($CAC326) CA/C32C: FF End queue CA/C32D: 94 Pause for 60 units CA/C32E: 4B Display dialogue message $04E6, wait for button press (Show text only) (At bottom of screen) IMPRESARIO: What a reversal! Thinking she's LOCKE's new queen, Maria is instead nabbed by SETZER! What fate lies in store for her? Stay tuned for Part 2! CA/C331: 94 Pause for 60 units CA/C332: B0 Execute the following commands until $B1 31 times CA/C334: 52 Tint characters (cumulative) with color $9F CA/C336: 51 Modify background color range from [50, 6F]: Do (Black) at intensity 3 CA/C33A: B4 Pause for 3 units CA/C33C: B1 End block of repeating commands CA/C33D: B2 Call subroutine $CAD402 CA/C341: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CA/C343: C1 Set vehicle/entity's event speed to slow CA/C344: 9E Move vehicle/entity down 8 tiles CA/C345: 86 Move vehicle/entity down 2 tiles CA/C346: FF End queue CA/C347: B0 Execute the following commands until $B1 31 times CA/C349: 51 Modify background color range from [50, 6F]: Do (Black) at intensity 3 CA/C34D: B4 Pause for 6 units CA/C34F: B1 End block of repeating commands CA/C350: 35 Pause execution until action queue for object $30 (Camera) is complete CA/C352: B5 Pause for 15 * 16 (240) units CA/C354: F2 Fade out current song with transition time 128 CA/C356: 5A Fade screen at speed $02 CA/C358: 5C Pause execution until fade in or fade out is complete CA/C359: B2 Call subroutine $CB2E2B CA/C35D: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/C35F: 40 Assign properties $09 to character $09 (Actor in stot 9) CA/C362: B2 Call subroutine $CB1B0E CA/C366: 39 Free screen CA/C367: FE Return CA/C368: 4D Invoke battle, enemy set $19, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CA/C36B: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CAC375 CA/C370: B2 Call subroutine $CABA0B CA/C374: FE Return CA/C375: 42 Hide object $18 CA/C377: D7 Clear event bit $1E80($34C) [$1EE9, bit 4] CA/C379: 96 Restore screen from fade CA/C37A: FE Return CA/C37B: 4D Invoke battle, enemy set $19, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CA/C37E: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CAC388 CA/C383: B2 Call subroutine $CABA0B CA/C387: FE Return CA/C388: 42 Hide object $19 CA/C38A: D7 Clear event bit $1E80($34D) [$1EE9, bit 5] CA/C38C: 96 Restore screen from fade CA/C38D: FE Return CA/C38E: 4D Invoke battle, enemy set $19, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CA/C391: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CAC39B CA/C396: B2 Call subroutine $CABA0B CA/C39A: FE Return CA/C39B: 42 Hide object $1A CA/C39D: D7 Clear event bit $1E80($34E) [$1EE9, bit 6] CA/C39F: 96 Restore screen from fade CA/C3A0: FE Return CA/C3A1: 4D Invoke battle, enemy set $19, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CA/C3A4: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CAC3AE CA/C3A9: B2 Call subroutine $CABA0B CA/C3AD: FE Return CA/C3AE: 42 Hide object $1B CA/C3B0: D7 Clear event bit $1E80($34F) [$1EE9, bit 7] CA/C3B2: 96 Restore screen from fade CA/C3B3: FE Return CA/C3B4: 4D Invoke battle, enemy set $19, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CA/C3B7: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CAC3C1 CA/C3BC: B2 Call subroutine $CABA0B CA/C3C0: FE Return CA/C3C1: 42 Hide object $1C CA/C3C3: D7 Clear event bit $1E80($350) [$1EEA, bit 0] CA/C3C5: 96 Restore screen from fade CA/C3C6: FE Return CA/C3C7: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/C3C9: F0 Play song 53 (Blackjack), (high bit clear), full volume CA/C3CB: 6B Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (121, 188), facing up, party is in the airship CA/C3D1: 29 Move vehicle as follows: (go up, turn right, double speed of turns), 72 units CA/C3D3: 24 Move vehicle as follows: (go up, move forward), 32 units CA/C3D5: 48 Move vehicle as follows: (go down, turn right), 32 units CA/C3D7: 50 Move vehicle as follows: (go down, turn left), 32 units CA/C3D9: 30 Move vehicle as follows: (go up, turn left), 32 units CA/C3DB: E0 Pause for 16 units CA/C3DD: D2 Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")), position (15, 06), mode $40 CA/C3E3: B2 Call subroutine $CAC6AC CA/C3E7: 41 Show object $09 CA/C3E9: 3C Set up the party as follows: $01 (Actor in stot 1), $09 (Actor in stot 9), $FF (), $FF () CA/C3EE: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CA/C3F0: CF Turn vehicle/entity left CA/C3F1: FF End queue CA/C3F2: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CA/C3F4: D5 Set vehicle/entity's position to (8, 6) CA/C3F7: CF Turn vehicle/entity left CA/C3F8: FF End queue CA/C3F9: 33 Begin action queue for character $33 (Party Character 2), 5 bytes long CA/C3FB: D5 Set vehicle/entity's position to (15, 7) CA/C3FE: CF Turn vehicle/entity left CA/C3FF: FF End queue CA/C400: 34 Begin action queue for character $34 (Party Character 3), 5 bytes long CA/C402: D5 Set vehicle/entity's position to (16, 6) CA/C405: CF Turn vehicle/entity left CA/C406: FF End queue CA/C407: 91 Pause for 15 units CA/C408: 96 Restore screen from fade CA/C409: 5C Pause execution until fade in or fade out is complete CA/C40A: 95 Pause for 120 units CA/C40B: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CA/C40D: C1 Set vehicle/entity's event speed to slow CA/C40E: 83 Move vehicle/entity left 1 tile CA/C40F: E0 Pause for 4 * 8 (32) frames CA/C411: 22 Do vehicle/entity graphical action $22 CA/C412: FF End queue CA/C413: 4B Display dialogue message $0588, wait for button press LOCKE: I'm worried about TERRA. Let's return to Zozo. CA/C416: 94 Pause for 60 units CA/C417: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/C419: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/C41A: FF End queue CA/C41B: 92 Pause for 30 units CA/C41C: 4B Display dialogue message $0589, wait for button press SETZER: TERRA? Who's that? LOCKE: I'll explain on the way… …about TERRA…Espers…the Returners… CA/C41F: 92 Pause for 30 units CA/C420: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/C422: CF Turn vehicle/entity left CA/C423: FF End queue CA/C424: 95 Pause for 120 units CA/C425: 97 Fade screen to black CA/C426: 5C Pause execution until fade in or fade out is complete CA/C427: B2 Call subroutine $CACB95 CA/C42B: 6B Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (96, 162), facing up, party is in the airship CA/C431: 34 Move vehicle as follows: (go up, turn left, move forward), 24 units CA/C433: E0 Pause for 8 units CA/C435: 08 Move vehicle as follows: (turn right), 24 units CA/C437: E0 Pause for 8 units CA/C439: 10 Move vehicle as follows: (turn left), 16 units CA/C43B: E0 Pause for 16 units CA/C43D: 24 Move vehicle as follows: (go up, move forward), 16 units CA/C43F: E0 Pause for 10 units CA/C441: 32 Move vehicle as follows: (go up, turn left, decrease speed by $100), 4 units CA/C443: 10 Move vehicle as follows: (turn left), 88 units CA/C445: 02 Move vehicle as follows: (decrease speed by $100), 6 units CA/C447: E0 Pause for 16 units CA/C449: 50 Move vehicle as follows: (go down, turn left), 48 units CA/C44B: 53 Move vehicle as follows: (go down, turn left, decrease speed by $100, double speed of turns), 32 units CA/C44D: E0 Pause for 8 units CA/C44F: C7 Place airship at position (22, 90) CA/C452: D2 Load map $00E2 (Zozo, room at tower top (always)), position (82, 37), mode $40 CA/C458: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CA/C459: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CAC474 CA/C45F: DE Load CaseWord with the characters in the currently active party? CA/C460: C0 If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CAC474 CA/C466: 77 Perform level averaging on character $0B (GAU ) and calculate new maximum HP/MP CA/C468: 8B For character $0B (Actor in stot 11), take HP and set to maximum CA/C46B: 8C For character $0B (Actor in stot 11), take MP and set to maximum CA/C46E: 88 Remove the following status ailments from character $0B (Actor in stot 11): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CA/C472: D6 Set event bit $1E80($336) [$1EE6, bit 6] CA/C474: C0 If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CAC488 CA/C47A: 77 Perform level averaging on character $02 (CYAN ) and calculate new maximum HP/MP CA/C47C: 8B For character $02 (Actor in stot 2), take HP and set to maximum CA/C47F: 8C For character $02 (Actor in stot 2), take MP and set to maximum CA/C482: 88 Remove the following status ailments from character $02 (Actor in stot 2): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CA/C486: D6 Set event bit $1E80($333) [$1EE6, bit 3] CA/C488: C0 If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CAC49C CA/C48E: 77 Perform level averaging on character $04 (EDGAR ) and calculate new maximum HP/MP CA/C490: 8B For character $04 (Actor in stot 4), take HP and set to maximum CA/C493: 8C For character $04 (Actor in stot 4), take MP and set to maximum CA/C496: 88 Remove the following status ailments from character $04 (Actor in stot 4): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CA/C49A: D6 Set event bit $1E80($334) [$1EE6, bit 4] CA/C49C: C0 If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CAC4B0 CA/C4A2: 77 Perform level averaging on character $05 (SABIN ) and calculate new maximum HP/MP CA/C4A4: 8B For character $05 (Actor in stot 5), take HP and set to maximum CA/C4A7: 8C For character $05 (Actor in stot 5), take MP and set to maximum CA/C4AA: 88 Remove the following status ailments from character $05 (Actor in stot 5): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CA/C4AE: D6 Set event bit $1E80($335) [$1EE6, bit 5] CA/C4B0: 6B Load map $00E2 (Zozo, room at tower top (always)) instantly, (upper bits $0400), place party at (82, 26), facing up CA/C4B6: D0 Set event bit $1E80($06B) [$1E8D, bit 3] CA/C4B8: DD Clear event bit $1E80($615) [$1F42, bit 5] CA/C4BA: DD Clear event bit $1E80($616) [$1F42, bit 6] CA/C4BC: DD Clear event bit $1E80($617) [$1F42, bit 7] CA/C4BE: DD Clear event bit $1E80($618) [$1F43, bit 0] CA/C4C0: DD Clear event bit $1E80($61A) [$1F43, bit 2] CA/C4C2: DD Clear event bit $1E80($619) [$1F43, bit 1] CA/C4C4: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/C4C6: 9C Move vehicle/entity up 8 tiles CA/C4C7: 80 Move vehicle/entity up 1 tile CA/C4C8: FF End queue CA/C4C9: 4B Display dialogue message $058B, wait for button press We're all here… CA/C4CC: F2 Fade out current song with transition time 128 CA/C4CE: B2 Call subroutine $CAC6AC CA/C4D2: 3C Set up the party as follows: $01 (Actor in stot 1), $09 (Actor in stot 9), $FF (), $FF () CA/C4D7: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long CA/C4D9: C2 Set vehicle/entity's event speed to normal CA/C4DA: 10 Do vehicle/entity graphical action $10 CA/C4DB: FF End queue CA/C4DC: 33 Begin action queue for character $33 (Party Character 2), 5 bytes long CA/C4DE: C2 Set vehicle/entity's event speed to normal CA/C4DF: 86 Move vehicle/entity down 2 tiles CA/C4E0: A2 Move vehicle/entity left/down 1x1 tiles CA/C4E1: CC Turn vehicle/entity up CA/C4E2: FF End queue CA/C4E3: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CA/C4E5: C2 Set vehicle/entity's event speed to normal CA/C4E6: A1 Move vehicle/entity right/down 1x1 tiles CA/C4E7: CF Turn vehicle/entity left CA/C4E8: FF End queue CA/C4E9: 09 Begin action queue for character $09 (Actor in stot 9), 4 bytes long (Wait until complete) CA/C4EB: C2 Set vehicle/entity's event speed to normal CA/C4EC: 80 Move vehicle/entity up 1 tile CA/C4ED: CF Turn vehicle/entity left CA/C4EE: FF End queue CA/C4EF: 95 Pause for 120 units CA/C4F0: 4B Display dialogue message $058C, wait for button press LOCKE: TERRA… CA/C4F3: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/C4F5: CF Turn vehicle/entity left CA/C4F6: FF End queue CA/C4F7: 94 Pause for 60 units CA/C4F8: B2 Call subroutine $CAC807 CA/C4FC: 92 Pause for 30 units CA/C4FD: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long CA/C4FF: CE Turn vehicle/entity down CA/C500: FF End queue CA/C501: 92 Pause for 30 units CA/C502: B3 Call subroutine $CAC7FE, 3 times CA/C507: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long CA/C509: 1F Do vehicle/entity graphical action $1F CA/C50A: FF End queue CA/C50B: B2 Call subroutine $CA9D14 CA/C50F: 4B Display dialogue message $058D, wait for button press LOCKE: Magicite!! CA/C512: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/C514: 23 Do vehicle/entity graphical action $23 CA/C515: FF End queue CA/C516: F4 Play sound effect 94 CA/C518: B0 Execute the following commands until $B1 2 times CA/C51A: B0 Execute the following commands until $B1 18 times CA/C51C: 53 Modify object color range from [60, 6F]: Add (Black) at intensity 3 CA/C520: B4 Pause for 2 units CA/C522: B1 End block of repeating commands CA/C523: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long CA/C525: CF Turn vehicle/entity left CA/C526: FF End queue CA/C527: B0 Execute the following commands until $B1 18 times CA/C529: 53 Modify object color range from [60, 6F]: Do unknown operation (Black) at intensity 3 CA/C52D: B4 Pause for 2 units CA/C52F: B1 End block of repeating commands CA/C530: B1 End block of repeating commands CA/C531: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/C533: CE Turn vehicle/entity down CA/C534: FF End queue CA/C535: 92 Pause for 30 units CA/C536: 42 Hide object $13 CA/C538: 45 Refresh objects CA/C539: 94 Pause for 60 units CA/C53A: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CA/C53C: CF Turn vehicle/entity left CA/C53D: FF End queue CA/C53E: 92 Pause for 30 units CA/C53F: 4B Display dialogue message $058A, wait for button press TERRA: Father…? CA/C542: B0 Execute the following commands until $B1 4 times CA/C544: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/C546: 13 Do vehicle/entity graphical action $13 CA/C547: FF End queue CA/C548: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/C54A: CE Turn vehicle/entity down CA/C54B: FF End queue CA/C54C: B1 End block of repeating commands CA/C54D: 4B Display dialogue message $058F, wait for button press TERRA: I remember it all… I was raised in the Esper's world. CA/C550: F0 Play song 33 (Another World of Beasts), (high bit clear), full volume CA/C552: 94 Pause for 60 units CA/C553: 5A Fade screen at speed $02 CA/C555: 5C Pause execution until fade in or fade out is complete CA/C556: 40 Assign properties $1E to character $0E (Actor in stot 14) CA/C559: 37 Assign graphics $30 to object $0E (Actor in stot 14) CA/C55C: 43 Assign palette $04 to character $0E (Actor in stot 14) CA/C55F: 3F Remove character $01 (Actor in stot 1) from the party CA/C562: 3F Assign character $0E (Actor in stot 14) to party 1 CA/C565: 3F Remove character $02 (Actor in stot 2) from the party CA/C568: 3F Remove character $04 (Actor in stot 4) from the party CA/C56B: 3F Remove character $05 (Actor in stot 5) from the party CA/C56E: 3F Remove character $0B (Actor in stot 11) from the party CA/C571: 3F Remove character $09 (Actor in stot 9) from the party CA/C574: 3E Delete object $01 CA/C576: 3D Create object $0E CA/C578: 3E Delete object $02 CA/C57A: 3E Delete object $04 CA/C57C: 3E Delete object $05 CA/C57E: 3E Delete object $0B CA/C580: 3E Delete object $09 CA/C582: 6B Load map $00D9 (Esper World, outdoors (Terra's flashback / Ramuh's flashback)) instantly, (upper bits $2400), place party at (32, 12), facing down CA/C588: 58 Shake screen ($FD): (Intensity: 1)) (Permanance and ???: 3)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/C58A: 38 Hold screen CA/C58B: 30 Begin action queue for character $30 (Camera), 12 bytes long CA/C58D: C0 Set vehicle/entity's event speed to slowest CA/C58E: 8A Move vehicle/entity down 3 tiles CA/C58F: A2 Move vehicle/entity left/down 1x1 tiles CA/C590: A2 Move vehicle/entity left/down 1x1 tiles CA/C591: A2 Move vehicle/entity left/down 1x1 tiles CA/C592: A2 Move vehicle/entity left/down 1x1 tiles CA/C593: A2 Move vehicle/entity left/down 1x1 tiles CA/C594: A2 Move vehicle/entity left/down 1x1 tiles CA/C595: A2 Move vehicle/entity left/down 1x1 tiles CA/C596: A2 Move vehicle/entity left/down 1x1 tiles CA/C597: A2 Move vehicle/entity left/down 1x1 tiles CA/C598: FF End queue CA/C599: 94 Pause for 60 units CA/C59A: 10 Begin action queue for character $10 (NPC $10), 8 bytes long CA/C59C: CD Turn vehicle/entity right CA/C59D: E0 Pause for 4 * 1 (4) frames CA/C59F: 88 Move vehicle/entity up 3 tiles CA/C5A0: E0 Pause for 4 * 8 (32) frames CA/C5A2: 8A Move vehicle/entity down 3 tiles CA/C5A3: FF End queue CA/C5A4: 94 Pause for 60 units CA/C5A5: 48 Display dialogue message $0590, continue executing commands (Show text only) The Esper World… CA/C5A8: B5 Pause for 15 * 40 (600) units CA/C5AA: 97 Fade screen to black CA/C5AB: 35 Pause execution until action queue for object $30 (Camera) is complete CA/C5AD: 47 Make character in slot 0 the lead character CA/C5AE: 39 Free screen CA/C5AF: 6B Load map $00DB (Esper World, caves (Terra's flashback)) instantly, (upper bits $2400), place party at (34, 10), facing down CA/C5B5: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/C5B7: 3A Enable player to move while event commands execute CA/C5B8: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/C5BA: D6 Set event bit $1E80($338) [$1EE7, bit 0] CA/C5BC: D6 Set event bit $1E80($337) [$1EE6, bit 7] CA/C5BE: D2 Set event bit $1E80($1C2) [$1EB8, bit 2] CA/C5C0: FE Return CA/C5C1: D3 Clear event bit $1E80($124) [$1EA4, bit 4] CA/C5C3: D3 Clear event bit $1E80($125) [$1EA4, bit 5] CA/C5C5: D3 Clear event bit $1E80($126) [$1EA4, bit 6] CA/C5C7: DE Load CaseWord with the characters in the currently active party? CA/C5C8: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CAC5D2 CA/C5CE: B2 Call subroutine $CAC680 CA/C5D2: C0 If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CAC5DC CA/C5D8: B2 Call subroutine $CAC680 CA/C5DC: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CAC5E6 CA/C5E2: B2 Call subroutine $CAC680 CA/C5E6: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CAC5F0 CA/C5EC: B2 Call subroutine $CAC680 CA/C5F0: C0 If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CAC5FA CA/C5F6: B2 Call subroutine $CAC680 CA/C5FA: C0 If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CAC604 CA/C600: B2 Call subroutine $CAC680 CA/C604: C0 If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CAC60E CA/C60A: B2 Call subroutine $CAC680 CA/C60E: C0 If ($1E80($1A7) [$1EB4, bit 7] is clear), branch to $CAC618 CA/C614: B2 Call subroutine $CAC680 CA/C618: C0 If ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CAC622 CA/C61E: B2 Call subroutine $CAC680 CA/C622: C0 If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CAC62C CA/C628: B2 Call subroutine $CAC680 CA/C62C: C0 If ($1E80($1AA) [$1EB5, bit 2] is clear), branch to $CAC636 CA/C632: B2 Call subroutine $CAC680 CA/C636: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CAC640 CA/C63C: B2 Call subroutine $CAC680 CA/C640: C0 If ($1E80($1AC) [$1EB5, bit 4] is clear), branch to $CAC64A CA/C646: B2 Call subroutine $CAC680 CA/C64A: C0 If ($1E80($1AD) [$1EB5, bit 5] is clear), branch to $CAC654 CA/C650: B2 Call subroutine $CAC680 CA/C654: D3 Clear event bit $1E80($1A3) [$1EB4, bit 3] CA/C656: D3 Clear event bit $1E80($1A2) [$1EB4, bit 2] CA/C658: D3 Clear event bit $1E80($1A1) [$1EB4, bit 1] CA/C65A: D3 Clear event bit $1E80($1A0) [$1EB4, bit 0] CA/C65C: C1 If ($1E80($125) [$1EA4, bit 5] is clear) or ($1E80($126) [$1EA4, bit 6] is clear), branch to $CAC667 CA/C664: D2 Set event bit $1E80($1A3) [$1EB4, bit 3] CA/C666: FE Return CA/C667: C1 If ($1E80($125) [$1EA4, bit 5] is clear) or ($1E80($126) [$1EA4, bit 6] is set), branch to $CAC672 CA/C66F: D2 Set event bit $1E80($1A2) [$1EB4, bit 2] CA/C671: FE Return CA/C672: C1 If ($1E80($125) [$1EA4, bit 5] is set) or ($1E80($126) [$1EA4, bit 6] is clear), branch to $CAC67D CA/C67A: D2 Set event bit $1E80($1A1) [$1EB4, bit 1] CA/C67C: FE Return CA/C67D: D2 Set event bit $1E80($1A0) [$1EB4, bit 0] CA/C67F: FE Return CA/C680: C0 If ($1E80($124) [$1EA4, bit 4] is clear), branch to $CAC6A9 CA/C686: C1 If ($1E80($125) [$1EA4, bit 5] is clear) or ($1E80($126) [$1EA4, bit 6] is set), branch to $CAC691 CA/C68E: D2 Set event bit $1E80($126) [$1EA4, bit 6] CA/C690: FE Return CA/C691: C1 If ($1E80($125) [$1EA4, bit 5] is set) or ($1E80($126) [$1EA4, bit 6] is clear), branch to $CAC69E CA/C699: D2 Set event bit $1E80($125) [$1EA4, bit 5] CA/C69B: D3 Clear event bit $1E80($126) [$1EA4, bit 6] CA/C69D: FE Return CA/C69E: C1 If ($1E80($125) [$1EA4, bit 5] is set) or ($1E80($126) [$1EA4, bit 6] is set), branch to $CA5EB3 (simply returns) CA/C6A6: D2 Set event bit $1E80($126) [$1EA4, bit 6] CA/C6A8: FE Return CA/C6A9: D2 Set event bit $1E80($124) [$1EA4, bit 4] CA/C6AB: FE Return CA/C6AC: DE Load CaseWord with the characters in the currently active party? CA/C6AD: BE If character $00 (TERRA ) is in the current CaseWord, call subroutine $CAC6DA; else If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CAC6E4; else If character $02 (CYAN ) is in the current CaseWord, call subroutine $CAC6EE; else If character $03 (SHADOW) is in the current CaseWord, call subroutine $CAC6F8; else If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CAC702; else If character $05 (SABIN ) is in the current CaseWord, call subroutine $CAC70C; else If character $06 (CELES ) is in the current CaseWord, call subroutine $CAC716; else If character $07 (STRAGO) is in the current CaseWord, call subroutine $CAC720; else If character $08 (RELM ) is in the current CaseWord, call subroutine $CAC72A; else If character $09 (SETZER) is in the current CaseWord, call subroutine $CAC734; else If character $0A (MOG ) is in the current CaseWord, call subroutine $CAC73E; else If character $0B (GAU ) is in the current CaseWord, call subroutine $CAC748; else If character $0C (GOGO ) is in the current CaseWord, call subroutine $CAC752; else If character $0D (UMARO ) is in the current CaseWord, call subroutine $CAC75C CA/C6D9: FE Return CA/C6DA: B2 Call subroutine $CAC766 CA/C6DE: 3C Set up the party as follows: $00 (Actor in stot 0), $FF (), $FF (), $FF () CA/C6E3: FE Return CA/C6E4: B2 Call subroutine $CAC766 CA/C6E8: 3C Set up the party as follows: $01 (Actor in stot 1), $FF (), $FF (), $FF () CA/C6ED: FE Return CA/C6EE: B2 Call subroutine $CAC766 CA/C6F2: 3C Set up the party as follows: $02 (Actor in stot 2), $FF (), $FF (), $FF () CA/C6F7: FE Return CA/C6F8: B2 Call subroutine $CAC766 CA/C6FC: 3C Set up the party as follows: $03 (Actor in stot 3), $FF (), $FF (), $FF () CA/C701: FE Return CA/C702: B2 Call subroutine $CAC766 CA/C706: 3C Set up the party as follows: $04 (Actor in stot 4), $FF (), $FF (), $FF () CA/C70B: FE Return CA/C70C: B2 Call subroutine $CAC766 CA/C710: 3C Set up the party as follows: $05 (Actor in stot 5), $FF (), $FF (), $FF () CA/C715: FE Return CA/C716: B2 Call subroutine $CAC766 CA/C71A: 3C Set up the party as follows: $06 (Actor in stot 6), $FF (), $FF (), $FF () CA/C71F: FE Return CA/C720: B2 Call subroutine $CAC766 CA/C724: 3C Set up the party as follows: $07 (Actor in stot 7), $FF (), $FF (), $FF () CA/C729: FE Return CA/C72A: B2 Call subroutine $CAC766 CA/C72E: 3C Set up the party as follows: $08 (Actor in stot 8), $FF (), $FF (), $FF () CA/C733: FE Return CA/C734: B2 Call subroutine $CAC766 CA/C738: 3C Set up the party as follows: $09 (Actor in stot 9), $FF (), $FF (), $FF () CA/C73D: FE Return CA/C73E: B2 Call subroutine $CAC766 CA/C742: 3C Set up the party as follows: $0A (Actor in stot 10), $FF (), $FF (), $FF () CA/C747: FE Return CA/C748: B2 Call subroutine $CAC766 CA/C74C: 3C Set up the party as follows: $0B (Actor in stot 11), $FF (), $FF (), $FF () CA/C751: FE Return CA/C752: B2 Call subroutine $CAC766 CA/C756: 3C Set up the party as follows: $0C (Actor in stot 12), $FF (), $FF (), $FF () CA/C75B: FE Return CA/C75C: B2 Call subroutine $CAC766 CA/C760: 3C Set up the party as follows: $0D (Actor in stot 13), $FF (), $FF (), $FF () CA/C765: FE Return CA/C766: 47 Make character in slot 0 the lead character CA/C767: 41 Show object $31 CA/C769: 41 Show object $32 CA/C76B: 41 Show object $33 CA/C76D: 41 Show object $34 CA/C76F: FE Return CA/C770: BE If character $00 (TERRA ) is in the current CaseWord, call subroutine $CAC79D; else If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CAC7A3; else If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CAC7A9; else If character $06 (CELES ) is in the current CaseWord, call subroutine $CAC7AF; else If character $05 (SABIN ) is in the current CaseWord, call subroutine $CAC7B5; else If character $02 (CYAN ) is in the current CaseWord, call subroutine $CAC7BB; else If character $03 (SHADOW) is in the current CaseWord, call subroutine $CAC7C1; else If character $07 (STRAGO) is in the current CaseWord, call subroutine $CAC7C7; else If character $08 (RELM ) is in the current CaseWord, call subroutine $CAC7CD; else If character $09 (SETZER) is in the current CaseWord, call subroutine $CAC7D3; else If character $0A (MOG ) is in the current CaseWord, call subroutine $CAC7D9; else If character $0B (GAU ) is in the current CaseWord, call subroutine $CAC7DF; else If character $0C (GOGO ) is in the current CaseWord, call subroutine $CAC7E5; else If character $0D (UMARO ) is in the current CaseWord, call subroutine $CAC7EB CA/C79C: FE Return CA/C79D: 3C Set up the party as follows: $00 (Actor in stot 0), $FF (), $FF (), $FF () CA/C7A2: FE Return CA/C7A3: 3C Set up the party as follows: $01 (Actor in stot 1), $FF (), $FF (), $FF () CA/C7A8: FE Return CA/C7A9: 3C Set up the party as follows: $04 (Actor in stot 4), $FF (), $FF (), $FF () CA/C7AE: FE Return CA/C7AF: 3C Set up the party as follows: $06 (Actor in stot 6), $FF (), $FF (), $FF () CA/C7B4: FE Return CA/C7B5: 3C Set up the party as follows: $05 (Actor in stot 5), $FF (), $FF (), $FF () CA/C7BA: FE Return CA/C7BB: 3C Set up the party as follows: $02 (Actor in stot 2), $FF (), $FF (), $FF () CA/C7C0: FE Return CA/C7C1: 3C Set up the party as follows: $03 (Actor in stot 3), $FF (), $FF (), $FF () CA/C7C6: FE Return CA/C7C7: 3C Set up the party as follows: $07 (Actor in stot 7), $FF (), $FF (), $FF () CA/C7CC: FE Return CA/C7CD: 3C Set up the party as follows: $08 (Actor in stot 8), $FF (), $FF (), $FF () CA/C7D2: FE Return CA/C7D3: 3C Set up the party as follows: $09 (Actor in stot 9), $FF (), $FF (), $FF () CA/C7D8: FE Return CA/C7D9: 3C Set up the party as follows: $0A (Actor in stot 10), $FF (), $FF (), $FF () CA/C7DE: FE Return CA/C7DF: 3C Set up the party as follows: $0B (Actor in stot 11), $FF (), $FF (), $FF () CA/C7E4: FE Return CA/C7E5: 3C Set up the party as follows: $0C (Actor in stot 12), $FF (), $FF (), $FF () CA/C7EA: FE Return CA/C7EB: 3C Set up the party as follows: $0D (Actor in stot 13), $FF (), $FF (), $FF () CA/C7F0: FE Return CA/C7F1: D6 Set event bit $1E80($303) [$1EE0, bit 3] CA/C7F3: D6 Set event bit $1E80($379) [$1EEF, bit 1] CA/C7F5: D7 Clear event bit $1E80($30C) [$1EE1, bit 4] CA/C7F7: D7 Clear event bit $1E80($318) [$1EE3, bit 0] CA/C7F9: D7 Clear event bit $1E80($319) [$1EE3, bit 1] CA/C7FB: D7 Clear event bit $1E80($31B) [$1EE3, bit 3] CA/C7FD: FE Return CA/C7FE: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/C800: 13 Do vehicle/entity graphical action $13 CA/C801: FF End queue CA/C802: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/C804: CE Turn vehicle/entity down CA/C805: FF End queue CA/C806: FE Return CA/C807: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/C809: 15 Do vehicle/entity graphical action $15 CA/C80A: FF End queue CA/C80B: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/C80D: CF Turn vehicle/entity left CA/C80E: FF End queue CA/C80F: FE Return CA/C810: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/C812: 55 Do vehicle/entity graphical action $15, flipped horizontally CA/C813: FF End queue CA/C814: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/C816: CD Turn vehicle/entity right CA/C817: FF End queue CA/C818: FE Return CA/C819: 78 Enable ability to pass through other objects for object $00 (TERRA ) CA/C81B: 78 Enable ability to pass through other objects for object $01 (LOCKE ) CA/C81D: 78 Enable ability to pass through other objects for object $02 (CYAN ) CA/C81F: 78 Enable ability to pass through other objects for object $03 (SHADOW) CA/C821: 78 Enable ability to pass through other objects for object $04 (EDGAR ) CA/C823: 78 Enable ability to pass through other objects for object $05 (SABIN ) CA/C825: 78 Enable ability to pass through other objects for object $06 (CELES ) CA/C827: 78 Enable ability to pass through other objects for object $07 (STRAGO) CA/C829: 78 Enable ability to pass through other objects for object $08 (RELM ) CA/C82B: 78 Enable ability to pass through other objects for object $09 (SETZER) CA/C82D: 78 Enable ability to pass through other objects for object $0A (MOG ) CA/C82F: 78 Enable ability to pass through other objects for object $0B (GAU ) CA/C831: 78 Enable ability to pass through other objects for object $0C (GOGO ) CA/C833: 78 Enable ability to pass through other objects for object $0D (UMARO ) CA/C835: FE Return CA/C836: 36 Disable ability to pass through other objects for object $00 (Actor in stot 0) CA/C838: 36 Disable ability to pass through other objects for object $01 (Actor in stot 1) CA/C83A: 36 Disable ability to pass through other objects for object $02 (Actor in stot 2) CA/C83C: 36 Disable ability to pass through other objects for object $03 (Actor in stot 3) CA/C83E: 36 Disable ability to pass through other objects for object $04 (Actor in stot 4) CA/C840: 36 Disable ability to pass through other objects for object $05 (Actor in stot 5) CA/C842: 36 Disable ability to pass through other objects for object $06 (Actor in stot 6) CA/C844: 36 Disable ability to pass through other objects for object $07 (Actor in stot 7) CA/C846: 36 Disable ability to pass through other objects for object $08 (Actor in stot 8) CA/C848: 36 Disable ability to pass through other objects for object $09 (Actor in stot 9) CA/C84A: 36 Disable ability to pass through other objects for object $0A (Actor in stot 10) CA/C84C: 36 Disable ability to pass through other objects for object $0B (Actor in stot 11) CA/C84E: 36 Disable ability to pass through other objects for object $0C (Actor in stot 12) CA/C850: 36 Disable ability to pass through other objects for object $0D (Actor in stot 13) CA/C852: FE Return CA/C853: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long CA/C855: C8 Set object layering priority to 2 (low nibble 2) CA/C857: FF End queue CA/C858: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long CA/C85A: C8 Set object layering priority to 2 (low nibble 2) CA/C85C: FF End queue CA/C85D: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long CA/C85F: C8 Set object layering priority to 2 (low nibble 2) CA/C861: FF End queue CA/C862: 03 Begin action queue for character $03 (Actor in stot 3), 3 bytes long CA/C864: C8 Set object layering priority to 2 (low nibble 2) CA/C866: FF End queue CA/C867: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CA/C869: C8 Set object layering priority to 2 (low nibble 2) CA/C86B: FF End queue CA/C86C: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long CA/C86E: C8 Set object layering priority to 2 (low nibble 2) CA/C870: FF End queue CA/C871: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long CA/C873: C8 Set object layering priority to 2 (low nibble 2) CA/C875: FF End queue CA/C876: 07 Begin action queue for character $07 (Actor in stot 7), 3 bytes long CA/C878: C8 Set object layering priority to 2 (low nibble 2) CA/C87A: FF End queue CA/C87B: 08 Begin action queue for character $08 (Actor in stot 8), 3 bytes long CA/C87D: C8 Set object layering priority to 2 (low nibble 2) CA/C87F: FF End queue CA/C880: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long CA/C882: C8 Set object layering priority to 2 (low nibble 2) CA/C884: FF End queue CA/C885: 0A Begin action queue for character $0A (Actor in stot 10), 3 bytes long CA/C887: C8 Set object layering priority to 2 (low nibble 2) CA/C889: FF End queue CA/C88A: 0B Begin action queue for character $0B (Actor in stot 11), 3 bytes long CA/C88C: C8 Set object layering priority to 2 (low nibble 2) CA/C88E: FF End queue CA/C88F: 0C Begin action queue for character $0C (Actor in stot 12), 3 bytes long CA/C891: C8 Set object layering priority to 2 (low nibble 2) CA/C893: FF End queue CA/C894: 0D Begin action queue for character $0D (Actor in stot 13), 3 bytes long CA/C896: C8 Set object layering priority to 2 (low nibble 2) CA/C898: FF End queue CA/C899: FE Return CA/C89A: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long CA/C89C: C8 Set object layering priority to 0 (low nibble 0) CA/C89E: FF End queue CA/C89F: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long CA/C8A1: C8 Set object layering priority to 0 (low nibble 0) CA/C8A3: FF End queue CA/C8A4: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long CA/C8A6: C8 Set object layering priority to 0 (low nibble 0) CA/C8A8: FF End queue CA/C8A9: 03 Begin action queue for character $03 (Actor in stot 3), 3 bytes long CA/C8AB: C8 Set object layering priority to 0 (low nibble 0) CA/C8AD: FF End queue CA/C8AE: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CA/C8B0: C8 Set object layering priority to 0 (low nibble 0) CA/C8B2: FF End queue CA/C8B3: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long CA/C8B5: C8 Set object layering priority to 0 (low nibble 0) CA/C8B7: FF End queue CA/C8B8: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long CA/C8BA: C8 Set object layering priority to 0 (low nibble 0) CA/C8BC: FF End queue CA/C8BD: 07 Begin action queue for character $07 (Actor in stot 7), 3 bytes long CA/C8BF: C8 Set object layering priority to 0 (low nibble 0) CA/C8C1: FF End queue CA/C8C2: 08 Begin action queue for character $08 (Actor in stot 8), 3 bytes long CA/C8C4: C8 Set object layering priority to 0 (low nibble 0) CA/C8C6: FF End queue CA/C8C7: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long CA/C8C9: C8 Set object layering priority to 0 (low nibble 0) CA/C8CB: FF End queue CA/C8CC: 0A Begin action queue for character $0A (Actor in stot 10), 3 bytes long CA/C8CE: C8 Set object layering priority to 0 (low nibble 0) CA/C8D0: FF End queue CA/C8D1: 0B Begin action queue for character $0B (Actor in stot 11), 3 bytes long CA/C8D3: C8 Set object layering priority to 0 (low nibble 0) CA/C8D5: FF End queue CA/C8D6: 0C Begin action queue for character $0C (Actor in stot 12), 3 bytes long CA/C8D8: C8 Set object layering priority to 0 (low nibble 0) CA/C8DA: FF End queue CA/C8DB: 0D Begin action queue for character $0D (Actor in stot 13), 3 bytes long CA/C8DD: C8 Set object layering priority to 0 (low nibble 0) CA/C8DF: FF End queue CA/C8E0: FE Return CA/C8E1: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CA/C8E3: C8 Set object layering priority to 0 (low nibble 0) CA/C8E5: FF End queue CA/C8E6: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CA/C8E8: C8 Set object layering priority to 0 (low nibble 0) CA/C8EA: FF End queue CA/C8EB: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CA/C8ED: C8 Set object layering priority to 0 (low nibble 0) CA/C8EF: FF End queue CA/C8F0: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/C8F2: C8 Set object layering priority to 0 (low nibble 0) CA/C8F4: FF End queue CA/C8F5: FE Return CA/C8F6: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CA/C8F8: C8 Set object layering priority to 2 (low nibble 2) CA/C8FA: FF End queue CA/C8FB: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CA/C8FD: C8 Set object layering priority to 2 (low nibble 2) CA/C8FF: FF End queue CA/C900: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CA/C902: C8 Set object layering priority to 2 (low nibble 2) CA/C904: FF End queue CA/C905: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/C907: C8 Set object layering priority to 2 (low nibble 2) CA/C909: FF End queue CA/C90A: FE Return CA/C90B: C0 If ($1E80($2F0) [$1EDE, bit 0] is clear), branch to $CAC913 CA/C911: 3D Create object $00 CA/C913: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CAC91B CA/C919: 3D Create object $01 CA/C91B: C0 If ($1E80($2F2) [$1EDE, bit 2] is clear), branch to $CAC923 CA/C921: 3D Create object $02 CA/C923: C0 If ($1E80($2F3) [$1EDE, bit 3] is clear), branch to $CAC92B CA/C929: 3D Create object $03 CA/C92B: C0 If ($1E80($2F4) [$1EDE, bit 4] is clear), branch to $CAC933 CA/C931: 3D Create object $04 CA/C933: C0 If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CAC93B CA/C939: 3D Create object $05 CA/C93B: C0 If ($1E80($2F6) [$1EDE, bit 6] is clear), branch to $CAC943 CA/C941: 3D Create object $06 CA/C943: C0 If ($1E80($2F7) [$1EDE, bit 7] is clear), branch to $CAC94B CA/C949: 3D Create object $07 CA/C94B: C0 If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CAC953 CA/C951: 3D Create object $08 CA/C953: C0 If ($1E80($2F9) [$1EDF, bit 1] is clear), branch to $CAC95B CA/C959: 3D Create object $09 CA/C95B: C0 If ($1E80($2FA) [$1EDF, bit 2] is clear), branch to $CAC963 CA/C961: 3D Create object $0A CA/C963: C0 If ($1E80($2FB) [$1EDF, bit 3] is clear), branch to $CAC96B CA/C969: 3D Create object $0B CA/C96B: C0 If ($1E80($2FC) [$1EDF, bit 4] is clear), branch to $CAC973 CA/C971: 3D Create object $0C CA/C973: C0 If ($1E80($2FD) [$1EDF, bit 5] is clear), branch to $CAC97B CA/C979: 3D Create object $0D CA/C97B: FE Return CA/C97C: C0 If ($1E80($2F0) [$1EDE, bit 0] is clear), branch to $CAC984 CA/C982: 3E Delete object $00 CA/C984: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CAC98C CA/C98A: 3E Delete object $01 CA/C98C: C0 If ($1E80($2F2) [$1EDE, bit 2] is clear), branch to $CAC994 CA/C992: 3E Delete object $02 CA/C994: C0 If ($1E80($2F3) [$1EDE, bit 3] is clear), branch to $CAC99C CA/C99A: 3E Delete object $03 CA/C99C: C0 If ($1E80($2F4) [$1EDE, bit 4] is clear), branch to $CAC9A4 CA/C9A2: 3E Delete object $04 CA/C9A4: C0 If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CAC9AC CA/C9AA: 3E Delete object $05 CA/C9AC: C0 If ($1E80($2F6) [$1EDE, bit 6] is clear), branch to $CAC9B4 CA/C9B2: 3E Delete object $06 CA/C9B4: C0 If ($1E80($2F7) [$1EDE, bit 7] is clear), branch to $CAC9BC CA/C9BA: 3E Delete object $07 CA/C9BC: C0 If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CAC9C4 CA/C9C2: 3E Delete object $08 CA/C9C4: C0 If ($1E80($2F9) [$1EDF, bit 1] is clear), branch to $CAC9CC CA/C9CA: 3E Delete object $09 CA/C9CC: C0 If ($1E80($2FA) [$1EDF, bit 2] is clear), branch to $CAC9D4 CA/C9D2: 3E Delete object $0A CA/C9D4: C0 If ($1E80($2FB) [$1EDF, bit 3] is clear), branch to $CAC9DC CA/C9DA: 3E Delete object $0B CA/C9DC: C0 If ($1E80($2FC) [$1EDF, bit 4] is clear), branch to $CAC9E4 CA/C9E2: 3E Delete object $0C CA/C9E4: C0 If ($1E80($2FD) [$1EDF, bit 5] is clear), branch to $CAC9EC CA/C9EA: 3E Delete object $0D CA/C9EC: FE Return CA/C9ED: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CA/C9EE: B2 Call subroutine $CAC9F3 CA/C9F2: FE Return CA/C9F3: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CAC9FB CA/C9F9: 41 Show object $00 CA/C9FB: C0 If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CACA03 CA/CA01: 41 Show object $01 CA/CA03: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CACA0B CA/CA09: 41 Show object $02 CA/CA0B: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CACA13 CA/CA11: 41 Show object $03 CA/CA13: C0 If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CACA1B CA/CA19: 41 Show object $04 CA/CA1B: C0 If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CACA23 CA/CA21: 41 Show object $05 CA/CA23: C0 If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CACA2B CA/CA29: 41 Show object $06 CA/CA2B: C0 If ($1E80($1A7) [$1EB4, bit 7] is clear), branch to $CACA33 CA/CA31: 41 Show object $07 CA/CA33: C0 If ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CACA3B CA/CA39: 41 Show object $08 CA/CA3B: C0 If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CACA43 CA/CA41: 41 Show object $09 CA/CA43: C0 If ($1E80($1AA) [$1EB5, bit 2] is clear), branch to $CACA4B CA/CA49: 41 Show object $0A CA/CA4B: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CACA53 CA/CA51: 41 Show object $0B CA/CA53: C0 If ($1E80($1AC) [$1EB5, bit 4] is clear), branch to $CACA5B CA/CA59: 41 Show object $0C CA/CA5B: C0 If ($1E80($1AD) [$1EB5, bit 5] is clear), branch to $CACA63 CA/CA61: 41 Show object $0D CA/CA63: FE Return CA/CA64: D3 Clear event bit $1E80($1A0) [$1EB4, bit 0] CA/CA66: D3 Clear event bit $1E80($1A1) [$1EB4, bit 1] CA/CA68: D3 Clear event bit $1E80($1A2) [$1EB4, bit 2] CA/CA6A: D3 Clear event bit $1E80($1A3) [$1EB4, bit 3] CA/CA6C: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CACA74 CA/CA72: D2 Set event bit $1E80($1A0) [$1EB4, bit 0] CA/CA74: C0 If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CACA7C CA/CA7A: D2 Set event bit $1E80($1A1) [$1EB4, bit 1] CA/CA7C: C0 If ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CACA84 CA/CA82: D2 Set event bit $1E80($1A2) [$1EB4, bit 2] CA/CA84: C0 If ($1E80($1B3) [$1EB6, bit 3] is clear), branch to $CACA8C CA/CA8A: D2 Set event bit $1E80($1A3) [$1EB4, bit 3] CA/CA8C: FE Return CA/CA8D: B2 Call subroutine $CACA64 (set CaseWord bit based on facing: 0:down, 1:left, 2:up, 3:right) CA/CA91: BE If $02 is in the current CaseWord, jump to subroutine $CACA9D; else If $01 is in the current CaseWord, jump to subroutine $CACAA5; else If $03 is in the current CaseWord, jump to subroutine $CACAAC CA/CA9C: FE Return CA/CA9D: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/CA9F: A2 Move vehicle/entity left/down 1x1 tiles CA/CAA0: 82 Move vehicle/entity down 1 tile CA/CAA1: 81 Move vehicle/entity right 1 tile CA/CAA2: CC Turn vehicle/entity up CA/CAA3: FF End queue CA/CAA4: FE Return CA/CAA5: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/CAA7: 82 Move vehicle/entity down 1 tile CA/CAA8: 81 Move vehicle/entity right 1 tile CA/CAA9: CC Turn vehicle/entity up CA/CAAA: FF End queue CA/CAAB: FE Return CA/CAAC: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/CAAE: 82 Move vehicle/entity down 1 tile CA/CAAF: 83 Move vehicle/entity left 1 tile CA/CAB0: CC Turn vehicle/entity up CA/CAB1: FF End queue CA/CAB2: FE Return CA/CAB3: B2 Call subroutine $CACA64 (set CaseWord bit based on facing: 0:down, 1:left, 2:up, 3:right) CA/CAB7: BE If $00 is in the current CaseWord, jump to subroutine $CACAC3; else If $01 is in the current CaseWord, jump to subroutine $CACACB; else If $03 is in the current CaseWord, jump to subroutine $CACAD2 CA/CAC2: FE Return CA/CAC3: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/CAC5: A3 Move vehicle/entity left/up 1x1 tiles CA/CAC6: 80 Move vehicle/entity up 1 tile CA/CAC7: 81 Move vehicle/entity right 1 tile CA/CAC8: CE Turn vehicle/entity down CA/CAC9: FF End queue CA/CACA: FE Return CA/CACB: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/CACD: 80 Move vehicle/entity up 1 tile CA/CACE: 81 Move vehicle/entity right 1 tile CA/CACF: CE Turn vehicle/entity down CA/CAD0: FF End queue CA/CAD1: FE Return CA/CAD2: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/CAD4: 80 Move vehicle/entity up 1 tile CA/CAD5: 83 Move vehicle/entity left 1 tile CA/CAD6: CE Turn vehicle/entity down CA/CAD7: FF End queue CA/CAD8: FE Return CA/CAD9: B2 Call subroutine $CACA64 (set CaseWord bit based on facing: 0:down, 1:left, 2:up, 3:right) CA/CADD: BE If $02 is in the current CaseWord, jump to subroutine $CACAE9; else If $00 is in the current CaseWord, jump to subroutine $CACAF0; else If $03 is in the current CaseWord, jump to subroutine $CACAF7 CA/CAE8: FE Return CA/CAE9: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/CAEB: 83 Move vehicle/entity left 1 tile CA/CAEC: 82 Move vehicle/entity down 1 tile CA/CAED: CD Turn vehicle/entity right CA/CAEE: FF End queue CA/CAEF: FE Return CA/CAF0: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/CAF2: 83 Move vehicle/entity left 1 tile CA/CAF3: 80 Move vehicle/entity up 1 tile CA/CAF4: CD Turn vehicle/entity right CA/CAF5: FF End queue CA/CAF6: FE Return CA/CAF7: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/CAF9: 80 Move vehicle/entity up 1 tile CA/CAFA: 87 Move vehicle/entity left 2 tiles CA/CAFB: 82 Move vehicle/entity down 1 tile CA/CAFC: CD Turn vehicle/entity right CA/CAFD: FF End queue CA/CAFE: FE Return CA/CAFF: B2 Call subroutine $CACA64 (set CaseWord bit based on facing: 0:down, 1:left, 2:up, 3:right) CA/CB03: BE If $02 is in the current CaseWord, jump to subroutine $CACB0F; else If $00 is in the current CaseWord, jump to subroutine $CACB16; else If $01 is in the current CaseWord, jump to subroutine $CACB1D CA/CB0E: FE Return CA/CB0F: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/CB11: 81 Move vehicle/entity right 1 tile CA/CB12: 82 Move vehicle/entity down 1 tile CA/CB13: CF Turn vehicle/entity left CA/CB14: FF End queue CA/CB15: FE Return CA/CB16: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/CB18: 81 Move vehicle/entity right 1 tile CA/CB19: 80 Move vehicle/entity up 1 tile CA/CB1A: CF Turn vehicle/entity left CA/CB1B: FF End queue CA/CB1C: FE Return CA/CB1D: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/CB1F: 82 Move vehicle/entity down 1 tile CA/CB20: 85 Move vehicle/entity right 2 tiles CA/CB21: 80 Move vehicle/entity up 1 tile CA/CB22: CF Turn vehicle/entity left CA/CB23: FF End queue CA/CB24: FE Return CA/CB25: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CA/CB29: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CA5EB3 (simply returns) CA/CB2F: DE Load CaseWord with the characters in the currently active party? CA/CB30: BE If character $00 (TERRA ) is in the current CaseWord, call subroutine $CACB5D; else If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CACB61; else If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CACB65; else If character $06 (CELES ) is in the current CaseWord, call subroutine $CACB69; else If character $05 (SABIN ) is in the current CaseWord, call subroutine $CACB6D; else If character $02 (CYAN ) is in the current CaseWord, call subroutine $CACB71; else If character $03 (SHADOW) is in the current CaseWord, call subroutine $CACB75; else If character $07 (STRAGO) is in the current CaseWord, call subroutine $CACB79; else If character $08 (RELM ) is in the current CaseWord, call subroutine $CACB7D; else If character $09 (SETZER) is in the current CaseWord, call subroutine $CACB81; else If character $0A (MOG ) is in the current CaseWord, call subroutine $CACB85; else If character $0B (GAU ) is in the current CaseWord, call subroutine $CACB89; else If character $0C (GOGO ) is in the current CaseWord, call subroutine $CACB8D; else If character $0D (UMARO ) is in the current CaseWord, call subroutine $CACB91 CA/CB5C: FE Return CA/CB5D: 3F Remove character $00 (Actor in stot 0) from the party CA/CB60: FE Return CA/CB61: 3F Remove character $01 (Actor in stot 1) from the party CA/CB64: FE Return CA/CB65: 3F Remove character $04 (Actor in stot 4) from the party CA/CB68: FE Return CA/CB69: 3F Remove character $06 (Actor in stot 6) from the party CA/CB6C: FE Return CA/CB6D: 3F Remove character $05 (Actor in stot 5) from the party CA/CB70: FE Return CA/CB71: 3F Remove character $02 (Actor in stot 2) from the party CA/CB74: FE Return CA/CB75: 3F Remove character $03 (Actor in stot 3) from the party CA/CB78: FE Return CA/CB79: 3F Remove character $07 (Actor in stot 7) from the party CA/CB7C: FE Return CA/CB7D: 3F Remove character $08 (Actor in stot 8) from the party CA/CB80: FE Return CA/CB81: 3F Remove character $09 (Actor in stot 9) from the party CA/CB84: FE Return CA/CB85: 3F Remove character $0A (Actor in stot 10) from the party CA/CB88: FE Return CA/CB89: 3F Remove character $0B (Actor in stot 11) from the party CA/CB8C: FE Return CA/CB8D: 3F Remove character $0C (Actor in stot 12) from the party CA/CB90: FE Return CA/CB91: 3F Remove character $0D (Actor in stot 13) from the party CA/CB94: FE Return CA/CB95: 42 Hide object $32 CA/CB97: 42 Hide object $33 CA/CB99: 42 Hide object $34 CA/CB9B: 45 Refresh objects CA/CB9C: 47 Make character in slot 0 the lead character CA/CB9D: 3A Enable player to move while event commands execute CA/CB9E: FE Return CA/CB9F: B2 Call subroutine $CACBAF CA/CBA3: 99 Invoke party selection screen (1 groups) (force characters: [$0000] () CA/CBA7: 46 Make party 1 the current party CA/CBA9: B2 Call subroutine $CACCA4 CA/CBAD: 3A Enable player to move while event commands execute CA/CBAE: FE Return CA/CBAF: 3E Delete object $00 CA/CBB1: 3E Delete object $01 CA/CBB3: 3E Delete object $02 CA/CBB5: 3E Delete object $03 CA/CBB7: 3E Delete object $04 CA/CBB9: 3E Delete object $05 CA/CBBB: 3E Delete object $06 CA/CBBD: 3E Delete object $07 CA/CBBF: 3E Delete object $08 CA/CBC1: 3E Delete object $09 CA/CBC3: 3E Delete object $0A CA/CBC5: 3E Delete object $0B CA/CBC7: 3E Delete object $0C CA/CBC9: 3E Delete object $0D CA/CBCB: 3E Delete object $0E CA/CBCD: 3E Delete object $0F CA/CBCF: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CA/CBD0: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CACBDF CA/CBD6: 3D Create object $00 CA/CBD8: 88 Remove the following status ailments from character $00 (Actor in stot 0): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/CBDC: 8B For character $00 (Actor in stot 0), take HP and set to maximum CA/CBDF: C0 If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CACBEE CA/CBE5: 3D Create object $01 CA/CBE7: 88 Remove the following status ailments from character $01 (Actor in stot 1): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/CBEB: 8B For character $01 (Actor in stot 1), take HP and set to maximum CA/CBEE: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CACBFD CA/CBF4: 3D Create object $02 CA/CBF6: 88 Remove the following status ailments from character $02 (Actor in stot 2): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/CBFA: 8B For character $02 (Actor in stot 2), take HP and set to maximum CA/CBFD: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CACC0C CA/CC03: 3D Create object $03 CA/CC05: 88 Remove the following status ailments from character $03 (Actor in stot 3): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/CC09: 8B For character $03 (Actor in stot 3), take HP and set to maximum CA/CC0C: C0 If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CACC1B CA/CC12: 3D Create object $04 CA/CC14: 88 Remove the following status ailments from character $04 (Actor in stot 4): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/CC18: 8B For character $04 (Actor in stot 4), take HP and set to maximum CA/CC1B: C0 If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CACC2A CA/CC21: 3D Create object $05 CA/CC23: 88 Remove the following status ailments from character $05 (Actor in stot 5): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/CC27: 8B For character $05 (Actor in stot 5), take HP and set to maximum CA/CC2A: C0 If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CACC39 CA/CC30: 3D Create object $06 CA/CC32: 88 Remove the following status ailments from character $06 (Actor in stot 6): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/CC36: 8B For character $06 (Actor in stot 6), take HP and set to maximum CA/CC39: C0 If ($1E80($1A7) [$1EB4, bit 7] is clear), branch to $CACC48 CA/CC3F: 3D Create object $07 CA/CC41: 88 Remove the following status ailments from character $07 (Actor in stot 7): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/CC45: 8B For character $07 (Actor in stot 7), take HP and set to maximum CA/CC48: C0 If ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CACC57 CA/CC4E: 3D Create object $08 CA/CC50: 88 Remove the following status ailments from character $08 (Actor in stot 8): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/CC54: 8B For character $08 (Actor in stot 8), take HP and set to maximum CA/CC57: C0 If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CACC66 CA/CC5D: 3D Create object $09 CA/CC5F: 88 Remove the following status ailments from character $09 (Actor in stot 9): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/CC63: 8B For character $09 (Actor in stot 9), take HP and set to maximum CA/CC66: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CACC75 CA/CC6C: 3D Create object $0B CA/CC6E: 88 Remove the following status ailments from character $0B (Actor in stot 11): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/CC72: 8B For character $0B (Actor in stot 11), take HP and set to maximum CA/CC75: C0 If ($1E80($1AC) [$1EB5, bit 4] is clear), branch to $CACC84 CA/CC7B: 3D Create object $0C CA/CC7D: 88 Remove the following status ailments from character $0C (Actor in stot 12): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/CC81: 8B For character $0C (Actor in stot 12), take HP and set to maximum CA/CC84: C0 If ($1E80($1AD) [$1EB5, bit 5] is clear), branch to $CACC93 CA/CC8A: 3D Create object $0D CA/CC8C: 88 Remove the following status ailments from character $0D (Actor in stot 13): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/CC90: 8B For character $0D (Actor in stot 13), take HP and set to maximum CA/CC93: C0 If ($1E80($1AA) [$1EB5, bit 2] is clear), branch to $CACCA2 CA/CC99: 3D Create object $0A CA/CC9B: 88 Remove the following status ailments from character $0A (Actor in stot 10): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/CC9F: 8B For character $0A (Actor in stot 10), take HP and set to maximum CA/CCA2: 45 Refresh objects CA/CCA3: FE Return CA/CCA4: E3 Load CaseWord with available characters? CA/CCA5: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CACCAD CA/CCAB: 3E Delete object $00 CA/CCAD: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CACCB5 CA/CCB3: 3E Delete object $01 CA/CCB5: C0 If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CACCBD CA/CCBB: 3E Delete object $02 CA/CCBD: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CACCC5 CA/CCC3: 3E Delete object $03 CA/CCC5: C0 If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CACCCD CA/CCCB: 3E Delete object $04 CA/CCCD: C0 If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CACCD5 CA/CCD3: 3E Delete object $05 CA/CCD5: C0 If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CACCDD CA/CCDB: 3E Delete object $06 CA/CCDD: C0 If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CACCE5 CA/CCE3: 3E Delete object $07 CA/CCE5: C0 If ($1E80($1A8) [$1EB5, bit 0] is set), branch to $CACCED CA/CCEB: 3E Delete object $08 CA/CCED: C0 If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CACCF5 CA/CCF3: 3E Delete object $09 CA/CCF5: C0 If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CACCFD CA/CCFB: 3E Delete object $0B CA/CCFD: C0 If ($1E80($1AC) [$1EB5, bit 4] is set), branch to $CACD05 CA/CD03: 3E Delete object $0C CA/CD05: C0 If ($1E80($1AD) [$1EB5, bit 5] is set), branch to $CACD0D CA/CD0B: 3E Delete object $0D CA/CD0D: C0 If ($1E80($1AA) [$1EB5, bit 2] is set), branch to $CACD15 CA/CD13: 3E Delete object $0A CA/CD15: 45 Refresh objects CA/CD16: FE Return CA/CD17: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CA/CD1D: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CA/CD1F: F2 Fade out current song with transition time 48 CA/CD21: 94 Pause for 60 units CA/CD22: 5A Fade screen at speed $08 CA/CD24: 5C Pause execution until fade in or fade out is complete CA/CD25: F0 Play song 56 (Nighty Night), (high bit set), full volume CA/CD27: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CA/CD2B: FA Stop temporarily played song CA/CD2C: F3 Fade in previously faded out song with transition time 32 CA/CD2E: 59 Unfade screen at speed $08 CA/CD30: FE Return CA/CD31: B2 Call subroutine $CACF67 CA/CD35: F0 Play song 56 (Nighty Night), (high bit set), full volume CA/CD37: B2 Call subroutine $CACF96 CA/CD3B: FE Return CA/CD3C: B2 Call subroutine $CACF67 CA/CD40: DE Load CaseWord with the characters in the currently active party? CA/CD41: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CACD57 CA/CD47: BD Pseudo-randomly jump to $CACD57 50% of the time CA/CD4B: B2 Call subroutine $CACD5B CA/CD4F: 41 Show object $31 CA/CD51: 41 Show object $32 CA/CD53: 41 Show object $33 CA/CD55: 41 Show object $34 CA/CD57: F0 Play song 56 (Nighty Night), (high bit set), full volume CA/CD59: FA Stop temporarily played song CA/CD5A: FE Return CA/CD5B: 42 Hide object $31 CA/CD5D: 42 Hide object $32 CA/CD5F: 42 Hide object $33 CA/CD61: 42 Hide object $34 CA/CD63: C0 If ($1E80($024) [$1E84, bit 4] is set), branch to $CACDD9 CA/CD69: 6B Load map $0004 (Darkness (Shadow's first dream)) instantly, (upper bits $0000), place party at (8, 7), facing up CA/CD6F: 3D Create object $10 CA/CD71: 41 Show object $10 CA/CD73: 59 Unfade screen at speed $08 CA/CD75: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/CD77: 2D Do vehicle/entity graphical action $2D CA/CD78: FF End queue CA/CD79: B3 Call subroutine $CACDD4, 4 times CA/CD7E: 3D Create object $11 CA/CD80: 41 Show object $11 CA/CD82: 45 Refresh objects CA/CD83: F4 Play sound effect 174 CA/CD85: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/CD87: CE Turn vehicle/entity down CA/CD88: E0 Pause for 4 * 2 (8) frames CA/CD8A: CC Turn vehicle/entity up CA/CD8B: FF End queue CA/CD8C: B5 Pause for 15 * 15 (225) units CA/CD8E: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/CD90: C0 Set vehicle/entity's event speed to slowest CA/CD91: 8A Move vehicle/entity down 3 tiles CA/CD92: FF End queue CA/CD93: B2 Call subroutine $CACDD4 CA/CD97: 48 Display dialogue message $01CB, continue executing commands (Show text only) BARAM: Clyde…I'm… done for… F…find me here… Please, Clyde… CA/CD9A: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/CD9C: C7 Set vehicle/entity to stay still when moving CA/CD9D: C1 Set vehicle/entity's event speed to slow CA/CD9E: 82 Move vehicle/entity down 1 tile CA/CD9F: C6 Set vehicle/entity to walk when moving CA/CDA0: FF End queue CA/CDA1: B3 Call subroutine $CACDD4, 3 times CA/CDA6: 3E Delete object $11 CA/CDA8: F4 Play sound effect 174 CA/CDAA: B5 Pause for 15 * 15 (225) units CA/CDAC: 10 Begin action queue for character $10 (NPC $10), 21 bytes long CA/CDAE: 80 Move vehicle/entity up 1 tile CA/CDAF: CF Turn vehicle/entity left CA/CDB0: E0 Pause for 4 * 2 (8) frames CA/CDB2: CD Turn vehicle/entity right CA/CDB3: E0 Pause for 4 * 6 (24) frames CA/CDB5: CC Turn vehicle/entity up CA/CDB6: E0 Pause for 4 * 4 (16) frames CA/CDB8: 80 Move vehicle/entity up 1 tile CA/CDB9: CF Turn vehicle/entity left CA/CDBA: E0 Pause for 4 * 2 (8) frames CA/CDBC: CD Turn vehicle/entity right CA/CDBD: E0 Pause for 4 * 6 (24) frames CA/CDBF: CC Turn vehicle/entity up CA/CDC0: E0 Pause for 4 * 4 (16) frames CA/CDC2: FF End queue CA/CDC3: B3 Call subroutine $CACDD4, 4 times CA/CDC8: 5A Fade screen at speed $08 CA/CDCA: 3E Delete object $10 CA/CDCC: B3 Call subroutine $CACDD4, 2 times CA/CDD1: D0 Set event bit $1E80($024) [$1E84, bit 4] CA/CDD3: FE Return CA/CDD4: F4 Play sound effect 173 CA/CDD6: B5 Pause for 15 * 11 (165) units CA/CDD8: FE Return CA/CDD9: C0 If ($1E80($026) [$1E84, bit 6] is set), branch to $CACE51 CA/CDDF: 6B Load map $00AE (Phantom Forest, leading to train platform, dark (Shadow's second dream)) instantly, (upper bits $0000), place party at (23, 9), facing up CA/CDE5: 50 Tint screen (cumulative) with color $BC CA/CDE7: B0 Execute the following commands until $B1 31 times CA/CDE9: 51 Modify background color range from [37, 37]: Do (Black) at intensity 3 CA/CDED: 51 Modify background color range from [05, 05]: Do (Black) at intensity 3 CA/CDF1: 51 Modify background color range from [29, 29]: Do (Black) at intensity 3 CA/CDF5: B1 End block of repeating commands CA/CDF6: 96 Restore screen from fade CA/CDF7: 5C Pause execution until fade in or fade out is complete CA/CDF8: 94 Pause for 60 units CA/CDF9: 3D Create object $10 CA/CDFB: 3D Create object $11 CA/CDFD: 41 Show object $10 CA/CDFF: 41 Show object $11 CA/CE01: 45 Refresh objects CA/CE02: 30 Begin action queue for character $30 (Camera), 6 bytes long CA/CE04: C2 Set vehicle/entity's event speed to normal CA/CE05: 9F Move vehicle/entity left 8 tiles CA/CE06: 87 Move vehicle/entity left 2 tiles CA/CE07: C1 Set vehicle/entity's event speed to slow CA/CE08: 83 Move vehicle/entity left 1 tile CA/CE09: FF End queue CA/CE0A: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CA/CE0C: 86 Move vehicle/entity down 2 tiles CA/CE0D: 9F Move vehicle/entity left 8 tiles CA/CE0E: 87 Move vehicle/entity left 2 tiles CA/CE0F: DD Make vehicle/entity jump (high) CA/CE10: A8 Move vehicle/entity left/down 1x2 tiles CA/CE11: CE Turn vehicle/entity down CA/CE12: FF End queue CA/CE13: 11 Begin action queue for character $11 (NPC $11), 7 bytes long (Wait until complete) CA/CE15: 82 Move vehicle/entity down 1 tile CA/CE16: 9F Move vehicle/entity left 8 tiles CA/CE17: 8B Move vehicle/entity left 3 tiles CA/CE18: DD Make vehicle/entity jump (high) CA/CE19: A8 Move vehicle/entity left/down 1x2 tiles CA/CE1A: CE Turn vehicle/entity down CA/CE1B: FF End queue CA/CE1C: 35 Pause execution until action queue for object $30 (Camera) is complete CA/CE1E: 4B Display dialogue message $01CC, wait for button press (Show text only) BARAM: Yahoooo! We did it, Clyde! CLYDE: A million GP! What a blast! I love this! CA/CE21: 11 Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete) CA/CE23: C1 Set vehicle/entity's event speed to slow CA/CE24: 87 Move vehicle/entity left 2 tiles CA/CE25: E0 Pause for 4 * 4 (16) frames CA/CE27: CE Turn vehicle/entity down CA/CE28: FF End queue CA/CE29: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/CE2B: CF Turn vehicle/entity left CA/CE2C: FF End queue CA/CE2D: 4B Display dialogue message $01CD, wait for button press (Show text only) BARAM: Guess it's time to change our name. CLYDE: Our name? BARAM: We need something more…appropriate. BARAM: Such as…? BARAM: … SHADOW! Not bad, huh? CA/CE30: 10 Begin action queue for character $10 (NPC $10), 8 bytes long CA/CE32: E0 Pause for 4 * 3 (12) frames CA/CE34: C1 Set vehicle/entity's event speed to slow CA/CE35: 8C Move vehicle/entity up 4 tiles CA/CE36: E0 Pause for 4 * 3 (12) frames CA/CE38: CE Turn vehicle/entity down CA/CE39: FF End queue CA/CE3A: 42 Hide object $11 CA/CE3C: B0 Execute the following commands until $B1 31 times CA/CE3E: 50 Tint screen (cumulative) with color $9F CA/CE40: B4 Pause for 4 units CA/CE42: B1 End block of repeating commands CA/CE43: 35 Pause execution until action queue for object $10 (NPC $10) is complete CA/CE45: F4 Play sound effect 39 CA/CE47: 4B Display dialogue message $01CE, wait for button press (Show text only) CLYDE: Great train robbers of the century… SHADOW…? CA/CE4A: 5A Fade screen at speed $08 CA/CE4C: B5 Pause for 15 * 10 (150) units CA/CE4E: D0 Set event bit $1E80($026) [$1E84, bit 6] CA/CE50: FE Return CA/CE51: C0 If ($1E80($027) [$1E84, bit 7] is set), branch to $CACEFE CA/CE57: 6B Load map $00AA (Calm riverbank, dark (Shadow's third dream)) instantly, (upper bits $0000), place party at (8, 16), facing up CA/CE5D: 50 Tint screen (cumulative) with color $BC CA/CE5F: 52 Tint characters (cumulative) with color $BC CA/CE61: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/CE63: 2D Do vehicle/entity graphical action $2D CA/CE64: FF End queue CA/CE65: 96 Restore screen from fade CA/CE66: 5C Pause execution until fade in or fade out is complete CA/CE67: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/CE69: 84 Move vehicle/entity up 2 tiles CA/CE6A: 87 Move vehicle/entity left 2 tiles CA/CE6B: 84 Move vehicle/entity up 2 tiles CA/CE6C: CD Turn vehicle/entity right CA/CE6D: FF End queue CA/CE6E: B0 Execute the following commands until $B1 10 times CA/CE70: 53 Modify object color range from [11, 11]: Add (Black) at intensity 0 CA/CE74: B1 End block of repeating commands CA/CE75: 35 Pause execution until action queue for object $10 (NPC $10) is complete CA/CE77: F4 Play sound effect 39 CA/CE79: 4B Display dialogue message $01CF, wait for button press (Show text only) CLYDE: Open your eyes! BARAM: I'm scared…hack, cough… Is…is this MY blood…? CLYDE: You're gonna be okay! CA/CE7C: B0 Execute the following commands until $B1 2 times CA/CE7E: 51 Modify background color range from [3E, 3E]: Add (Black) at intensity 2 CA/CE82: 53 Modify object color range from [12, 7F]: Do unknown operation (Black) at intensity 0 CA/CE86: B1 End block of repeating commands CA/CE87: B0 Execute the following commands until $B1 8 times CA/CE89: 51 Modify background color range from [31, 31]: Add (Black) at intensity 1 CA/CE8D: 51 Modify background color range from [39, 3A]: Add (Black) at intensity 1 CA/CE91: 53 Modify object color range from [12, 7F]: Do unknown operation (Black) at intensity 0 CA/CE95: B1 End block of repeating commands CA/CE96: B0 Execute the following commands until $B1 16 times CA/CE98: 53 Modify object color range from [12, 7F]: Do unknown operation (Black) at intensity 0 CA/CE9C: 53 Modify object color range from [11, 11]: Do unknown operation (Black) at intensity 0 CA/CEA0: B1 End block of repeating commands CA/CEA1: 4B Display dialogue message $01D0, wait for button press (Show text only) BARAM: I've let you down… I'm sorry… CLYDE: Save your strength. We're almost to a town. BARAM: You don't have to pretend. I know. I've lost…too much blood. CA/CEA4: 10 Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete) CA/CEA6: C3 Set vehicle/entity's event speed to fast CA/CEA7: C7 Set vehicle/entity to stay still when moving CA/CEA8: 83 Move vehicle/entity left 1 tile CA/CEA9: C6 Set vehicle/entity to walk when moving CA/CEAA: C2 Set vehicle/entity's event speed to normal CA/CEAB: FF End queue CA/CEAC: 4B Display dialogue message $01D1, wait for button press (Show text only) BARAM: Get going! I'm gonna slow you down. CLYDE: But…! BARAM: You wanna get caught? CA/CEAF: 10 Begin action queue for character $10 (NPC $10), 13 bytes long (Wait until complete) CA/CEB1: C1 Set vehicle/entity's event speed to slow CA/CEB2: 81 Move vehicle/entity right 1 tile CA/CEB3: E0 Pause for 4 * 8 (32) frames CA/CEB5: CE Turn vehicle/entity down CA/CEB6: E0 Pause for 4 * 10 (40) frames CA/CEB8: CD Turn vehicle/entity right CA/CEB9: E0 Pause for 4 * 6 (24) frames CA/CEBB: C2 Set vehicle/entity's event speed to normal CA/CEBC: 86 Move vehicle/entity down 2 tiles CA/CEBD: FF End queue CA/CEBE: F4 Play sound effect 39 CA/CEC0: 4B Display dialogue message $01D2, wait for button press (Show text only) BARAM: Before you go… You have to use your knife… CA/CEC3: B5 Pause for 15 * 10 (150) units CA/CEC5: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/CEC7: CD Turn vehicle/entity right CA/CEC8: FF End queue CA/CEC9: 94 Pause for 60 units CA/CECA: 4B Display dialogue message $01D3, wait for button press (Show text only) CLYDE: WHAT!!!! BARAM: Think what they'll do to me if I get caught. I don't want to go through that. Do me this favor. CA/CECD: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CA/CECF: C0 Set vehicle/entity's event speed to slowest CA/CED0: 84 Move vehicle/entity up 2 tiles CA/CED1: CD Turn vehicle/entity right CA/CED2: FF End queue CA/CED3: 4B Display dialogue message $01D4, wait for button press (Show text only) BARAM: Are you…shaking? I can't believe it! You're acting like a coward! Come on, you weakling! Grab a knife and… CLYDE: I CAN'T! CA/CED6: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CA/CED8: C3 Set vehicle/entity's event speed to fast CA/CED9: 8E Move vehicle/entity down 4 tiles CA/CEDA: FF End queue CA/CEDB: F4 Play sound effect 39 CA/CEDD: 4B Display dialogue message $01D5, wait for button press (Show text only) BARAM: Clyde!!! CA/CEE0: B5 Pause for 15 * 8 (120) units CA/CEE2: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/CEE4: 2D Do vehicle/entity graphical action $2D CA/CEE5: FF End queue CA/CEE6: 95 Pause for 120 units CA/CEE7: 4B Display dialogue message $01D6, wait for button press (Show text only) CLYDE: I'm sorry… CA/CEEA: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/CEEC: 92 Move vehicle/entity down 5 tiles CA/CEED: FF End queue CA/CEEE: B0 Execute the following commands until $B1 16 times CA/CEF0: 50 Tint screen (cumulative) with color $9C CA/CEF2: B1 End block of repeating commands CA/CEF3: F4 Play sound effect 174 CA/CEF5: 4B Display dialogue message $01D7, wait for button press (Show text only) BARAM: Clyde! How dare you!? CA/CEF8: 5A Fade screen at speed $08 CA/CEFA: D0 Set event bit $1E80($027) [$1E84, bit 7] CA/CEFC: 95 Pause for 120 units CA/CEFD: FE Return CA/CEFE: C0 If ($1E80($028) [$1E85, bit 0] is set), branch to $CA5EB3 (simply returns) CA/CF04: 6B Load map $00B6 (Thamasa, outdoors (Shadow's 4th dream / ending w/o Relm / Shadow / Strago)) instantly, (upper bits $0000), place party at (24, 26), facing up CA/CF0A: 61 Colorize color range [$04, $FF] to color $07 CA/CF0E: 62 Mosaic screen, speed 1 CA/CF10: 96 Restore screen from fade CA/CF11: 5C Pause execution until fade in or fade out is complete CA/CF12: 16 Begin action queue for character $16 (NPC $16), 7 bytes long CA/CF14: E0 Pause for 4 * 8 (32) frames CA/CF16: 92 Move vehicle/entity down 5 tiles CA/CF17: 97 Move vehicle/entity left 6 tiles CA/CF18: 8E Move vehicle/entity down 4 tiles CA/CF19: 81 Move vehicle/entity right 1 tile CA/CF1A: FF End queue CA/CF1B: B0 Execute the following commands until $B1 4 times CA/CF1D: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CA/CF1F: 84 Move vehicle/entity up 2 tiles CA/CF20: E0 Pause for 4 * 2 (8) frames CA/CF22: FF End queue CA/CF23: B1 End block of repeating commands CA/CF24: F4 Play sound effect 151 CA/CF26: 14 Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete) CA/CF28: CF Turn vehicle/entity left CA/CF29: E0 Pause for 4 * 4 (16) frames CA/CF2B: CE Turn vehicle/entity down CA/CF2C: FF End queue CA/CF2D: 35 Pause execution until action queue for object $16 (NPC $16) is complete CA/CF2F: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CA/CF31: 9F Move vehicle/entity left 8 tiles CA/CF32: FF End queue CA/CF33: F4 Play sound effect 151 CA/CF35: 91 Pause for 15 units CA/CF36: F4 Play sound effect 151 CA/CF38: 95 Pause for 120 units CA/CF39: 15 Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete) CA/CF3B: 89 Move vehicle/entity right 3 tiles CA/CF3C: E0 Pause for 4 * 6 (24) frames CA/CF3E: 8D Move vehicle/entity right 4 tiles CA/CF3F: FF End queue CA/CF40: 94 Pause for 60 units CA/CF41: 4B Display dialogue message $01D8, wait for button press (Show text only) Hey…HEY! Stay with me now! CA/CF44: 92 Pause for 30 units CA/CF45: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CA/CF47: 9D Move vehicle/entity right 8 tiles CA/CF48: FF End queue CA/CF49: F4 Play sound effect 151 CA/CF4B: 92 Pause for 30 units CA/CF4C: F4 Play sound effect 151 CA/CF4E: B5 Pause for 15 * 6 (90) units CA/CF50: 35 Pause execution until action queue for object $16 (NPC $16) is complete CA/CF52: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/CF54: CF Turn vehicle/entity left CA/CF55: FF End queue CA/CF56: 95 Pause for 120 units CA/CF57: 4B Display dialogue message $01D9, wait for button press (Show text only) CLYDE: Where…am…? A small village called Thama… Hang in there! CA/CF5A: F4 Play sound effect 151 CA/CF5C: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CA/CF5E: 81 Move vehicle/entity right 1 tile CA/CF5F: FF End queue CA/CF60: 5A Fade screen at speed $08 CA/CF62: 5C Pause execution until fade in or fade out is complete CA/CF63: 95 Pause for 120 units CA/CF64: D0 Set event bit $1E80($028) [$1E85, bit 0] CA/CF66: FE Return CA/CF67: F2 Fade out current song with transition time 96 CA/CF69: B2 Call subroutine $CAC6AC CA/CF6D: B2 Call subroutine $CB2E34 CA/CF71: 38 Hold screen CA/CF72: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long CA/CF74: C2 Set vehicle/entity's event speed to normal CA/CF75: A4 Move vehicle/entity right/up 1x2 tiles CA/CF76: 81 Move vehicle/entity right 1 tile CA/CF77: FF End queue CA/CF78: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CA/CF7A: C2 Set vehicle/entity's event speed to normal CA/CF7B: AB Move vehicle/entity left/up 1x2 tiles CA/CF7C: 83 Move vehicle/entity left 1 tile CA/CF7D: FF End queue CA/CF7E: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CA/CF80: C2 Set vehicle/entity's event speed to normal CA/CF81: A7 Move vehicle/entity right/down 1x2 tiles CA/CF82: 81 Move vehicle/entity right 1 tile CA/CF83: FF End queue CA/CF84: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CA/CF86: C2 Set vehicle/entity's event speed to normal CA/CF87: A8 Move vehicle/entity left/down 1x2 tiles CA/CF88: 83 Move vehicle/entity left 1 tile CA/CF89: FF End queue CA/CF8A: 94 Pause for 60 units CA/CF8B: 5A Fade screen at speed $08 CA/CF8D: 5C Pause execution until fade in or fade out is complete CA/CF8E: 94 Pause for 60 units CA/CF8F: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CA/CF93: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/CF95: FE Return CA/CF96: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/CF98: FA Stop temporarily played song CA/CF99: F3 Fade in previously faded out song with transition time 32 CA/CF9B: 59 Unfade screen at speed $08 CA/CF9D: 95 Pause for 120 units CA/CF9E: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long CA/CFA0: 83 Move vehicle/entity left 1 tile CA/CFA1: A8 Move vehicle/entity left/down 1x2 tiles CA/CFA2: FF End queue CA/CFA3: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CA/CFA5: 81 Move vehicle/entity right 1 tile CA/CFA6: A7 Move vehicle/entity right/down 1x2 tiles CA/CFA7: FF End queue CA/CFA8: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CA/CFAA: 83 Move vehicle/entity left 1 tile CA/CFAB: AB Move vehicle/entity left/up 1x2 tiles CA/CFAC: FF End queue CA/CFAD: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CA/CFAF: 81 Move vehicle/entity right 1 tile CA/CFB0: A4 Move vehicle/entity right/up 1x2 tiles CA/CFB1: FF End queue CA/CFB2: 94 Pause for 60 units CA/CFB3: B2 Call subroutine $CB2E2B CA/CFB7: B2 Call subroutine $CACB95 CA/CFBB: 39 Free screen CA/CFBC: FE Return CA/CFBD: 88 Remove the following status ailments from character $31 (Party Character 0): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/CFC1: 88 Remove the following status ailments from character $32 (Party Character 1): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/CFC5: 88 Remove the following status ailments from character $33 (Party Character 2): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/CFC9: 88 Remove the following status ailments from character $34 (Party Character 3): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/CFCD: 8B For character $31 (Party Character 0), take HP and set to maximum CA/CFD0: 8B For character $32 (Party Character 1), take HP and set to maximum CA/CFD3: 8B For character $33 (Party Character 2), take HP and set to maximum CA/CFD6: 8B For character $34 (Party Character 3), take HP and set to maximum CA/CFD9: 8C For character $31 (Party Character 0), take MP and set to maximum CA/CFDC: 8C For character $32 (Party Character 1), take MP and set to maximum CA/CFDF: 8C For character $33 (Party Character 2), take MP and set to maximum CA/CFE2: 8C For character $34 (Party Character 3), take MP and set to maximum CA/CFE5: FE Return CA/CFE6: 88 Remove the following status ailments from character $31 (Party Character 0): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/CFEA: 88 Remove the following status ailments from character $32 (Party Character 1): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/CFEE: 88 Remove the following status ailments from character $33 (Party Character 2): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/CFF2: 88 Remove the following status ailments from character $34 (Party Character 3): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/CFF6: 8B For character $31 (Party Character 0), take HP and add 1 CA/CFF9: 8B For character $32 (Party Character 1), take HP and add 1 CA/CFFC: 8B For character $33 (Party Character 2), take HP and add 1 CA/CFFF: 8B For character $34 (Party Character 3), take HP and add 1 CA/D002: 8C For character $31 (Party Character 0), take MP and add 0 CA/D005: 8C For character $32 (Party Character 1), take MP and add 0 CA/D008: 8C For character $33 (Party Character 2), take MP and add 0 CA/D00B: 8C For character $34 (Party Character 3), take MP and add 0 CA/D00E: FE Return CA/D00F: B0 Execute the following commands until $B1 31 times CA/D011: 50 Tint screen (cumulative) with color $9F CA/D013: B1 End block of repeating commands CA/D014: FE Return CA/D015: B0 Execute the following commands until $B1 31 times CA/D017: 50 Tint screen (cumulative) with color $DF CA/D019: B1 End block of repeating commands CA/D01A: FE Return CA/D01B: B0 Execute the following commands until $B1 31 times CA/D01D: 50 Tint screen (cumulative) with color $3F CA/D01F: B1 End block of repeating commands CA/D020: FE Return CA/D021: B0 Execute the following commands until $B1 31 times CA/D023: 50 Tint screen (cumulative) with color $7F CA/D025: B1 End block of repeating commands CA/D026: FE Return CA/D027: B0 Execute the following commands until $B1 31 times CA/D029: 52 Tint characters (cumulative) with color $9F CA/D02B: B1 End block of repeating commands CA/D02C: FE Return CA/D02D: B0 Execute the following commands until $B1 31 times CA/D02F: 52 Tint characters (cumulative) with color $DF CA/D031: B1 End block of repeating commands CA/D032: FE Return CA/D033: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CA/D035: 91 Pause for 15 units CA/D036: FE Return CA/D037: 73 Replace current map's Layer 1 at (27, 13) with the following (2 x 3) chunk, refresh immediately CA/D03C: $08, $09 CA/D03E: $0A, $18 CA/D040: $19, $1A CA/D042: FE Return CA/D043: 73 Replace current map's Layer 1 at (22, 24) with the following (2 x 3) chunk, refresh immediately CA/D048: $08, $09 CA/D04A: $0A, $18 CA/D04C: $19, $1A CA/D04E: FE Return CA/D04F: 73 Replace current map's Layer 1 at (32, 24) with the following (2 x 3) chunk, refresh immediately CA/D054: $08, $09 CA/D056: $0A, $18 CA/D058: $19, $1A CA/D05A: FE Return CA/D05B: 73 Replace current map's Layer 1 at (27, 38) with the following (2 x 3) chunk, refresh immediately CA/D060: $08, $09 CA/D062: $0A, $18 CA/D064: $19, $1A CA/D066: FE Return CA/D067: 73 Replace current map's Layer 1 at (101, 51) with the following (6 x 2) chunk, refresh immediately CA/D06C: $4B, $49, $DE, $DD, $EE, $ED CA/D072: $FE, $FD, $6B, $69, $E0, $C3 CA/D078: FE Return CA/D079: 73 Replace current map's Layer 1 at (101, 50) with the following (6 x 2) chunk, refresh immediately CA/D07E: $4B, $49, $DE, $DD, $EE, $ED CA/D084: $FE, $FD, $6B, $69, $E0, $B3 CA/D08A: FE Return CA/D08B: 73 Replace current map's Layer 1 at (101, 49) with the following (6 x 2) chunk, refresh immediately CA/D090: $4B, $49, $DE, $DD, $EE, $ED CA/D096: $FE, $FD, $6B, $69, $E0, $E1 CA/D09C: FE Return CA/D09D: 73 Replace current map's Layer 1 at (101, 45) with the following (12 x 2) chunk, refresh immediately CA/D0A2: $45, $43, $45, $43, $45, $43, $4B, $49, $DE, $DD, $EE, $ED CA/D0AE: $FE, $FD, $6B, $69, $E0, $E1, $E0, $E1, $E0, $B3, $E0, $C3 CA/D0BA: 73 Replace current map's Layer 1 at (101, 111) with the following (1 x 2) chunk, refresh immediately CA/D0BF: $00 CA/D0C0: $00 CA/D0C1: FE Return CA/D0C2: 73 Replace current map's Layer 1 at (8, 9) with the following (16 x 17) chunk, refresh immediately CA/D0C7: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/D0D7: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/D0E7: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/D0F7: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/D107: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/D117: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/D127: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/D137: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/D147: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/D157: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/D167: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/D177: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/D187: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/D197: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/D1A7: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/D1B7: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/D1C7: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/D1D7: FE Return CA/D1D8: 73 Replace current map's Layer 1 at (8, 74) with the following (15 x 18) chunk, refresh immediately CA/D1DD: $01, $01, $A5, $30, $30, $31, $A2, $A3, $A4, $A5, $30, $A5, $30, $30, $31 CA/D1EC: $A2, $01, $01, $01, $01, $3D, $3E, $3F, $3A, $3B, $3C, $3D, $3E, $3F, $3A CA/D1FB: $3B, $3C, $3D, $3E, $01, $01, $01, $01, $20, $21, $40, $20, $21, $40, $20 CA/D20A: $21, $40, $20, $21, $40, $20, $21, $01, $01, $01, $01, $30, $31, $A2, $A3 CA/D219: $A4, $A5, $30, $31, $A2, $A3, $A4, $A5, $30, $31, $01, $01, $01, $B0, $3A CA/D228: $3B, $3C, $3D, $3E, $3F, $3A, $3B, $3C, $3D, $3E, $3F, $3A, $3B, $B1, $01 CA/D237: $01, $C0, $C2, $C3, $C4, $C5, $C6, $C7, $C8, $C4, $C5, $C6, $C7, $C8, $C9 CA/D246: $CA, $C1, $01, $01, $D0, $D2, $D3, $D4, $D5, $D6, $D7, $D8, $D4, $D5, $D6 CA/D255: $D7, $D8, $D9, $DA, $D1, $01, $01, $E0, $E2, $E3, $E4, $E5, $E6, $E7, $E8 CA/D264: $E4, $E5, $E6, $E7, $E8, $E9, $EA, $E1, $01, $01, $F0, $F2, $F3, $F4, $F5 CA/D273: $F6, $F7, $F8, $F4, $F5, $F6, $F7, $F8, $F9, $FA, $F1, $01, $01, $01, $1E CA/D282: $1F, $AB, $AC, $AD, $AE, $AC, $AE, $AC, $AD, $AE, $AF, $CB, $2E, $01, $01 CA/D291: $01, $01, $01, $2F, $BB, $BC, $BD, $BE, $BC, $BD, $BE, $BC, $BE, $BF, $DB CA/D2A0: $01, $01, $01, $01, $01, $01, $01, $1E, $CC, $CC, $CC, $CC, $CC, $CC, $CC CA/D2AF: $CC, $2E, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01 CA/D2BE: $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $CE, $CF, $01, $01, $01 CA/D2CD: $01, $01, $01, $01, $01, $01, $01, $01, $01, $50, $70, $01, $FB, $DE, $DF CA/D2DC: $EB, $FC, $01, $01, $EF, $EB, $EC, $ED, $EE, $01, $FE, $FF, $60, $80, $ED CA/D2EB: FE Return CA/D2EC: 73 Replace current map's Layer 1 at (8, 73) with the following (16 x 17) chunk, refresh immediately CA/D2F1: $01, $01, $03, $03, $01, $01, $03, $03, $03, $03, $03, $01, $01, $03, $03, $01 CA/D301: $01, $01, $01, $13, $13, $01, $01, $13, $13, $13, $13, $13, $01, $01, $13, $13 CA/D311: $01, $01, $01, $01, $23, $23, $01, $01, $23, $23, $23, $23, $23, $01, $01, $23 CA/D321: $23, $01, $01, $01, $01, $33, $33, $02, $01, $33, $33, $33, $33, $33, $01, $02 CA/D331: $33, $33, $01, $01, $01, $02, $01, $0A, $12, $01, $0A, $0A, $0A, $0A, $0A, $01 CA/D341: $12, $0A, $01, $02, $01, $01, $12, $01, $01, $22, $01, $01, $01, $01, $01, $01 CA/D351: $01, $22, $01, $01, $12, $01, $01, $22, $CD, $01, $32, $05, $07, $07, $07, $07 CA/D361: $07, $08, $32, $01, $DC, $22, $01, $02, $32, $DD, $BA, $06, $1A, $1A, $1A, $1A CA/D371: $1A, $1A, $1A, $06, $BA, $FD, $32, $02, $12, $06, $0B, $0C, $0D, $1A, $1A, $1A CA/D381: $1A, $1A, $1A, $1A, $1B, $1C, $1D, $06, $12, $22, $24, $25, $36, $2B, $2C, $2C CA/D391: $2C, $2C, $2C, $2C, $2C, $2D, $37, $28, $29, $22, $32, $02, $34, $1A, $1A, $1A CA/D3A1: $1A, $1A, $1A, $1A, $1A, $1A, $1A, $1A, $35, $02, $32, $06, $12, $34, $1A, $1A CA/D3B1: $1A, $1A, $1A, $1A, $1A, $1A, $1A, $1A, $1A, $35, $12, $06, $24, $22, $04, $16 CA/D3C1: $1A, $1A, $1A, $1A, $1A, $1A, $1A, $1A, $1A, $17, $09, $22, $29, $01, $32, $01 CA/D3D1: $15, $16, $1A, $1A, $1A, $1A, $1A, $1A, $1A, $17, $18, $01, $32, $01, $01, $06 CA/D3E1: $01, $01, $26, $2A, $2A, $2A, $2A, $2A, $2A, $2A, $27, $01, $01, $06, $01, $01 CA/D3F1: $24, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $29, $01 CA/D401: FE Return CA/D402: 73 Replace current map's Layer 1 at (8, 80) with the following (9 x 18) chunk, refresh immediately CA/D407: $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/D410: $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/D419: $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/D422: $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/D42B: $01, $01, $01, $01, $01, $01, $01, $01, $01 CA/D434: $01, $01, $01, $01, $01, $01, $01, $01, $01 CA/D43D: $01, $01, $01, $01, $01, $01, $01, $01, $01 CA/D446: $01, $01, $01, $01, $01, $01, $01, $01, $01 CA/D44F: $01, $41, $42, $43, $44, $45, $46, $47, $48 CA/D458: $49, $4A, $4B, $4C, $4D, $4E, $4F, $01, $01 CA/D461: $01, $51, $52, $53, $54, $55, $56, $57, $58 CA/D46A: $59, $5A, $5B, $5C, $5D, $5E, $5F, $01, $01 CA/D473: $01, $61, $62, $63, $64, $65, $66, $67, $68 CA/D47C: $69, $6A, $6B, $6C, $6D, $6E, $6F, $01, $01 CA/D485: $01, $71, $72, $73, $74, $75, $76, $77, $78 CA/D48E: $79, $7A, $7B, $7C, $7D, $7E, $7F, $01, $01 CA/D497: $01, $81, $82, $83, $84, $85, $86, $87, $88 CA/D4A0: $89, $8A, $8B, $8C, $8D, $8E, $8F, $01, $01 CA/D4A9: FE Return CA/D4AA: 73 Replace current map's Layer 1 at (27, 137) with the following (2 x 4) chunk, refresh immediately CA/D4AF: $02, $4A CA/D4B1: $00, $41 CA/D4B3: $05, $43 CA/D4B5: $00, $84 CA/D4B7: 73 Replace current map's Layer 1 at (31, 141) with the following (2 x 1) chunk, refresh immediately CA/D4BC: $01, $04 CA/D4BE: 73 Replace current map's Layer 1 at (20, 145) with the following (6 x 1) chunk, refresh immediately CA/D4C3: $01, $44, $04, $44, $01, $04 CA/D4C9: 73 Replace current map's Layer 1 at (21, 150) with the following (1 x 1) chunk, refresh immediately CA/D4CE: $43 CA/D4CF: 73 Replace current map's Layer 1 at (24, 145) with the following (1 x 1) chunk, refresh immediately CA/D4D4: $42 CA/D4D5: 73 Replace current map's Layer 1 at (26, 149) with the following (2 x 1) chunk, refresh immediately CA/D4DA: $01, $44 CA/D4DC: 73 Replace current map's Layer 1 at (30, 149) with the following (2 x 1) chunk, refresh immediately CA/D4E1: $41, $04 CA/D4E3: 73 Replace current map's Layer 1 at (34, 149) with the following (2 x 3) chunk, refresh immediately CA/D4E8: $00, $02 CA/D4EA: $00, $83 CA/D4EC: $05, $43 CA/D4EE: 73 Replace current map's Layer 1 at (32, 151) with the following (3 x 2) chunk, refresh immediately CA/D4F3: $00, $02, $02 CA/D4F6: $49, $05, $43 CA/D4F9: 73 Replace current map's Layer 1 at (22, 154) with the following (4 x 3) chunk, refresh immediately CA/D4FE: $09, $02, $00, $03 CA/D502: $05, $43, $00, $42 CA/D506: $00, $00, $45, $00 CA/D50A: 73 Replace current map's Layer 1 at (27, 158) with the following (1 x 1) chunk, refresh immediately CA/D50F: $02 CA/D510: 73 Replace current map's Layer 1 at (33, 159) with the following (1 x 1) chunk, refresh immediately CA/D515: $41 CA/D516: 73 Replace current map's Layer 1 at (29, 163) with the following (3 x 2) chunk, refresh immediately CA/D51B: $02, $00, $00 CA/D51E: $41, $00, $04 CA/D521: 73 Replace current map's Layer 1 at (27, 166) with the following (2 x 2) chunk, refresh immediately CA/D526: $42, $00 CA/D528: $45, $43 CA/D52A: FE Return CA/D52B: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CA/D531: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/D533: F4 Play sound effect 25 CA/D535: B2 Call subroutine $CADB2B CA/D539: FE Return CA/D53A: C0 If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CA5EB3 (simply returns) CA/D540: D2 Set event bit $1E80($1F1) [$1EBE, bit 1] CA/D542: F4 Play sound effect 25 CA/D544: B2 Call subroutine $CADB46 CA/D548: 91 Pause for 15 units CA/D549: F4 Play sound effect 25 CA/D54B: B2 Call subroutine $CADB6B CA/D54F: FE Return CA/D550: C0 If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CA5EB3 (simply returns) CA/D556: D2 Set event bit $1E80($1F2) [$1EBE, bit 2] CA/D558: F4 Play sound effect 25 CA/D55A: B2 Call subroutine $CADB96 CA/D55E: 91 Pause for 15 units CA/D55F: F4 Play sound effect 25 CA/D561: B2 Call subroutine $CADBA3 CA/D565: FE Return CA/D566: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete) CA/D568: C8 Set object layering priority to 3 (low nibble 3) CA/D56A: C7 Set vehicle/entity to stay still when moving CA/D56B: 1F Do vehicle/entity graphical action $1F CA/D56C: E0 Pause for 4 * 3 (12) frames CA/D56E: C3 Set vehicle/entity's event speed to fast CA/D56F: 86 Move vehicle/entity down 2 tiles CA/D570: FF End queue CA/D571: F4 Play sound effect 48 CA/D573: 42 Hide object $31 CA/D575: 45 Refresh objects CA/D576: FE Return CA/D577: 41 Show object $31 CA/D579: 45 Refresh objects CA/D57A: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/D57C: C2 Set vehicle/entity's event speed to normal CA/D57D: C6 Set vehicle/entity to walk when moving CA/D57E: DD Make vehicle/entity jump (high) CA/D57F: CE Turn vehicle/entity down CA/D580: FF End queue CA/D581: 91 Pause for 15 units CA/D582: FE Return CA/D583: B2 Call subroutine $CAD5D5 CA/D587: B2 Call subroutine $CAD566 CA/D58B: B2 Call subroutine $CAD5F0 CA/D58F: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete) CA/D591: A8 Move vehicle/entity left/down 1x2 tiles CA/D592: A2 Move vehicle/entity left/down 1x1 tiles CA/D593: A2 Move vehicle/entity left/down 1x1 tiles CA/D594: A2 Move vehicle/entity left/down 1x1 tiles CA/D595: A2 Move vehicle/entity left/down 1x1 tiles CA/D596: A2 Move vehicle/entity left/down 1x1 tiles CA/D597: A2 Move vehicle/entity left/down 1x1 tiles CA/D598: A8 Move vehicle/entity left/down 1x2 tiles CA/D599: FF End queue CA/D59A: B2 Call subroutine $CAD602 CA/D59E: B2 Call subroutine $CAD577 CA/D5A2: B2 Call subroutine $CAD61D CA/D5A6: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/D5A8: C8 Set object layering priority to 0 (low nibble 0) CA/D5AA: FF End queue CA/D5AB: FE Return CA/D5AC: B2 Call subroutine $CAD602 CA/D5B0: B2 Call subroutine $CAD566 CA/D5B4: B2 Call subroutine $CAD61D CA/D5B8: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete) CA/D5BA: A4 Move vehicle/entity right/up 1x2 tiles CA/D5BB: A0 Move vehicle/entity right/up 1x1 tiles CA/D5BC: A0 Move vehicle/entity right/up 1x1 tiles CA/D5BD: A0 Move vehicle/entity right/up 1x1 tiles CA/D5BE: A0 Move vehicle/entity right/up 1x1 tiles CA/D5BF: A0 Move vehicle/entity right/up 1x1 tiles CA/D5C0: A0 Move vehicle/entity right/up 1x1 tiles CA/D5C1: A4 Move vehicle/entity right/up 1x2 tiles CA/D5C2: FF End queue CA/D5C3: B2 Call subroutine $CAD5D5 CA/D5C7: B2 Call subroutine $CAD577 CA/D5CB: B2 Call subroutine $CAD5F0 CA/D5CF: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/D5D1: C8 Set object layering priority to 0 (low nibble 0) CA/D5D3: FF End queue CA/D5D4: FE Return CA/D5D5: 73 Replace current map's Layer 1 at (40, 6) with the following (2 x 1) chunk, refresh immediately CA/D5DA: $BE, $BF CA/D5DC: B4 Pause for 8 units CA/D5DE: 73 Replace current map's Layer 1 at (39, 5) with the following (4 x 3) chunk, refresh immediately CA/D5E3: $CD, $CE, $CF, $DD CA/D5E7: $DE, $DF, $ED, $EA CA/D5EB: $EF, $48, $FA, $4A CA/D5EF: FE Return CA/D5F0: 73 Replace current map's Layer 1 at (39, 5) with the following (4 x 3) chunk, refresh immediately CA/D5F5: $08, $09, $0A, $28 CA/D5F9: $FB, $2A, $38, $39 CA/D5FD: $3A, $48, $10, $4A CA/D601: FE Return CA/D602: 73 Replace current map's Layer 1 at (32, 16) with the following (2 x 1) chunk, refresh immediately CA/D607: $BE, $BF CA/D609: B4 Pause for 8 units CA/D60B: 73 Replace current map's Layer 1 at (31, 15) with the following (4 x 3) chunk, refresh immediately CA/D610: $CD, $CE, $CF, $DD CA/D614: $DE, $DF, $ED, $EA CA/D618: $EF, $48, $FA, $4A CA/D61C: FE Return CA/D61D: 73 Replace current map's Layer 1 at (31, 15) with the following (4 x 3) chunk, refresh immediately CA/D622: $18, $19, $1A, $67 CA/D626: $FE, $68, $38, $39 CA/D62A: $3A, $B5, $10, $B5 CA/D62E: FE Return CA/D62F: C0 If ($1E80($1F5) [$1EBE, bit 5] is set), branch to $CA5EB3 (simply returns) CA/D635: D2 Set event bit $1E80($1F5) [$1EBE, bit 5] CA/D637: F4 Play sound effect 25 CA/D639: B2 Call subroutine $CADBAD CA/D63D: 91 Pause for 15 units CA/D63E: F4 Play sound effect 25 CA/D640: B2 Call subroutine $CADBBC CA/D644: FE Return CA/D645: C0 If ($1E80($1F6) [$1EBE, bit 6] is set), branch to $CA5EB3 (simply returns) CA/D64B: D2 Set event bit $1E80($1F6) [$1EBE, bit 6] CA/D64D: F4 Play sound effect 25 CA/D64F: B2 Call subroutine $CADBCD CA/D653: 91 Pause for 15 units CA/D654: B2 Call subroutine $CADBEC CA/D658: 91 Pause for 15 units CA/D659: F4 Play sound effect 25 CA/D65B: B2 Call subroutine $CADC05 CA/D65F: FE Return CA/D660: B2 Call subroutine $CAD6CE CA/D664: B2 Call subroutine $CAD566 CA/D668: B2 Call subroutine $CAD6E9 CA/D66C: 31 Begin action queue for character $31 (Party Character 0), 23 bytes long (Wait until complete) CA/D66E: AA Move vehicle/entity left/up 2x1 tiles CA/D66F: AA Move vehicle/entity left/up 2x1 tiles CA/D670: A3 Move vehicle/entity left/up 1x1 tiles CA/D671: A3 Move vehicle/entity left/up 1x1 tiles CA/D672: A3 Move vehicle/entity left/up 1x1 tiles CA/D673: A3 Move vehicle/entity left/up 1x1 tiles CA/D674: A3 Move vehicle/entity left/up 1x1 tiles CA/D675: A3 Move vehicle/entity left/up 1x1 tiles CA/D676: A3 Move vehicle/entity left/up 1x1 tiles CA/D677: A3 Move vehicle/entity left/up 1x1 tiles CA/D678: A3 Move vehicle/entity left/up 1x1 tiles CA/D679: A3 Move vehicle/entity left/up 1x1 tiles CA/D67A: A3 Move vehicle/entity left/up 1x1 tiles CA/D67B: A3 Move vehicle/entity left/up 1x1 tiles CA/D67C: A3 Move vehicle/entity left/up 1x1 tiles CA/D67D: A3 Move vehicle/entity left/up 1x1 tiles CA/D67E: A3 Move vehicle/entity left/up 1x1 tiles CA/D67F: A3 Move vehicle/entity left/up 1x1 tiles CA/D680: A3 Move vehicle/entity left/up 1x1 tiles CA/D681: A3 Move vehicle/entity left/up 1x1 tiles CA/D682: A3 Move vehicle/entity left/up 1x1 tiles CA/D683: AA Move vehicle/entity left/up 2x1 tiles CA/D684: FF End queue CA/D685: B2 Call subroutine $CAD6FB CA/D689: B2 Call subroutine $CAD577 CA/D68D: B2 Call subroutine $CAD716 CA/D691: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/D693: C8 Set object layering priority to 0 (low nibble 0) CA/D695: FF End queue CA/D696: FE Return CA/D697: B2 Call subroutine $CAD6FB CA/D69B: B2 Call subroutine $CAD566 CA/D69F: B2 Call subroutine $CAD716 CA/D6A3: 31 Begin action queue for character $31 (Party Character 0), 23 bytes long (Wait until complete) CA/D6A5: A6 Move vehicle/entity right/down 2x1 tiles CA/D6A6: A6 Move vehicle/entity right/down 2x1 tiles CA/D6A7: A1 Move vehicle/entity right/down 1x1 tiles CA/D6A8: A1 Move vehicle/entity right/down 1x1 tiles CA/D6A9: A1 Move vehicle/entity right/down 1x1 tiles CA/D6AA: A1 Move vehicle/entity right/down 1x1 tiles CA/D6AB: A1 Move vehicle/entity right/down 1x1 tiles CA/D6AC: A1 Move vehicle/entity right/down 1x1 tiles CA/D6AD: A1 Move vehicle/entity right/down 1x1 tiles CA/D6AE: A1 Move vehicle/entity right/down 1x1 tiles CA/D6AF: A1 Move vehicle/entity right/down 1x1 tiles CA/D6B0: A1 Move vehicle/entity right/down 1x1 tiles CA/D6B1: A1 Move vehicle/entity right/down 1x1 tiles CA/D6B2: A1 Move vehicle/entity right/down 1x1 tiles CA/D6B3: A1 Move vehicle/entity right/down 1x1 tiles CA/D6B4: A1 Move vehicle/entity right/down 1x1 tiles CA/D6B5: A1 Move vehicle/entity right/down 1x1 tiles CA/D6B6: A1 Move vehicle/entity right/down 1x1 tiles CA/D6B7: A1 Move vehicle/entity right/down 1x1 tiles CA/D6B8: A1 Move vehicle/entity right/down 1x1 tiles CA/D6B9: A1 Move vehicle/entity right/down 1x1 tiles CA/D6BA: A6 Move vehicle/entity right/down 2x1 tiles CA/D6BB: FF End queue CA/D6BC: B2 Call subroutine $CAD6CE CA/D6C0: B2 Call subroutine $CAD577 CA/D6C4: B2 Call subroutine $CAD6E9 CA/D6C8: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/D6CA: C8 Set object layering priority to 0 (low nibble 0) CA/D6CC: FF End queue CA/D6CD: FE Return CA/D6CE: 73 Replace current map's Layer 1 at (67, 39) with the following (2 x 1) chunk, refresh immediately CA/D6D3: $BE, $BF CA/D6D5: B4 Pause for 8 units CA/D6D7: 73 Replace current map's Layer 1 at (66, 38) with the following (4 x 3) chunk, refresh immediately CA/D6DC: $CD, $CE, $CF, $DD CA/D6E0: $DE, $DF, $ED, $EA CA/D6E4: $EF, $48, $FA, $4A CA/D6E8: FE Return CA/D6E9: 73 Replace current map's Layer 1 at (66, 38) with the following (4 x 3) chunk, refresh immediately CA/D6EE: $08, $09, $0A, $28 CA/D6F2: $FB, $2A, $38, $39 CA/D6F6: $3A, $48, $10, $4A CA/D6FA: FE Return CA/D6FB: 73 Replace current map's Layer 1 at (42, 17) with the following (2 x 1) chunk, refresh immediately CA/D700: $BE, $BF CA/D702: B4 Pause for 8 units CA/D704: 73 Replace current map's Layer 1 at (41, 16) with the following (4 x 3) chunk, refresh immediately CA/D709: $CD, $CE, $CF, $DD CA/D70D: $DE, $DF, $ED, $EA CA/D711: $EF, $48, $FA, $4A CA/D715: FE Return CA/D716: 73 Replace current map's Layer 1 at (41, 16) with the following (4 x 3) chunk, refresh immediately CA/D71B: $08, $09, $0A, $28 CA/D71F: $FB, $2A, $38, $39 CA/D723: $3A, $48, $10, $4A CA/D727: FE Return CA/D728: B2 Call subroutine $CAD77C CA/D72C: B2 Call subroutine $CAD566 CA/D730: B2 Call subroutine $CAD797 CA/D734: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete) CA/D736: A6 Move vehicle/entity right/down 2x1 tiles CA/D737: A6 Move vehicle/entity right/down 2x1 tiles CA/D738: A6 Move vehicle/entity right/down 2x1 tiles CA/D739: A6 Move vehicle/entity right/down 2x1 tiles CA/D73A: A6 Move vehicle/entity right/down 2x1 tiles CA/D73B: A6 Move vehicle/entity right/down 2x1 tiles CA/D73C: A6 Move vehicle/entity right/down 2x1 tiles CA/D73D: 9D Move vehicle/entity right 8 tiles CA/D73E: 81 Move vehicle/entity right 1 tile CA/D73F: FF End queue CA/D740: B2 Call subroutine $CAD7A9 CA/D744: B2 Call subroutine $CAD577 CA/D748: B2 Call subroutine $CAD7C4 CA/D74C: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/D74E: C8 Set object layering priority to 0 (low nibble 0) CA/D750: FF End queue CA/D751: FE Return CA/D752: B2 Call subroutine $CAD7A9 CA/D756: B2 Call subroutine $CAD566 CA/D75A: B2 Call subroutine $CAD7C4 CA/D75E: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete) CA/D760: 9F Move vehicle/entity left 8 tiles CA/D761: 83 Move vehicle/entity left 1 tile CA/D762: AA Move vehicle/entity left/up 2x1 tiles CA/D763: AA Move vehicle/entity left/up 2x1 tiles CA/D764: AA Move vehicle/entity left/up 2x1 tiles CA/D765: AA Move vehicle/entity left/up 2x1 tiles CA/D766: AA Move vehicle/entity left/up 2x1 tiles CA/D767: AA Move vehicle/entity left/up 2x1 tiles CA/D768: AA Move vehicle/entity left/up 2x1 tiles CA/D769: FF End queue CA/D76A: B2 Call subroutine $CAD77C CA/D76E: B2 Call subroutine $CAD577 CA/D772: B2 Call subroutine $CAD797 CA/D776: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/D778: C8 Set object layering priority to 0 (low nibble 0) CA/D77A: FF End queue CA/D77B: FE Return CA/D77C: 73 Replace current map's Layer 1 at (40, 24) with the following (2 x 1) chunk, refresh immediately CA/D781: $BE, $BF CA/D783: B4 Pause for 8 units CA/D785: 73 Replace current map's Layer 1 at (39, 23) with the following (4 x 3) chunk, refresh immediately CA/D78A: $CD, $CE, $CF, $DD CA/D78E: $DE, $DF, $ED, $EA CA/D792: $EF, $48, $FA, $4A CA/D796: FE Return CA/D797: 73 Replace current map's Layer 1 at (39, 23) with the following (4 x 3) chunk, refresh immediately CA/D79C: $08, $69, $1A, $67 CA/D7A0: $FE, $68, $38, $39 CA/D7A4: $3A, $48, $10, $4A CA/D7A8: FE Return CA/D7A9: 73 Replace current map's Layer 1 at (63, 31) with the following (2 x 1) chunk, refresh immediately CA/D7AE: $BE, $BF CA/D7B0: B4 Pause for 8 units CA/D7B2: 73 Replace current map's Layer 1 at (62, 30) with the following (4 x 3) chunk, refresh immediately CA/D7B7: $CD, $CE, $CF, $DD CA/D7BB: $DE, $DF, $ED, $EA CA/D7BF: $EF, $48, $FA, $4A CA/D7C3: FE Return CA/D7C4: 73 Replace current map's Layer 1 at (62, 30) with the following (4 x 3) chunk, refresh immediately CA/D7C9: $18, $19, $1A, $67 CA/D7CD: $FE, $68, $38, $39 CA/D7D1: $3A, $48, $10, $4A CA/D7D5: FE Return CA/D7D6: B2 Call subroutine $CAD82E CA/D7DA: B2 Call subroutine $CAD566 CA/D7DE: B2 Call subroutine $CAD849 CA/D7E2: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete) CA/D7E4: A6 Move vehicle/entity right/down 2x1 tiles CA/D7E5: A6 Move vehicle/entity right/down 2x1 tiles CA/D7E6: A6 Move vehicle/entity right/down 2x1 tiles CA/D7E7: A6 Move vehicle/entity right/down 2x1 tiles CA/D7E8: A6 Move vehicle/entity right/down 2x1 tiles CA/D7E9: A6 Move vehicle/entity right/down 2x1 tiles CA/D7EA: A6 Move vehicle/entity right/down 2x1 tiles CA/D7EB: A6 Move vehicle/entity right/down 2x1 tiles CA/D7EC: A6 Move vehicle/entity right/down 2x1 tiles CA/D7ED: 9D Move vehicle/entity right 8 tiles CA/D7EE: 89 Move vehicle/entity right 3 tiles CA/D7EF: FF End queue CA/D7F0: B2 Call subroutine $CAD85B CA/D7F4: B2 Call subroutine $CAD577 CA/D7F8: B2 Call subroutine $CAD876 CA/D7FC: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/D7FE: C8 Set object layering priority to 0 (low nibble 0) CA/D800: FF End queue CA/D801: FE Return CA/D802: B2 Call subroutine $CAD85B CA/D806: B2 Call subroutine $CAD566 CA/D80A: B2 Call subroutine $CAD876 CA/D80E: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete) CA/D810: 9F Move vehicle/entity left 8 tiles CA/D811: 8B Move vehicle/entity left 3 tiles CA/D812: AA Move vehicle/entity left/up 2x1 tiles CA/D813: AA Move vehicle/entity left/up 2x1 tiles CA/D814: AA Move vehicle/entity left/up 2x1 tiles CA/D815: AA Move vehicle/entity left/up 2x1 tiles CA/D816: AA Move vehicle/entity left/up 2x1 tiles CA/D817: AA Move vehicle/entity left/up 2x1 tiles CA/D818: AA Move vehicle/entity left/up 2x1 tiles CA/D819: AA Move vehicle/entity left/up 2x1 tiles CA/D81A: AA Move vehicle/entity left/up 2x1 tiles CA/D81B: FF End queue CA/D81C: B2 Call subroutine $CAD82E CA/D820: B2 Call subroutine $CAD577 CA/D824: B2 Call subroutine $CAD849 CA/D828: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/D82A: C8 Set object layering priority to 0 (low nibble 0) CA/D82C: FF End queue CA/D82D: FE Return CA/D82E: 73 Replace current map's Layer 1 at (48, 22) with the following (2 x 1) chunk, refresh immediately CA/D833: $BE, $BF CA/D835: B4 Pause for 8 units CA/D837: 73 Replace current map's Layer 1 at (47, 21) with the following (4 x 3) chunk, refresh immediately CA/D83C: $CD, $CE, $CF, $DD CA/D840: $DE, $DF, $ED, $EA CA/D844: $EF, $48, $FA, $4A CA/D848: FE Return CA/D849: 73 Replace current map's Layer 1 at (47, 21) with the following (4 x 3) chunk, refresh immediately CA/D84E: $08, $09, $0A, $28 CA/D852: $FB, $2A, $38, $39 CA/D856: $3A, $48, $10, $4A CA/D85A: FE Return CA/D85B: 73 Replace current map's Layer 1 at (77, 31) with the following (2 x 1) chunk, refresh immediately CA/D860: $BE, $BF CA/D862: B4 Pause for 8 units CA/D864: 73 Replace current map's Layer 1 at (76, 30) with the following (4 x 3) chunk, refresh immediately CA/D869: $CD, $CE, $CF, $DD CA/D86D: $DE, $DF, $ED, $EA CA/D871: $EF, $48, $FA, $4A CA/D875: FE Return CA/D876: 73 Replace current map's Layer 1 at (76, 30) with the following (4 x 3) chunk, refresh immediately CA/D87B: $08, $09, $0A, $28 CA/D87F: $FB, $2A, $38, $39 CA/D883: $3A, $48, $10, $4A CA/D887: FE Return CA/D888: C0 If ($1E80($1F7) [$1EBE, bit 7] is set), branch to $CA5EB3 (simply returns) CA/D88E: 38 Hold screen CA/D88F: F4 Play sound effect 44 CA/D891: B2 Call subroutine $CADC1E CA/D895: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/D897: C2 Set vehicle/entity's event speed to normal CA/D898: 92 Move vehicle/entity down 5 tiles CA/D899: FF End queue CA/D89A: D2 Set event bit $1E80($1F7) [$1EBE, bit 7] CA/D89C: F4 Play sound effect 25 CA/D89E: B2 Call subroutine $CADC26 CA/D8A2: 91 Pause for 15 units CA/D8A3: F4 Play sound effect 25 CA/D8A5: B2 Call subroutine $CADC42 CA/D8A9: 30 Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete) CA/D8AB: 90 Move vehicle/entity up 5 tiles CA/D8AC: FF End queue CA/D8AD: 39 Free screen CA/D8AE: FE Return CA/D8AF: C0 If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CA5EB3 (simply returns) CA/D8B5: 38 Hold screen CA/D8B6: F4 Play sound effect 44 CA/D8B8: B2 Call subroutine $CADC5E CA/D8BC: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CA/D8BE: C2 Set vehicle/entity's event speed to normal CA/D8BF: 9E Move vehicle/entity down 8 tiles CA/D8C0: 8A Move vehicle/entity down 3 tiles CA/D8C1: FF End queue CA/D8C2: D2 Set event bit $1E80($1F8) [$1EBF, bit 0] CA/D8C4: F4 Play sound effect 25 CA/D8C6: B2 Call subroutine $CADC66 CA/D8CA: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/D8CC: 9C Move vehicle/entity up 8 tiles CA/D8CD: 88 Move vehicle/entity up 3 tiles CA/D8CE: FF End queue CA/D8CF: 39 Free screen CA/D8D0: FE Return CA/D8D1: C0 If ($1E80($1F9) [$1EBF, bit 1] is set), branch to $CA5EB3 (simply returns) CA/D8D7: 38 Hold screen CA/D8D8: F4 Play sound effect 44 CA/D8DA: B2 Call subroutine $CADCC1 CA/D8DE: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CA/D8E0: C2 Set vehicle/entity's event speed to normal CA/D8E1: A5 Move vehicle/entity right/up 2x1 tiles CA/D8E2: A5 Move vehicle/entity right/up 2x1 tiles CA/D8E3: FF End queue CA/D8E4: D2 Set event bit $1E80($1F9) [$1EBF, bit 1] CA/D8E6: F4 Play sound effect 25 CA/D8E8: B2 Call subroutine $CADCC8 CA/D8EC: B4 Pause for 10 units CA/D8EE: B2 Call subroutine $CADCDE CA/D8F2: B4 Pause for 10 units CA/D8F4: F4 Play sound effect 25 CA/D8F6: B2 Call subroutine $CADCF4 CA/D8FA: B4 Pause for 10 units CA/D8FC: B2 Call subroutine $CADD04 CA/D900: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/D902: A9 Move vehicle/entity left/down 2x1 tiles CA/D903: A9 Move vehicle/entity left/down 2x1 tiles CA/D904: FF End queue CA/D905: 39 Free screen CA/D906: FE Return CA/D907: C0 If ($1E80($1FB) [$1EBF, bit 3] is set), branch to $CA5EB3 (simply returns) CA/D90D: D2 Set event bit $1E80($1FB) [$1EBF, bit 3] CA/D90F: F4 Play sound effect 25 CA/D911: B2 Call subroutine $CADD14 CA/D915: FE Return CA/D916: B2 Call subroutine $CAD97A CA/D91A: B2 Call subroutine $CAD566 CA/D91E: B2 Call subroutine $CAD995 CA/D922: 94 Pause for 60 units CA/D923: 6A Load map $0166 (Floating Island, save point cave) after fade out, (upper bits $2400), place party at (8, 7), facing down CA/D929: 41 Show object $31 CA/D92B: 38 Hold screen CA/D92C: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CA/D92E: D5 Set vehicle/entity's position to (8, 0) CA/D931: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/D932: C7 Set vehicle/entity to stay still when moving CA/D933: C2 Set vehicle/entity's event speed to normal CA/D934: FF End queue CA/D935: 96 Restore screen from fade CA/D936: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/D938: 9E Move vehicle/entity down 8 tiles CA/D939: 09 Do vehicle/entity graphical action $09 (kneeling) CA/D93A: C6 Set vehicle/entity to walk when moving CA/D93B: FF End queue CA/D93C: 39 Free screen CA/D93D: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CA/D93F: FE Return CA/D940: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CA/D946: 38 Hold screen CA/D947: F4 Play sound effect 48 CA/D949: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CA/D94B: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/D94C: C7 Set vehicle/entity to stay still when moving CA/D94D: C2 Set vehicle/entity's event speed to normal CA/D94E: 9C Move vehicle/entity up 8 tiles CA/D94F: D1 Make vehicle/entity disappear CA/D950: FF End queue CA/D951: 6A Load map $018A (Floating Island, outdoors, with background clouds (normal)) after fade out, (upper bits $2400), place party at (90, 42), facing down CA/D957: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/D959: D5 Set vehicle/entity's position to (90, 45) CA/D95C: FF End queue CA/D95D: 96 Restore screen from fade CA/D95E: B2 Call subroutine $CAD97A CA/D962: 41 Show object $31 CA/D964: 45 Refresh objects CA/D965: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long CA/D967: C2 Set vehicle/entity's event speed to normal CA/D968: C6 Set vehicle/entity to walk when moving CA/D969: DD Make vehicle/entity jump (high) CA/D96A: 88 Move vehicle/entity up 3 tiles CA/D96B: FF End queue CA/D96C: 91 Pause for 15 units CA/D96D: B2 Call subroutine $CAD995 CA/D971: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CA/D973: 39 Free screen CA/D974: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/D976: C8 Set object layering priority to 0 (low nibble 0) CA/D978: FF End queue CA/D979: FE Return CA/D97A: 73 Replace current map's Layer 1 at (90, 43) with the following (2 x 1) chunk, refresh immediately CA/D97F: $BE, $BF CA/D981: B4 Pause for 8 units CA/D983: 73 Replace current map's Layer 1 at (89, 42) with the following (4 x 3) chunk, refresh immediately CA/D988: $CD, $CE, $CF, $DD CA/D98C: $DE, $DF, $ED, $EA CA/D990: $EF, $48, $4E, $4A CA/D994: FE Return CA/D995: 73 Replace current map's Layer 1 at (89, 42) with the following (4 x 3) chunk, refresh immediately CA/D99A: $08, $09, $0A, $28 CA/D99E: $FB, $2A, $38, $39 CA/D9A2: $3A, $48, $49, $4A CA/D9A6: FE Return CA/D9A7: B2 Call subroutine $CACAB3 CA/D9AB: C0 If ($1E80($02A) [$1E85, bit 2] is set), branch to $CAD9F4 CA/D9B1: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete) CA/D9B3: 09 Do vehicle/entity graphical action $09 (kneeling) CA/D9B4: FF End queue CA/D9B5: 4B Display dialogue message $0852, wait for button press SHADOW: Down with the Empire! Once I outlived my usefulness, they tried to off me! “We thought you were a goner!” CA/D9B8: 92 Pause for 30 units CA/D9B9: 1B Begin action queue for character $1B (NPC $1B), 5 bytes long (Wait until complete) CA/D9BB: 20 Do vehicle/entity graphical action $20 CA/D9BC: E0 Pause for 4 * 2 (8) frames CA/D9BE: 23 Do vehicle/entity graphical action $23 CA/D9BF: FF End queue CA/D9C0: 4B Display dialogue message $0853, wait for button press SHADOW: Is Interceptor all right? “He's fine. Come on, let's go!” CA/D9C3: 4B Display dialogue message $0854, wait for button press SHADOW: Forget about me. “We can't just leave you!” CA/D9C6: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete) CA/D9C8: CC Turn vehicle/entity up CA/D9C9: FF End queue CA/D9CA: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/D9CC: 20 Do vehicle/entity graphical action $20 CA/D9CD: E0 Pause for 4 * 3 (12) frames CA/D9CF: CE Turn vehicle/entity down CA/D9D0: FF End queue CA/D9D1: 77 Perform level averaging on character $03 (SHADOW) and calculate new maximum HP/MP CA/D9D3: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/D9D5: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CA/D9D7: 92 Pause for 30 units CA/D9D8: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/D9DA: 82 Move vehicle/entity down 1 tile CA/D9DB: FF End queue CA/D9DC: 3E Delete object $1B CA/D9DE: 3F Assign character $03 (Actor in stot 3) to party 1 CA/D9E1: 3D Create object $03 CA/D9E3: D4 Set event bit $1E80($2F3) [$1EDE, bit 3] CA/D9E5: 45 Refresh objects CA/D9E6: 03 Begin action queue for character $03 (Actor in stot 3), 4 bytes long (Wait until complete) CA/D9E8: D5 Set vehicle/entity's position to (10, 16) CA/D9EB: FF End queue CA/D9EC: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CA/D9EE: D7 Clear event bit $1E80($35E) [$1EEB, bit 6] CA/D9F0: D0 Set event bit $1E80($02A) [$1E85, bit 2] CA/D9F2: 47 Make character in slot 0 the lead character CA/D9F3: FE Return CA/D9F4: 4B Display dialogue message $0856, wait for button press SHADOW: We meet again. CA/D9F7: B2 Call subroutine $CAD9D3 CA/D9FB: FE Return CA/D9FC: B2 Call subroutine $CB0E1C CA/DA00: 03 Begin action queue for character $03 (Actor in stot 3), 3 bytes long (Wait until complete) CA/DA02: C2 Set vehicle/entity's event speed to normal CA/DA03: D7 Center screen on vehicle/entity CA/DA04: FF End queue CA/DA05: 41 Show object $03 CA/DA07: 3F Remove character $03 (Actor in stot 3) from the party CA/DA0A: 45 Refresh objects CA/DA0B: 47 Make character in slot 0 the lead character CA/DA0C: 03 Begin action queue for character $03 (Actor in stot 3), 3 bytes long CA/DA0E: 81 Move vehicle/entity right 1 tile CA/DA0F: CF Turn vehicle/entity left CA/DA10: FF End queue CA/DA11: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/DA13: CD Turn vehicle/entity right CA/DA14: FF End queue CA/DA15: 4B Display dialogue message $0855, wait for button press SHADOW: I sold my skills to the Empire… I have no right to fight together with you. CA/DA18: 03 Begin action queue for character $03 (Actor in stot 3), 12 bytes long (Wait until complete) CA/DA1A: C4 Set vehicle/entity's event speed to faster CA/DA1B: 91 Move vehicle/entity right 5 tiles CA/DA1C: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/DA1D: C7 Set vehicle/entity to stay still when moving CA/DA1E: C2 Set vehicle/entity's event speed to normal CA/DA1F: DD Make vehicle/entity jump (high) CA/DA20: A6 Move vehicle/entity right/down 2x1 tiles CA/DA21: 09 Do vehicle/entity graphical action $09 (kneeling) CA/DA22: 02 Do vehicle/entity graphical action $02 CA/DA23: 89 Move vehicle/entity right 3 tiles CA/DA24: D1 Make vehicle/entity disappear CA/DA25: FF End queue CA/DA26: 3E Delete object $03 CA/DA28: 45 Refresh objects CA/DA29: D5 Clear event bit $1E80($2F3) [$1EDE, bit 3] CA/DA2B: B2 Call subroutine $CACFE6 CA/DA2F: FE Return CA/DA30: 4D Invoke battle, enemy set $50, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CA/DA33: B2 Call subroutine $CA5EA9 CA/DA37: 42 Hide object $10 CA/DA39: 3E Delete object $10 CA/DA3B: 45 Refresh objects CA/DA3C: D7 Clear event bit $1E80($35F) [$1EEB, bit 7] CA/DA3E: 96 Restore screen from fade CA/DA3F: DE Load CaseWord with the characters in the currently active party? CA/DA40: BE If character $03 (SHADOW) is in the current CaseWord, call subroutine $CAD9FC CA/DA45: D7 Clear event bit $1E80($35E) [$1EEB, bit 6] CA/DA47: FE Return CA/DA48: 4D Invoke battle, enemy set $51, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CA/DA4B: B2 Call subroutine $CA5EA9 CA/DA4F: 42 Hide object $10 CA/DA51: D7 Clear event bit $1E80($361) [$1EEC, bit 1] CA/DA53: 96 Restore screen from fade CA/DA54: FE Return CA/DA55: 73 Replace current map's Layer 1 at (89, 25) with the following (2 x 1) chunk, refresh immediately CA/DA5A: $BE, $BF CA/DA5C: B4 Pause for 8 units CA/DA5E: 73 Replace current map's Layer 1 at (88, 24) with the following (4 x 3) chunk, refresh immediately CA/DA63: $CD, $CE, $CF, $DD CA/DA67: $DE, $DF, $ED, $EA CA/DA6B: $EF, $48, $FA, $4A CA/DA6F: B2 Call subroutine $CAD566 CA/DA73: 73 Replace current map's Layer 1 at (88, 24) with the following (4 x 3) chunk, refresh immediately CA/DA78: $08, $09, $0A, $28 CA/DA7C: $FB, $2A, $38, $39 CA/DA80: $3A, $48, $10, $4A CA/DA84: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/DA86: AA Move vehicle/entity left/up 2x1 tiles CA/DA87: AA Move vehicle/entity left/up 2x1 tiles CA/DA88: 9F Move vehicle/entity left 8 tiles CA/DA89: 9B Move vehicle/entity left 7 tiles CA/DA8A: FF End queue CA/DA8B: 73 Replace current map's Layer 1 at (70, 23) with the following (2 x 1) chunk, refresh immediately CA/DA90: $BE, $BF CA/DA92: B4 Pause for 8 units CA/DA94: 73 Replace current map's Layer 1 at (69, 22) with the following (4 x 3) chunk, refresh immediately CA/DA99: $CD, $CE, $CF, $DD CA/DA9D: $DE, $DF, $ED, $EA CA/DAA1: $EF, $48, $FA, $4A CA/DAA5: B2 Call subroutine $CAD577 CA/DAA9: 73 Replace current map's Layer 1 at (69, 22) with the following (4 x 3) chunk, refresh immediately CA/DAAE: $18, $19, $1A, $67 CA/DAB2: $FE, $68, $38, $39 CA/DAB6: $3A, $48, $10, $4A CA/DABA: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/DABC: C8 Set object layering priority to 0 (low nibble 0) CA/DABE: FF End queue CA/DABF: FE Return CA/DAC0: 73 Replace current map's Layer 1 at (70, 23) with the following (2 x 1) chunk, refresh immediately CA/DAC5: $BE, $BF CA/DAC7: B4 Pause for 8 units CA/DAC9: 73 Replace current map's Layer 1 at (69, 22) with the following (4 x 3) chunk, refresh immediately CA/DACE: $CD, $CE, $CF, $DD CA/DAD2: $DE, $DF, $ED, $EA CA/DAD6: $EF, $48, $FA, $4A CA/DADA: B2 Call subroutine $CAD566 CA/DADE: 73 Replace current map's Layer 1 at (69, 22) with the following (4 x 3) chunk, refresh immediately CA/DAE3: $18, $19, $1A, $67 CA/DAE7: $FE, $68, $38, $39 CA/DAEB: $3A, $48, $10, $4A CA/DAEF: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/DAF1: 9D Move vehicle/entity right 8 tiles CA/DAF2: 99 Move vehicle/entity right 7 tiles CA/DAF3: A6 Move vehicle/entity right/down 2x1 tiles CA/DAF4: A6 Move vehicle/entity right/down 2x1 tiles CA/DAF5: FF End queue CA/DAF6: 73 Replace current map's Layer 1 at (89, 25) with the following (2 x 1) chunk, refresh immediately CA/DAFB: $BE, $BF CA/DAFD: B4 Pause for 8 units CA/DAFF: 73 Replace current map's Layer 1 at (88, 24) with the following (4 x 3) chunk, refresh immediately CA/DB04: $CD, $CE, $CF, $DD CA/DB08: $DE, $DF, $ED, $EA CA/DB0C: $EF, $48, $FA, $4A CA/DB10: B2 Call subroutine $CAD577 CA/DB14: 73 Replace current map's Layer 1 at (88, 24) with the following (4 x 3) chunk, refresh immediately CA/DB19: $08, $09, $0A, $28 CA/DB1D: $FB, $2A, $38, $39 CA/DB21: $3A, $48, $10, $4A CA/DB25: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/DB27: C8 Set object layering priority to 0 (low nibble 0) CA/DB29: FF End queue CA/DB2A: FE Return CA/DB2B: 74 Replace current map's Layer 2 at (18, 8) with the following (4 x 5) chunk CA/DB30: $22, $32, $32, $CA CA/DB34: $14, $32, $52, $53 CA/DB38: $14, $14, $33, $44 CA/DB3C: $11, $4F, $84, $49 CA/DB40: $10, $93, $33, $2B CA/DB44: 75 Refresh map after alteration CA/DB45: FE Return CA/DB46: 74 Replace current map's Layer 2 at (25, 14) with the following (5 x 6) chunk CA/DB4B: $56, $21, $22, $33, $52 CA/DB50: $52, $4F, $31, $32, $33 CA/DB55: $A0, $17, $22, $52, $21 CA/DB5A: $22, $23, $27, $32, $44 CA/DB5F: $31, $32, $33, $37, $53 CA/DB64: $54, $41, $43, $95, $47 CA/DB69: 75 Refresh map after alteration CA/DB6A: FE Return CA/DB6B: 74 Replace current map's Layer 2 at (25, 13) with the following (6 x 6) chunk CA/DB70: $14, $26, $04, $31, $32, $33 CA/DB76: $56, $31, $33, $52, $52, $52 CA/DB7C: $32, $52, $53, $14, $14, $17 CA/DB82: $23, $44, $11, $A0, $A0, $27 CA/DB88: $33, $44, $21, $22, $23, $37 CA/DB8E: $53, $54, $31, $32, $95, $47 CA/DB94: 75 Refresh map after alteration CA/DB95: FE Return CA/DB96: 74 Replace current map's Layer 2 at (40, 9) with the following (3 x 2) chunk CA/DB9B: $49, $FF, $59 CA/DB9E: $31, $44, $41 CA/DBA1: 75 Refresh map after alteration CA/DBA2: FE Return CA/DBA3: 74 Replace current map's Layer 2 at (40, 8) with the following (3 x 1) chunk CA/DBA8: $10, $10, $10 CA/DBAB: 75 Refresh map after alteration CA/DBAC: FE Return CA/DBAD: 74 Replace current map's Layer 2 at (45, 11) with the following (4 x 2) chunk CA/DBB2: $14, $11, $14, $21 CA/DBB6: $A5, $31, $FF, $42 CA/DBBA: 75 Refresh map after alteration CA/DBBB: FE Return CA/DBBC: 74 Replace current map's Layer 2 at (46, 11) with the following (5 x 2) chunk CA/DBC1: $14, $16, $30, $21, $10 CA/DBC6: $31, $10, $41, $10, $51 CA/DBCB: 75 Refresh map after alteration CA/DBCC: FE Return CA/DBCD: 74 Replace current map's Layer 2 at (38, 31) with the following (6 x 3) chunk CA/DBD2: $61, $85, $00, $14, $61, $AF CA/DBD8: $14, $30, $2B, $14, $66, $3B CA/DBDE: $84, $4A, $4B, $E4, $E5, $E1 CA/DBE4: 74 Replace current map's Layer 2 at (36, 28) with the following (1 x 1) chunk CA/DBE9: $A2 CA/DBEA: 75 Refresh map after alteration CA/DBEB: FE Return CA/DBEC: 74 Replace current map's Layer 2 at (39, 31) with the following (6 x 3) chunk CA/DBF1: $64, $85, $00, $14, $61, $AF CA/DBF7: $14, $30, $2B, $14, $66, $3B CA/DBFD: $84, $4A, $3B, $E4, $E5, $47 CA/DC03: 75 Refresh map after alteration CA/DC04: FE Return CA/DC05: 74 Replace current map's Layer 2 at (40, 31) with the following (6 x 3) chunk CA/DC0A: $64, $85, $00, $14, $61, $AF CA/DC10: $14, $14, $14, $14, $14, $14 CA/DC16: $84, $84, $62, $E4, $47, $48 CA/DC1C: 75 Refresh map after alteration CA/DC1D: FE Return CA/DC1E: 74 Replace current map's Layer 2 at (52, 24) with the following (1 x 1) chunk CA/DC23: $A2 CA/DC24: 75 Refresh map after alteration CA/DC25: FE Return CA/DC26: 74 Replace current map's Layer 2 at (53, 27) with the following (7 x 3) chunk CA/DC2B: $E9, $32, $F9, $E8, $09, $E7, $DB CA/DC32: $29, $DC, $38, $39, $3A, $48, $49 CA/DC39: $4A, $48, $49, $4A, $E3, $E4, $E5 CA/DC40: 75 Refresh map after alteration CA/DC41: FE Return CA/DC42: 74 Replace current map's Layer 2 at (53, 28) with the following (7 x 3) chunk CA/DC47: $43, $42, $31, $E8, $09, $E7, $DB CA/DC4E: $29, $DC, $38, $39, $3A, $48, $49 CA/DC55: $4A, $48, $49, $4A, $E3, $E4, $E5 CA/DC5C: 75 Refresh map after alteration CA/DC5D: FE Return CA/DC5E: 74 Replace current map's Layer 2 at (59, 39) with the following (1 x 1) chunk CA/DC63: $A2 CA/DC64: 75 Refresh map after alteration CA/DC65: FE Return CA/DC66: 74 Replace current map's Layer 2 at (52, 44) with the following (12 x 7) chunk CA/DC6B: $29, $29, $1C, $E9, $32, $32, $DB, $39, $39, $E9, $33, $42 CA/DC77: $42, $DB, $32, $33, $33, $E8, $09, $E7, $F9, $42, $43, $E8 CA/DC83: $2D, $29, $B9, $31, $2F, $09, $2D, $29, $29, $2C, $E7, $38 CA/DC8F: $29, $29, $29, $29, $29, $2A, $48, $28, $29, $1C, $39, $39 CA/DC9B: $2E, $48, $38, $39, $3A, $49, $2F, $09, $48, $48, $49, $4A CA/DCA7: $37, $28, $29, $E3, $48, $49, $4A, $37, $28, $1E, $00, $48 CA/DCB3: $49, $4A, $37, $38, $1D, $00, $E3, $E4, $E5, $47, $48, $38 CA/DCBF: 75 Refresh map after alteration CA/DCC0: FE Return CA/DCC1: 73 Replace current map's Layer 1 at (82, 30) with the following (1 x 1) chunk, refresh immediately CA/DCC6: $A2 CA/DCC7: FE Return CA/DCC8: 74 Replace current map's Layer 2 at (87, 26) with the following (3 x 5) chunk CA/DCCD: $93, $32, $32 CA/DCD0: $32, $95, $47 CA/DCD3: $48, $10, $4A CA/DCD6: $4B, $57, $58 CA/DCD9: $10, $5A, $5B CA/DCDC: 75 Refresh map after alteration CA/DCDD: FE Return CA/DCDE: 74 Replace current map's Layer 2 at (87, 24) with the following (3 x 5) chunk CA/DCE3: $AE, $FD, $A0 CA/DCE6: $FF, $AF, $27 CA/DCE9: $21, $22, $23 CA/DCEC: $2B, $37, $93 CA/DCEF: $32, $95, $3B CA/DCF2: 75 Refresh map after alteration CA/DCF3: FE Return CA/DCF4: 74 Replace current map's Layer 2 at (88, 24) with the following (3 x 3) chunk CA/DCF9: $CD, $CE, $CF CA/DCFC: $DD, $22, $DF CA/DCFF: $ED, $EE, $EF CA/DD02: 75 Refresh map after alteration CA/DD03: FE Return CA/DD04: 74 Replace current map's Layer 2 at (88, 24) with the following (3 x 3) chunk CA/DD09: $08, $09, $0A CA/DD0C: $28, $FB, $2A CA/DD0F: $38, $39, $3A CA/DD12: 75 Refresh map after alteration CA/DD13: FE Return CA/DD14: 74 Replace current map's Layer 2 at (63, 25) with the following (3 x 1) chunk CA/DD19: $1F, $1F, $1F CA/DD1C: 75 Refresh map after alteration CA/DD1D: FE Return CA/DD1E: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/DD20: F0 Play song 54 (Catastrophe), (high bit clear), full volume CA/DD22: DE Load CaseWord with the characters in the currently active party? CA/DD23: C0 If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CADD31 CA/DD29: D4 Set event bit $1E80($266) [$1ECC, bit 6] CA/DD2B: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CADD37 CA/DD31: 3D Create object $06 CA/DD33: 3F Assign character $06 (Actor in stot 6) to party 1 CA/DD36: 45 Refresh objects CA/DD37: 38 Hold screen CA/DD38: 47 Make character in slot 0 the lead character CA/DD39: 3C Set up the party as follows: $06 (Actor in stot 6), $FF (), $FF (), $FF () CA/DD3E: 41 Show object $32 CA/DD40: 41 Show object $33 CA/DD42: 41 Show object $34 CA/DD44: C0 If ($1E80($266) [$1ECC, bit 6] is set), branch to $CADD50 CA/DD4A: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CA/DD4C: D5 Set vehicle/entity's position to (60, 19) CA/DD4F: FF End queue CA/DD50: 41 Show object $31 CA/DD52: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long CA/DD54: C3 Set vehicle/entity's event speed to fast CA/DD55: CC Turn vehicle/entity up CA/DD56: FF End queue CA/DD57: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long (Wait until complete) CA/DD59: C2 Set vehicle/entity's event speed to normal CA/DD5A: 80 Move vehicle/entity up 1 tile CA/DD5B: FF End queue CA/DD5C: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CA/DD5E: C2 Set vehicle/entity's event speed to normal CA/DD5F: 83 Move vehicle/entity left 1 tile CA/DD60: CC Turn vehicle/entity up CA/DD61: FF End queue CA/DD62: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CA/DD64: C2 Set vehicle/entity's event speed to normal CA/DD65: 81 Move vehicle/entity right 1 tile CA/DD66: CC Turn vehicle/entity up CA/DD67: FF End queue CA/DD68: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/DD6A: C1 Set vehicle/entity's event speed to slow CA/DD6B: 98 Move vehicle/entity up 7 tiles CA/DD6C: FF End queue CA/DD6D: 95 Pause for 120 units CA/DD6E: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/DD70: 8A Move vehicle/entity down 3 tiles CA/DD71: FF End queue CA/DD72: 92 Pause for 30 units CA/DD73: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long CA/DD75: CD Turn vehicle/entity right CA/DD76: E0 Pause for 4 * 1 (4) frames CA/DD78: CE Turn vehicle/entity down CA/DD79: FF End queue CA/DD7A: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CA/DD7C: CE Turn vehicle/entity down CA/DD7D: FF End queue CA/DD7E: 35 Pause execution until action queue for object $30 (Camera) is complete CA/DD80: 92 Pause for 30 units CA/DD81: 4B Display dialogue message $0858, wait for button press (At bottom of screen) GESTAHL: Well, well… CA/DD84: C0 If ($1E80($266) [$1ECC, bit 6] is set), branch to $CADDA2 CA/DD8A: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/DD8C: 98 Move vehicle/entity up 7 tiles CA/DD8D: FF End queue CA/DD8E: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/DD90: CE Turn vehicle/entity down CA/DD91: FF End queue CA/DD92: 92 Pause for 30 units CA/DD93: 4B Display dialogue message $0859, wait for button press CELES!! Welcome back! CELES: I came to stop you! CA/DD96: 93 Pause for 45 units CA/DD97: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long (Wait until complete) CA/DD99: CD Turn vehicle/entity right CA/DD9A: E0 Pause for 4 * 1 (4) frames CA/DD9C: CC Turn vehicle/entity up CA/DD9D: FF End queue CA/DD9E: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/DDA0: 80 Move vehicle/entity up 1 tile CA/DDA1: FF End queue CA/DDA2: 4B Display dialogue message $085A, wait for button press GESTAHL: Fwa, ha, ha… Then you're just in time to perish. Behold! The Statues!! CA/DDA5: 1C Begin action queue for character $1C (NPC $1C), 11 bytes long (Wait until complete) CA/DDA7: 2C Do vehicle/entity graphical action $2C CA/DDA8: E0 Pause for 4 * 2 (8) frames CA/DDAA: CE Turn vehicle/entity down CA/DDAB: E0 Pause for 4 * 6 (24) frames CA/DDAD: CD Turn vehicle/entity right CA/DDAE: E0 Pause for 4 * 1 (4) frames CA/DDB0: CC Turn vehicle/entity up CA/DDB1: FF End queue CA/DDB2: B5 Pause for 15 * 5 (75) units CA/DDB4: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/DDB6: 88 Move vehicle/entity up 3 tiles CA/DDB7: FF End queue CA/DDB8: B2 Call subroutine $CAE46F CA/DDBC: 1F Begin action queue for character $1F (NPC $1F), 13 bytes long CA/DDBE: D5 Set vehicle/entity's position to (61, 4) CA/DDC1: A8 Move vehicle/entity left/down 1x2 tiles CA/DDC2: 82 Move vehicle/entity down 1 tile CA/DDC3: D5 Set vehicle/entity's position to (0, 0) CA/DDC6: E0 Pause for 4 * 3 (12) frames CA/DDC8: FC Branch 10 bytes backwards ($CADDBE) CA/DDCA: FF End queue CA/DDCB: 20 Begin action queue for character $20 (NPC $20), 14 bytes long CA/DDCD: D5 Set vehicle/entity's position to (58, 2) CA/DDD0: A7 Move vehicle/entity right/down 1x2 tiles CA/DDD1: A7 Move vehicle/entity right/down 1x2 tiles CA/DDD2: 82 Move vehicle/entity down 1 tile CA/DDD3: D5 Set vehicle/entity's position to (0, 0) CA/DDD6: E0 Pause for 4 * 5 (20) frames CA/DDD8: FC Branch 11 bytes backwards ($CADDCD) CA/DDDA: FF End queue CA/DDDB: 21 Begin action queue for character $21 (NPC $21), 12 bytes long CA/DDDD: D5 Set vehicle/entity's position to (60, 1) CA/DDE0: 96 Move vehicle/entity down 6 tiles CA/DDE1: D5 Set vehicle/entity's position to (0, 0) CA/DDE4: E0 Pause for 4 * 5 (20) frames CA/DDE6: FC Branch 9 bytes backwards ($CADDDD) CA/DDE8: FF End queue CA/DDE9: B3 Call subroutine $CAE46F, 3 times CA/DDEE: 35 Pause execution until action queue for object $30 (Camera) is complete CA/DDF0: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/DDF2: 92 Move vehicle/entity down 5 tiles CA/DDF3: FF End queue CA/DDF4: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CA/DDF6: 83 Move vehicle/entity left 1 tile CA/DDF7: CC Turn vehicle/entity up CA/DDF8: FF End queue CA/DDF9: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/DDFB: 84 Move vehicle/entity up 2 tiles CA/DDFC: FF End queue CA/DDFD: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long (Wait until complete) CA/DDFF: 81 Move vehicle/entity right 1 tile CA/DE00: CC Turn vehicle/entity up CA/DE01: FF End queue CA/DE02: B0 Execute the following commands until $B1 12 times CA/DE04: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CA/DE06: 2C Do vehicle/entity graphical action $2C CA/DE07: FF End queue CA/DE08: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CA/DE0A: CE Turn vehicle/entity down CA/DE0B: FF End queue CA/DE0C: B1 End block of repeating commands CA/DE0D: 35 Pause execution until action queue for object $30 (Camera) is complete CA/DE0F: 4B Display dialogue message $085B, wait for button press (At bottom of screen) GESTAHL: Ooh! I've got goose bumps! What power… CELES: Emperor Gestahl! Please, stop this madness! CA/DE12: 1F Begin action queue for character $1F (NPC $1F), 4 bytes long CA/DE14: D5 Set vehicle/entity's position to (0, 0) CA/DE17: FF End queue CA/DE18: 20 Begin action queue for character $20 (NPC $20), 4 bytes long CA/DE1A: D5 Set vehicle/entity's position to (0, 0) CA/DE1D: FF End queue CA/DE1E: 21 Begin action queue for character $21 (NPC $21), 4 bytes long CA/DE20: D5 Set vehicle/entity's position to (0, 0) CA/DE23: FF End queue CA/DE24: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CA/DE26: 2A Do vehicle/entity graphical action $2A CA/DE27: FF End queue CA/DE28: 30 Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete) CA/DE2A: 88 Move vehicle/entity up 3 tiles CA/DE2B: FF End queue CA/DE2C: 1F Begin action queue for character $1F (NPC $1F), 10 bytes long CA/DE2E: D5 Set vehicle/entity's position to (58, 3) CA/DE31: 85 Move vehicle/entity right 2 tiles CA/DE32: A1 Move vehicle/entity right/down 1x1 tiles CA/DE33: A2 Move vehicle/entity left/down 1x1 tiles CA/DE34: C1 Set vehicle/entity's event speed to slow CA/DE35: 80 Move vehicle/entity up 1 tile CA/DE36: C4 Set vehicle/entity's event speed to faster CA/DE37: FF End queue CA/DE38: 20 Begin action queue for character $20 (NPC $20), 11 bytes long CA/DE3A: D5 Set vehicle/entity's position to (58, 4) CA/DE3D: A1 Move vehicle/entity right/down 1x1 tiles CA/DE3E: 81 Move vehicle/entity right 1 tile CA/DE3F: A0 Move vehicle/entity right/up 1x1 tiles CA/DE40: A3 Move vehicle/entity left/up 1x1 tiles CA/DE41: C1 Set vehicle/entity's event speed to slow CA/DE42: 82 Move vehicle/entity down 1 tile CA/DE43: C4 Set vehicle/entity's event speed to faster CA/DE44: FF End queue CA/DE45: 21 Begin action queue for character $21 (NPC $21), 10 bytes long (Wait until complete) CA/DE47: D5 Set vehicle/entity's position to (61, 4) CA/DE4A: A9 Move vehicle/entity left/down 2x1 tiles CA/DE4B: A3 Move vehicle/entity left/up 1x1 tiles CA/DE4C: A0 Move vehicle/entity right/up 1x1 tiles CA/DE4D: C1 Set vehicle/entity's event speed to slow CA/DE4E: A1 Move vehicle/entity right/down 1x1 tiles CA/DE4F: C4 Set vehicle/entity's event speed to faster CA/DE50: FF End queue CA/DE51: 92 Pause for 30 units CA/DE52: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CA/DE54: CE Turn vehicle/entity down CA/DE55: FF End queue CA/DE56: F4 Play sound effect 24 CA/DE58: 20 Begin action queue for character $20 (NPC $20), 4 bytes long CA/DE5A: D5 Set vehicle/entity's position to (0, 0) CA/DE5D: FF End queue CA/DE5E: 21 Begin action queue for character $21 (NPC $21), 4 bytes long CA/DE60: D5 Set vehicle/entity's position to (0, 0) CA/DE63: FF End queue CA/DE64: 1F Begin action queue for character $1F (NPC $1F), 5 bytes long CA/DE66: D5 Set vehicle/entity's position to (60, 4) CA/DE69: 96 Move vehicle/entity down 6 tiles CA/DE6A: FF End queue CA/DE6B: 30 Begin action queue for character $30 (Camera), 4 bytes long CA/DE6D: C4 Set vehicle/entity's event speed to faster CA/DE6E: 8A Move vehicle/entity down 3 tiles CA/DE6F: C1 Set vehicle/entity's event speed to slow CA/DE70: FF End queue CA/DE71: 91 Pause for 15 units CA/DE72: 06 Begin action queue for character $06 (Actor in stot 6), 8 bytes long CA/DE74: 0B Do vehicle/entity graphical action $0B CA/DE75: C7 Set vehicle/entity to stay still when moving CA/DE76: C4 Set vehicle/entity's event speed to faster CA/DE77: 89 Move vehicle/entity right 3 tiles CA/DE78: C1 Set vehicle/entity's event speed to slow CA/DE79: 28 Do vehicle/entity graphical action $28 CA/DE7A: A1 Move vehicle/entity right/down 1x1 tiles CA/DE7B: FF End queue CA/DE7C: 35 Pause execution until action queue for object $1F (NPC $1F) is complete CA/DE7E: B2 Call subroutine $CAD033 CA/DE82: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CA/DE84: 1F Do vehicle/entity graphical action $1F CA/DE85: E0 Pause for 4 * 5 (20) frames CA/DE87: 09 Do vehicle/entity graphical action $09 (kneeling) CA/DE88: FF End queue CA/DE89: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CA/DE8B: 80 Move vehicle/entity up 1 tile CA/DE8C: CD Turn vehicle/entity right CA/DE8D: FF End queue CA/DE8E: 92 Pause for 30 units CA/DE8F: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CA/DE91: 80 Move vehicle/entity up 1 tile CA/DE92: CF Turn vehicle/entity left CA/DE93: FF End queue CA/DE94: 95 Pause for 120 units CA/DE95: 35 Pause execution until action queue for object $30 (Camera) is complete CA/DE97: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CA/DE9B: BE If $03 is in the current CaseWord, jump to subroutine $CAE437; else If $02 is in the current CaseWord, jump to subroutine $CAE453 CA/DEA3: 95 Pause for 120 units CA/DEA4: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/DEA6: 09 Do vehicle/entity graphical action $09 (kneeling) CA/DEA7: E0 Pause for 4 * 8 (32) frames CA/DEA9: CE Turn vehicle/entity down CA/DEAA: FF End queue CA/DEAB: 94 Pause for 60 units CA/DEAC: B0 Execute the following commands until $B1 8 times CA/DEAE: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/DEB0: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/DEB1: FF End queue CA/DEB2: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/DEB4: 23 Do vehicle/entity graphical action $23 CA/DEB5: FF End queue CA/DEB6: B1 End block of repeating commands CA/DEB7: 95 Pause for 120 units CA/DEB8: 06 Begin action queue for character $06 (Actor in stot 6), 10 bytes long (Wait until complete) CA/DEBA: C6 Set vehicle/entity to walk when moving CA/DEBB: C1 Set vehicle/entity's event speed to slow CA/DEBC: A3 Move vehicle/entity left/up 1x1 tiles CA/DEBD: E0 Pause for 4 * 5 (20) frames CA/DEBF: 87 Move vehicle/entity left 2 tiles CA/DEC0: E0 Pause for 4 * 8 (32) frames CA/DEC2: CC Turn vehicle/entity up CA/DEC3: FF End queue CA/DEC4: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/DEC6: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/DEC7: FF End queue CA/DEC8: 93 Pause for 45 units CA/DEC9: 1C Begin action queue for character $1C (NPC $1C), 7 bytes long CA/DECB: 2C Do vehicle/entity graphical action $2C CA/DECC: E0 Pause for 4 * 1 (4) frames CA/DECE: CE Turn vehicle/entity down CA/DECF: FC Branch 4 bytes backwards ($CADECB) CA/DED1: FF End queue CA/DED2: 4B Display dialogue message $085C, wait for button press (At bottom of screen) GESTAHL: CELES… Come to me, my pretty! You and Kefka were given life to serve me!! It is your birthright to rule the world with me!! CA/DED5: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long CA/DED7: CE Turn vehicle/entity down CA/DED8: FF End queue CA/DED9: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CA/DEDB: 85 Move vehicle/entity right 2 tiles CA/DEDC: CE Turn vehicle/entity down CA/DEDD: FF End queue CA/DEDE: 4B Display dialogue message $085D, wait for button press (At bottom of screen) KEFKA: Kill the others and we'll overlook your treachery! CA/DEE1: F4 Play sound effect 205 CA/DEE3: B0 Execute the following commands until $B1 15 times CA/DEE5: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/DEE7: 1D Do vehicle/entity graphical action $1D CA/DEE8: FF End queue CA/DEE9: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/DEEB: 1E Do vehicle/entity graphical action $1E CA/DEEC: FF End queue CA/DEED: B1 End block of repeating commands CA/DEEE: B5 Pause for 15 * 6 (90) units CA/DEF0: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CA/DEF2: 80 Move vehicle/entity up 1 tile CA/DEF3: 10 Do vehicle/entity graphical action $10 CA/DEF4: FF End queue CA/DEF5: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CA/DEF7: CD Turn vehicle/entity right CA/DEF8: FF End queue CA/DEF9: 94 Pause for 60 units CA/DEFA: 11 Begin action queue for character $11 (NPC $11), 18 bytes long (Wait until complete) CA/DEFC: CE Turn vehicle/entity down CA/DEFD: E0 Pause for 4 * 8 (32) frames CA/DEFF: 09 Do vehicle/entity graphical action $09 (kneeling) CA/DF00: E0 Pause for 4 * 1 (4) frames CA/DF02: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/DF03: E0 Pause for 4 * 2 (8) frames CA/DF05: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/DF06: E0 Pause for 4 * 1 (4) frames CA/DF08: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/DF09: 0A Do vehicle/entity graphical action $0A CA/DF0A: E0 Pause for 4 * 2 (8) frames CA/DF0C: 19 Do vehicle/entity graphical action $19 CA/DF0D: FF End queue CA/DF0E: 4B Display dialogue message $085E, wait for button press (At bottom of screen) KEFKA: Take this sword! Take care of them. Immediately!! CA/DF11: B5 Pause for 15 * 5 (75) units CA/DF13: 06 Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete) CA/DF15: 22 Do vehicle/entity graphical action $22 CA/DF16: E0 Pause for 4 * 12 (48) frames CA/DF18: CF Turn vehicle/entity left CA/DF19: E0 Pause for 4 * 10 (40) frames CA/DF1B: 80 Move vehicle/entity up 1 tile CA/DF1C: FF End queue CA/DF1D: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/DF1F: CE Turn vehicle/entity down CA/DF20: FF End queue CA/DF21: 06 Begin action queue for character $06 (Actor in stot 6), 18 bytes long (Wait until complete) CA/DF23: 21 Do vehicle/entity graphical action $21 CA/DF24: E0 Pause for 4 * 8 (32) frames CA/DF26: CC Turn vehicle/entity up CA/DF27: E0 Pause for 4 * 6 (24) frames CA/DF29: 5B Do vehicle/entity graphical action $1B, flipped horizontally CA/DF2A: E0 Pause for 4 * 8 (32) frames CA/DF2C: CC Turn vehicle/entity up CA/DF2D: E0 Pause for 4 * 8 (32) frames CA/DF2F: CF Turn vehicle/entity left CA/DF30: E0 Pause for 4 * 8 (32) frames CA/DF32: 83 Move vehicle/entity left 1 tile CA/DF33: CE Turn vehicle/entity down CA/DF34: FF End queue CA/DF35: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CA/DF37: CE Turn vehicle/entity down CA/DF38: FF End queue CA/DF39: 93 Pause for 45 units CA/DF3A: B2 Call subroutine $CAC7FE CA/DF3E: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/DF40: 82 Move vehicle/entity down 1 tile CA/DF41: FF End queue CA/DF42: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/DF44: 23 Do vehicle/entity graphical action $23 CA/DF45: FF End queue CA/DF46: 1C Begin action queue for character $1C (NPC $1C), 6 bytes long (Wait until complete) CA/DF48: 83 Move vehicle/entity left 1 tile CA/DF49: 80 Move vehicle/entity up 1 tile CA/DF4A: E0 Pause for 4 * 10 (40) frames CA/DF4C: CF Turn vehicle/entity left CA/DF4D: FF End queue CA/DF4E: 94 Pause for 60 units CA/DF4F: 4B Display dialogue message $085F, wait for button press (At bottom of screen) GESTAHL: CELES…together we can rule an entire world! Think of it…! CA/DF52: B0 Execute the following commands until $B1 3 times CA/DF54: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/DF56: 13 Do vehicle/entity graphical action $13 CA/DF57: FF End queue CA/DF58: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/DF5A: CE Turn vehicle/entity down CA/DF5B: FF End queue CA/DF5C: B1 End block of repeating commands CA/DF5D: 11 Begin action queue for character $11 (NPC $11), 17 bytes long (Wait until complete) CA/DF5F: C7 Set vehicle/entity to stay still when moving CA/DF60: 10 Do vehicle/entity graphical action $10 CA/DF61: 83 Move vehicle/entity left 1 tile CA/DF62: E0 Pause for 4 * 1 (4) frames CA/DF64: 50 Do vehicle/entity graphical action $10, flipped horizontally CA/DF65: E0 Pause for 4 * 1 (4) frames CA/DF67: 10 Do vehicle/entity graphical action $10 CA/DF68: E0 Pause for 4 * 1 (4) frames CA/DF6A: 11 Do vehicle/entity graphical action $11 CA/DF6B: E0 Pause for 4 * 1 (4) frames CA/DF6D: 18 Do vehicle/entity graphical action $18 CA/DF6E: C3 Set vehicle/entity's event speed to fast CA/DF6F: FF End queue CA/DF70: 95 Pause for 120 units CA/DF71: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete) CA/DF73: 19 Do vehicle/entity graphical action $19 CA/DF74: E0 Pause for 4 * 20 (80) frames CA/DF76: 20 Do vehicle/entity graphical action $20 CA/DF77: C3 Set vehicle/entity's event speed to fast CA/DF78: FF End queue CA/DF79: 94 Pause for 60 units CA/DF7A: 4B Display dialogue message $0860, wait for button press (At bottom of screen) CELES: Power only breeds war… I wish I'd never been…born. CA/DF7D: B5 Pause for 15 * 10 (150) units CA/DF7F: 78 Enable ability to pass through other objects for object $06 (CELES ) CA/DF81: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/DF83: 06 Begin action queue for character $06 (Actor in stot 6), 10 bytes long (Wait until complete) CA/DF85: CE Turn vehicle/entity down CA/DF86: E0 Pause for 4 * 8 (32) frames CA/DF88: CF Turn vehicle/entity left CA/DF89: E0 Pause for 4 * 1 (4) frames CA/DF8B: 5B Do vehicle/entity graphical action $1B, flipped horizontally CA/DF8C: C7 Set vehicle/entity to stay still when moving CA/DF8D: 80 Move vehicle/entity up 1 tile CA/DF8E: FF End queue CA/DF8F: F4 Play sound effect 46 CA/DF91: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CA/DF93: 80 Move vehicle/entity up 1 tile CA/DF94: FF End queue CA/DF95: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long CA/DF97: C2 Set vehicle/entity's event speed to normal CA/DF98: CD Turn vehicle/entity right CA/DF99: C7 Set vehicle/entity to stay still when moving CA/DF9A: 83 Move vehicle/entity left 1 tile CA/DF9B: FF End queue CA/DF9C: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CA/DF9E: C7 Set vehicle/entity to stay still when moving CA/DF9F: 0B Do vehicle/entity graphical action $0B CA/DFA0: 80 Move vehicle/entity up 1 tile CA/DFA1: FF End queue CA/DFA2: B5 Pause for 15 * 16 (240) units CA/DFA4: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/DFA6: C0 Set vehicle/entity's event speed to slowest CA/DFA7: C7 Set vehicle/entity to stay still when moving CA/DFA8: 82 Move vehicle/entity down 1 tile CA/DFA9: CC Turn vehicle/entity up CA/DFAA: FF End queue CA/DFAB: 95 Pause for 120 units CA/DFAC: F4 Play sound effect 199 CA/DFAE: 11 Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete) CA/DFB0: 28 Do vehicle/entity graphical action $28 CA/DFB1: E0 Pause for 4 * 16 (64) frames CA/DFB3: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/DFB4: C6 Set vehicle/entity to walk when moving CA/DFB5: FF End queue CA/DFB6: 94 Pause for 60 units CA/DFB7: 4B Display dialogue message $0861, wait for button press (At bottom of screen) KEFKA: Ouch!! CA/DFBA: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/DFBC: 81 Move vehicle/entity right 1 tile CA/DFBD: FF End queue CA/DFBE: B0 Execute the following commands until $B1 3 times CA/DFC0: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CA/DFC2: 87 Move vehicle/entity left 2 tiles CA/DFC3: 85 Move vehicle/entity right 2 tiles CA/DFC4: FF End queue CA/DFC5: B1 End block of repeating commands CA/DFC6: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/DFC8: 83 Move vehicle/entity left 1 tile CA/DFC9: FF End queue CA/DFCA: B0 Execute the following commands until $B1 10 times CA/DFCC: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/DFCE: 1F Do vehicle/entity graphical action $1F CA/DFCF: FF End queue CA/DFD0: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/DFD2: 18 Do vehicle/entity graphical action $18 CA/DFD3: FF End queue CA/DFD4: B1 End block of repeating commands CA/DFD5: 4B Display dialogue message $0862, wait for button press (At bottom of screen) KEFKA: B…blood!? CA/DFD8: 94 Pause for 60 units CA/DFD9: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/DFDB: 20 Do vehicle/entity graphical action $20 CA/DFDC: FF End queue CA/DFDD: 4B Display dialogue message $0863, wait for button press (At bottom of screen) KEFKA: You…vicious brat! CA/DFE0: 94 Pause for 60 units CA/DFE1: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/DFE3: 09 Do vehicle/entity graphical action $09 (kneeling) CA/DFE4: FF End queue CA/DFE5: 4B Display dialogue message $0864, wait for button press (At bottom of screen) Grrr… Aargh… CA/DFE8: 94 Pause for 60 units CA/DFE9: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/DFEB: 28 Do vehicle/entity graphical action $28 CA/DFEC: FF End queue CA/DFED: 4B Display dialogue message $0865, wait for button press (At bottom of screen) I hate hate hate hate hate hate… hate hate hate hate hate hate hate hate hate hate HATE YOU! Grrr… CA/DFF0: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/DFF2: 8C Move vehicle/entity up 4 tiles CA/DFF3: FF End queue CA/DFF4: B0 Execute the following commands until $B1 4 times CA/DFF6: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CA/DFF8: DC Make vehicle/entity jump (low) CA/DFF9: CE Turn vehicle/entity down CA/DFFA: E0 Pause for 4 * 4 (16) frames CA/DFFC: FF End queue CA/DFFD: B1 End block of repeating commands CA/DFFE: B5 Pause for 15 * 5 (75) units CA/E000: 11 Begin action queue for character $11 (NPC $11), 9 bytes long (Wait until complete) CA/E002: C2 Set vehicle/entity's event speed to normal CA/E003: CD Turn vehicle/entity right CA/E004: E0 Pause for 4 * 1 (4) frames CA/E006: CC Turn vehicle/entity up CA/E007: E0 Pause for 4 * 6 (24) frames CA/E009: 17 Do vehicle/entity graphical action $17 CA/E00A: FF End queue CA/E00B: 35 Pause execution until action queue for object $30 (Camera) is complete CA/E00D: 4B Display dialogue message $0866, wait for button press KEFKA: Goddesses…you were born only to fight. I implore you…show me your power!! CA/E010: B5 Pause for 15 * 6 (90) units CA/E012: 11 Begin action queue for character $11 (NPC $11), 7 bytes long CA/E014: 80 Move vehicle/entity up 1 tile CA/E015: 0B Do vehicle/entity graphical action $0B CA/E016: C7 Set vehicle/entity to stay still when moving CA/E017: C3 Set vehicle/entity's event speed to fast CA/E018: 86 Move vehicle/entity down 2 tiles CA/E019: 09 Do vehicle/entity graphical action $09 (kneeling) CA/E01A: FF End queue CA/E01B: 92 Pause for 30 units CA/E01C: F4 Play sound effect 80 CA/E01E: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/E020: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CA/E022: 91 Pause for 15 units CA/E023: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CA/E025: 06 Begin action queue for character $06 (Actor in stot 6), 9 bytes long (Wait until complete) CA/E027: C3 Set vehicle/entity's event speed to fast CA/E028: C7 Set vehicle/entity to stay still when moving CA/E029: 0B Do vehicle/entity graphical action $0B CA/E02A: A2 Move vehicle/entity left/down 1x1 tiles CA/E02B: E0 Pause for 4 * 6 (24) frames CA/E02D: C6 Set vehicle/entity to walk when moving CA/E02E: CC Turn vehicle/entity up CA/E02F: FF End queue CA/E030: 35 Pause execution until action queue for object $11 (NPC $11) is complete CA/E032: B0 Execute the following commands until $B1 8 times CA/E034: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/E036: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/E037: FF End queue CA/E038: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/E03A: 23 Do vehicle/entity graphical action $23 CA/E03B: FF End queue CA/E03C: B1 End block of repeating commands CA/E03D: 11 Begin action queue for character $11 (NPC $11), 9 bytes long (Wait until complete) CA/E03F: CE Turn vehicle/entity down CA/E040: E0 Pause for 4 * 7 (28) frames CA/E042: C6 Set vehicle/entity to walk when moving CA/E043: 84 Move vehicle/entity up 2 tiles CA/E044: E0 Pause for 4 * 4 (16) frames CA/E046: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/E047: FF End queue CA/E048: 93 Pause for 45 units CA/E049: 4B Display dialogue message $0867, wait for button press KEFKA: I command you! Give me your power! Arrrgh! Curses! CA/E04C: B5 Pause for 15 * 4 (60) units CA/E04E: B0 Execute the following commands until $B1 3 times CA/E050: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/E052: B2 Call subroutine $CAE46F CA/E056: B1 End block of repeating commands CA/E057: B5 Pause for 15 * 16 (240) units CA/E059: 11 Begin action queue for character $11 (NPC $11), 14 bytes long (Wait until complete) CA/E05B: CD Turn vehicle/entity right CA/E05C: E0 Pause for 4 * 4 (16) frames CA/E05E: CF Turn vehicle/entity left CA/E05F: E0 Pause for 4 * 4 (16) frames CA/E061: CE Turn vehicle/entity down CA/E062: E0 Pause for 4 * 12 (48) frames CA/E064: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/E065: E0 Pause for 4 * 2 (8) frames CA/E067: 18 Do vehicle/entity graphical action $18 CA/E068: FF End queue CA/E069: 4B Display dialogue message $0868, wait for button press (At bottom of screen) KEFKA: Listen to me, or you'll regret it! Give me…POWER! CA/E06C: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CA/E06E: C6 Set vehicle/entity to walk when moving CA/E06F: 85 Move vehicle/entity right 2 tiles CA/E070: CC Turn vehicle/entity up CA/E071: FF End queue CA/E072: 4B Display dialogue message $0869, wait for button press (At bottom of screen) GESTAHL: Kefka, stop it! Revive those statues, and you'll destroy the very world we're trying to possess! KEFKA: Shuddap! CA/E075: 4D Invoke battle, enemy set $7F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CA/E078: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete) CA/E07A: D5 Set vehicle/entity's position to (57, 7) CA/E07D: 29 Do vehicle/entity graphical action $29 CA/E07E: FF End queue CA/E07F: 96 Restore screen from fade CA/E080: B5 Pause for 15 * 6 (90) units CA/E082: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/E084: A9 Move vehicle/entity left/down 2x1 tiles CA/E085: A9 Move vehicle/entity left/down 2x1 tiles CA/E086: FF End queue CA/E087: 4B Display dialogue message $086A, wait for button press (At bottom of screen) GESTAHL: There'll be no one to worship us… CA/E08A: 35 Pause execution until action queue for object $30 (Camera) is complete CA/E08C: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/E08E: 78 Enable ability to pass through other objects for object $1C (NPC $1C) CA/E090: 11 Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete) CA/E092: C2 Set vehicle/entity's event speed to normal CA/E093: A2 Move vehicle/entity left/down 1x1 tiles CA/E094: A2 Move vehicle/entity left/down 1x1 tiles CA/E095: 09 Do vehicle/entity graphical action $09 (kneeling) CA/E096: E0 Pause for 4 * 8 (32) frames CA/E098: C0 Set vehicle/entity's event speed to slowest CA/E099: FF End queue CA/E09A: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/E09C: C7 Set vehicle/entity to stay still when moving CA/E09D: 83 Move vehicle/entity left 1 tile CA/E09E: FF End queue CA/E09F: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CA/E0A1: C7 Set vehicle/entity to stay still when moving CA/E0A2: C0 Set vehicle/entity's event speed to slowest CA/E0A3: 83 Move vehicle/entity left 1 tile CA/E0A4: FF End queue CA/E0A5: 94 Pause for 60 units CA/E0A6: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/E0A8: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/E0A9: FF End queue CA/E0AA: B5 Pause for 15 * 8 (120) units CA/E0AC: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/E0AE: 10 Do vehicle/entity graphical action $10 CA/E0AF: FF End queue CA/E0B0: F4 Play sound effect 186 CA/E0B2: 1C Begin action queue for character $1C (NPC $1C), 10 bytes long (Wait until complete) CA/E0B4: 29 Do vehicle/entity graphical action $29 CA/E0B5: C3 Set vehicle/entity's event speed to fast CA/E0B6: A2 Move vehicle/entity left/down 1x1 tiles CA/E0B7: A2 Move vehicle/entity left/down 1x1 tiles CA/E0B8: A2 Move vehicle/entity left/down 1x1 tiles CA/E0B9: A2 Move vehicle/entity left/down 1x1 tiles CA/E0BA: A2 Move vehicle/entity left/down 1x1 tiles CA/E0BB: 8E Move vehicle/entity down 4 tiles CA/E0BC: D1 Make vehicle/entity disappear CA/E0BD: FF End queue CA/E0BE: 3E Delete object $1C CA/E0C0: 45 Refresh objects CA/E0C1: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CA/E0C3: C2 Set vehicle/entity's event speed to normal CA/E0C4: C6 Set vehicle/entity to walk when moving CA/E0C5: 89 Move vehicle/entity right 3 tiles CA/E0C6: 84 Move vehicle/entity up 2 tiles CA/E0C7: FF End queue CA/E0C8: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/E0CA: A5 Move vehicle/entity right/up 2x1 tiles CA/E0CB: 85 Move vehicle/entity right 2 tiles CA/E0CC: FF End queue CA/E0CD: B3 Call subroutine $CAE46F, 2 times CA/E0D2: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CA/E0D4: A0 Move vehicle/entity right/up 1x1 tiles CA/E0D5: 84 Move vehicle/entity up 2 tiles CA/E0D6: 1B Do vehicle/entity graphical action $1B CA/E0D7: FF End queue CA/E0D8: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/E0DA: CE Turn vehicle/entity down CA/E0DB: FF End queue CA/E0DC: 4B Display dialogue message $086B, wait for button press CELES: Snap out of it, Kefka! CA/E0DF: 92 Pause for 30 units CA/E0E0: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/E0E2: 0F Do vehicle/entity graphical action $0F CA/E0E3: FF End queue CA/E0E4: 92 Pause for 30 units CA/E0E5: F4 Play sound effect 51 CA/E0E7: 11 Begin action queue for character $11 (NPC $11), 8 bytes long CA/E0E9: CE Turn vehicle/entity down CA/E0EA: E0 Pause for 4 * 1 (4) frames CA/E0EC: CD Turn vehicle/entity right CA/E0ED: E0 Pause for 4 * 1 (4) frames CA/E0EF: 50 Do vehicle/entity graphical action $10, flipped horizontally CA/E0F0: FF End queue CA/E0F1: 06 Begin action queue for character $06 (Actor in stot 6), 13 bytes long (Wait until complete) CA/E0F3: 0B Do vehicle/entity graphical action $0B CA/E0F4: C7 Set vehicle/entity to stay still when moving CA/E0F5: C4 Set vehicle/entity's event speed to faster CA/E0F6: A6 Move vehicle/entity right/down 2x1 tiles CA/E0F7: C2 Set vehicle/entity's event speed to normal CA/E0F8: 1F Do vehicle/entity graphical action $1F CA/E0F9: DC Make vehicle/entity jump (low) CA/E0FA: A6 Move vehicle/entity right/down 2x1 tiles CA/E0FB: 28 Do vehicle/entity graphical action $28 CA/E0FC: C1 Set vehicle/entity's event speed to slow CA/E0FD: A1 Move vehicle/entity right/down 1x1 tiles CA/E0FE: A1 Move vehicle/entity right/down 1x1 tiles CA/E0FF: FF End queue CA/E100: 58 Shake screen ($FD): (Intensity: 1)) (Permanance and ???: 3)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/E102: 30 Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete) CA/E104: 84 Move vehicle/entity up 2 tiles CA/E105: FF End queue CA/E106: 94 Pause for 60 units CA/E107: 11 Begin action queue for character $11 (NPC $11), 9 bytes long (Wait until complete) CA/E109: C2 Set vehicle/entity's event speed to normal CA/E10A: CD Turn vehicle/entity right CA/E10B: E0 Pause for 4 * 5 (20) frames CA/E10D: A0 Move vehicle/entity right/up 1x1 tiles CA/E10E: 81 Move vehicle/entity right 1 tile CA/E10F: CE Turn vehicle/entity down CA/E110: C0 Set vehicle/entity's event speed to slowest CA/E111: FF End queue CA/E112: F4 Play sound effect 6 CA/E114: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CA/E116: A8 Move vehicle/entity left/down 1x2 tiles CA/E117: FF End queue CA/E118: 18 Begin action queue for character $18 (NPC $18), 2 bytes long CA/E11A: A8 Move vehicle/entity left/down 1x2 tiles CA/E11B: FF End queue CA/E11C: 19 Begin action queue for character $19 (NPC $19), 2 bytes long CA/E11E: A8 Move vehicle/entity left/down 1x2 tiles CA/E11F: FF End queue CA/E120: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long CA/E122: A8 Move vehicle/entity left/down 1x2 tiles CA/E123: FF End queue CA/E124: 91 Pause for 15 units CA/E125: B3 Call subroutine $CAD033, 2 times CA/E12A: 35 Pause execution until action queue for object $1A (NPC $1A) is complete CA/E12C: F6 Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00 CA/E130: 92 Pause for 30 units CA/E131: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/E133: 8A Move vehicle/entity down 3 tiles CA/E134: FF End queue CA/E135: 11 Begin action queue for character $11 (NPC $11), 12 bytes long CA/E137: C2 Set vehicle/entity's event speed to normal CA/E138: A2 Move vehicle/entity left/down 1x1 tiles CA/E139: 83 Move vehicle/entity left 1 tile CA/E13A: 1D Do vehicle/entity graphical action $1D CA/E13B: E0 Pause for 4 * 1 (4) frames CA/E13D: 1E Do vehicle/entity graphical action $1E CA/E13E: E0 Pause for 4 * 1 (4) frames CA/E140: FC Branch 6 bytes backwards ($CAE13A) CA/E142: FF End queue CA/E143: 92 Pause for 30 units CA/E144: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/E146: 09 Do vehicle/entity graphical action $09 (kneeling) CA/E147: FF End queue CA/E148: 93 Pause for 45 units CA/E149: 35 Pause execution until action queue for object $30 (Camera) is complete CA/E14B: 4B Display dialogue message $086C, wait for button press CELES: Oh, that's really smart, Kefka! Disturb their delicate balance, and they'll go haywire…! CA/E14E: 11 Begin action queue for character $11 (NPC $11), 7 bytes long (Wait until complete) CA/E150: CF Turn vehicle/entity left CA/E151: E0 Pause for 4 * 4 (16) frames CA/E153: 88 Move vehicle/entity up 3 tiles CA/E154: 87 Move vehicle/entity left 2 tiles CA/E155: C0 Set vehicle/entity's event speed to slowest CA/E156: FF End queue CA/E157: F4 Play sound effect 6 CA/E159: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CA/E15B: A1 Move vehicle/entity right/down 1x1 tiles CA/E15C: FF End queue CA/E15D: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CA/E15F: A1 Move vehicle/entity right/down 1x1 tiles CA/E160: FF End queue CA/E161: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CA/E163: A1 Move vehicle/entity right/down 1x1 tiles CA/E164: FF End queue CA/E165: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CA/E167: A1 Move vehicle/entity right/down 1x1 tiles CA/E168: FF End queue CA/E169: B3 Call subroutine $CAD033, 2 times CA/E16E: 35 Pause execution until action queue for object $17 (NPC $17) is complete CA/E170: F6 Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00 CA/E174: 11 Begin action queue for character $11 (NPC $11), 7 bytes long (Wait until complete) CA/E176: C2 Set vehicle/entity's event speed to normal CA/E177: 81 Move vehicle/entity right 1 tile CA/E178: 82 Move vehicle/entity down 1 tile CA/E179: CF Turn vehicle/entity left CA/E17A: C7 Set vehicle/entity to stay still when moving CA/E17B: C0 Set vehicle/entity's event speed to slowest CA/E17C: FF End queue CA/E17D: 92 Pause for 30 units CA/E17E: F4 Play sound effect 6 CA/E180: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CA/E182: A8 Move vehicle/entity left/down 1x2 tiles CA/E183: FF End queue CA/E184: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CA/E186: A8 Move vehicle/entity left/down 1x2 tiles CA/E187: FF End queue CA/E188: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CA/E18A: A8 Move vehicle/entity left/down 1x2 tiles CA/E18B: FF End queue CA/E18C: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CA/E18E: A8 Move vehicle/entity left/down 1x2 tiles CA/E18F: FF End queue CA/E190: B3 Call subroutine $CAD033, 2 times CA/E195: 35 Pause execution until action queue for object $17 (NPC $17) is complete CA/E197: F6 Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00 CA/E19B: 11 Begin action queue for character $11 (NPC $11), 7 bytes long (Wait until complete) CA/E19D: C6 Set vehicle/entity to walk when moving CA/E19E: C2 Set vehicle/entity's event speed to normal CA/E19F: 90 Move vehicle/entity up 5 tiles CA/E1A0: 81 Move vehicle/entity right 1 tile CA/E1A1: C7 Set vehicle/entity to stay still when moving CA/E1A2: C0 Set vehicle/entity's event speed to slowest CA/E1A3: FF End queue CA/E1A4: F4 Play sound effect 6 CA/E1A6: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CA/E1A8: A1 Move vehicle/entity right/down 1x1 tiles CA/E1A9: FF End queue CA/E1AA: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CA/E1AC: A1 Move vehicle/entity right/down 1x1 tiles CA/E1AD: FF End queue CA/E1AE: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CA/E1B0: A1 Move vehicle/entity right/down 1x1 tiles CA/E1B1: FF End queue CA/E1B2: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/E1B4: A1 Move vehicle/entity right/down 1x1 tiles CA/E1B5: FF End queue CA/E1B6: F6 Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00 CA/E1BA: B3 Call subroutine $CAD033, 3 times CA/E1BF: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CA/E1C1: C6 Set vehicle/entity to walk when moving CA/E1C2: C2 Set vehicle/entity's event speed to normal CA/E1C3: A2 Move vehicle/entity left/down 1x1 tiles CA/E1C4: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/E1C5: FF End queue CA/E1C6: 1E Begin action queue for character $1E (NPC $1E), 2 bytes long (Wait until complete) CA/E1C8: C4 Set vehicle/entity's event speed to faster CA/E1C9: FF End queue CA/E1CA: 1D Begin action queue for character $1D (NPC $1D), 18 bytes long CA/E1CC: C4 Set vehicle/entity's event speed to faster CA/E1CD: E0 Pause for 4 * 3 (12) frames CA/E1CF: D5 Set vehicle/entity's position to (61, 4) CA/E1D2: A8 Move vehicle/entity left/down 1x2 tiles CA/E1D3: A2 Move vehicle/entity left/down 1x1 tiles CA/E1D4: D5 Set vehicle/entity's position to (0, 0) CA/E1D7: FA Pseudo-randomly choose to branch 10 bytes backwards ($CAE1CD) with 50 % chance CA/E1D9: E0 Pause for 4 * 3 (12) frames CA/E1DB: FC Branch 14 bytes backwards ($CAE1CD) CA/E1DD: FF End queue CA/E1DE: B2 Call subroutine $CAF419 CA/E1E2: B3 Call subroutine $CAD033, 3 times CA/E1E7: 3D Create object $1B CA/E1E9: 41 Show object $1B CA/E1EB: 45 Refresh objects CA/E1EC: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CA/E1EE: 78 Enable ability to pass through other objects for object $06 (CELES ) CA/E1F0: 94 Pause for 60 units CA/E1F1: F4 Play sound effect 184 CA/E1F3: 93 Pause for 45 units CA/E1F4: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/E1F6: CD Turn vehicle/entity right CA/E1F7: FF End queue CA/E1F8: 4B Display dialogue message $086D, wait for button press (At bottom of screen) KEFKA: Who're you?! CA/E1FB: 30 Begin action queue for character $30 (Camera), 9 bytes long CA/E1FD: C4 Set vehicle/entity's event speed to faster CA/E1FE: A5 Move vehicle/entity right/up 2x1 tiles CA/E1FF: A5 Move vehicle/entity right/up 2x1 tiles CA/E200: C2 Set vehicle/entity's event speed to normal CA/E201: A5 Move vehicle/entity right/up 2x1 tiles CA/E202: E0 Pause for 4 * 24 (96) frames CA/E204: 8A Move vehicle/entity down 3 tiles CA/E205: FF End queue CA/E206: 1B Begin action queue for character $1B (NPC $1B), 16 bytes long (Wait until complete) CA/E208: D5 Set vehicle/entity's position to (70, 1) CA/E20B: C0 Set vehicle/entity's event speed to slowest CA/E20C: C7 Set vehicle/entity to stay still when moving CA/E20D: 0F Do vehicle/entity graphical action $0F CA/E20E: A8 Move vehicle/entity left/down 1x2 tiles CA/E20F: C2 Set vehicle/entity's event speed to normal CA/E210: A8 Move vehicle/entity left/down 1x2 tiles CA/E211: 0B Do vehicle/entity graphical action $0B CA/E212: C3 Set vehicle/entity's event speed to fast CA/E213: A8 Move vehicle/entity left/down 1x2 tiles CA/E214: C4 Set vehicle/entity's event speed to faster CA/E215: A8 Move vehicle/entity left/down 1x2 tiles CA/E216: 09 Do vehicle/entity graphical action $09 (kneeling) CA/E217: FF End queue CA/E218: 35 Pause execution until action queue for object $30 (Camera) is complete CA/E21A: 91 Pause for 15 units CA/E21B: 30 Begin action queue for character $30 (Camera), 4 bytes long CA/E21D: 8B Move vehicle/entity left 3 tiles CA/E21E: C1 Set vehicle/entity's event speed to slow CA/E21F: 8B Move vehicle/entity left 3 tiles CA/E220: FF End queue CA/E221: F4 Play sound effect 24 CA/E223: 1B Begin action queue for character $1B (NPC $1B), 11 bytes long CA/E225: C3 Set vehicle/entity's event speed to fast CA/E226: 19 Do vehicle/entity graphical action $19 CA/E227: A3 Move vehicle/entity left/up 1x1 tiles CA/E228: A3 Move vehicle/entity left/up 1x1 tiles CA/E229: 83 Move vehicle/entity left 1 tile CA/E22A: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/E22B: A2 Move vehicle/entity left/down 1x1 tiles CA/E22C: A9 Move vehicle/entity left/down 2x1 tiles CA/E22D: C1 Set vehicle/entity's event speed to slow CA/E22E: 87 Move vehicle/entity left 2 tiles CA/E22F: FF End queue CA/E230: 06 Begin action queue for character $06 (Actor in stot 6), 11 bytes long (Wait until complete) CA/E232: 0B Do vehicle/entity graphical action $0B CA/E233: C7 Set vehicle/entity to stay still when moving CA/E234: C3 Set vehicle/entity's event speed to fast CA/E235: A3 Move vehicle/entity left/up 1x1 tiles CA/E236: A3 Move vehicle/entity left/up 1x1 tiles CA/E237: 83 Move vehicle/entity left 1 tile CA/E238: A9 Move vehicle/entity left/down 2x1 tiles CA/E239: C1 Set vehicle/entity's event speed to slow CA/E23A: 28 Do vehicle/entity graphical action $28 CA/E23B: 87 Move vehicle/entity left 2 tiles CA/E23C: FF End queue CA/E23D: 35 Pause execution until action queue for object $30 (Camera) is complete CA/E23F: 92 Pause for 30 units CA/E240: 1B Begin action queue for character $1B (NPC $1B), 7 bytes long (Wait until complete) CA/E242: C2 Set vehicle/entity's event speed to normal CA/E243: C6 Set vehicle/entity to walk when moving CA/E244: 83 Move vehicle/entity left 1 tile CA/E245: 17 Do vehicle/entity graphical action $17 CA/E246: C7 Set vehicle/entity to stay still when moving CA/E247: C0 Set vehicle/entity's event speed to slowest CA/E248: FF End queue CA/E249: B5 Pause for 15 * 5 (75) units CA/E24B: F4 Play sound effect 6 CA/E24D: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long CA/E24F: A4 Move vehicle/entity right/up 1x2 tiles CA/E250: FF End queue CA/E251: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CA/E253: A4 Move vehicle/entity right/up 1x2 tiles CA/E254: FF End queue CA/E255: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CA/E257: A4 Move vehicle/entity right/up 1x2 tiles CA/E258: FF End queue CA/E259: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CA/E25B: A4 Move vehicle/entity right/up 1x2 tiles CA/E25C: FF End queue CA/E25D: B3 Call subroutine $CAD033, 2 times CA/E262: 35 Pause execution until action queue for object $17 (NPC $17) is complete CA/E264: F6 Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00 CA/E268: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CA/E26A: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/E26C: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CA/E26E: 82 Move vehicle/entity down 1 tile CA/E26F: CF Turn vehicle/entity left CA/E270: C0 Set vehicle/entity's event speed to slowest CA/E271: C7 Set vehicle/entity to stay still when moving CA/E272: FF End queue CA/E273: 1B Begin action queue for character $1B (NPC $1B), 9 bytes long (Wait until complete) CA/E275: C6 Set vehicle/entity to walk when moving CA/E276: C2 Set vehicle/entity's event speed to normal CA/E277: 83 Move vehicle/entity left 1 tile CA/E278: 80 Move vehicle/entity up 1 tile CA/E279: CD Turn vehicle/entity right CA/E27A: C0 Set vehicle/entity's event speed to slowest CA/E27B: C7 Set vehicle/entity to stay still when moving CA/E27C: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/E27D: FF End queue CA/E27E: F4 Play sound effect 6 CA/E280: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long CA/E282: 81 Move vehicle/entity right 1 tile CA/E283: FF End queue CA/E284: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CA/E286: 81 Move vehicle/entity right 1 tile CA/E287: FF End queue CA/E288: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CA/E28A: 81 Move vehicle/entity right 1 tile CA/E28B: FF End queue CA/E28C: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CA/E28E: 81 Move vehicle/entity right 1 tile CA/E28F: FF End queue CA/E290: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CA/E292: 81 Move vehicle/entity right 1 tile CA/E293: FF End queue CA/E294: F4 Play sound effect 25 CA/E296: B3 Call subroutine $CAD033, 2 times CA/E29B: 4B Display dialogue message $086E, wait for button press (At bottom of screen) KEFKA: Noooo! CA/E29E: 94 Pause for 60 units CA/E29F: F4 Play sound effect 88 CA/E2A1: 1F Begin action queue for character $1F (NPC $1F), 7 bytes long CA/E2A3: A4 Move vehicle/entity right/up 1x2 tiles CA/E2A4: A4 Move vehicle/entity right/up 1x2 tiles CA/E2A5: A4 Move vehicle/entity right/up 1x2 tiles CA/E2A6: D5 Set vehicle/entity's position to (0, 0) CA/E2A9: FF End queue CA/E2AA: 20 Begin action queue for character $20 (NPC $20), 8 bytes long CA/E2AC: A5 Move vehicle/entity right/up 2x1 tiles CA/E2AD: A5 Move vehicle/entity right/up 2x1 tiles CA/E2AE: A4 Move vehicle/entity right/up 1x2 tiles CA/E2AF: A4 Move vehicle/entity right/up 1x2 tiles CA/E2B0: D5 Set vehicle/entity's position to (0, 0) CA/E2B3: FF End queue CA/E2B4: 21 Begin action queue for character $21 (NPC $21), 6 bytes long CA/E2B6: AA Move vehicle/entity left/up 2x1 tiles CA/E2B7: AA Move vehicle/entity left/up 2x1 tiles CA/E2B8: D5 Set vehicle/entity's position to (0, 0) CA/E2BB: FF End queue CA/E2BC: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete) CA/E2BE: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/E2BF: FF End queue CA/E2C0: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/E2C2: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/E2C3: FF End queue CA/E2C4: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CA/E2C6: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/E2C7: FF End queue CA/E2C8: 94 Pause for 60 units CA/E2C9: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete) CA/E2CB: CC Turn vehicle/entity up CA/E2CC: FF End queue CA/E2CD: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/E2CF: CC Turn vehicle/entity up CA/E2D0: FF End queue CA/E2D1: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CA/E2D3: CC Turn vehicle/entity up CA/E2D4: FF End queue CA/E2D5: 93 Pause for 45 units CA/E2D6: 06 Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete) CA/E2D8: 09 Do vehicle/entity graphical action $09 (kneeling) CA/E2D9: E0 Pause for 4 * 6 (24) frames CA/E2DB: CF Turn vehicle/entity left CA/E2DC: E0 Pause for 4 * 2 (8) frames CA/E2DE: CC Turn vehicle/entity up CA/E2DF: FF End queue CA/E2E0: 93 Pause for 45 units CA/E2E1: 4B Display dialogue message $086F, wait for button press SHADOW: Go! There are people counting on you! CA/E2E4: 93 Pause for 45 units CA/E2E5: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CA/E2E7: CE Turn vehicle/entity down CA/E2E8: C2 Set vehicle/entity's event speed to normal CA/E2E9: C6 Set vehicle/entity to walk when moving CA/E2EA: FF End queue CA/E2EB: 93 Pause for 45 units CA/E2EC: B2 Call subroutine $CB2E34 CA/E2F0: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/E2F2: A0 Move vehicle/entity right/up 1x1 tiles CA/E2F3: FF End queue CA/E2F4: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CA/E2F6: A3 Move vehicle/entity left/up 1x1 tiles CA/E2F7: FF End queue CA/E2F8: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/E2FA: A1 Move vehicle/entity right/down 1x1 tiles CA/E2FB: FF End queue CA/E2FC: B2 Call subroutine $CB2E2B CA/E300: B2 Call subroutine $CACB95 CA/E304: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/E306: CC Turn vehicle/entity up CA/E307: E0 Pause for 4 * 6 (24) frames CA/E309: 84 Move vehicle/entity up 2 tiles CA/E30A: FF End queue CA/E30B: B2 Call subroutine $CAD033 CA/E30F: B0 Execute the following commands until $B1 2 times CA/E311: F4 Play sound effect 80 CA/E313: 53 Modify object color range from [70, 7F]: Do unknown operation (Black) at intensity 3 CA/E317: B4 Pause for 4 units CA/E319: 53 Modify object color range from [70, 7F]: Do unknown operation (Black) at intensity 3 CA/E31D: B4 Pause for 4 units CA/E31F: B1 End block of repeating commands CA/E320: F4 Play sound effect 80 CA/E322: 1D Begin action queue for character $1D (NPC $1D), 19 bytes long CA/E324: C4 Set vehicle/entity's event speed to faster CA/E325: D5 Set vehicle/entity's position to (60, 5) CA/E328: A0 Move vehicle/entity right/up 1x1 tiles CA/E329: A0 Move vehicle/entity right/up 1x1 tiles CA/E32A: A0 Move vehicle/entity right/up 1x1 tiles CA/E32B: A0 Move vehicle/entity right/up 1x1 tiles CA/E32C: A0 Move vehicle/entity right/up 1x1 tiles CA/E32D: A0 Move vehicle/entity right/up 1x1 tiles CA/E32E: D5 Set vehicle/entity's position to (0, 0) CA/E331: E0 Pause for 4 * 3 (12) frames CA/E333: FA Pseudo-randomly choose to branch 2 bytes backwards ($CAE331) with 50 % chance CA/E335: FC Branch 255 bytes backwards ($CAE236) CA/E337: 1E Begin action queue for character $1E (NPC $1E), 18 bytes long CA/E339: C3 Set vehicle/entity's event speed to fast CA/E33A: D5 Set vehicle/entity's position to (59, 5) CA/E33D: A8 Move vehicle/entity left/down 1x2 tiles CA/E33E: A8 Move vehicle/entity left/down 1x2 tiles CA/E33F: A8 Move vehicle/entity left/down 1x2 tiles CA/E340: A8 Move vehicle/entity left/down 1x2 tiles CA/E341: D5 Set vehicle/entity's position to (0, 0) CA/E344: E0 Pause for 4 * 2 (8) frames CA/E346: FA Pseudo-randomly choose to branch 2 bytes backwards ($CAE344) with 50 % chance CA/E348: FC Branch 14 bytes backwards ($CAE33A) CA/E34A: FF End queue CA/E34B: 1F Begin action queue for character $1F (NPC $1F), 18 bytes long CA/E34D: C4 Set vehicle/entity's event speed to faster CA/E34E: D5 Set vehicle/entity's position to (60, 6) CA/E351: A3 Move vehicle/entity left/up 1x1 tiles CA/E352: A3 Move vehicle/entity left/up 1x1 tiles CA/E353: A3 Move vehicle/entity left/up 1x1 tiles CA/E354: A3 Move vehicle/entity left/up 1x1 tiles CA/E355: D5 Set vehicle/entity's position to (0, 0) CA/E358: E0 Pause for 4 * 6 (24) frames CA/E35A: FA Pseudo-randomly choose to branch 2 bytes backwards ($CAE358) with 50 % chance CA/E35C: FC Branch 14 bytes backwards ($CAE34E) CA/E35E: FF End queue CA/E35F: 20 Begin action queue for character $20 (NPC $20), 18 bytes long CA/E361: C4 Set vehicle/entity's event speed to faster CA/E362: D5 Set vehicle/entity's position to (59, 6) CA/E365: A2 Move vehicle/entity left/down 1x1 tiles CA/E366: A2 Move vehicle/entity left/down 1x1 tiles CA/E367: A2 Move vehicle/entity left/down 1x1 tiles CA/E368: A2 Move vehicle/entity left/down 1x1 tiles CA/E369: D5 Set vehicle/entity's position to (0, 0) CA/E36C: E0 Pause for 4 * 1 (4) frames CA/E36E: FA Pseudo-randomly choose to branch 2 bytes backwards ($CAE36C) with 50 % chance CA/E370: FC Branch 14 bytes backwards ($CAE362) CA/E372: FF End queue CA/E373: 21 Begin action queue for character $21 (NPC $21), 17 bytes long CA/E375: C4 Set vehicle/entity's event speed to faster CA/E376: D5 Set vehicle/entity's position to (60, 5) CA/E379: A6 Move vehicle/entity right/down 2x1 tiles CA/E37A: A6 Move vehicle/entity right/down 2x1 tiles CA/E37B: A6 Move vehicle/entity right/down 2x1 tiles CA/E37C: D5 Set vehicle/entity's position to (0, 0) CA/E37F: E0 Pause for 4 * 3 (12) frames CA/E381: FA Pseudo-randomly choose to branch 2 bytes backwards ($CAE37F) with 50 % chance CA/E383: FC Branch 13 bytes backwards ($CAE376) CA/E385: FF End queue CA/E386: 31 Begin action queue for character $31 (Party Character 0), 16 bytes long (Wait until complete) CA/E388: 1F Do vehicle/entity graphical action $1F CA/E389: C7 Set vehicle/entity to stay still when moving CA/E38A: C4 Set vehicle/entity's event speed to faster CA/E38B: A6 Move vehicle/entity right/down 2x1 tiles CA/E38C: C2 Set vehicle/entity's event speed to normal CA/E38D: 0B Do vehicle/entity graphical action $0B CA/E38E: DD Make vehicle/entity jump (high) CA/E38F: A7 Move vehicle/entity right/down 1x2 tiles CA/E390: DD Make vehicle/entity jump (high) CA/E391: A7 Move vehicle/entity right/down 1x2 tiles CA/E392: D5 Set vehicle/entity's position to (67, 16) CA/E395: 28 Do vehicle/entity graphical action $28 CA/E396: C6 Set vehicle/entity to walk when moving CA/E397: FF End queue CA/E398: 92 Pause for 30 units CA/E399: 4B Display dialogue message $0871, wait for button press (At bottom of screen) SHADOW: Don't worry about me! Run!! I can't stop this chain reaction! I'll see you again. Count on it! KEFKA: You can't escape me!! CA/E39C: 92 Pause for 30 units CA/E39D: F4 Play sound effect 38 CA/E39F: B3 Call subroutine $CAD033, 2 times CA/E3A4: 93 Pause for 45 units CA/E3A5: B0 Execute the following commands until $B1 31 times CA/E3A7: 51 Modify background color range from [40, 5F]: Do (Black) at intensity 3 CA/E3AB: B1 End block of repeating commands CA/E3AC: 30 Begin action queue for character $30 (Camera), 15 bytes long CA/E3AE: C3 Set vehicle/entity's event speed to fast CA/E3AF: 9D Move vehicle/entity right 8 tiles CA/E3B0: 9D Move vehicle/entity right 8 tiles CA/E3B1: 9D Move vehicle/entity right 8 tiles CA/E3B2: 89 Move vehicle/entity right 3 tiles CA/E3B3: A6 Move vehicle/entity right/down 2x1 tiles CA/E3B4: A6 Move vehicle/entity right/down 2x1 tiles CA/E3B5: A6 Move vehicle/entity right/down 2x1 tiles CA/E3B6: A6 Move vehicle/entity right/down 2x1 tiles CA/E3B7: A6 Move vehicle/entity right/down 2x1 tiles CA/E3B8: A6 Move vehicle/entity right/down 2x1 tiles CA/E3B9: A6 Move vehicle/entity right/down 2x1 tiles CA/E3BA: A6 Move vehicle/entity right/down 2x1 tiles CA/E3BB: A6 Move vehicle/entity right/down 2x1 tiles CA/E3BC: FF End queue CA/E3BD: 92 Pause for 30 units CA/E3BE: 1F Begin action queue for character $1F (NPC $1F), 20 bytes long (Wait until complete) CA/E3C0: D5 Set vehicle/entity's position to (60, 6) CA/E3C3: 9D Move vehicle/entity right 8 tiles CA/E3C4: 9D Move vehicle/entity right 8 tiles CA/E3C5: 9D Move vehicle/entity right 8 tiles CA/E3C6: C3 Set vehicle/entity's event speed to fast CA/E3C7: 95 Move vehicle/entity right 6 tiles CA/E3C8: A6 Move vehicle/entity right/down 2x1 tiles CA/E3C9: A6 Move vehicle/entity right/down 2x1 tiles CA/E3CA: A6 Move vehicle/entity right/down 2x1 tiles CA/E3CB: A6 Move vehicle/entity right/down 2x1 tiles CA/E3CC: C2 Set vehicle/entity's event speed to normal CA/E3CD: A6 Move vehicle/entity right/down 2x1 tiles CA/E3CE: A6 Move vehicle/entity right/down 2x1 tiles CA/E3CF: A6 Move vehicle/entity right/down 2x1 tiles CA/E3D0: C1 Set vehicle/entity's event speed to slow CA/E3D1: A6 Move vehicle/entity right/down 2x1 tiles CA/E3D2: A6 Move vehicle/entity right/down 2x1 tiles CA/E3D3: FF End queue CA/E3D4: 35 Pause execution until action queue for object $30 (Camera) is complete CA/E3D6: 97 Fade screen to black CA/E3D7: 5C Pause execution until fade in or fade out is complete CA/E3D8: 6B Load map $0189 (Floating Island, outdoors, dark background (collapsing)) instantly, (upper bits $2400), place party at (67, 16), facing down CA/E3DE: 39 Free screen CA/E3DF: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long CA/E3E1: 28 Do vehicle/entity graphical action $28 CA/E3E2: E0 Pause for 4 * 10 (40) frames CA/E3E4: CF Turn vehicle/entity left CA/E3E5: E0 Pause for 4 * 3 (12) frames CA/E3E7: CC Turn vehicle/entity up CA/E3E8: FF End queue CA/E3E9: 96 Restore screen from fade CA/E3EA: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CA/E3EC: 4B Display dialogue message $0870, wait for button press (At bottom of screen) SHADOW…… Get outta here on the double! CA/E3EF: 8D Remove all equipment from character $03 (Actor in stot 3) CA/E3F1: F0 Play song 31 (Metamorphosis), (high bit clear), full volume CA/E3F3: D4 Set event bit $1E80($2BC) [$1ED7, bit 4] CA/E3F5: A0 Set timer 0 to $5460 [6m: 00s: 00j], jump to subroutine $CAE414 if it expires. Flags: (Countdown continues in menu and battle) (Countdown shown while walking [must have tiles for it, only timer 0 can use]) (Unknown flag enabled 0x20 on event bank byte) (Countdown overrides the game clock display) CA/E3FB: A0 Set timer 2 to $5334 [5m: 55s: 00j], jump to subroutine $CA57B3 if it expires. Flags: (Countdown continues in menu and battle) (Countdown shown while walking [must have tiles for it, only timer 0 can use]) (Unknown flag enabled 0x20 on event bank byte) (Countdown overrides the game clock display) CA/E401: FE Return CA/E402: C0 If ($1E80($1FE) [$1EBF, bit 6] is set), branch to $CA5EB3 (simply returns) CA/E408: D2 Set event bit $1E80($1FE) [$1EBF, bit 6] CA/E40A: FE Return CA/E40B: C0 If ($1E80($1FE) [$1EBF, bit 6] is clear), branch to $CA5EB3 (simply returns) CA/E411: D3 Clear event bit $1E80($1FE) [$1EBF, bit 6] CA/E413: FE Return CA/E414: A1 Reset timer 0 CA/E416: A1 Reset timer 2 CA/E418: 38 Hold screen CA/E419: F4 Play sound effect 165 CA/E41B: 58 Shake screen ($F7): (Intensity: 3)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/E41D: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/E41F: 1F Do vehicle/entity graphical action $1F CA/E420: FF End queue CA/E421: 30 Begin action queue for character $30 (Camera), 4 bytes long CA/E423: C2 Set vehicle/entity's event speed to normal CA/E424: 9C Move vehicle/entity up 8 tiles CA/E425: 9C Move vehicle/entity up 8 tiles CA/E426: FF End queue CA/E427: 95 Pause for 120 units CA/E428: F6 Subcommand $82: Change volume of currently playing sound effect to $00, transition time 160 CA/E42C: 5A Fade screen at speed $08 CA/E42E: B5 Pause for 15 * 32 (480) units CA/E430: 35 Pause execution until action queue for object $30 (Camera) is complete CA/E432: B2 Call subroutine $CCE566 CA/E436: FE Return CA/E437: F4 Play sound effect 24 CA/E439: 20 Begin action queue for character $20 (NPC $20), 7 bytes long (Wait until complete) CA/E43B: D5 Set vehicle/entity's position to (58, 4) CA/E43E: A6 Move vehicle/entity right/down 2x1 tiles CA/E43F: A7 Move vehicle/entity right/down 1x2 tiles CA/E440: 8A Move vehicle/entity down 3 tiles CA/E441: FF End queue CA/E442: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CA/E444: 20 Begin action queue for character $20 (NPC $20), 2 bytes long CA/E446: 82 Move vehicle/entity down 1 tile CA/E447: FF End queue CA/E448: 34 Begin action queue for character $34 (Party Character 3), 8 bytes long (Wait until complete) CA/E44A: C3 Set vehicle/entity's event speed to fast CA/E44B: 1F Do vehicle/entity graphical action $1F CA/E44C: C7 Set vehicle/entity to stay still when moving CA/E44D: 82 Move vehicle/entity down 1 tile CA/E44E: E0 Pause for 4 * 4 (16) frames CA/E450: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/E451: FF End queue CA/E452: 91 Pause for 15 units CA/E453: F4 Play sound effect 24 CA/E455: 21 Begin action queue for character $21 (NPC $21), 7 bytes long (Wait until complete) CA/E457: D5 Set vehicle/entity's position to (61, 3) CA/E45A: A2 Move vehicle/entity left/down 1x1 tiles CA/E45B: A8 Move vehicle/entity left/down 1x2 tiles CA/E45C: 8E Move vehicle/entity down 4 tiles CA/E45D: FF End queue CA/E45E: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CA/E460: 21 Begin action queue for character $21 (NPC $21), 2 bytes long CA/E462: 82 Move vehicle/entity down 1 tile CA/E463: FF End queue CA/E464: 33 Begin action queue for character $33 (Party Character 2), 8 bytes long (Wait until complete) CA/E466: C3 Set vehicle/entity's event speed to fast CA/E467: 1F Do vehicle/entity graphical action $1F CA/E468: C7 Set vehicle/entity to stay still when moving CA/E469: 82 Move vehicle/entity down 1 tile CA/E46A: E0 Pause for 4 * 4 (16) frames CA/E46C: 09 Do vehicle/entity graphical action $09 (kneeling) CA/E46D: FF End queue CA/E46E: FE Return CA/E46F: F4 Play sound effect 5 CA/E471: B0 Execute the following commands until $B1 31 times CA/E473: 53 Modify object color range from [70, 7F]: Add (Black) at intensity 3 CA/E477: B1 End block of repeating commands CA/E478: B0 Execute the following commands until $B1 31 times CA/E47A: 53 Modify object color range from [70, 7F]: Do unknown operation (Black) at intensity 3 CA/E47E: B1 End block of repeating commands CA/E47F: FE Return CA/E480: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CA/E486: F4 Play sound effect 18 CA/E488: B2 Call subroutine $CAE580 CA/E48C: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CA/E48E: C2 Set vehicle/entity's event speed to normal CA/E48F: 1F Do vehicle/entity graphical action $1F CA/E490: C7 Set vehicle/entity to stay still when moving CA/E491: DD Make vehicle/entity jump (high) CA/E492: 85 Move vehicle/entity right 2 tiles CA/E493: 28 Do vehicle/entity graphical action $28 CA/E494: C6 Set vehicle/entity to walk when moving CA/E495: FF End queue CA/E496: B2 Call subroutine $CAE5B2 CA/E49A: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/E49C: FE Return CA/E49D: C0 If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CA5EB3 (simply returns) CA/E4A3: 38 Hold screen CA/E4A4: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CA/E4A6: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/E4A7: FF End queue CA/E4A8: 30 Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete) CA/E4AA: C2 Set vehicle/entity's event speed to normal CA/E4AB: A7 Move vehicle/entity right/down 1x2 tiles CA/E4AC: A7 Move vehicle/entity right/down 1x2 tiles CA/E4AD: A1 Move vehicle/entity right/down 1x1 tiles CA/E4AE: FF End queue CA/E4AF: F4 Play sound effect 18 CA/E4B1: B3 Call subroutine $CAD033, 2 times CA/E4B6: B2 Call subroutine $CAE5CC CA/E4BA: F4 Play sound effect 6 CA/E4BC: 5E Scroll Layer 2, speed 0 x 2 CA/E4BF: 93 Pause for 45 units CA/E4C0: 5E Scroll Layer 2, speed 2 x 240 CA/E4C3: 94 Pause for 60 units CA/E4C4: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CA/E4C6: AB Move vehicle/entity left/up 1x2 tiles CA/E4C7: AB Move vehicle/entity left/up 1x2 tiles CA/E4C8: A3 Move vehicle/entity left/up 1x1 tiles CA/E4C9: FF End queue CA/E4CA: 39 Free screen CA/E4CB: D2 Set event bit $1E80($1F1) [$1EBE, bit 1] CA/E4CD: A0 Set timer 1 to $00B4 [0m: 03s: 00j], jump to subroutine $CAE4D4 if it expires. Flags: (Countdown pauses in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CA/E4D3: FE Return CA/E4D4: A1 Reset timer 1 CA/E4D6: 5E Scroll Layer 2, speed 0 x 0 CA/E4D9: FE Return CA/E4DA: C0 If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CA5EB3 (simply returns) CA/E4E0: F4 Play sound effect 18 CA/E4E2: B2 Call subroutine $CAD033 CA/E4E6: B2 Call subroutine $CAE703 CA/E4EA: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/E4EC: 1F Do vehicle/entity graphical action $1F CA/E4ED: E0 Pause for 4 * 4 (16) frames CA/E4EF: CD Turn vehicle/entity right CA/E4F0: FF End queue CA/E4F1: D2 Set event bit $1E80($1F2) [$1EBE, bit 2] CA/E4F3: FE Return CA/E4F4: C0 If ($1E80($1F3) [$1EBE, bit 3] is set), branch to $CA5EB3 (simply returns) CA/E4FA: F4 Play sound effect 18 CA/E4FC: B2 Call subroutine $CAD033 CA/E500: B2 Call subroutine $CAE721 CA/E504: F4 Play sound effect 6 CA/E506: 5E Scroll Layer 2, speed 0 x 6 CA/E509: 92 Pause for 30 units CA/E50A: 5E Scroll Layer 2, speed 4 x 220 CA/E50D: B2 Call subroutine $CAD033 CA/E511: A0 Set timer 1 to $00B4 [0m: 03s: 00j], jump to subroutine $CAE4D4 if it expires. Flags: (Countdown pauses in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CA/E517: D2 Set event bit $1E80($1F3) [$1EBE, bit 3] CA/E519: FE Return CA/E51A: C0 If ($1E80($1F4) [$1EBE, bit 4] is set), branch to $CA5EB3 (simply returns) CA/E520: F4 Play sound effect 18 CA/E522: B2 Call subroutine $CAE802 CA/E526: D2 Set event bit $1E80($1F4) [$1EBE, bit 4] CA/E528: FE Return CA/E529: C0 If ($1E80($1F5) [$1EBE, bit 5] is set), branch to $CA5EB3 (simply returns) CA/E52F: F4 Play sound effect 18 CA/E531: B2 Call subroutine $CAD033 CA/E535: B2 Call subroutine $CAE810 CA/E539: F4 Play sound effect 6 CA/E53B: 5E Scroll Layer 2, speed 0 x 3 CA/E53E: 93 Pause for 45 units CA/E53F: 5E Scroll Layer 2, speed 255 x 224 CA/E542: A0 Set timer 1 to $00B4 [0m: 03s: 00j], jump to subroutine $CAE4D4 if it expires. Flags: (Countdown pauses in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CA/E548: D2 Set event bit $1E80($1F5) [$1EBE, bit 5] CA/E54A: FE Return CA/E54B: C0 If ($1E80($1F6) [$1EBE, bit 6] is set), branch to $CA5EB3 (simply returns) CA/E551: F4 Play sound effect 18 CA/E553: B2 Call subroutine $CAD033 CA/E557: B2 Call subroutine $CAE841 CA/E55B: D2 Set event bit $1E80($1F6) [$1EBE, bit 6] CA/E55D: FE Return CA/E55E: C0 If ($1E80($1F7) [$1EBE, bit 7] is set), branch to $CA5EB3 (simply returns) CA/E564: F4 Play sound effect 18 CA/E566: B2 Call subroutine $CAD033 CA/E56A: B2 Call subroutine $CAE869 CA/E56E: F4 Play sound effect 6 CA/E570: 5E Scroll Layer 2, speed 0 x 255 CA/E573: 93 Pause for 45 units CA/E574: 5E Scroll Layer 2, speed 0 x 248 CA/E577: A0 Set timer 1 to $01E0 [0m: 08s: 00j], jump to subroutine $CAE4D4 if it expires. Flags: (Countdown pauses in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CA/E57D: D2 Set event bit $1E80($1F7) [$1EBE, bit 7] CA/E57F: FE Return CA/E580: 73 Replace current map's Layer 1 at (73, 21) with the following (4 x 6) chunk, refresh immediately CA/E585: $F5, $F3, $14, $F5 CA/E589: $F6, $14, $F5, $F6 CA/E58D: $14, $14, $F2, $F3 CA/E591: $1B, $F2, $F3, $14 CA/E595: $F5, $F6, $2B, $1B CA/E599: $F6, $11, $04, $A0 CA/E59D: 73 Replace current map's Layer 1 at (79, 17) with the following (5 x 3) chunk, refresh immediately CA/E5A2: $14, $F5, $F6, $F2, $F3 CA/E5A7: $11, $F5, $14, $31, $F5 CA/E5AC: $14, $41, $F3, $14, $51 CA/E5B1: FE Return CA/E5B2: 73 Replace current map's Layer 1 at (75, 20) with the following (5 x 4) chunk, refresh immediately CA/E5B7: $85, $00, $60, $14, $F5 CA/E5BC: $6B, $F6, $14, $14, $F1 CA/E5C1: $73, $F3, $F3, $F5, $42 CA/E5C6: $F6, $F6, $11, $04, $A0 CA/E5CB: FE Return CA/E5CC: 73 Replace current map's Layer 1 at (78, 79) with the following (12 x 12) chunk, refresh immediately CA/E5D1: $00, $00, $00, $00, $00, $6A, $6B, $6C, $00, $00, $00, $00 CA/E5DD: $00, $00, $00, $83, $64, $21, $22, $23, $00, $00, $00, $00 CA/E5E9: $00, $00, $6A, $F6, $11, $31, $32, $33, $7E, $70, $85, $00 CA/E5F5: $00, $7F, $F0, $11, $21, $22, $23, $32, $8E, $65, $F1, $7E CA/E601: $00, $8F, $14, $31, $31, $32, $33, $22, $23, $44, $66, $8E CA/E60D: $00, $31, $14, $41, $42, $43, $31, $32, $33, $84, $4A, $9E CA/E619: $6A, $F0, $14, $51, $52, $31, $22, $33, $95, $3B, $E5, $B7 CA/E625: $F0, $14, $14, $14, $40, $41, $32, $95, $4A, $4B, $DA, $00 CA/E631: $F6, $14, $14, $14, $40, $31, $95, $4A, $4B, $E1, $50, $00 CA/E63D: $14, $14, $14, $14, $66, $84, $4A, $4B, $E1, $00, $00, $00 CA/E649: $00, $00, $00, $84, $4A, $4B, $E5, $E1, $00, $00, $00, $00 CA/E655: $00, $00, $00, $D2, $E5, $E1, $00, $00, $00, $00, $00, $00 CA/E661: 73 Replace current map's Layer 1 at (78, 15) with the following (13 x 12) chunk, refresh immediately CA/E666: $64, $78, $00, $00, $00, $00, $00, $00, $A1, $48, $84, $37, $14 CA/E673: $63, $85, $50, $00, $00, $00, $00, $B1, $E3, $E4, $47, $14, $14 CA/E680: $F5, $50, $00, $00, $00, $00, $00, $00, $83, $60, $14, $F2, $75 CA/E68D: $50, $00, $00, $00, $00, $00, $7F, $73, $14, $14, $F5, $42, $50 CA/E69A: $00, $00, $00, $00, $00, $E6, $31, $84, $14, $F5, $A8, $50, $00 CA/E6A7: $00, $00, $00, $00, $00, $A6, $4B, $14, $75, $50, $00, $00, $00 CA/E6B4: $00, $00, $00, $00, $00, $E1, $75, $33, $50, $00, $00, $00, $00 CA/E6C1: $00, $00, $00, $00, $00, $33, $A8, $50, $00, $00, $00, $00, $00 CA/E6CE: $00, $00, $50, $50, $A0, $A0, $6C, $00, $00, $00, $00, $00, $00 CA/E6DB: $6A, $6B, $A0, $21, $22, $23, $AF, $00, $00, $00, $00, $D9, $21 CA/E6E8: $22, $22, $31, $32, $33, $2B, $00, $00, $6A, $6B, $6C, $31, $32 CA/E6F5: $32, $31, $32, $33, $3B, $6A, $A0, $31, $22, $23, $41, $42, $42 CA/E702: FE Return CA/E703: 73 Replace current map's Layer 1 at (78, 8) with the following (4 x 6) chunk, refresh immediately CA/E708: $14, $F5, $F6, $63 CA/E70C: $64, $78, $14, $F3 CA/E710: $14, $14, $F2, $63 CA/E714: $F5, $F6, $14, $14 CA/E718: $14, $F6, $84, $84 CA/E71C: $84, $84, $62, $F6 CA/E720: FE Return CA/E721: 74 Replace current map's Layer 2 at (73, 69) with the following (12 x 8) chunk CA/E726: $78, $00, $00, $70, $85, $00, $00, $00, $63, $64, $64, $65 CA/E732: $61, $AF, $00, $00, $4F, $14, $14, $14, $14, $61, $85, $00 CA/E73E: $23, $34, $14, $14, $14, $14, $D0, $7E, $33, $44, $14, $14 CA/E74A: $14, $14, $75, $8E, $53, $54, $84, $84, $62, $F7, $32, $33 CA/E756: $54, $30, $3B, $59, $48, $84, $42, $9E, $14, $4A, $4B, $C6 CA/E762: $E3, $E4, $A8, $B7, $14, $3B, $E1, $00, $00, $00, $00, $00 CA/E76E: $14, $61, $00, $00, $00, $00, $00, $00, $14, $14, $63, $64 CA/E77A: $64, $85, $00, $00, $84, $62, $14, $14, $14, $14, $63, $64 CA/E786: 74 Replace current map's Layer 2 at (72, 5) with the following (13 x 9) chunk CA/E78B: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/E798: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/E7A5: $83, $00, $00, $00, $00, $00, $00, $00, $6A, $D1, $00, $00, $00 CA/E7B2: $00, $00, $00, $7F, $F0, $14, $00, $00, $00, $00, $00, $00, $8F CA/E7BF: $F8, $14, $00, $00, $00, $00, $00, $00, $9F, $84, $84, $00, $00 CA/E7CC: $00, $00, $00, $00, $E6, $E4, $E4, $00, $00, $00, $00, $00, $00 CA/E7D9: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/E7E6: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/E7F3: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/E800: 75 Refresh map after alteration CA/E801: FE Return CA/E802: 73 Replace current map's Layer 1 at (90, 9) with the following (4 x 2) chunk, refresh immediately CA/E807: $D0, $D1, $F5, $F6 CA/E80B: $F5, $F6, $F3, $14 CA/E80F: FE Return CA/E810: 74 Replace current map's Layer 2 at (86, 76) with the following (5 x 5) chunk CA/E815: $00, $6A, $6B, $7E, $00 CA/E81A: $81, $31, $31, $8E, $00 CA/E81F: $91, $93, $FF, $43, $DA CA/E824: $A1, $48, $84, $9E, $00 CA/E829: $B1, $E3, $E4, $F4, $00 CA/E82E: 74 Replace current map's Layer 2 at (86, 13) with the following (4 x 3) chunk CA/E833: $00, $E0, $47, $00 CA/E837: $00, $E0, $00, $00 CA/E83B: $00, $00, $00, $00 CA/E83F: 75 Refresh map after alteration CA/E840: FE Return CA/E841: 73 Replace current map's Layer 1 at (96, 16) with the following (4 x 5) chunk, refresh immediately CA/E846: $F7, $F2, $14, $57 CA/E84A: $58, $14, $F5, $F6 CA/E84E: $F5, $F3, $4F, $F5 CA/E852: $F6, $F5, $F6, $23 CA/E856: $34, $F2, $66, $84 CA/E85A: 73 Replace current map's Layer 1 at (103, 17) with the following (3 x 3) chunk, refresh immediately CA/E85F: $D0, $D1, $14 CA/E862: $F7, $F6, $14 CA/E865: $84, $62, $F3 CA/E868: FE Return CA/E869: 74 Replace current map's Layer 2 at (99, 81) with the following (6 x 6) chunk CA/E86E: $00, $6A, $AB, $6B, $AB, $7E CA/E874: $7F, $F0, $14, $14, $D0, $8E CA/E87A: $8F, $F6, $14, $14, $F7, $33 CA/E880: $41, $84, $84, $84, $84, $33 CA/E886: $9F, $4B, $B5, $D2, $47, $43 CA/E88C: $E6, $E5, $E5, $00, $E0, $A8 CA/E892: 74 Replace current map's Layer 2 at (100, 17) with the following (5 x 4) chunk CA/E897: $75, $31, $32, $33, $41 CA/E89C: $A8, $C6, $A6, $A8, $00 CA/E8A1: $00, $00, $00, $00, $00 CA/E8A6: $00, $00, $00, $00, $00 CA/E8AB: 75 Refresh map after alteration CA/E8AC: FE Return CA/E8AD: C0 If ($1E80($1FA) [$1EBF, bit 2] is set), branch to $CA5EB3 (simply returns) CA/E8B3: A1 Reset timer 1 CA/E8B5: F6 Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0 CA/E8B9: 4D Invoke battle, enemy set $8D, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CA/E8BC: B2 Call subroutine $CA5EA9 CA/E8C0: D2 Set event bit $1E80($1FA) [$1EBF, bit 2] CA/E8C2: 96 Restore screen from fade CA/E8C3: FE Return CA/E8C4: C0 If ($1E80($1FB) [$1EBF, bit 3] is set), branch to $CA5EB3 (simply returns) CA/E8CA: A1 Reset timer 1 CA/E8CC: F6 Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0 CA/E8D0: 4D Invoke battle, enemy set $8E, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CA/E8D3: B2 Call subroutine $CA5EA9 CA/E8D7: D2 Set event bit $1E80($1FB) [$1EBF, bit 3] CA/E8D9: 96 Restore screen from fade CA/E8DA: FE Return CA/E8DB: C1 If ($1E80($1FC) [$1EBF, bit 4] is set) or ($1E80($1F5) [$1EBE, bit 5] is clear), branch to $CA5EB3 (simply returns) CA/E8E3: A1 Reset timer 1 CA/E8E5: F6 Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0 CA/E8E9: 4D Invoke battle, enemy set $8F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CA/E8EC: B2 Call subroutine $CA5EA9 CA/E8F0: D2 Set event bit $1E80($1FC) [$1EBF, bit 4] CA/E8F2: 96 Restore screen from fade CA/E8F3: FE Return CA/E8F4: C0 If ($1E80($2BD) [$1ED7, bit 5] is clear), branch to $CA5EB3 (simply returns) CA/E8FA: 42 Hide object $31 CA/E8FC: D5 Clear event bit $1E80($2BD) [$1ED7, bit 5] CA/E8FE: FE Return CA/E8FF: F0 Play song 0 (Silence), (high bit clear), full volume CA/E901: FE Return CA/E902: C0 If ($1E80($0A6) [$1E94, bit 6] is clear), branch to $CA5EB3 (simply returns) CA/E908: 42 Hide object $31 CA/E90A: FE Return CA/E90B: D7 Clear event bit $1E80($388) [$1EF1, bit 0] CA/E90D: D7 Clear event bit $1E80($389) [$1EF1, bit 1] CA/E90F: D7 Clear event bit $1E80($38B) [$1EF1, bit 3] CA/E911: D7 Clear event bit $1E80($38A) [$1EF1, bit 2] CA/E913: D7 Clear event bit $1E80($38C) [$1EF1, bit 4] CA/E915: D7 Clear event bit $1E80($38D) [$1EF1, bit 5] CA/E917: D7 Clear event bit $1E80($38E) [$1EF1, bit 6] CA/E919: D7 Clear event bit $1E80($38F) [$1EF1, bit 7] CA/E91B: D7 Clear event bit $1E80($390) [$1EF2, bit 0] CA/E91D: D7 Clear event bit $1E80($391) [$1EF2, bit 1] CA/E91F: D7 Clear event bit $1E80($392) [$1EF2, bit 2] CA/E921: D7 Clear event bit $1E80($393) [$1EF2, bit 3] CA/E923: D7 Clear event bit $1E80($394) [$1EF2, bit 4] CA/E925: D7 Clear event bit $1E80($395) [$1EF2, bit 5] CA/E927: C0 If ($1E80($2F0) [$1EDE, bit 0] is clear), branch to $CAE92F CA/E92D: D6 Set event bit $1E80($388) [$1EF1, bit 0] CA/E92F: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CAE937 CA/E935: D6 Set event bit $1E80($389) [$1EF1, bit 1] CA/E937: C0 If ($1E80($2F2) [$1EDE, bit 2] is clear), branch to $CAE93F CA/E93D: D6 Set event bit $1E80($38B) [$1EF1, bit 3] CA/E93F: C0 If ($1E80($2F3) [$1EDE, bit 3] is clear), branch to $CAE947 CA/E945: D6 Set event bit $1E80($38A) [$1EF1, bit 2] CA/E947: C0 If ($1E80($2F4) [$1EDE, bit 4] is clear), branch to $CAE94F CA/E94D: D6 Set event bit $1E80($38C) [$1EF1, bit 4] CA/E94F: C0 If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CAE957 CA/E955: D6 Set event bit $1E80($38D) [$1EF1, bit 5] CA/E957: C0 If ($1E80($2F6) [$1EDE, bit 6] is clear), branch to $CAE95F CA/E95D: D6 Set event bit $1E80($38E) [$1EF1, bit 6] CA/E95F: C0 If ($1E80($2F7) [$1EDE, bit 7] is clear), branch to $CAE967 CA/E965: D6 Set event bit $1E80($38F) [$1EF1, bit 7] CA/E967: C0 If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CAE96F CA/E96D: D6 Set event bit $1E80($390) [$1EF2, bit 0] CA/E96F: C0 If ($1E80($2F9) [$1EDF, bit 1] is clear), branch to $CAE977 CA/E975: D6 Set event bit $1E80($391) [$1EF2, bit 1] CA/E977: C0 If ($1E80($2FA) [$1EDF, bit 2] is clear), branch to $CAE97F CA/E97D: D6 Set event bit $1E80($392) [$1EF2, bit 2] CA/E97F: C0 If ($1E80($2FB) [$1EDF, bit 3] is clear), branch to $CAE987 CA/E985: D6 Set event bit $1E80($393) [$1EF2, bit 3] CA/E987: C0 If ($1E80($2FC) [$1EDF, bit 4] is clear), branch to $CAE98F CA/E98D: D6 Set event bit $1E80($394) [$1EF2, bit 4] CA/E98F: C0 If ($1E80($2FD) [$1EDF, bit 5] is clear), branch to $CAE997 CA/E995: D6 Set event bit $1E80($395) [$1EF2, bit 5] CA/E997: DE Load CaseWord with the characters in the currently active party? CA/E998: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CAE9A0 CA/E99E: D7 Clear event bit $1E80($388) [$1EF1, bit 0] CA/E9A0: C0 If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CAE9A8 CA/E9A6: D7 Clear event bit $1E80($389) [$1EF1, bit 1] CA/E9A8: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CAE9B0 CA/E9AE: D7 Clear event bit $1E80($38B) [$1EF1, bit 3] CA/E9B0: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CAE9B8 CA/E9B6: D7 Clear event bit $1E80($38A) [$1EF1, bit 2] CA/E9B8: C0 If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CAE9C0 CA/E9BE: D7 Clear event bit $1E80($38C) [$1EF1, bit 4] CA/E9C0: C0 If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CAE9C8 CA/E9C6: D7 Clear event bit $1E80($38D) [$1EF1, bit 5] CA/E9C8: C0 If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CAE9D0 CA/E9CE: D7 Clear event bit $1E80($38E) [$1EF1, bit 6] CA/E9D0: C0 If ($1E80($1A7) [$1EB4, bit 7] is clear), branch to $CAE9D8 CA/E9D6: D7 Clear event bit $1E80($38F) [$1EF1, bit 7] CA/E9D8: C0 If ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CAE9E0 CA/E9DE: D7 Clear event bit $1E80($390) [$1EF2, bit 0] CA/E9E0: C0 If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CAE9E8 CA/E9E6: D7 Clear event bit $1E80($391) [$1EF2, bit 1] CA/E9E8: C0 If ($1E80($1AA) [$1EB5, bit 2] is clear), branch to $CAE9F0 CA/E9EE: D7 Clear event bit $1E80($392) [$1EF2, bit 2] CA/E9F0: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CAE9F8 CA/E9F6: D7 Clear event bit $1E80($393) [$1EF2, bit 3] CA/E9F8: C0 If ($1E80($1AC) [$1EB5, bit 4] is clear), branch to $CAEA00 CA/E9FE: D7 Clear event bit $1E80($394) [$1EF2, bit 4] CA/EA00: C0 If ($1E80($1AD) [$1EB5, bit 5] is clear), branch to $CAEA08 CA/EA06: D7 Clear event bit $1E80($395) [$1EF2, bit 5] CA/EA08: FE Return CA/EA09: 60 Change background layer $0E to palette $11 CA/EA0C: FE Return CA/EA0D: C0 If ($1E80($0C6) [$1E98, bit 6] is clear), branch to $CA5EB3 (simply returns) CA/EA13: 73 Replace current map's Layer 1 at (21, 56) with the following (1 x 1) chunk, refresh immediately CA/EA18: $11 CA/EA19: FE Return CA/EA1A: C0 If ($1E80($0DE) [$1E9B, bit 6] is clear), branch to $CAEA24 CA/EA20: B2 Call subroutine $CAD4AA CA/EA24: C0 If ($1E80($1FF) [$1EBF, bit 7] is clear), branch to $CAEA2E CA/EA2A: B2 Call subroutine $CAD04F CA/EA2E: C1 If ($1E80($1B6) [$1EB6, bit 6] is set) or ($1E80($30B) [$1EE1, bit 3] is clear), branch to $CA5EB3 (simply returns) CA/EA36: 23 Begin action queue for character $23 (NPC $23), 17 bytes long CA/EA38: E0 Pause for 4 * 8 (32) frames CA/EA3A: 8E Move vehicle/entity down 4 tiles CA/EA3B: 89 Move vehicle/entity right 3 tiles CA/EA3C: CE Turn vehicle/entity down CA/EA3D: E0 Pause for 4 * 6 (24) frames CA/EA3F: 9F Move vehicle/entity left 8 tiles CA/EA40: CE Turn vehicle/entity down CA/EA41: E0 Pause for 4 * 6 (24) frames CA/EA43: 91 Move vehicle/entity right 5 tiles CA/EA44: 8C Move vehicle/entity up 4 tiles CA/EA45: CE Turn vehicle/entity down CA/EA46: FC Branch 14 bytes backwards ($CAEA38) CA/EA48: FF End queue CA/EA49: 24 Begin action queue for character $24 (NPC $24), 17 bytes long CA/EA4B: E0 Pause for 4 * 8 (32) frames CA/EA4D: 8E Move vehicle/entity down 4 tiles CA/EA4E: 8B Move vehicle/entity left 3 tiles CA/EA4F: CE Turn vehicle/entity down CA/EA50: E0 Pause for 4 * 6 (24) frames CA/EA52: 9D Move vehicle/entity right 8 tiles CA/EA53: CE Turn vehicle/entity down CA/EA54: E0 Pause for 4 * 6 (24) frames CA/EA56: 93 Move vehicle/entity left 5 tiles CA/EA57: 8C Move vehicle/entity up 4 tiles CA/EA58: CE Turn vehicle/entity down CA/EA59: FC Branch 14 bytes backwards ($CAEA4B) CA/EA5B: FF End queue CA/EA5C: FE Return CA/EA5D: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CA/EA63: 14 Begin action queue for character $14 (NPC $14), 11 bytes long CA/EA65: 8E Move vehicle/entity down 4 tiles CA/EA66: CF Turn vehicle/entity left CA/EA67: E0 Pause for 4 * 3 (12) frames CA/EA69: 8C Move vehicle/entity up 4 tiles CA/EA6A: CF Turn vehicle/entity left CA/EA6B: E0 Pause for 4 * 3 (12) frames CA/EA6D: FC Branch 8 bytes backwards ($CAEA65) CA/EA6F: FF End queue CA/EA70: FE Return CA/EA71: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CA/EA77: C0 If ($1E80($008) [$1E81, bit 0] is clear), branch to $CA5EB3 (simply returns) CA/EA7D: 3D Create object $12 CA/EA7F: 41 Show object $12 CA/EA81: 45 Refresh objects CA/EA82: 12 Begin action queue for character $12 (NPC $12), 8 bytes long CA/EA84: 90 Move vehicle/entity up 5 tiles CA/EA85: 8F Move vehicle/entity left 4 tiles CA/EA86: 8A Move vehicle/entity down 3 tiles CA/EA87: 83 Move vehicle/entity left 1 tile CA/EA88: A2 Move vehicle/entity left/down 1x1 tiles CA/EA89: A2 Move vehicle/entity left/down 1x1 tiles CA/EA8A: D1 Make vehicle/entity disappear CA/EA8B: FF End queue CA/EA8C: D1 Clear event bit $1E80($008) [$1E81, bit 0] CA/EA8E: FE Return CA/EA8F: C0 If ($1E80($359) [$1EEB, bit 1] is set), branch to $CAEAA2 CA/EA95: 73 Replace current map's Layer 1 at (35, 35) with the following (2 x 1) chunk, refresh immediately CA/EA9A: $01, $A6 CA/EA9C: 73 Replace current map's Layer 1 at (35, 99) with the following (1 x 1) chunk, refresh immediately CA/EAA1: $00 CA/EAA2: C0 If ($1E80($2B7) [$1ED6, bit 7] is clear), branch to $CAEAAF CA/EAA8: 73 Replace current map's Layer 1 at (35, 40) with the following (2 x 1) chunk, refresh immediately CA/EAAD: $04, $14 CA/EAAF: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CA/EAB5: C0 If ($1E80($004) [$1E80, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/EABB: C0 If ($1E80($381) [$1EF0, bit 1] is clear), branch to $CA5EB3 (simply returns) CA/EAC1: 10 Begin action queue for character $10 (NPC $10), 38 bytes long CA/EAC3: 86 Move vehicle/entity down 2 tiles CA/EAC4: 8B Move vehicle/entity left 3 tiles CA/EAC5: E0 Pause for 4 * 2 (8) frames CA/EAC7: 8B Move vehicle/entity left 3 tiles CA/EAC8: E0 Pause for 4 * 2 (8) frames CA/EACA: CE Turn vehicle/entity down CA/EACB: E0 Pause for 4 * 4 (16) frames CA/EACD: 9D Move vehicle/entity right 8 tiles CA/EACE: 81 Move vehicle/entity right 1 tile CA/EACF: E0 Pause for 4 * 2 (8) frames CA/EAD1: 89 Move vehicle/entity right 3 tiles CA/EAD2: E0 Pause for 4 * 2 (8) frames CA/EAD4: CE Turn vehicle/entity down CA/EAD5: E0 Pause for 4 * 4 (16) frames CA/EAD7: 97 Move vehicle/entity left 6 tiles CA/EAD8: FA Pseudo-randomly choose to branch 20 bytes backwards ($CAEAC4) with 50 % chance CA/EADA: FA Pseudo-randomly choose to branch 22 bytes backwards ($CAEAC4) with 50 % chance CA/EADC: FA Pseudo-randomly choose to branch 24 bytes backwards ($CAEAC4) with 50 % chance CA/EADE: 84 Move vehicle/entity up 2 tiles CA/EADF: CE Turn vehicle/entity down CA/EAE0: E0 Pause for 4 * 16 (64) frames CA/EAE2: FA Pseudo-randomly choose to branch 31 bytes backwards ($CAEAC3) with 50 % chance CA/EAE4: E0 Pause for 4 * 192 (768) frames CA/EAE6: FC Branch 35 bytes backwards ($CAEAC3) CA/EAE8: FF End queue CA/EAE9: FE Return CA/EAEA: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CA/EAF0: C0 If ($1E80($3F0) [$1EFE, bit 0] is clear), branch to $CA5EB3 (simply returns) CA/EAF6: 10 Begin action queue for character $10 (NPC $10), 13 bytes long CA/EAF8: A6 Move vehicle/entity right/down 2x1 tiles CA/EAF9: A1 Move vehicle/entity right/down 1x1 tiles CA/EAFA: A8 Move vehicle/entity left/down 1x2 tiles CA/EAFB: 87 Move vehicle/entity left 2 tiles CA/EAFC: AB Move vehicle/entity left/up 1x2 tiles CA/EAFD: A4 Move vehicle/entity right/up 1x2 tiles CA/EAFE: FA Pseudo-randomly choose to branch 6 bytes backwards ($CAEAF8) with 50 % chance CA/EB00: E0 Pause for 4 * 4 (16) frames CA/EB02: FC Branch 4 bytes backwards ($CAEAFE) CA/EB04: FF End queue CA/EB05: 15 Begin action queue for character $15 (NPC $15), 3 bytes long CA/EB07: FC Branch 5 bytes backwards ($CAEB02) CA/EB09: FF End queue CA/EB0A: 11 Begin action queue for character $11 (NPC $11), 17 bytes long CA/EB0C: 86 Move vehicle/entity down 2 tiles CA/EB0D: A8 Move vehicle/entity left/down 1x2 tiles CA/EB0E: A1 Move vehicle/entity right/down 1x1 tiles CA/EB0F: E0 Pause for 4 * 4 (16) frames CA/EB11: A3 Move vehicle/entity left/up 1x1 tiles CA/EB12: A3 Move vehicle/entity left/up 1x1 tiles CA/EB13: 80 Move vehicle/entity up 1 tile CA/EB14: A0 Move vehicle/entity right/up 1x1 tiles CA/EB15: A0 Move vehicle/entity right/up 1x1 tiles CA/EB16: FA Pseudo-randomly choose to branch 10 bytes backwards ($CAEB0C) with 50 % chance CA/EB18: E0 Pause for 4 * 2 (8) frames CA/EB1A: FC Branch 4 bytes backwards ($CAEB16) CA/EB1C: FF End queue CA/EB1D: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CA/EB1F: FC Branch 5 bytes backwards ($CAEB1A) CA/EB21: FF End queue CA/EB22: 12 Begin action queue for character $12 (NPC $12), 18 bytes long CA/EB24: A3 Move vehicle/entity left/up 1x1 tiles CA/EB25: AB Move vehicle/entity left/up 1x2 tiles CA/EB26: A0 Move vehicle/entity right/up 1x1 tiles CA/EB27: 85 Move vehicle/entity right 2 tiles CA/EB28: 86 Move vehicle/entity down 2 tiles CA/EB29: A2 Move vehicle/entity left/down 1x1 tiles CA/EB2A: A2 Move vehicle/entity left/down 1x1 tiles CA/EB2B: A8 Move vehicle/entity left/down 1x2 tiles CA/EB2C: A6 Move vehicle/entity right/down 2x1 tiles CA/EB2D: A4 Move vehicle/entity right/up 1x2 tiles CA/EB2E: A3 Move vehicle/entity left/up 1x1 tiles CA/EB2F: FA Pseudo-randomly choose to branch 11 bytes backwards ($CAEB24) with 50 % chance CA/EB31: E0 Pause for 4 * 1 (4) frames CA/EB33: FC Branch 4 bytes backwards ($CAEB2F) CA/EB35: FF End queue CA/EB36: 17 Begin action queue for character $17 (NPC $17), 3 bytes long CA/EB38: FC Branch 5 bytes backwards ($CAEB33) CA/EB3A: FF End queue CA/EB3B: 13 Begin action queue for character $13 (NPC $13), 21 bytes long CA/EB3D: A9 Move vehicle/entity left/down 2x1 tiles CA/EB3E: A3 Move vehicle/entity left/up 1x1 tiles CA/EB3F: 88 Move vehicle/entity up 3 tiles CA/EB40: C3 Set vehicle/entity's event speed to fast CA/EB41: A7 Move vehicle/entity right/down 1x2 tiles CA/EB42: A1 Move vehicle/entity right/down 1x1 tiles CA/EB43: A7 Move vehicle/entity right/down 1x2 tiles CA/EB44: C1 Set vehicle/entity's event speed to slow CA/EB45: 87 Move vehicle/entity left 2 tiles CA/EB46: AB Move vehicle/entity left/up 1x2 tiles CA/EB47: A0 Move vehicle/entity right/up 1x1 tiles CA/EB48: A0 Move vehicle/entity right/up 1x1 tiles CA/EB49: A1 Move vehicle/entity right/down 1x1 tiles CA/EB4A: 82 Move vehicle/entity down 1 tile CA/EB4B: FA Pseudo-randomly choose to branch 14 bytes backwards ($CAEB3D) with 50 % chance CA/EB4D: E0 Pause for 4 * 4 (16) frames CA/EB4F: FC Branch 4 bytes backwards ($CAEB4B) CA/EB51: FF End queue CA/EB52: 18 Begin action queue for character $18 (NPC $18), 3 bytes long CA/EB54: FC Branch 5 bytes backwards ($CAEB4F) CA/EB56: FF End queue CA/EB57: 14 Begin action queue for character $14 (NPC $14), 20 bytes long CA/EB59: A0 Move vehicle/entity right/up 1x1 tiles CA/EB5A: A0 Move vehicle/entity right/up 1x1 tiles CA/EB5B: C3 Set vehicle/entity's event speed to fast CA/EB5C: AA Move vehicle/entity left/up 2x1 tiles CA/EB5D: A3 Move vehicle/entity left/up 1x1 tiles CA/EB5E: A3 Move vehicle/entity left/up 1x1 tiles CA/EB5F: A0 Move vehicle/entity right/up 1x1 tiles CA/EB60: A6 Move vehicle/entity right/down 2x1 tiles CA/EB61: C0 Set vehicle/entity's event speed to slowest CA/EB62: A9 Move vehicle/entity left/down 2x1 tiles CA/EB63: 8E Move vehicle/entity down 4 tiles CA/EB64: 81 Move vehicle/entity right 1 tile CA/EB65: C1 Set vehicle/entity's event speed to slow CA/EB66: FA Pseudo-randomly choose to branch 13 bytes backwards ($CAEB59) with 50 % chance CA/EB68: E0 Pause for 4 * 4 (16) frames CA/EB6A: FC Branch 4 bytes backwards ($CAEB66) CA/EB6C: FF End queue CA/EB6D: 19 Begin action queue for character $19 (NPC $19), 3 bytes long CA/EB6F: FC Branch 5 bytes backwards ($CAEB6A) CA/EB71: FF End queue CA/EB72: FE Return CA/EB73: C0 If ($1E80($0AD) [$1E95, bit 5] is set), branch to $CA5EB3 (simply returns) CA/EB79: D0 Set event bit $1E80($0AD) [$1E95, bit 5] CA/EB7B: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/EB7D: F0 Play song 24 (Cave Theme), (high bit clear), full volume CA/EB7F: FE Return CA/EB80: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CA/EB86: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CA/EB88: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/EB89: FF End queue CA/EB8A: 14 Begin action queue for character $14 (NPC $14), 9 bytes long CA/EB8C: 1B Do vehicle/entity graphical action $1B CA/EB8D: E0 Pause for 4 * 1 (4) frames CA/EB8F: 1C Do vehicle/entity graphical action $1C CA/EB90: E0 Pause for 4 * 1 (4) frames CA/EB92: FC Branch 6 bytes backwards ($CAEB8C) CA/EB94: FF End queue CA/EB95: 18 Begin action queue for character $18 (NPC $18), 9 bytes long CA/EB97: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/EB98: E0 Pause for 4 * 1 (4) frames CA/EB9A: CD Turn vehicle/entity right CA/EB9B: E0 Pause for 4 * 1 (4) frames CA/EB9D: FC Branch 6 bytes backwards ($CAEB97) CA/EB9F: FF End queue CA/EBA0: FE Return CA/EBA1: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CA/EBA7: C0 If ($1E80($00A) [$1E81, bit 2] is set), branch to $CAEBC1 CA/EBAD: 3D Create object $15 CA/EBAF: 41 Show object $15 CA/EBB1: 45 Refresh objects CA/EBB2: 15 Begin action queue for character $15 (NPC $15), 11 bytes long CA/EBB4: 8E Move vehicle/entity down 4 tiles CA/EBB5: 99 Move vehicle/entity right 7 tiles CA/EBB6: A1 Move vehicle/entity right/down 1x1 tiles CA/EBB7: A1 Move vehicle/entity right/down 1x1 tiles CA/EBB8: 86 Move vehicle/entity down 2 tiles CA/EBB9: 95 Move vehicle/entity right 6 tiles CA/EBBA: 92 Move vehicle/entity down 5 tiles CA/EBBB: 89 Move vehicle/entity right 3 tiles CA/EBBC: 80 Move vehicle/entity up 1 tile CA/EBBD: D1 Make vehicle/entity disappear CA/EBBE: FF End queue CA/EBBF: D0 Set event bit $1E80($00A) [$1E81, bit 2] CA/EBC1: C0 If ($1E80($30C) [$1EE1, bit 4] is clear), branch to $CAEBF6 CA/EBC7: 21 Begin action queue for character $21 (NPC $21), 17 bytes long CA/EBC9: 96 Move vehicle/entity down 6 tiles CA/EBCA: CF Turn vehicle/entity left CA/EBCB: E0 Pause for 4 * 6 (24) frames CA/EBCD: CD Turn vehicle/entity right CA/EBCE: E0 Pause for 4 * 64 (256) frames CA/EBD0: 94 Move vehicle/entity up 6 tiles CA/EBD1: CD Turn vehicle/entity right CA/EBD2: E0 Pause for 4 * 6 (24) frames CA/EBD4: CF Turn vehicle/entity left CA/EBD5: E0 Pause for 4 * 64 (256) frames CA/EBD7: FC Branch 14 bytes backwards ($CAEBC9) CA/EBD9: FF End queue CA/EBDA: 24 Begin action queue for character $24 (NPC $24), 26 bytes long CA/EBDC: E0 Pause for 4 * 32 (128) frames CA/EBDE: 1B Do vehicle/entity graphical action $1B CA/EBDF: E0 Pause for 4 * 3 (12) frames CA/EBE1: 1C Do vehicle/entity graphical action $1C CA/EBE2: E0 Pause for 4 * 3 (12) frames CA/EBE4: FA Pseudo-randomly choose to branch 6 bytes backwards ($CAEBDE) with 50 % chance CA/EBE6: 80 Move vehicle/entity up 1 tile CA/EBE7: CD Turn vehicle/entity right CA/EBE8: E0 Pause for 4 * 3 (12) frames CA/EBEA: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/EBEB: E0 Pause for 4 * 3 (12) frames CA/EBED: FA Pseudo-randomly choose to branch 6 bytes backwards ($CAEBE7) with 50 % chance CA/EBEF: E0 Pause for 4 * 16 (64) frames CA/EBF1: 82 Move vehicle/entity down 1 tile CA/EBF2: CC Turn vehicle/entity up CA/EBF3: FC Branch 23 bytes backwards ($CAEBDC) CA/EBF5: FF End queue CA/EBF6: C0 If ($1E80($101) [$1EA0, bit 1] is clear), branch to $CAEC18 CA/EBFC: 19 Begin action queue for character $19 (NPC $19), 24 bytes long CA/EBFE: D5 Set vehicle/entity's position to (21, 44) CA/EC01: 87 Move vehicle/entity left 2 tiles CA/EC02: 9C Move vehicle/entity up 8 tiles CA/EC03: 94 Move vehicle/entity up 6 tiles CA/EC04: 8F Move vehicle/entity left 4 tiles CA/EC05: 90 Move vehicle/entity up 5 tiles CA/EC06: 9D Move vehicle/entity right 8 tiles CA/EC07: 91 Move vehicle/entity right 5 tiles CA/EC08: 9E Move vehicle/entity down 8 tiles CA/EC09: 85 Move vehicle/entity right 2 tiles CA/EC0A: 9E Move vehicle/entity down 8 tiles CA/EC0B: 8E Move vehicle/entity down 4 tiles CA/EC0C: 8D Move vehicle/entity right 4 tiles CA/EC0D: 82 Move vehicle/entity down 1 tile CA/EC0E: 85 Move vehicle/entity right 2 tiles CA/EC0F: A0 Move vehicle/entity right/up 1x1 tiles CA/EC10: A0 Move vehicle/entity right/up 1x1 tiles CA/EC11: 80 Move vehicle/entity up 1 tile CA/EC12: 83 Move vehicle/entity left 1 tile CA/EC13: 80 Move vehicle/entity up 1 tile CA/EC14: D1 Make vehicle/entity disappear CA/EC15: FF End queue CA/EC16: D3 Clear event bit $1E80($101) [$1EA0, bit 1] CA/EC18: C0 If ($1E80($102) [$1EA0, bit 2] is clear), branch to $CA5EB3 (simply returns) CA/EC1E: 19 Begin action queue for character $19 (NPC $19), 22 bytes long CA/EC20: D5 Set vehicle/entity's position to (38, 44) CA/EC23: A2 Move vehicle/entity left/down 1x1 tiles CA/EC24: A2 Move vehicle/entity left/down 1x1 tiles CA/EC25: 87 Move vehicle/entity left 2 tiles CA/EC26: 84 Move vehicle/entity up 2 tiles CA/EC27: 8F Move vehicle/entity left 4 tiles CA/EC28: 9C Move vehicle/entity up 8 tiles CA/EC29: 90 Move vehicle/entity up 5 tiles CA/EC2A: 83 Move vehicle/entity left 1 tile CA/EC2B: 94 Move vehicle/entity up 6 tiles CA/EC2C: 9F Move vehicle/entity left 8 tiles CA/EC2D: 97 Move vehicle/entity left 6 tiles CA/EC2E: 96 Move vehicle/entity down 6 tiles CA/EC2F: 8D Move vehicle/entity right 4 tiles CA/EC30: 9E Move vehicle/entity down 8 tiles CA/EC31: 92 Move vehicle/entity down 5 tiles CA/EC32: 89 Move vehicle/entity right 3 tiles CA/EC33: 80 Move vehicle/entity up 1 tile CA/EC34: D1 Make vehicle/entity disappear CA/EC35: FF End queue CA/EC36: D3 Clear event bit $1E80($102) [$1EA0, bit 2] CA/EC38: FE Return CA/EC39: C0 If ($1E80($1CC) [$1EB9, bit 4] is set), branch to $CAEC4F CA/EC3F: C0 If ($1E80($305) [$1EE0, bit 5] is clear), branch to $CAEC4D CA/EC45: F0 Play song 7 (Shadow), (high bit clear), full volume CA/EC47: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CAEC4F CA/EC4D: F0 Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume CA/EC4F: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CA/EC55: C0 If ($1E80($303) [$1EE0, bit 3] is clear), branch to $CA5EB3 (simply returns) CA/EC5B: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA5EB3 (simply returns) CA/EC61: 18 Begin action queue for character $18 (NPC $18), 61 bytes long CA/EC63: E0 Pause for 4 * 255 (1020) frames CA/EC65: D5 Set vehicle/entity's position to (26, 53) CA/EC68: 88 Move vehicle/entity up 3 tiles CA/EC69: 81 Move vehicle/entity right 1 tile CA/EC6A: 88 Move vehicle/entity up 3 tiles CA/EC6B: 83 Move vehicle/entity left 1 tile CA/EC6C: A3 Move vehicle/entity left/up 1x1 tiles CA/EC6D: A3 Move vehicle/entity left/up 1x1 tiles CA/EC6E: A3 Move vehicle/entity left/up 1x1 tiles CA/EC6F: 83 Move vehicle/entity left 1 tile CA/EC70: 88 Move vehicle/entity up 3 tiles CA/EC71: 8D Move vehicle/entity right 4 tiles CA/EC72: C8 Set object layering priority to 2 (low nibble 2) CA/EC74: CC Turn vehicle/entity up CA/EC75: E0 Pause for 4 * 8 (32) frames CA/EC77: 80 Move vehicle/entity up 1 tile CA/EC78: CF Turn vehicle/entity left CA/EC79: E0 Pause for 4 * 48 (192) frames CA/EC7B: CE Turn vehicle/entity down CA/EC7C: E0 Pause for 4 * 8 (32) frames CA/EC7E: FA Pseudo-randomly choose to branch 6 bytes backwards ($CAEC78) with 50 % chance CA/EC80: CC Turn vehicle/entity up CA/EC81: E0 Pause for 4 * 10 (40) frames CA/EC83: FA Pseudo-randomly choose to branch 11 bytes backwards ($CAEC78) with 50 % chance CA/EC85: E0 Pause for 4 * 192 (768) frames CA/EC87: C3 Set vehicle/entity's event speed to fast CA/EC88: 82 Move vehicle/entity down 1 tile CA/EC89: C8 Set object layering priority to 0 (low nibble 0) CA/EC8B: 8F Move vehicle/entity left 4 tiles CA/EC8C: 8A Move vehicle/entity down 3 tiles CA/EC8D: 81 Move vehicle/entity right 1 tile CA/EC8E: A1 Move vehicle/entity right/down 1x1 tiles CA/EC8F: A1 Move vehicle/entity right/down 1x1 tiles CA/EC90: A1 Move vehicle/entity right/down 1x1 tiles CA/EC91: 81 Move vehicle/entity right 1 tile CA/EC92: 8A Move vehicle/entity down 3 tiles CA/EC93: 83 Move vehicle/entity left 1 tile CA/EC94: 8A Move vehicle/entity down 3 tiles CA/EC95: D5 Set vehicle/entity's position to (81, 17) CA/EC98: E0 Pause for 4 * 255 (1020) frames CA/EC9A: FA Pseudo-randomly choose to branch 2 bytes backwards ($CAEC98) with 50 % chance CA/EC9C: C2 Set vehicle/entity's event speed to normal CA/EC9D: FC Branch 58 bytes backwards ($CAEC63) CA/EC9F: FF End queue CA/ECA0: FE Return CA/ECA1: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CA/ECA7: B2 Call subroutine $CB69E9 CA/ECAB: FE Return CA/ECAC: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CA/ECB2: C0 If ($1E80($303) [$1EE0, bit 3] is clear), branch to $CA5EB3 (simply returns) CA/ECB8: 13 Begin action queue for character $13 (NPC $13), 33 bytes long CA/ECBA: E0 Pause for 4 * 6 (24) frames CA/ECBC: 86 Move vehicle/entity down 2 tiles CA/ECBD: 8B Move vehicle/entity left 3 tiles CA/ECBE: 80 Move vehicle/entity up 1 tile CA/ECBF: 83 Move vehicle/entity left 1 tile CA/ECC0: CC Turn vehicle/entity up CA/ECC1: E0 Pause for 4 * 4 (16) frames CA/ECC3: 99 Move vehicle/entity right 7 tiles CA/ECC4: 84 Move vehicle/entity up 2 tiles CA/ECC5: E0 Pause for 4 * 4 (16) frames CA/ECC7: 85 Move vehicle/entity right 2 tiles CA/ECC8: 82 Move vehicle/entity down 1 tile CA/ECC9: 81 Move vehicle/entity right 1 tile CA/ECCA: CC Turn vehicle/entity up CA/ECCB: E0 Pause for 4 * 1 (4) frames CA/ECCD: 81 Move vehicle/entity right 1 tile CA/ECCE: CC Turn vehicle/entity up CA/ECCF: E0 Pause for 4 * 2 (8) frames CA/ECD1: 86 Move vehicle/entity down 2 tiles CA/ECD2: 8B Move vehicle/entity left 3 tiles CA/ECD3: CC Turn vehicle/entity up CA/ECD4: E0 Pause for 4 * 4 (16) frames CA/ECD6: 8F Move vehicle/entity left 4 tiles CA/ECD7: 84 Move vehicle/entity up 2 tiles CA/ECD8: CF Turn vehicle/entity left CA/ECD9: FC Branch 31 bytes backwards ($CAECBA) CA/ECDB: FE Return CA/ECDC: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CA/ECE2: 11 Begin action queue for character $11 (NPC $11), 13 bytes long CA/ECE4: E0 Pause for 4 * 10 (40) frames CA/ECE6: 22 Do vehicle/entity graphical action $22 CA/ECE7: E0 Pause for 4 * 1 (4) frames CA/ECE9: CF Turn vehicle/entity left CA/ECEA: FA Pseudo-randomly choose to branch 6 bytes backwards ($CAECE4) with 50 % chance CA/ECEC: E0 Pause for 4 * 8 (32) frames CA/ECEE: FC Branch 10 bytes backwards ($CAECE4) CA/ECF0: FF End queue CA/ECF1: FE Return CA/ECF2: C0 If ($1E80($10D) [$1EA1, bit 5] is clear), branch to $CA5EB3 (simply returns) CA/ECF8: 73 Replace current map's Layer 1 at (13, 50) with the following (4 x 3) chunk, refresh immediately CA/ECFD: $90, $90, $90, $A0 CA/ED01: $A0, $07, $B0, $B0 CA/ED05: $17, $76, $77, $E1 CA/ED09: 73 Replace current map's Layer 1 at (13, 114) with the following (4 x 3) chunk, refresh immediately CA/ED0E: $BA, $BA, $C4, $56 CA/ED12: $57, $CC, $08, $18 CA/ED16: $DA, $BA, $BA, $BA CA/ED1A: FE Return CA/ED1B: C0 If ($1E80($1F1) [$1EBE, bit 1] is clear), branch to $CA5EB3 (simply returns) CA/ED21: 73 Replace current map's Layer 1 at (3, 77) with the following (1 x 3) chunk, refresh immediately CA/ED26: $0B CA/ED27: $0C CA/ED28: $0D CA/ED29: 73 Replace current map's Layer 1 at (4, 15) with the following (2 x 1) chunk, refresh immediately CA/ED2E: $E0, $08 CA/ED30: FE Return CA/ED31: 73 Replace current map's Layer 1 at (46, 37) with the following (3 x 2) chunk, refresh immediately CA/ED36: $92, $92, $92 CA/ED39: $92, $11, $11 CA/ED3C: 73 Replace current map's Layer 1 at (46, 101) with the following (3 x 2) chunk, refresh immediately CA/ED41: $35, $96, $E9 CA/ED44: $B4, $02, $E9 CA/ED47: C0 If ($1E80($123) [$1EA4, bit 3] is clear), branch to $CA5EB3 (simply returns) CA/ED4D: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CA/ED53: 10 Begin action queue for character $10 (NPC $10), 39 bytes long CA/ED55: 81 Move vehicle/entity right 1 tile CA/ED56: E0 Pause for 4 * 4 (16) frames CA/ED58: 81 Move vehicle/entity right 1 tile CA/ED59: E2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/ED5B: E0 Pause for 4 * 2 (8) frames CA/ED5D: E5 Clear event bit $1E80($1F0) [$1EBE, bit 0] CA/ED5F: E0 Pause for 4 * 2 (8) frames CA/ED61: 81 Move vehicle/entity right 1 tile CA/ED62: E0 Pause for 4 * 4 (16) frames CA/ED64: 81 Move vehicle/entity right 1 tile CA/ED65: E0 Pause for 4 * 4 (16) frames CA/ED67: 83 Move vehicle/entity left 1 tile CA/ED68: E0 Pause for 4 * 4 (16) frames CA/ED6A: 83 Move vehicle/entity left 1 tile CA/ED6B: E2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/ED6D: E0 Pause for 4 * 2 (8) frames CA/ED6F: E5 Clear event bit $1E80($1F0) [$1EBE, bit 0] CA/ED71: E0 Pause for 4 * 2 (8) frames CA/ED73: 83 Move vehicle/entity left 1 tile CA/ED74: E0 Pause for 4 * 4 (16) frames CA/ED76: 83 Move vehicle/entity left 1 tile CA/ED77: E0 Pause for 4 * 4 (16) frames CA/ED79: FC Branch 40 bytes backwards ($CAED51) CA/ED7B: FF End queue CA/ED7C: FE Return CA/ED7D: 60 Change background layer $0E to palette $11 CA/ED80: FE Return CA/ED81: 53 Modify object color range from [60, 6F]: Subtract (Black) at intensity 0 CA/ED85: FE Return CA/ED86: 53 Modify object color range from [60, 6F]: Subtract (Black) at intensity 0 CA/ED8A: FE Return CA/ED8B: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CAED9B CA/ED91: D4 Set event bit $1E80($2B0) [$1ED6, bit 0] CA/ED93: F0 Play song 29 (Under Martial Law), (high bit clear), full volume CA/ED95: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CAED9D CA/ED9B: F0 Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume CA/ED9D: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CA/EDA3: 11 Begin action queue for character $11 (NPC $11), 11 bytes long CA/EDA5: E0 Pause for 4 * 80 (320) frames CA/EDA7: 83 Move vehicle/entity left 1 tile CA/EDA8: CE Turn vehicle/entity down CA/EDA9: E0 Pause for 4 * 48 (192) frames CA/EDAB: 81 Move vehicle/entity right 1 tile CA/EDAC: CE Turn vehicle/entity down CA/EDAD: FC Branch 8 bytes backwards ($CAEDA5) CA/EDAF: FF End queue CA/EDB0: 12 Begin action queue for character $12 (NPC $12), 11 bytes long CA/EDB2: 82 Move vehicle/entity down 1 tile CA/EDB3: CF Turn vehicle/entity left CA/EDB4: E0 Pause for 4 * 8 (32) frames CA/EDB6: 80 Move vehicle/entity up 1 tile CA/EDB7: CF Turn vehicle/entity left CA/EDB8: E0 Pause for 4 * 2 (8) frames CA/EDBA: FC Branch 8 bytes backwards ($CAEDB2) CA/EDBC: FF End queue CA/EDBD: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CA/EDBF: 87 Move vehicle/entity left 2 tiles CA/EDC0: 85 Move vehicle/entity right 2 tiles CA/EDC1: FC Branch 2 bytes backwards ($CAEDBF) CA/EDC3: FF End queue CA/EDC4: C0 If ($1E80($375) [$1EEE, bit 5] is clear), branch to $CA5EB3 (simply returns) CA/EDCA: 73 Replace current map's Layer 1 at (16, 54) with the following (2 x 1) chunk, refresh immediately CA/EDCF: $04, $14 CA/EDD1: D7 Clear event bit $1E80($375) [$1EEE, bit 5] CA/EDD3: 1B Begin action queue for character $1B (NPC $1B), 4 bytes long CA/EDD5: A2 Move vehicle/entity left/down 1x1 tiles CA/EDD6: 92 Move vehicle/entity down 5 tiles CA/EDD7: D1 Make vehicle/entity disappear CA/EDD8: FF End queue CA/EDD9: 1C Begin action queue for character $1C (NPC $1C), 10 bytes long CA/EDDB: E0 Pause for 4 * 16 (64) frames CA/EDDD: D5 Set vehicle/entity's position to (16, 55) CA/EDE0: 86 Move vehicle/entity down 2 tiles CA/EDE1: A2 Move vehicle/entity left/down 1x1 tiles CA/EDE2: FC Branch 13 bytes backwards ($CAEDD5) CA/EDE4: FF End queue CA/EDE5: 1D Begin action queue for character $1D (NPC $1D), 5 bytes long CA/EDE7: E0 Pause for 4 * 20 (80) frames CA/EDE9: FC Branch 12 bytes backwards ($CAEDDD) CA/EDEB: FF End queue CA/EDEC: 1E Begin action queue for character $1E (NPC $1E), 5 bytes long CA/EDEE: E0 Pause for 4 * 24 (96) frames CA/EDF0: FC Branch 7 bytes backwards ($CAEDE9) CA/EDF2: FF End queue CA/EDF3: FE Return CA/EDF4: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CAEDFD CA/EDFA: F0 Play song 29 (Under Martial Law), (high bit clear), full volume CA/EDFC: FE Return CA/EDFD: F0 Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume CA/EDFF: FE Return CA/EE00: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CA/EE06: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CAEE0F CA/EE0C: F0 Play song 29 (Under Martial Law), (high bit clear), full volume CA/EE0E: FE Return CA/EE0F: F0 Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume CA/EE11: FE Return CA/EE12: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CAEE1B CA/EE18: F0 Play song 29 (Under Martial Law), (high bit clear), full volume CA/EE1A: FE Return CA/EE1B: F0 Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume CA/EE1D: FE Return CA/EE1E: C0 If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CA5EB3 (simply returns) CA/EE24: 73 Replace current map's Layer 1 at (46, 166) with the following (7 x 7) chunk, refresh immediately CA/EE29: $00, $00, $00, $00, $00, $00, $00 CA/EE30: $00, $00, $00, $00, $00, $00, $00 CA/EE37: $00, $00, $00, $00, $00, $00, $00 CA/EE3E: $00, $00, $00, $00, $00, $00, $00 CA/EE45: $00, $00, $00, $00, $00, $00, $00 CA/EE4C: $00, $00, $00, $00, $00, $00, $00 CA/EE53: $00, $00, $00, $00, $00, $00, $00 CA/EE5A: 73 Replace current map's Layer 1 at (47, 38) with the following (6 x 6) chunk, refresh immediately CA/EE5F: $00, $00, $11, $1C, $54, $6A CA/EE65: $00, $00, $11, $1C, $11, $53 CA/EE6B: $11, $11, $11, $1C, $11, $00 CA/EE71: $1C, $1C, $1C, $1C, $1C, $11 CA/EE77: $1C, $1C, $F1, $1C, $1C, $B2 CA/EE7D: $B3, $B4, $1C, $B2, $B3, $E8 CA/EE83: 73 Replace current map's Layer 1 at (49, 106) with the following (1 x 1) chunk, refresh immediately CA/EE88: $01 CA/EE89: FE Return CA/EE8A: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CAEE93 CA/EE90: F0 Play song 29 (Under Martial Law), (high bit clear), full volume CA/EE92: FE Return CA/EE93: F0 Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume CA/EE95: FE Return CA/EE96: C0 If ($1E80($338) [$1EE7, bit 0] is clear), branch to $CAEEA0 CA/EE9C: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CA/EE9E: 2D Do vehicle/entity graphical action $2D CA/EE9F: FF End queue CA/EEA0: C9 If ($1E80($06C) [$1E8D, bit 4] is set) and ($1E80($06F) [$1E8D, bit 7] is clear), branch to $CA5EB3 (simply returns) CA/EEA8: B0 Execute the following commands until $B1 7 times CA/EEAA: 50 Tint screen (cumulative) with color $9B CA/EEAC: 52 Tint characters (cumulative) with color $9B CA/EEAE: B1 End block of repeating commands CA/EEAF: C1 If ($1E80($337) [$1EE6, bit 7] is clear) or ($1E80($06C) [$1E8D, bit 4] is set), branch to $CA5EB3 (simply returns) CA/EEB7: D7 Clear event bit $1E80($337) [$1EE6, bit 7] CA/EEB9: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CA/EEBB: 9E Move vehicle/entity down 8 tiles CA/EEBC: 8E Move vehicle/entity down 4 tiles CA/EEBD: 8B Move vehicle/entity left 3 tiles CA/EEBE: 8E Move vehicle/entity down 4 tiles CA/EEBF: 8F Move vehicle/entity left 4 tiles CA/EEC0: CE Turn vehicle/entity down CA/EEC1: FF End queue CA/EEC2: FE Return CA/EEC3: 60 Change background layer $0F to palette $0E CA/EEC6: B0 Execute the following commands until $B1 5 times CA/EEC8: 53 Modify object color range from [70, 7F]: Add (Black) at intensity 0 CA/EECC: B1 End block of repeating commands CA/EECD: C1 If ($1E80($117) [$1EA2, bit 7] is clear) or ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CA/EED5: 58 Shake screen ($FD): (Intensity: 1)) (Permanance and ???: 3)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/EED7: B2 Call subroutine $CA9FA6 CA/EEDB: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CA/EEDD: 2D Do vehicle/entity graphical action $2D CA/EEDE: FF End queue CA/EEDF: 10 Begin action queue for character $10 (NPC $10), 21 bytes long CA/EEE1: C3 Set vehicle/entity's event speed to fast CA/EEE2: D5 Set vehicle/entity's position to (62, 37) CA/EEE5: A3 Move vehicle/entity left/up 1x1 tiles CA/EEE6: A3 Move vehicle/entity left/up 1x1 tiles CA/EEE7: A3 Move vehicle/entity left/up 1x1 tiles CA/EEE8: A3 Move vehicle/entity left/up 1x1 tiles CA/EEE9: A3 Move vehicle/entity left/up 1x1 tiles CA/EEEA: FB Pseudo-randomly choose to branch 4 bytes forwards ($CAEEEE) with 50 % chance CA/EEEC: A3 Move vehicle/entity left/up 1x1 tiles CA/EEED: A3 Move vehicle/entity left/up 1x1 tiles CA/EEEE: D5 Set vehicle/entity's position to (0, 0) CA/EEF1: E0 Pause for 4 * 7 (28) frames CA/EEF3: FC Branch 17 bytes backwards ($CAEEE2) CA/EEF5: FF End queue CA/EEF6: 13 Begin action queue for character $13 (NPC $13), 17 bytes long CA/EEF8: C4 Set vehicle/entity's event speed to faster CA/EEF9: D5 Set vehicle/entity's position to (50, 35) CA/EEFC: A0 Move vehicle/entity right/up 1x1 tiles CA/EEFD: A0 Move vehicle/entity right/up 1x1 tiles CA/EEFE: A0 Move vehicle/entity right/up 1x1 tiles CA/EEFF: A0 Move vehicle/entity right/up 1x1 tiles CA/EF00: A0 Move vehicle/entity right/up 1x1 tiles CA/EF01: D5 Set vehicle/entity's position to (0, 0) CA/EF04: E0 Pause for 4 * 20 (80) frames CA/EF06: FC Branch 14 bytes backwards ($CAEEF8) CA/EF08: FF End queue CA/EF09: 16 Begin action queue for character $16 (NPC $16), 18 bytes long CA/EF0B: C3 Set vehicle/entity's event speed to fast CA/EF0C: D5 Set vehicle/entity's position to (57, 38) CA/EF0F: 84 Move vehicle/entity up 2 tiles CA/EF10: AB Move vehicle/entity left/up 1x2 tiles CA/EF11: FB Pseudo-randomly choose to branch 4 bytes forwards ($CAEF15) with 50 % chance CA/EF13: 80 Move vehicle/entity up 1 tile CA/EF14: AB Move vehicle/entity left/up 1x2 tiles CA/EF15: D5 Set vehicle/entity's position to (0, 0) CA/EF18: E0 Pause for 4 * 8 (32) frames CA/EF1A: FC Branch 14 bytes backwards ($CAEF0C) CA/EF1C: FF End queue CA/EF1D: 19 Begin action queue for character $19 (NPC $19), 15 bytes long CA/EF1F: D5 Set vehicle/entity's position to (51, 32) CA/EF22: A5 Move vehicle/entity right/up 2x1 tiles CA/EF23: FB Pseudo-randomly choose to branch 3 bytes forwards ($CAEF26) with 50 % chance CA/EF25: A5 Move vehicle/entity right/up 2x1 tiles CA/EF26: D5 Set vehicle/entity's position to (0, 0) CA/EF29: E0 Pause for 4 * 2 (8) frames CA/EF2B: FC Branch 12 bytes backwards ($CAEF1F) CA/EF2D: FF End queue CA/EF2E: 14 Begin action queue for character $14 (NPC $14), 17 bytes long CA/EF30: C3 Set vehicle/entity's event speed to fast CA/EF31: D5 Set vehicle/entity's position to (58, 37) CA/EF34: AB Move vehicle/entity left/up 1x2 tiles CA/EF35: AB Move vehicle/entity left/up 1x2 tiles CA/EF36: FB Pseudo-randomly choose to branch 3 bytes forwards ($CAEF39) with 50 % chance CA/EF38: AB Move vehicle/entity left/up 1x2 tiles CA/EF39: D5 Set vehicle/entity's position to (0, 0) CA/EF3C: E0 Pause for 4 * 4 (16) frames CA/EF3E: FC Branch 13 bytes backwards ($CAEF31) CA/EF40: FF End queue CA/EF41: 17 Begin action queue for character $17 (NPC $17), 17 bytes long CA/EF43: C5 Set vehicle/entity's event speed to fastest CA/EF44: D5 Set vehicle/entity's position to (61, 33) CA/EF47: AA Move vehicle/entity left/up 2x1 tiles CA/EF48: AA Move vehicle/entity left/up 2x1 tiles CA/EF49: FB Pseudo-randomly choose to branch 3 bytes forwards ($CAEF4C) with 50 % chance CA/EF4B: AA Move vehicle/entity left/up 2x1 tiles CA/EF4C: D5 Set vehicle/entity's position to (0, 0) CA/EF4F: E0 Pause for 4 * 16 (64) frames CA/EF51: FC Branch 13 bytes backwards ($CAEF44) CA/EF53: FF End queue CA/EF54: 15 Begin action queue for character $15 (NPC $15), 13 bytes long CA/EF56: D5 Set vehicle/entity's position to (53, 35) CA/EF59: A4 Move vehicle/entity right/up 1x2 tiles CA/EF5A: A4 Move vehicle/entity right/up 1x2 tiles CA/EF5B: D5 Set vehicle/entity's position to (0, 0) CA/EF5E: E0 Pause for 4 * 12 (48) frames CA/EF60: FC Branch 10 bytes backwards ($CAEF56) CA/EF62: FF End queue CA/EF63: 18 Begin action queue for character $18 (NPC $18), 14 bytes long CA/EF65: D5 Set vehicle/entity's position to (58, 34) CA/EF68: A3 Move vehicle/entity left/up 1x1 tiles CA/EF69: A3 Move vehicle/entity left/up 1x1 tiles CA/EF6A: A3 Move vehicle/entity left/up 1x1 tiles CA/EF6B: D5 Set vehicle/entity's position to (0, 0) CA/EF6E: E0 Pause for 4 * 10 (40) frames CA/EF70: FC Branch 11 bytes backwards ($CAEF65) CA/EF72: FF End queue CA/EF73: 1B Begin action queue for character $1B (NPC $1B), 14 bytes long CA/EF75: C5 Set vehicle/entity's event speed to fastest CA/EF76: D5 Set vehicle/entity's position to (54, 38) CA/EF79: 90 Move vehicle/entity up 5 tiles CA/EF7A: A4 Move vehicle/entity right/up 1x2 tiles CA/EF7B: D5 Set vehicle/entity's position to (0, 0) CA/EF7E: E0 Pause for 4 * 3 (12) frames CA/EF80: FC Branch 10 bytes backwards ($CAEF76) CA/EF82: FF End queue CA/EF83: FE Return CA/EF84: FE Return CA/EF85: 60 Change background layer $0E to palette $0C CA/EF88: 60 Change background layer $0F to palette $19 CA/EF8B: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CA/EF91: 1A Begin action queue for character $1A (NPC $1A), 32 bytes long CA/EF93: E0 Pause for 4 * 64 (256) frames CA/EF95: 80 Move vehicle/entity up 1 tile CA/EF96: 85 Move vehicle/entity right 2 tiles CA/EF97: E0 Pause for 4 * 32 (128) frames CA/EF99: C3 Set vehicle/entity's event speed to fast CA/EF9A: C8 Set object layering priority to 2 (low nibble 2) CA/EF9C: DD Make vehicle/entity jump (high) CA/EF9D: 89 Move vehicle/entity right 3 tiles CA/EF9E: C8 Set object layering priority to 3 (low nibble 3) CA/EFA0: E0 Pause for 4 * 10 (40) frames CA/EFA2: CF Turn vehicle/entity left CA/EFA3: E0 Pause for 4 * 16 (64) frames CA/EFA5: C8 Set object layering priority to 2 (low nibble 2) CA/EFA7: DD Make vehicle/entity jump (high) CA/EFA8: 8B Move vehicle/entity left 3 tiles CA/EFA9: C8 Set object layering priority to 3 (low nibble 3) CA/EFAB: E0 Pause for 4 * 8 (32) frames CA/EFAD: C1 Set vehicle/entity's event speed to slow CA/EFAE: 87 Move vehicle/entity left 2 tiles CA/EFAF: 82 Move vehicle/entity down 1 tile CA/EFB0: FC Branch 29 bytes backwards ($CAEF93) CA/EFB2: FF End queue CA/EFB3: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long CA/EFB5: 2D Do vehicle/entity graphical action $2D CA/EFB6: FF End queue CA/EFB7: FE Return CA/EFB8: C0 If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CAEFC2 CA/EFBE: B2 Call subroutine $CAD09D CA/EFC2: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CA/EFC8: 11 Begin action queue for character $11 (NPC $11), 27 bytes long CA/EFCA: 80 Move vehicle/entity up 1 tile CA/EFCB: 93 Move vehicle/entity left 5 tiles CA/EFCC: 83 Move vehicle/entity left 1 tile CA/EFCD: 90 Move vehicle/entity up 5 tiles CA/EFCE: 88 Move vehicle/entity up 3 tiles CA/EFCF: 88 Move vehicle/entity up 3 tiles CA/EFD0: 90 Move vehicle/entity up 5 tiles CA/EFD1: 83 Move vehicle/entity left 1 tile CA/EFD2: 87 Move vehicle/entity left 2 tiles CA/EFD3: E0 Pause for 4 * 10 (40) frames CA/EFD5: A0 Move vehicle/entity right/up 1x1 tiles CA/EFD6: 89 Move vehicle/entity right 3 tiles CA/EFD7: 84 Move vehicle/entity up 2 tiles CA/EFD8: 83 Move vehicle/entity left 1 tile CA/EFD9: A3 Move vehicle/entity left/up 1x1 tiles CA/EFDA: 87 Move vehicle/entity left 2 tiles CA/EFDB: A3 Move vehicle/entity left/up 1x1 tiles CA/EFDC: 87 Move vehicle/entity left 2 tiles CA/EFDD: A3 Move vehicle/entity left/up 1x1 tiles CA/EFDE: D5 Set vehicle/entity's position to (59, 34) CA/EFE1: 84 Move vehicle/entity up 2 tiles CA/EFE2: FC Branch 24 bytes backwards ($CAEFCA) CA/EFE4: FF End queue CA/EFE5: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/EFE7: FC Branch 27 bytes backwards ($CAEFCC) CA/EFE9: FF End queue CA/EFEA: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/EFEC: FC Branch 30 bytes backwards ($CAEFCE) CA/EFEE: FF End queue CA/EFEF: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CA/EFF1: FC Branch 33 bytes backwards ($CAEFD0) CA/EFF3: FF End queue CA/EFF4: 15 Begin action queue for character $15 (NPC $15), 3 bytes long CA/EFF6: FC Branch 36 bytes backwards ($CAEFD2) CA/EFF8: FF End queue CA/EFF9: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CA/EFFB: FC Branch 36 bytes backwards ($CAEFD7) CA/EFFD: FF End queue CA/EFFE: 17 Begin action queue for character $17 (NPC $17), 3 bytes long CA/F000: FC Branch 37 bytes backwards ($CAEFDB) CA/F002: FF End queue CA/F003: FE Return CA/F004: 60 Change background layer $0E to palette $08 CA/F007: FE Return CA/F008: F6 Subcommand $81: Change volume of currently playing song to $FF, transition time 16 CA/F00C: B2 Call subroutine $CAC8E1 CA/F010: FE Return CA/F011: F6 Subcommand $81: Change volume of currently playing song to $FF, transition time 16 CA/F015: B2 Call subroutine $CAD0C2 CA/F019: B2 Call subroutine $CAD2EC CA/F01D: C0 If ($1E80($110) [$1EA2, bit 0] is clear), branch to $CAF05F CA/F023: C0 If ($1E80($264) [$1ECC, bit 4] is clear), branch to $CAF032 CA/F029: 41 Show object $04 CA/F02B: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/F02D: D5 Set vehicle/entity's position to (17, 46) CA/F030: CC Turn vehicle/entity up CA/F031: FF End queue CA/F032: C0 If ($1E80($265) [$1ECC, bit 5] is clear), branch to $CAF041 CA/F038: 41 Show object $05 CA/F03A: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long CA/F03C: D5 Set vehicle/entity's position to (18, 46) CA/F03F: CC Turn vehicle/entity up CA/F040: FF End queue CA/F041: C0 If ($1E80($262) [$1ECC, bit 2] is clear), branch to $CAF050 CA/F047: 41 Show object $02 CA/F049: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long CA/F04B: D5 Set vehicle/entity's position to (19, 46) CA/F04E: CC Turn vehicle/entity up CA/F04F: FF End queue CA/F050: C0 If ($1E80($26B) [$1ECD, bit 3] is clear), branch to $CAF05F CA/F056: 41 Show object $0B CA/F058: 0B Begin action queue for character $0B (Actor in stot 11), 5 bytes long CA/F05A: D5 Set vehicle/entity's position to (20, 46) CA/F05D: CC Turn vehicle/entity up CA/F05E: FF End queue CA/F05F: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CA/F065: C0 If ($1E80($347) [$1EE8, bit 7] is clear), branch to $CAF073 CA/F06B: B2 Call subroutine $CAF0FA CA/F06F: B2 Call subroutine $CAF11F CA/F073: C0 If ($1E80($110) [$1EA2, bit 0] is set), branch to $CA5EB3 (simply returns) CA/F079: 78 Enable ability to pass through other objects for object $10 (NPC $10) CA/F07B: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/F07D: 10 Begin action queue for character $10 (NPC $10), 42 bytes long CA/F07F: C7 Set vehicle/entity to stay still when moving CA/F080: 83 Move vehicle/entity left 1 tile CA/F081: E0 Pause for 4 * 4 (16) frames CA/F083: 81 Move vehicle/entity right 1 tile CA/F084: E0 Pause for 4 * 4 (16) frames CA/F086: 81 Move vehicle/entity right 1 tile CA/F087: E0 Pause for 4 * 4 (16) frames CA/F089: 83 Move vehicle/entity left 1 tile CA/F08A: E0 Pause for 4 * 8 (32) frames CA/F08C: A0 Move vehicle/entity right/up 1x1 tiles CA/F08D: CE Turn vehicle/entity down CA/F08E: A1 Move vehicle/entity right/down 1x1 tiles CA/F08F: CF Turn vehicle/entity left CA/F090: A2 Move vehicle/entity left/down 1x1 tiles CA/F091: CC Turn vehicle/entity up CA/F092: A3 Move vehicle/entity left/up 1x1 tiles CA/F093: CD Turn vehicle/entity right CA/F094: E0 Pause for 4 * 6 (24) frames CA/F096: E0 Pause for 4 * 1 (4) frames CA/F098: CE Turn vehicle/entity down CA/F099: E0 Pause for 4 * 1 (4) frames CA/F09B: CF Turn vehicle/entity left CA/F09C: E0 Pause for 4 * 1 (4) frames CA/F09E: CC Turn vehicle/entity up CA/F09F: E0 Pause for 4 * 1 (4) frames CA/F0A1: CD Turn vehicle/entity right CA/F0A2: E0 Pause for 4 * 6 (24) frames CA/F0A4: E0 Pause for 4 * 8 (32) frames CA/F0A6: FC Branch 39 bytes backwards ($CAF07F) CA/F0A8: FF End queue CA/F0A9: 1B Begin action queue for character $1B (NPC $1B), 3 bytes long CA/F0AB: FC Branch 5 bytes backwards ($CAF0A6) CA/F0AD: FF End queue CA/F0AE: 1D Begin action queue for character $1D (NPC $1D), 3 bytes long CA/F0B0: FC Branch 5 bytes backwards ($CAF0AB) CA/F0B2: FF End queue CA/F0B3: 11 Begin action queue for character $11 (NPC $11), 42 bytes long CA/F0B5: C7 Set vehicle/entity to stay still when moving CA/F0B6: 83 Move vehicle/entity left 1 tile CA/F0B7: E0 Pause for 4 * 4 (16) frames CA/F0B9: 81 Move vehicle/entity right 1 tile CA/F0BA: E0 Pause for 4 * 4 (16) frames CA/F0BC: 81 Move vehicle/entity right 1 tile CA/F0BD: E0 Pause for 4 * 4 (16) frames CA/F0BF: 83 Move vehicle/entity left 1 tile CA/F0C0: E0 Pause for 4 * 8 (32) frames CA/F0C2: E0 Pause for 4 * 1 (4) frames CA/F0C4: CC Turn vehicle/entity up CA/F0C5: E0 Pause for 4 * 1 (4) frames CA/F0C7: CD Turn vehicle/entity right CA/F0C8: E0 Pause for 4 * 1 (4) frames CA/F0CA: CE Turn vehicle/entity down CA/F0CB: E0 Pause for 4 * 1 (4) frames CA/F0CD: CF Turn vehicle/entity left CA/F0CE: E0 Pause for 4 * 6 (24) frames CA/F0D0: A2 Move vehicle/entity left/down 1x1 tiles CA/F0D1: CC Turn vehicle/entity up CA/F0D2: A3 Move vehicle/entity left/up 1x1 tiles CA/F0D3: CD Turn vehicle/entity right CA/F0D4: A0 Move vehicle/entity right/up 1x1 tiles CA/F0D5: CE Turn vehicle/entity down CA/F0D6: A1 Move vehicle/entity right/down 1x1 tiles CA/F0D7: CF Turn vehicle/entity left CA/F0D8: E0 Pause for 4 * 6 (24) frames CA/F0DA: E0 Pause for 4 * 8 (32) frames CA/F0DC: FC Branch 39 bytes backwards ($CAF0B5) CA/F0DE: FF End queue CA/F0DF: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long CA/F0E1: FC Branch 5 bytes backwards ($CAF0DC) CA/F0E3: FF End queue CA/F0E4: 1E Begin action queue for character $1E (NPC $1E), 3 bytes long CA/F0E6: FC Branch 5 bytes backwards ($CAF0E1) CA/F0E8: FF End queue CA/F0E9: C0 If ($1E80($346) [$1EE8, bit 6] is clear), branch to $CA5EB3 (simply returns) CA/F0EF: 1F Begin action queue for character $1F (NPC $1F), 3 bytes long CA/F0F1: FC Branch 65 bytes backwards ($CAF0B0) CA/F0F3: FF End queue CA/F0F4: 20 Begin action queue for character $20 (NPC $20), 3 bytes long CA/F0F6: FC Branch 16 bytes backwards ($CAF0E6) CA/F0F8: FF End queue CA/F0F9: FE Return CA/F0FA: 13 Begin action queue for character $13 (NPC $13), 16 bytes long CA/F0FC: C7 Set vehicle/entity to stay still when moving CA/F0FD: C2 Set vehicle/entity's event speed to normal CA/F0FE: A0 Move vehicle/entity right/up 1x1 tiles CA/F0FF: C4 Set vehicle/entity's event speed to faster CA/F100: A2 Move vehicle/entity left/down 1x1 tiles CA/F101: E0 Pause for 4 * 1 (4) frames CA/F103: FA Pseudo-randomly choose to branch 6 bytes backwards ($CAF0FD) with 50 % chance CA/F105: C2 Set vehicle/entity's event speed to normal CA/F106: A1 Move vehicle/entity right/down 1x1 tiles CA/F107: C4 Set vehicle/entity's event speed to faster CA/F108: A3 Move vehicle/entity left/up 1x1 tiles CA/F109: FC Branch 13 bytes backwards ($CAF0FC) CA/F10B: FF End queue CA/F10C: 15 Begin action queue for character $15 (NPC $15), 16 bytes long CA/F10E: C7 Set vehicle/entity to stay still when moving CA/F10F: C2 Set vehicle/entity's event speed to normal CA/F110: A3 Move vehicle/entity left/up 1x1 tiles CA/F111: C4 Set vehicle/entity's event speed to faster CA/F112: A1 Move vehicle/entity right/down 1x1 tiles CA/F113: E0 Pause for 4 * 1 (4) frames CA/F115: FA Pseudo-randomly choose to branch 6 bytes backwards ($CAF10F) with 50 % chance CA/F117: C2 Set vehicle/entity's event speed to normal CA/F118: A2 Move vehicle/entity left/down 1x1 tiles CA/F119: C4 Set vehicle/entity's event speed to faster CA/F11A: A0 Move vehicle/entity right/up 1x1 tiles CA/F11B: FC Branch 13 bytes backwards ($CAF10E) CA/F11D: FF End queue CA/F11E: FE Return CA/F11F: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CA/F121: FC Branch 37 bytes backwards ($CAF0FC) CA/F123: FF End queue CA/F124: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CA/F126: FC Branch 24 bytes backwards ($CAF10E) CA/F128: FF End queue CA/F129: FE Return CA/F12A: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/F12C: FC Branch 11 bytes backwards ($CAF121) CA/F12E: FF End queue CA/F12F: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/F131: FC Branch 16 bytes backwards ($CAF121) CA/F133: FF End queue CA/F134: FE Return CA/F135: F6 Subcommand $81: Change volume of currently playing song to $FF, transition time 16 CA/F139: C0 If ($1E80($05A) [$1E8B, bit 2] is clear), branch to $CAF143 CA/F13F: B2 Call subroutine $CAD1D8 CA/F143: C0 If ($1E80($059) [$1E8B, bit 1] is clear), branch to $CA5EB3 (simply returns) CA/F149: B2 Call subroutine $CAD0C2 CA/F14D: FE Return CA/F14E: F6 Subcommand $81: Change volume of currently playing song to $FF, transition time 16 CA/F152: B2 Call subroutine $CAC8F6 CA/F156: D2 Set event bit $1E80($1CA) [$1EB9, bit 2] CA/F158: 7C Enable activation of event for object $18 (NPC $18) if it comes into contact with any party CA/F15A: 7C Enable activation of event for object $19 (NPC $19) if it comes into contact with any party CA/F15C: 7C Enable activation of event for object $1A (NPC $1A) if it comes into contact with any party CA/F15E: 7C Enable activation of event for object $1B (NPC $1B) if it comes into contact with any party CA/F160: 7C Enable activation of event for object $1C (NPC $1C) if it comes into contact with any party CA/F162: B0 Execute the following commands until $B1 6 times CA/F164: 51 Modify background color range from [50, 6F]: Do (Black) at intensity 3 CA/F168: B4 Pause for 6 units CA/F16A: B1 End block of repeating commands CA/F16B: B2 Call subroutine $CAD2EC CA/F16F: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CA/F175: B2 Call subroutine $CAF0FA CA/F179: B2 Call subroutine $CAF11F CA/F17D: B2 Call subroutine $CAF12A CA/F181: FE Return CA/F182: F6 Subcommand $81: Change volume of currently playing song to $60, transition time 16 CA/F186: FE Return CA/F187: F6 Subcommand $81: Change volume of currently playing song to $60, transition time 16 CA/F18B: C1 If ($1E80($055) [$1E8A, bit 5] is clear) or ($1E80($056) [$1E8A, bit 6] is set), branch to $CA5EB3 (simply returns) CA/F193: 7A Change event address for object $06 to address $CABA44 CA/F198: 41 Show object $06 CA/F19A: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/F19C: D5 Set vehicle/entity's position to (99, 19) CA/F19F: CC Turn vehicle/entity up CA/F1A0: FF End queue CA/F1A1: FE Return CA/F1A2: C0 If ($1E80($0CB) [$1E99, bit 3] is clear), branch to $CA5EB3 (simply returns) CA/F1A8: 74 Replace current map's Layer 2 at (7, 8) with the following (2 x 3) chunk CA/F1AD: $C2, $C2 CA/F1AF: $C2, $BB CA/F1B1: $F0, $F0 CA/F1B3: 74 Replace current map's Layer 2 at (7, 72) with the following (2 x 3) chunk CA/F1B8: $7A, $24 CA/F1BA: $79, $8A CA/F1BC: $23, $89 CA/F1BE: 75 Refresh map after alteration CA/F1BF: FE Return CA/F1C0: C0 If ($1E80($2B3) [$1ED6, bit 3] is clear), branch to $CAF1E3 CA/F1C6: 73 Replace current map's Layer 1 at (55, 143) with the following (4 x 3) chunk, refresh immediately CA/F1CB: $02, $08, $02, $01 CA/F1CF: $01, $01, $01, $01 CA/F1D3: $01, $03, $01, $03 CA/F1D7: C0 If ($1E80($2B4) [$1ED6, bit 4] is set), branch to $CAF1E3 CA/F1DD: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CA/F1DF: D5 Set vehicle/entity's position to (56, 16) CA/F1E2: FF End queue CA/F1E3: C0 If ($1E80($2B1) [$1ED6, bit 1] is clear), branch to $CAF1ED CA/F1E9: B2 Call subroutine $CA41B3 CA/F1ED: C1 If ($1E80($2B2) [$1ED6, bit 2] is clear) or ($1E80($0CC) [$1E99, bit 4] is set), branch to $CA5EB3 (simply returns) CA/F1F5: 74 Replace current map's Layer 2 at (100, 7) with the following (2 x 1) chunk CA/F1FA: $01, $0B CA/F1FC: 74 Replace current map's Layer 2 at (100, 71) with the following (2 x 1) chunk CA/F201: $00, $5F CA/F203: 75 Refresh map after alteration CA/F204: FE Return CA/F205: C0 If ($1E80($2B8) [$1ED7, bit 0] is clear), branch to $CAF20F CA/F20B: B2 Call subroutine $CA4226 CA/F20F: C0 If ($1E80($2B5) [$1ED6, bit 5] is clear), branch to $CAF248 CA/F215: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CA/F217: D5 Set vehicle/entity's position to (72, 10) CA/F21A: FF End queue CA/F21B: 73 Replace current map's Layer 1 at (72, 135) with the following (4 x 10) chunk, refresh immediately CA/F220: $02, $08, $08, $08 CA/F224: $02, $08, $08, $08 CA/F228: $08, $08, $01, $01 CA/F22C: $01, $01, $01, $01 CA/F230: $01, $01, $01, $01 CA/F234: $01, $01, $01, $01 CA/F238: $01, $01, $01, $01 CA/F23C: $01, $01, $01, $01 CA/F240: $01, $01, $01, $01 CA/F244: $01, $01, $01, $01 CA/F248: C0 If ($1E80($2B6) [$1ED6, bit 6] is clear), branch to $CAF254 CA/F24E: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CA/F250: D5 Set vehicle/entity's position to (79, 7) CA/F253: FF End queue CA/F254: C0 If ($1E80($2B3) [$1ED6, bit 3] is clear), branch to $CA5EB3 (simply returns) CA/F25A: 73 Replace current map's Layer 1 at (58, 164) with the following (4 x 1) chunk, refresh immediately CA/F25F: $07, $0A, $00, $00 CA/F263: 73 Replace current map's Layer 1 at (64, 164) with the following (4 x 1) chunk, refresh immediately CA/F268: $07, $0A, $00, $00 CA/F26C: 73 Replace current map's Layer 1 at (58, 169) with the following (4 x 2) chunk, refresh immediately CA/F271: $01, $01, $01, $01 CA/F275: $00, $00, $00, $00 CA/F279: 73 Replace current map's Layer 1 at (63, 169) with the following (4 x 2) chunk, refresh immediately CA/F27E: $01, $01, $01, $01 CA/F282: $00, $00, $00, $00 CA/F286: 73 Replace current map's Layer 1 at (61, 32) with the following (1 x 1) chunk, refresh immediately CA/F28B: $66 CA/F28C: FE Return CA/F28D: 60 Change background layer $05 to palette $16 CA/F290: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CA/F292: 88 Move vehicle/entity up 3 tiles CA/F293: 8A Move vehicle/entity down 3 tiles CA/F294: FC Branch 2 bytes backwards ($CAF292) CA/F296: FF End queue CA/F297: 12 Begin action queue for character $12 (NPC $12), 5 bytes long CA/F299: 88 Move vehicle/entity up 3 tiles CA/F29A: 8A Move vehicle/entity down 3 tiles CA/F29B: FC Branch 2 bytes backwards ($CAF299) CA/F29D: FF End queue CA/F29E: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CA/F2A0: 80 Move vehicle/entity up 1 tile CA/F2A1: 82 Move vehicle/entity down 1 tile CA/F2A2: FC Branch 2 bytes backwards ($CAF2A0) CA/F2A4: FF End queue CA/F2A5: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CA/F2A7: 80 Move vehicle/entity up 1 tile CA/F2A8: 82 Move vehicle/entity down 1 tile CA/F2A9: FC Branch 2 bytes backwards ($CAF2A7) CA/F2AB: FF End queue CA/F2AC: FE Return CA/F2AD: 60 Change background layer $05 to palette $18 CA/F2B0: FE Return CA/F2B1: 60 Change background layer $0F to palette $10 CA/F2B4: FE Return CA/F2B5: C0 If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CAF2C3 CA/F2BB: B2 Call subroutine $CAE580 CA/F2BF: B2 Call subroutine $CAE5B2 CA/F2C3: C0 If ($1E80($1F1) [$1EBE, bit 1] is clear), branch to $CAF2CD CA/F2C9: B2 Call subroutine $CAE661 CA/F2CD: C0 If ($1E80($1F2) [$1EBE, bit 2] is clear), branch to $CAF2E1 CA/F2D3: B2 Call subroutine $CAE703 CA/F2D7: C0 If ($1E80($1F3) [$1EBE, bit 3] is clear), branch to $CAF2E1 CA/F2DD: B2 Call subroutine $CAE786 CA/F2E1: C0 If ($1E80($1F4) [$1EBE, bit 4] is clear), branch to $CAF2EB CA/F2E7: B2 Call subroutine $CAE802 CA/F2EB: C0 If ($1E80($1F5) [$1EBE, bit 5] is clear), branch to $CAF2F5 CA/F2F1: B2 Call subroutine $CAE82E CA/F2F5: C0 If ($1E80($1F6) [$1EBE, bit 6] is clear), branch to $CAF2FF CA/F2FB: B2 Call subroutine $CAE841 CA/F2FF: C0 If ($1E80($1F7) [$1EBE, bit 7] is clear), branch to $CAF309 CA/F305: B2 Call subroutine $CAE892 CA/F309: FE Return CA/F30A: 60 Change background layer $0F to palette $10 CA/F30D: 78 Enable ability to pass through other objects for object $1D (NPC $1D) CA/F30F: 78 Enable ability to pass through other objects for object $1E (NPC $1E) CA/F311: 78 Enable ability to pass through other objects for object $1F (NPC $1F) CA/F313: 78 Enable ability to pass through other objects for object $20 (NPC $20) CA/F315: 78 Enable ability to pass through other objects for object $21 (NPC $21) CA/F317: C0 If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CAF321 CA/F31D: B2 Call subroutine $CADB2B CA/F321: C0 If ($1E80($1F1) [$1EBE, bit 1] is clear), branch to $CAF32F CA/F327: B2 Call subroutine $CADB46 CA/F32B: B2 Call subroutine $CADB6B CA/F32F: C0 If ($1E80($1F2) [$1EBE, bit 2] is clear), branch to $CAF33D CA/F335: B2 Call subroutine $CADB96 CA/F339: B2 Call subroutine $CADBA3 CA/F33D: C0 If ($1E80($1F5) [$1EBE, bit 5] is clear), branch to $CAF34B CA/F343: B2 Call subroutine $CADBAD CA/F347: B2 Call subroutine $CADBBC CA/F34B: C0 If ($1E80($1F6) [$1EBE, bit 6] is clear), branch to $CAF35D CA/F351: B2 Call subroutine $CADBCD CA/F355: B2 Call subroutine $CADBEC CA/F359: B2 Call subroutine $CADC05 CA/F35D: C0 If ($1E80($1F7) [$1EBE, bit 7] is clear), branch to $CAF36F CA/F363: B2 Call subroutine $CADC1E CA/F367: B2 Call subroutine $CADC26 CA/F36B: B2 Call subroutine $CADC42 CA/F36F: C0 If ($1E80($1F8) [$1EBF, bit 0] is clear), branch to $CAF37D CA/F375: B2 Call subroutine $CADC5E CA/F379: B2 Call subroutine $CADC66 CA/F37D: C0 If ($1E80($1F9) [$1EBF, bit 1] is clear), branch to $CAF397 CA/F383: B2 Call subroutine $CADCC1 CA/F387: B2 Call subroutine $CADCC8 CA/F38B: B2 Call subroutine $CADCDE CA/F38F: B2 Call subroutine $CADCF4 CA/F393: B2 Call subroutine $CADD04 CA/F397: C0 If ($1E80($1FB) [$1EBF, bit 3] is clear), branch to $CAF3A1 CA/F39D: B2 Call subroutine $CADD14 CA/F3A1: C0 If ($1E80($35E) [$1EEB, bit 6] is clear), branch to $CAF3BB CA/F3A7: C0 If ($1E80($02A) [$1E85, bit 2] is set), branch to $CAF3B7 CA/F3AD: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete) CA/F3AF: 28 Do vehicle/entity graphical action $28 CA/F3B0: FF End queue CA/F3B1: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CAF3BB CA/F3B7: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete) CA/F3B9: 18 Do vehicle/entity graphical action $18 CA/F3BA: FF End queue CA/F3BB: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CA/F3C1: 1F Begin action queue for character $1F (NPC $1F), 17 bytes long CA/F3C3: E0 Pause for 4 * 3 (12) frames CA/F3C5: D5 Set vehicle/entity's position to (58, 3) CA/F3C8: A0 Move vehicle/entity right/up 1x1 tiles CA/F3C9: A6 Move vehicle/entity right/down 2x1 tiles CA/F3CA: D5 Set vehicle/entity's position to (0, 0) CA/F3CD: FA Pseudo-randomly choose to branch 10 bytes backwards ($CAF3C3) with 50 % chance CA/F3CF: E0 Pause for 4 * 4 (16) frames CA/F3D1: FC Branch 14 bytes backwards ($CAF3C3) CA/F3D3: FF End queue CA/F3D4: 20 Begin action queue for character $20 (NPC $20), 18 bytes long CA/F3D6: E0 Pause for 4 * 6 (24) frames CA/F3D8: D5 Set vehicle/entity's position to (58, 4) CA/F3DB: 85 Move vehicle/entity right 2 tiles CA/F3DC: A0 Move vehicle/entity right/up 1x1 tiles CA/F3DD: 81 Move vehicle/entity right 1 tile CA/F3DE: D5 Set vehicle/entity's position to (0, 0) CA/F3E1: FA Pseudo-randomly choose to branch 11 bytes backwards ($CAF3D6) with 50 % chance CA/F3E3: E0 Pause for 4 * 3 (12) frames CA/F3E5: FC Branch 15 bytes backwards ($CAF3D6) CA/F3E7: FF End queue CA/F3E8: 21 Begin action queue for character $21 (NPC $21), 17 bytes long CA/F3EA: E0 Pause for 4 * 1 (4) frames CA/F3EC: D5 Set vehicle/entity's position to (61, 2) CA/F3EF: A9 Move vehicle/entity left/down 2x1 tiles CA/F3F0: 83 Move vehicle/entity left 1 tile CA/F3F1: D5 Set vehicle/entity's position to (0, 0) CA/F3F4: FA Pseudo-randomly choose to branch 10 bytes backwards ($CAF3EA) with 50 % chance CA/F3F6: E0 Pause for 4 * 6 (24) frames CA/F3F8: FC Branch 14 bytes backwards ($CAF3EA) CA/F3FA: FF End queue CA/F3FB: 1D Begin action queue for character $1D (NPC $1D), 17 bytes long CA/F3FD: E0 Pause for 4 * 3 (12) frames CA/F3FF: D5 Set vehicle/entity's position to (61, 4) CA/F402: 83 Move vehicle/entity left 1 tile CA/F403: AA Move vehicle/entity left/up 2x1 tiles CA/F404: D5 Set vehicle/entity's position to (0, 0) CA/F407: FA Pseudo-randomly choose to branch 10 bytes backwards ($CAF3FD) with 50 % chance CA/F409: E0 Pause for 4 * 3 (12) frames CA/F40B: FC Branch 14 bytes backwards ($CAF3FD) CA/F40D: FF End queue CA/F40E: 23 Begin action queue for character $23 (NPC $23), 9 bytes long CA/F410: 82 Move vehicle/entity down 1 tile CA/F411: E0 Pause for 4 * 8 (32) frames CA/F413: 80 Move vehicle/entity up 1 tile CA/F414: E0 Pause for 4 * 8 (32) frames CA/F416: FC Branch 6 bytes backwards ($CAF410) CA/F418: FF End queue CA/F419: 1E Begin action queue for character $1E (NPC $1E), 17 bytes long CA/F41B: E0 Pause for 4 * 9 (36) frames CA/F41D: D5 Set vehicle/entity's position to (60, 5) CA/F420: A3 Move vehicle/entity left/up 1x1 tiles CA/F421: A4 Move vehicle/entity right/up 1x2 tiles CA/F422: D5 Set vehicle/entity's position to (0, 0) CA/F425: FA Pseudo-randomly choose to branch 10 bytes backwards ($CAF41B) with 50 % chance CA/F427: E0 Pause for 4 * 3 (12) frames CA/F429: FC Branch 14 bytes backwards ($CAF41B) CA/F42B: FF End queue CA/F42C: FE Return CA/F42D: 60 Change background layer $0F to palette $0B CA/F430: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CA/F436: C0 If ($1E80($0B3) [$1E96, bit 3] is set), branch to $CA5EB3 (simply returns) CA/F43C: C0 If ($1E80($0B4) [$1E96, bit 4] is set), branch to $CA5EB3 (simply returns) CA/F442: EB Compare word $1FC2($07) [$1FD0] to $001E, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CA/F446: C0 If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CAF461 CA/F44C: 10 Begin action queue for character $10 (NPC $10), 18 bytes long CA/F44E: C8 Set object layering priority to 0 (low nibble 0) CA/F450: D5 Set vehicle/entity's position to (97, 38) CA/F453: 85 Move vehicle/entity right 2 tiles CA/F454: C7 Set vehicle/entity to stay still when moving CA/F455: CF Turn vehicle/entity left CA/F456: E0 Pause for 4 * 1 (4) frames CA/F458: C8 Set object layering priority to 2 (low nibble 2) CA/F45A: 81 Move vehicle/entity right 1 tile CA/F45B: CE Turn vehicle/entity down CA/F45C: C6 Set vehicle/entity to walk when moving CA/F45D: E2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/F45F: FF End queue CA/F460: FE Return CA/F461: D0 Set event bit $1E80($0B4) [$1E96, bit 4] CA/F463: FE Return CA/F464: 60 Change background layer $0F to palette $0B CA/F467: FE Return CA/F468: B2 Call subroutine $CAC8F6 CA/F46C: C0 If ($1E80($370) [$1EEE, bit 0] is clear), branch to $CA5EB3 (simply returns) CA/F472: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/F474: 2D Do vehicle/entity graphical action $2D CA/F475: FF End queue CA/F476: FE Return CA/F477: 60 Change background layer $0F to palette $0B CA/F47A: FE Return CA/F47B: FE Return CA/F47C: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CA/F482: B2 Call subroutine $CAF493 CA/F486: B2 Call subroutine $CB41A5 CA/F48A: B2 Call subroutine $CB2379 CA/F48E: B2 Call subroutine $CAF506 CA/F492: FE Return CA/F493: D9 Clear event bit $1E80($456) [$1F0A, bit 6] CA/F495: 3E Delete object $10 CA/F497: 45 Refresh objects CA/F498: 42 Hide object $10 CA/F49A: DE Load CaseWord with the characters in the currently active party? CA/F49B: C0 If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CA5EB3 (simply returns) CA/F4A1: C0 If ($1E80($2F9) [$1EDF, bit 1] is set), branch to $CA5EB3 (simply returns) CA/F4A7: D8 Set event bit $1E80($456) [$1F0A, bit 6] CA/F4A9: 3D Create object $10 CA/F4AB: 45 Refresh objects CA/F4AC: 41 Show object $10 CA/F4AE: D9 Clear event bit $1E80($480) [$1F10, bit 0] CA/F4B0: FE Return CA/F4B1: C0 If ($1E80($246) [$1EC8, bit 6] is set), branch to $CAF4FA CA/F4B7: C1 If ($1E80($05E) [$1E8B, bit 6] is clear) or ($1E80($070) [$1E8E, bit 0] is set), branch to $CAF4CD CA/F4BF: D5 Clear event bit $1E80($246) [$1EC8, bit 6] CA/F4C1: 6A Load map $01FF (world map) after fade out, (upper bits $2000), place party at (0, 0), facing down, flags $00 CA/F4C7: B0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CA5EB4 CA/F4CD: C1 If ($1E80($077) [$1E8E, bit 7] is clear) or ($1E80($09D) [$1E93, bit 5] is set), branch to $CAF4E3 CA/F4D5: D5 Clear event bit $1E80($246) [$1EC8, bit 6] CA/F4D7: 6A Load map $01FF (world map) after fade out, (upper bits $2000), place party at (0, 0), facing down, flags $00 CA/F4DD: B0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CA5EB4 CA/F4E3: C1 If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($09D) [$1E93, bit 5] is set), branch to $CAF4FA CA/F4EB: F6 Subcommand $81: Change volume of currently playing song to $FF, transition time 0 CA/F4EF: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/F4F1: D5 Clear event bit $1E80($246) [$1EC8, bit 6] CA/F4F3: 6A Load map $01FF (world map) after fade out, (upper bits $2000), place party at (0, 0), facing down, flags $00 CA/F4F9: FF End map script CA/F4FA: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CA/F500: 4B Display dialogue message $0519, wait for button press (At bottom of screen) Can't open or shut during flight CA/F503: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CA/F505: FE Return CA/F506: C1 If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($09D) [$1E93, bit 5] is set), branch to $CAF520 CA/F50E: F0 Play song 16 (Setzer), (high bit clear), full volume CA/F510: 65 Command $65, $00, $00 CA/F513: 65 Command $65, $01, $00 CA/F516: 65 Command $65, $02, $00 CA/F519: 65 Command $65, $03, $00 CA/F51C: 65 Command $65, $04, $00 CA/F51F: FE Return CA/F520: F0 Play song 16 (Setzer), (high bit clear), full volume CA/F522: 65 Command $65, $00, $20 CA/F525: 65 Command $65, $01, $20 CA/F528: 65 Command $65, $02, $20 CA/F52B: 65 Command $65, $03, $20 CA/F52E: 65 Command $65, $04, $20 CA/F531: FE Return CA/F532: C1 If ($1E80($1B3) [$1EB6, bit 3] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/F53A: C1 If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($09D) [$1E93, bit 5] is set), branch to $CAF548 CA/F542: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CA5EB3 (simply returns) CA/F548: C0 If ($1E80($16F) [$1EAD, bit 7] is clear), branch to $CA5EB3 (simply returns) CA/F54E: C0 If ($1E80($09E) [$1E93, bit 6] is set), branch to $CAF579 CA/F554: C0 If ($1E80($170) [$1EAE, bit 0] is set), branch to $CAF56E CA/F55A: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/F55C: 0F Do vehicle/entity graphical action $0F CA/F55D: E0 Pause for 4 * 6 (24) frames CA/F55F: CF Turn vehicle/entity left CA/F560: FF End queue CA/F561: D2 Set event bit $1E80($170) [$1EAE, bit 0] CA/F563: D5 Clear event bit $1E80($246) [$1EC8, bit 6] CA/F565: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/F567: 6A Load map $01FF (world map) after fade out, (upper bits $2000), place party at (0, 0), facing down, party is in the airship CA/F56D: FF End vehicle script CA/F56E: 4B Display dialogue message $052A, wait for button press (At bottom of screen) ^(Lift-off) ^(Not just yet) CA/F571: B6 Indexed branch based on prior dialogue selection [$CAF58D, $CA5EB3] CA/F578: FE Return CA/F579: C0 If ($1E80($09F) [$1E93, bit 7] is set), branch to $CAF56E CA/F57F: 4B Display dialogue message $0527, wait for button press (At bottom of screen) ^ (Find the Floating Continent) ^ (Lift-off) ^ (Not just yet) CA/F582: B6 Indexed branch based on prior dialogue selection [$CA5817, $CAF58D, $CA5EB3] CA/F58C: FE Return CA/F58D: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/F58F: 0F Do vehicle/entity graphical action $0F CA/F590: E0 Pause for 4 * 6 (24) frames CA/F592: CF Turn vehicle/entity left CA/F593: FF End queue CA/F594: D5 Clear event bit $1E80($246) [$1EC8, bit 6] CA/F596: 6A Load map $01FF (world map) after fade out, (upper bits $2400), place party at (0, 0), facing down, party is in the airship CA/F59C: FF End vehicle script CA/F59D: 4B Display dialogue message $0528, wait for button press Change party members? ^ No ^ Yes CA/F5A0: B6 Indexed branch based on prior dialogue selection [$CA5EB3, $CAF5A8] CA/F5A7: FE Return CA/F5A8: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA047D CA/F5AE: B2 Call subroutine $CB0E1C CA/F5B2: C0 If ($1E80($06A) [$1E8D, bit 2] is clear), branch to $CAF5BC CA/F5B8: B2 Call subroutine $CACB9F CA/F5BC: C0 If ($1E80($06A) [$1E8D, bit 2] is set), branch to $CAF5C6 CA/F5C2: B2 Call subroutine $CAF601 CA/F5C6: 47 Make character in slot 0 the lead character CA/F5C7: D9 Clear event bit $1E80($477) [$1F0E, bit 7] CA/F5C9: D9 Clear event bit $1E80($478) [$1F0F, bit 0] CA/F5CB: D9 Clear event bit $1E80($479) [$1F0F, bit 1] CA/F5CD: D9 Clear event bit $1E80($47A) [$1F0F, bit 2] CA/F5CF: D9 Clear event bit $1E80($47B) [$1F0F, bit 3] CA/F5D1: D9 Clear event bit $1E80($47C) [$1F0F, bit 4] CA/F5D3: D9 Clear event bit $1E80($47D) [$1F0F, bit 5] CA/F5D5: D9 Clear event bit $1E80($47E) [$1F0F, bit 6] CA/F5D7: D9 Clear event bit $1E80($47F) [$1F0F, bit 7] CA/F5D9: D9 Clear event bit $1E80($480) [$1F10, bit 0] CA/F5DB: D9 Clear event bit $1E80($481) [$1F10, bit 1] CA/F5DD: D9 Clear event bit $1E80($482) [$1F10, bit 2] CA/F5DF: D9 Clear event bit $1E80($483) [$1F10, bit 3] CA/F5E1: D9 Clear event bit $1E80($484) [$1F10, bit 4] CA/F5E3: C0 If ($1E80($246) [$1EC8, bit 6] is set), branch to $CAF5EF CA/F5E9: 6B Load map $0007 (Blackjack, below decks, all rooms except Celes' prison) instantly, (upper bits $2000), place party at (10, 30), facing down CA/F5EF: C0 If ($1E80($246) [$1EC8, bit 6] is clear), branch to $CAF5FB CA/F5F5: 6B Load map $0007 (Blackjack, below decks, all rooms except Celes' prison) instantly, (upper bits $0000), place party at (40, 16), facing up CA/F5FB: F4 Play sound effect 44 CA/F5FD: 59 Unfade screen at speed $04 CA/F5FF: 3A Enable player to move while event commands execute CA/F600: FE Return CA/F601: B2 Call subroutine $CACBAF CA/F605: B2 Call subroutine $CAF61A CA/F609: 3F Assign character $01 (Actor in stot 1) to party 1 CA/F60C: 3F Assign character $06 (Actor in stot 6) to party 1 CA/F60F: 99 Invoke party selection screen (1 groups) (force characters: [$0042] (LOCKE ), (CELES )) CA/F613: 46 Make party 1 the current party CA/F615: B2 Call subroutine $CACCA4 CA/F619: FE Return CA/F61A: 3F Remove character $00 (Actor in stot 0) from the party CA/F61D: 3F Remove character $01 (Actor in stot 1) from the party CA/F620: 3F Remove character $02 (Actor in stot 2) from the party CA/F623: 3F Remove character $03 (Actor in stot 3) from the party CA/F626: 3F Remove character $04 (Actor in stot 4) from the party CA/F629: 3F Remove character $05 (Actor in stot 5) from the party CA/F62C: 3F Remove character $06 (Actor in stot 6) from the party CA/F62F: 3F Remove character $07 (Actor in stot 7) from the party CA/F632: 3F Remove character $08 (Actor in stot 8) from the party CA/F635: 3F Remove character $09 (Actor in stot 9) from the party CA/F638: 3F Remove character $0A (Actor in stot 10) from the party CA/F63B: 3F Remove character $0B (Actor in stot 11) from the party CA/F63E: 3F Remove character $0C (Actor in stot 12) from the party CA/F641: 3F Remove character $0D (Actor in stot 13) from the party CA/F644: 3F Remove character $0E (Actor in stot 14) from the party CA/F647: 3F Remove character $0F (Actor in stot 15) from the party CA/F64A: FE Return CA/F64B: 9B Invoke shop $24 CA/F64D: FE Return CA/F64E: 4B Display dialogue message $0111, wait for button press Take a nap? ^ Yes ^ No CA/F651: B6 Indexed branch based on prior dialogue selection [$CAF659, $CA5EB3] CA/F658: FE Return CA/F659: C0 If ($1E80($1B1) [$1EB6, bit 1] is set), branch to $CAF667 CA/F65F: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CA/F661: C2 Set vehicle/entity's event speed to normal CA/F662: 87 Move vehicle/entity left 2 tiles CA/F663: 82 Move vehicle/entity down 1 tile CA/F664: 8B Move vehicle/entity left 3 tiles CA/F665: CE Turn vehicle/entity down CA/F666: FF End queue CA/F667: C0 If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CAF674 CA/F66D: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/F66F: C2 Set vehicle/entity's event speed to normal CA/F670: 80 Move vehicle/entity up 1 tile CA/F671: 8B Move vehicle/entity left 3 tiles CA/F672: CE Turn vehicle/entity down CA/F673: FF End queue CA/F674: B2 Call subroutine $CACD3C CA/F678: 6B Load map $006F (Returners' Hideout, inn) instantly, (upper bits $2400), place party at (38, 54), facing down CA/F67E: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/F680: D5 Set vehicle/entity's position to (40, 52) CA/F683: CE Turn vehicle/entity down CA/F684: FF End queue CA/F685: B2 Call subroutine $CACF96 CA/F689: FE Return CA/F68A: C0 If ($1E80($011) [$1E82, bit 1] is set), branch to $CAFA67 CA/F690: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CAF764 CA/F696: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CAF6BC CA/F69C: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/F69E: 4B Display dialogue message $010B, wait for button press King EDGAR! This way, please! CA/F6A1: 10 Begin action queue for character $10 (NPC $10), 9 bytes long CA/F6A3: C2 Set vehicle/entity's event speed to normal CA/F6A4: 88 Move vehicle/entity up 3 tiles CA/F6A5: E0 Pause for 4 * 2 (8) frames CA/F6A7: 95 Move vehicle/entity right 6 tiles CA/F6A8: E0 Pause for 4 * 2 (8) frames CA/F6AA: 82 Move vehicle/entity down 1 tile CA/F6AB: FF End queue CA/F6AC: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CA/F6AE: C2 Set vehicle/entity's event speed to normal CA/F6AF: E0 Pause for 4 * 2 (8) frames CA/F6B1: 8C Move vehicle/entity up 4 tiles CA/F6B2: E0 Pause for 4 * 2 (8) frames CA/F6B4: 95 Move vehicle/entity right 6 tiles CA/F6B5: E0 Pause for 4 * 2 (8) frames CA/F6B7: CE Turn vehicle/entity down CA/F6B8: FF End queue CA/F6B9: D6 Set event bit $1E80($31D) [$1EE3, bit 5] CA/F6BB: FE Return CA/F6BC: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/F6BE: 4B Display dialogue message $010B, wait for button press King EDGAR! This way, please! CA/F6C1: C0 If ($1E80($1B3) [$1EB6, bit 3] is clear), branch to $CAF6CC CA/F6C7: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/F6C9: C2 Set vehicle/entity's event speed to normal CA/F6CA: 80 Move vehicle/entity up 1 tile CA/F6CB: FF End queue CA/F6CC: C0 If ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CAF6D8 CA/F6D2: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/F6D4: C2 Set vehicle/entity's event speed to normal CA/F6D5: 81 Move vehicle/entity right 1 tile CA/F6D6: CC Turn vehicle/entity up CA/F6D7: FF End queue CA/F6D8: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CA/F6DA: C2 Set vehicle/entity's event speed to normal CA/F6DB: 88 Move vehicle/entity up 3 tiles CA/F6DC: FF End queue CA/F6DD: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/F6DF: 95 Move vehicle/entity right 6 tiles CA/F6E0: E0 Pause for 4 * 2 (8) frames CA/F6E2: 82 Move vehicle/entity down 1 tile CA/F6E3: FF End queue CA/F6E4: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete) CA/F6E6: C2 Set vehicle/entity's event speed to normal CA/F6E7: E0 Pause for 4 * 8 (32) frames CA/F6E9: 84 Move vehicle/entity up 2 tiles CA/F6EA: E0 Pause for 4 * 4 (16) frames CA/F6EC: 91 Move vehicle/entity right 5 tiles CA/F6ED: CE Turn vehicle/entity down CA/F6EE: FF End queue CA/F6EF: FE Return CA/F6F0: C0 If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CA5EB3 (simply returns) CA/F6F6: C0 If ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA5EB3 (simply returns) CA/F6FC: C0 If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CA5EB3 (simply returns) CA/F702: D2 Set event bit $1E80($1F1) [$1EBE, bit 1] CA/F704: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/F706: C2 Set vehicle/entity's event speed to normal CA/F707: 8E Move vehicle/entity down 4 tiles CA/F708: 99 Move vehicle/entity right 7 tiles CA/F709: 98 Move vehicle/entity up 7 tiles CA/F70A: FF End queue CA/F70B: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete) CA/F70D: C2 Set vehicle/entity's event speed to normal CA/F70E: E0 Pause for 4 * 2 (8) frames CA/F710: 92 Move vehicle/entity down 5 tiles CA/F711: E0 Pause for 4 * 2 (8) frames CA/F713: 99 Move vehicle/entity right 7 tiles CA/F714: 94 Move vehicle/entity up 6 tiles CA/F715: FF End queue CA/F716: FE Return CA/F717: C0 If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CA5EB3 (simply returns) CA/F71D: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CA/F723: C0 If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CA5EB3 (simply returns) CA/F729: D2 Set event bit $1E80($1F1) [$1EBE, bit 1] CA/F72B: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/F72D: C2 Set vehicle/entity's event speed to normal CA/F72E: 86 Move vehicle/entity down 2 tiles CA/F72F: 81 Move vehicle/entity right 1 tile CA/F730: CF Turn vehicle/entity left CA/F731: FF End queue CA/F732: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/F734: C2 Set vehicle/entity's event speed to normal CA/F735: 8E Move vehicle/entity down 4 tiles CA/F736: 99 Move vehicle/entity right 7 tiles CA/F737: 98 Move vehicle/entity up 7 tiles CA/F738: FF End queue CA/F739: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete) CA/F73B: C2 Set vehicle/entity's event speed to normal CA/F73C: E0 Pause for 4 * 2 (8) frames CA/F73E: 92 Move vehicle/entity down 5 tiles CA/F73F: E0 Pause for 4 * 2 (8) frames CA/F741: 99 Move vehicle/entity right 7 tiles CA/F742: 94 Move vehicle/entity up 6 tiles CA/F743: FF End queue CA/F744: FE Return CA/F745: C0 If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CA5EB3 (simply returns) CA/F74B: C0 If ($1E80($1F1) [$1EBE, bit 1] is clear), branch to $CA5EB3 (simply returns) CA/F751: C0 If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CA5EB3 (simply returns) CA/F757: D2 Set event bit $1E80($1F2) [$1EBE, bit 2] CA/F759: 3A Enable player to move while event commands execute CA/F75A: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CA/F75C: C2 Set vehicle/entity's event speed to normal CA/F75D: A0 Move vehicle/entity right/up 1x1 tiles CA/F75E: A0 Move vehicle/entity right/up 1x1 tiles CA/F75F: A0 Move vehicle/entity right/up 1x1 tiles CA/F760: 81 Move vehicle/entity right 1 tile CA/F761: CF Turn vehicle/entity left CA/F762: FF End queue CA/F763: FE Return CA/F764: 4B Display dialogue message $010B, wait for button press King EDGAR! This way, please! CA/F767: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/F769: FE Return CA/F76A: 4B Display dialogue message $010B, wait for button press King EDGAR! This way, please! CA/F76D: FE Return CA/F76E: 4B Display dialogue message $010C, wait for button press Did you speak with Banon? CA/F771: 31 Begin action queue for character $31 (Party Character 0), 16 bytes long CA/F773: E0 Pause for 4 * 6 (24) frames CA/F775: 23 Do vehicle/entity graphical action $23 CA/F776: E0 Pause for 4 * 1 (4) frames CA/F778: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/F779: E0 Pause for 4 * 1 (4) frames CA/F77B: 23 Do vehicle/entity graphical action $23 CA/F77C: E0 Pause for 4 * 1 (4) frames CA/F77E: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/F77F: E0 Pause for 4 * 1 (4) frames CA/F781: CE Turn vehicle/entity down CA/F782: FF End queue CA/F783: FE Return CA/F784: C0 If ($1E80($011) [$1E82, bit 1] is set), branch to $CAF98F CA/F78A: 4B Display dialogue message $010D, wait for button press Not even the Empire'd think of looking here for us! CA/F78D: FE Return CA/F78E: C0 If ($1E80($01A) [$1E83, bit 2] is set), branch to $CAF798 CA/F794: 4B Display dialogue message $014E, wait for button press We'll handle things here… Please leave for Narshe! CA/F797: FE Return CA/F798: 4B Display dialogue message $0125, wait for button press Welcome back! Glad you're okay. CA/F79B: FE Return CA/F79C: F2 Fade out current song with transition time 32 CA/F79E: C0 If ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CAF7AE CA/F7A4: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/F7A6: C2 Set vehicle/entity's event speed to normal CA/F7A7: 84 Move vehicle/entity up 2 tiles CA/F7A8: FF End queue CA/F7A9: B2 Call subroutine $CAF7DC CA/F7AD: FE Return CA/F7AE: C0 If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CAF7BF CA/F7B4: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/F7B6: C2 Set vehicle/entity's event speed to normal CA/F7B7: 88 Move vehicle/entity up 3 tiles CA/F7B8: 81 Move vehicle/entity right 1 tile CA/F7B9: FF End queue CA/F7BA: B2 Call subroutine $CAF7DC CA/F7BE: FE Return CA/F7BF: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CAF7D1 CA/F7C5: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/F7C7: C2 Set vehicle/entity's event speed to normal CA/F7C8: 83 Move vehicle/entity left 1 tile CA/F7C9: 8C Move vehicle/entity up 4 tiles CA/F7CA: 81 Move vehicle/entity right 1 tile CA/F7CB: FF End queue CA/F7CC: B2 Call subroutine $CAF7DC CA/F7D0: FE Return CA/F7D1: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/F7D3: C2 Set vehicle/entity's event speed to normal CA/F7D4: 88 Move vehicle/entity up 3 tiles CA/F7D5: 83 Move vehicle/entity left 1 tile CA/F7D6: FF End queue CA/F7D7: B2 Call subroutine $CAF7DC CA/F7DB: FE Return CA/F7DC: F0 Play song 23 (The Mines of Narshe), (high bit clear), full volume CA/F7DE: 38 Hold screen CA/F7DF: B2 Call subroutine $CAC6AC CA/F7E3: 45 Refresh objects CA/F7E4: B4 Pause for 8 units CA/F7E6: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CA/F7E8: C2 Set vehicle/entity's event speed to normal CA/F7E9: 82 Move vehicle/entity down 1 tile CA/F7EA: FF End queue CA/F7EB: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long CA/F7ED: C2 Set vehicle/entity's event speed to normal CA/F7EE: 81 Move vehicle/entity right 1 tile CA/F7EF: CE Turn vehicle/entity down CA/F7F0: FF End queue CA/F7F1: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long CA/F7F3: C2 Set vehicle/entity's event speed to normal CA/F7F4: CE Turn vehicle/entity down CA/F7F5: FF End queue CA/F7F6: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/F7F8: CC Turn vehicle/entity up CA/F7F9: FF End queue CA/F7FA: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete) CA/F7FC: C2 Set vehicle/entity's event speed to normal CA/F7FD: 83 Move vehicle/entity left 1 tile CA/F7FE: CE Turn vehicle/entity down CA/F7FF: E0 Pause for 4 * 2 (8) frames CA/F801: FF End queue CA/F802: 4B Display dialogue message $0119, wait for button press EDGAR: Banon! We brought the girl with us. CA/F805: 10 Begin action queue for character $10 (NPC $10), 11 bytes long (Wait until complete) CA/F807: C1 Set vehicle/entity's event speed to slow CA/F808: CC Turn vehicle/entity up CA/F809: E0 Pause for 4 * 5 (20) frames CA/F80B: 83 Move vehicle/entity left 1 tile CA/F80C: E0 Pause for 4 * 2 (8) frames CA/F80E: CC Turn vehicle/entity up CA/F80F: E0 Pause for 4 * 5 (20) frames CA/F811: FF End queue CA/F812: 4B Display dialogue message $0114, wait for button press BANON: Is she the girl who can talk to Espers…?! TERRA: Espers…? EDGAR: Seemed the Empire had complete control over her. CA/F815: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long CA/F817: C1 Set vehicle/entity's event speed to slow CA/F818: CE Turn vehicle/entity down CA/F819: C7 Set vehicle/entity to stay still when moving CA/F81A: 80 Move vehicle/entity up 1 tile CA/F81B: C6 Set vehicle/entity to walk when moving CA/F81C: 20 Do vehicle/entity graphical action $20 CA/F81D: FF End queue CA/F81E: 10 Begin action queue for character $10 (NPC $10), 10 bytes long (Wait until complete) CA/F820: E0 Pause for 4 * 12 (48) frames CA/F822: CF Turn vehicle/entity left CA/F823: E0 Pause for 4 * 3 (12) frames CA/F825: CE Turn vehicle/entity down CA/F826: E0 Pause for 4 * 12 (48) frames CA/F828: 82 Move vehicle/entity down 1 tile CA/F829: FF End queue CA/F82A: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/F82C: 20 Do vehicle/entity graphical action $20 CA/F82D: FF End queue CA/F82E: 4B Display dialogue message $0115, wait for button press BANON: Carrier pigeons brought word that she wiped out 50 of the Empire's best soldiers in a few minutes. CA/F831: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long CA/F833: CE Turn vehicle/entity down CA/F834: E0 Pause for 4 * 2 (8) frames CA/F836: C2 Set vehicle/entity's event speed to normal CA/F837: 83 Move vehicle/entity left 1 tile CA/F838: 22 Do vehicle/entity graphical action $22 CA/F839: FF End queue CA/F83A: 4B Display dialogue message $0116, wait for button press TERRA: That's a lie!!! CA/F83D: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long CA/F83F: C3 Set vehicle/entity's event speed to fast CA/F840: 83 Move vehicle/entity left 1 tile CA/F841: C2 Set vehicle/entity's event speed to normal CA/F842: 83 Move vehicle/entity left 1 tile CA/F843: 21 Do vehicle/entity graphical action $21 CA/F844: FF End queue CA/F845: 04 Begin action queue for character $04 (Actor in stot 4), 7 bytes long (Wait until complete) CA/F847: E0 Pause for 4 * 12 (48) frames CA/F849: CF Turn vehicle/entity left CA/F84A: E0 Pause for 4 * 8 (32) frames CA/F84C: CE Turn vehicle/entity down CA/F84D: FF End queue CA/F84E: 4B Display dialogue message $0117, wait for button press LOCKE: TERRA! EDGAR: Banon! She doesn't remember ANYTHING! CA/F851: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/F853: CF Turn vehicle/entity left CA/F854: E0 Pause for 4 * 1 (4) frames CA/F856: CC Turn vehicle/entity up CA/F857: FF End queue CA/F858: 4B Display dialogue message $0118, wait for button press BANON: Stay where you are! CA/F85B: 01 Begin action queue for character $01 (Actor in stot 1), 7 bytes long (Wait until complete) CA/F85D: CD Turn vehicle/entity right CA/F85E: E0 Pause for 4 * 1 (4) frames CA/F860: CE Turn vehicle/entity down CA/F861: E0 Pause for 4 * 16 (64) frames CA/F863: FF End queue CA/F864: 48 Display dialogue message $011A, continue executing commands BANON: Perhaps you've heard this story? Once, when people were pure and innocent, there was a box they were told never to open. But one man went and opened it anyway. He unleashed all the evils of the world: envy… greed… pride… violence… control… All that was left in the box was a single ray of light: Hope. CA/F867: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long CA/F869: E0 Pause for 4 * 16 (64) frames CA/F86B: E0 Pause for 4 * 24 (96) frames CA/F86D: CF Turn vehicle/entity left CA/F86E: FF End queue CA/F86F: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long CA/F871: E0 Pause for 4 * 16 (64) frames CA/F873: E0 Pause for 4 * 40 (160) frames CA/F875: CF Turn vehicle/entity left CA/F876: FF End queue CA/F877: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long CA/F879: E0 Pause for 4 * 16 (64) frames CA/F87B: E0 Pause for 4 * 56 (224) frames CA/F87D: CD Turn vehicle/entity right CA/F87E: FF End queue CA/F87F: 10 Begin action queue for character $10 (NPC $10), 16 bytes long (Wait until complete) CA/F881: E0 Pause for 4 * 16 (64) frames CA/F883: 80 Move vehicle/entity up 1 tile CA/F884: E0 Pause for 4 * 4 (16) frames CA/F886: 80 Move vehicle/entity up 1 tile CA/F887: E0 Pause for 4 * 4 (16) frames CA/F889: 84 Move vehicle/entity up 2 tiles CA/F88A: E0 Pause for 4 * 4 (16) frames CA/F88C: 80 Move vehicle/entity up 1 tile CA/F88D: E0 Pause for 4 * 4 (16) frames CA/F88F: CF Turn vehicle/entity left CA/F890: FF End queue CA/F891: 00 Begin action queue for character $00 (Actor in stot 0), 8 bytes long (Wait until complete) CA/F893: 20 Do vehicle/entity graphical action $20 CA/F894: E0 Pause for 4 * 24 (96) frames CA/F896: CE Turn vehicle/entity down CA/F897: E0 Pause for 4 * 8 (32) frames CA/F899: CD Turn vehicle/entity right CA/F89A: FF End queue CA/F89B: 49 If dialogue window is up, wait for keypress then dismiss CA/F89C: 4B Display dialogue message $011B, wait for button press TERRA: …… BANON: We now confront those evils… And you are that last ray of light, our only hope… CA/F89F: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/F8A1: CF Turn vehicle/entity left CA/F8A2: FF End queue CA/F8A3: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CA/F8A5: C3 Set vehicle/entity's event speed to fast CA/F8A6: 83 Move vehicle/entity left 1 tile CA/F8A7: CC Turn vehicle/entity up CA/F8A8: FF End queue CA/F8A9: 4B Display dialogue message $011C, wait for button press EDGAR: Banon! CA/F8AC: 10 Begin action queue for character $10 (NPC $10), 10 bytes long (Wait until complete) CA/F8AE: CE Turn vehicle/entity down CA/F8AF: E0 Pause for 4 * 16 (64) frames CA/F8B1: CF Turn vehicle/entity left CA/F8B2: E0 Pause for 4 * 2 (8) frames CA/F8B4: CC Turn vehicle/entity up CA/F8B5: E0 Pause for 4 * 16 (64) frames CA/F8B7: FF End queue CA/F8B8: 4B Display dialogue message $011D, wait for button press BANON: I'm so tired… Let me rest a while. CA/F8BB: F2 Fade out current song with transition time 192 CA/F8BD: 10 Begin action queue for character $10 (NPC $10), 6 bytes long CA/F8BF: E0 Pause for 4 * 8 (32) frames CA/F8C1: 84 Move vehicle/entity up 2 tiles CA/F8C2: C1 Set vehicle/entity's event speed to slow CA/F8C3: 93 Move vehicle/entity left 5 tiles CA/F8C4: FF End queue CA/F8C5: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete) CA/F8C7: CE Turn vehicle/entity down CA/F8C8: E0 Pause for 4 * 6 (24) frames CA/F8CA: 20 Do vehicle/entity graphical action $20 CA/F8CB: E0 Pause for 4 * 12 (48) frames CA/F8CD: FF End queue CA/F8CE: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/F8D0: CC Turn vehicle/entity up CA/F8D1: E0 Pause for 4 * 8 (32) frames CA/F8D3: 21 Do vehicle/entity graphical action $21 CA/F8D4: FF End queue CA/F8D5: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long CA/F8D7: 83 Move vehicle/entity left 1 tile CA/F8D8: E0 Pause for 4 * 16 (64) frames CA/F8DA: 22 Do vehicle/entity graphical action $22 CA/F8DB: FF End queue CA/F8DC: 01 Begin action queue for character $01 (Actor in stot 1), 7 bytes long (Wait until complete) CA/F8DE: CC Turn vehicle/entity up CA/F8DF: E0 Pause for 4 * 8 (32) frames CA/F8E1: 21 Do vehicle/entity graphical action $21 CA/F8E2: E0 Pause for 4 * 24 (96) frames CA/F8E4: FF End queue CA/F8E5: 39 Free screen CA/F8E6: D0 Set event bit $1E80($011) [$1E82, bit 1] CA/F8E8: D0 Set event bit $1E80($012) [$1E82, bit 2] CA/F8EA: 5A Fade screen at speed $05 CA/F8EC: B5 Pause for 15 * 5 (75) units CA/F8EE: 3C Set up the party as follows: $00 (Actor in stot 0), $FF (), $FF (), $FF () CA/F8F3: 3F Remove character $04 (Actor in stot 4) from the party CA/F8F6: 3E Delete object $04 CA/F8F8: 3F Remove character $05 (Actor in stot 5) from the party CA/F8FB: 3E Delete object $05 CA/F8FD: 3F Remove character $01 (Actor in stot 1) from the party CA/F900: 3E Delete object $01 CA/F902: 42 Hide object $04 CA/F904: 42 Hide object $05 CA/F906: 42 Hide object $01 CA/F908: 45 Refresh objects CA/F909: 6B Load map $006E (Returners' Hideout, save point / bedroom / storeroom) instantly, (upper bits $3400), place party at (21, 48), facing left CA/F90F: F0 Play song 5 (Awakening), (high bit clear), full volume CA/F911: 42 Hide object $10 CA/F913: D8 Set event bit $1E80($420) [$1F04, bit 0] CA/F915: 3D Create object $13 CA/F917: 41 Show object $13 CA/F919: D9 Clear event bit $1E80($414) [$1F02, bit 4] CA/F91B: D9 Clear event bit $1E80($41D) [$1F03, bit 5] CA/F91D: D8 Set event bit $1E80($416) [$1F02, bit 6] CA/F91F: D8 Set event bit $1E80($41F) [$1F03, bit 7] CA/F921: D8 Set event bit $1E80($497) [$1F12, bit 7] CA/F923: 00 Begin action queue for character $00 (Actor in stot 0), 15 bytes long (Wait until complete) CA/F925: CE Turn vehicle/entity down CA/F926: E0 Pause for 4 * 4 (16) frames CA/F928: CF Turn vehicle/entity left CA/F929: E0 Pause for 4 * 2 (8) frames CA/F92B: CE Turn vehicle/entity down CA/F92C: E0 Pause for 4 * 1 (4) frames CA/F92E: CD Turn vehicle/entity right CA/F92F: E0 Pause for 4 * 5 (20) frames CA/F931: C2 Set vehicle/entity's event speed to normal CA/F932: 85 Move vehicle/entity right 2 tiles CA/F933: FF End queue CA/F934: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/F936: D6 Set event bit $1E80($31D) [$1EE3, bit 5] CA/F938: 3A Enable player to move while event commands execute CA/F939: FE Return CA/F93A: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CA/F940: C1 If ($1E80($012) [$1E82, bit 2] is clear) or ($1E80($25E) [$1ECB, bit 6] is set), branch to $CAF94B CA/F948: F0 Play song 5 (Awakening), (high bit clear), full volume CA/F94A: FE Return CA/F94B: F0 Play song 6 (Terra), (high bit clear), full volume CA/F94D: FE Return CA/F94E: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CA/F954: C1 If ($1E80($012) [$1E82, bit 2] is clear) or ($1E80($25E) [$1ECB, bit 6] is set), branch to $CAF95F CA/F95C: F0 Play song 5 (Awakening), (high bit clear), full volume CA/F95E: FE Return CA/F95F: F0 Play song 46 (Returners), (high bit clear), full volume CA/F961: FE Return CA/F962: 4B Display dialogue message $0122, wait for button press We're a small organization now, but our membership is starting to soar. CA/F965: FE Return CA/F966: C0 If ($1E80($013) [$1E82, bit 3] is set), branch to $CAF97D CA/F96C: C0 If ($1E80($017) [$1E82, bit 7] is set), branch to $CAF97D CA/F972: 4B Display dialogue message $0137, wait for button press I understand your unease. But even as we speak, innocent lives are being lost… Please. We need your abilities. This relic will keep you safe. Received “Genji Glove”! CA/F975: 80 Add item $D1 (Genji Glove ) to inventory CA/F977: 4B Display dialogue message $0138, wait for button press We truly need your help! CA/F97A: D0 Set event bit $1E80($017) [$1E82, bit 7] CA/F97C: FE Return CA/F97D: 4B Display dialogue message $0139, wait for button press Please join us in our battle! CA/F980: FE Return CA/F981: C0 If ($1E80($01A) [$1E83, bit 2] is set), branch to $CAF98B CA/F987: 4B Display dialogue message $0150, wait for button press The Lete River runs through some underground caverns. CA/F98A: FE Return CA/F98B: 4B Display dialogue message $0126, wait for button press Welcome back! CA/F98E: FE Return CA/F98F: C0 If ($1E80($018) [$1E83, bit 0] is set), branch to $CAF78E CA/F995: 4B Display dialogue message $0129, wait for button press The Empire is arresting Returners everywhere. We have to discover some means of fighting back, or… CA/F998: FE Return CA/F999: C0 If ($1E80($018) [$1E83, bit 0] is set), branch to $CAF981 CA/F99F: C0 If ($1E80($014) [$1E82, bit 4] is set), branch to $CAF966 CA/F9A5: 4B Display dialogue message $0139, wait for button press Please join us in our battle! CA/F9A8: FE Return CA/F9A9: 4B Display dialogue message $012E, wait for button press EDGAR: It's gonna be tough to talk you into helping us… If we push you too hard, we're no different than the Empire… So we want you to make up your own mind. CA/F9AC: D2 Set event bit $1E80($15C) [$1EAB, bit 4] CA/F9AE: FE Return CA/F9AF: D2 Set event bit $1E80($15B) [$1EAB, bit 3] CA/F9B1: 4B Display dialogue message $012F, wait for button press SABIN: The only thing I can add is that you can trust my brother implicitly. He's always been fair with me. You can trust him, TERRA… CA/F9B4: 4B Display dialogue message $0130, wait for button press But don't you DARE tell him I said that! CA/F9B7: 3A Enable player to move while event commands execute CA/F9B8: 13 Begin action queue for character $13 (NPC $13), 20 bytes long CA/F9BA: 1D Do vehicle/entity graphical action $1D CA/F9BB: E0 Pause for 4 * 1 (4) frames CA/F9BD: 1E Do vehicle/entity graphical action $1E CA/F9BE: E0 Pause for 4 * 2 (8) frames CA/F9C0: 1D Do vehicle/entity graphical action $1D CA/F9C1: E0 Pause for 4 * 1 (4) frames CA/F9C3: 1E Do vehicle/entity graphical action $1E CA/F9C4: E0 Pause for 4 * 2 (8) frames CA/F9C6: 1D Do vehicle/entity graphical action $1D CA/F9C7: E0 Pause for 4 * 1 (4) frames CA/F9C9: 1E Do vehicle/entity graphical action $1E CA/F9CA: E0 Pause for 4 * 2 (8) frames CA/F9CC: CE Turn vehicle/entity down CA/F9CD: FF End queue CA/F9CE: FE Return CA/F9CF: C0 If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CAFA01 CA/F9D5: C0 If ($1E80($15E) [$1EAB, bit 6] is set), branch to $CAFA5F CA/F9DB: 4B Display dialogue message $012A, wait for button press LOCKE: Someone important to me was jailed by the Empire. I've hated the Empire ever since… I joined the Returners when I realized the Empire was rotten to the core. I wanted to make a difference. CA/F9DE: D2 Set event bit $1E80($15A) [$1EAB, bit 2] CA/F9E0: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete) CA/F9E2: E0 Pause for 4 * 3 (12) frames CA/F9E4: CE Turn vehicle/entity down CA/F9E5: E0 Pause for 4 * 15 (60) frames CA/F9E7: 20 Do vehicle/entity graphical action $20 CA/F9E8: FF End queue CA/F9E9: 4B Display dialogue message $012D, wait for button press TERRA: But…I have no significant “other” in my life… LOCKE: That's not entirely true. Besides, I'm sure there are people who feel YOU'RE important to them! They are counting on you… CA/F9EC: B4 Pause for 16 units CA/F9EE: 13 Begin action queue for character $13 (NPC $13), 8 bytes long (Wait until complete) CA/F9F0: 0F Do vehicle/entity graphical action $0F CA/F9F1: E0 Pause for 4 * 1 (4) frames CA/F9F3: 22 Do vehicle/entity graphical action $22 CA/F9F4: E0 Pause for 4 * 1 (4) frames CA/F9F6: CF Turn vehicle/entity left CA/F9F7: FF End queue CA/F9F8: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/F9FA: CE Turn vehicle/entity down CA/F9FB: FF End queue CA/F9FC: 42 Hide object $10 CA/F9FE: D2 Set event bit $1E80($15E) [$1EAB, bit 6] CA/FA00: FE Return CA/FA01: C0 If ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CAFA33 CA/FA07: C0 If ($1E80($15E) [$1EAB, bit 6] is set), branch to $CAFA5F CA/FA0D: 4B Display dialogue message $012A, wait for button press LOCKE: Someone important to me was jailed by the Empire. I've hated the Empire ever since… I joined the Returners when I realized the Empire was rotten to the core. I wanted to make a difference. CA/FA10: D2 Set event bit $1E80($15A) [$1EAB, bit 2] CA/FA12: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete) CA/FA14: E0 Pause for 4 * 3 (12) frames CA/FA16: CE Turn vehicle/entity down CA/FA17: E0 Pause for 4 * 15 (60) frames CA/FA19: 20 Do vehicle/entity graphical action $20 CA/FA1A: FF End queue CA/FA1B: 4B Display dialogue message $012D, wait for button press TERRA: But…I have no significant “other” in my life… LOCKE: That's not entirely true. Besides, I'm sure there are people who feel YOU'RE important to them! They are counting on you… CA/FA1E: B4 Pause for 16 units CA/FA20: 13 Begin action queue for character $13 (NPC $13), 8 bytes long (Wait until complete) CA/FA22: 17 Do vehicle/entity graphical action $17 CA/FA23: E0 Pause for 4 * 1 (4) frames CA/FA25: 21 Do vehicle/entity graphical action $21 CA/FA26: E0 Pause for 4 * 1 (4) frames CA/FA28: CC Turn vehicle/entity up CA/FA29: FF End queue CA/FA2A: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/FA2C: CE Turn vehicle/entity down CA/FA2D: FF End queue CA/FA2E: 42 Hide object $10 CA/FA30: D2 Set event bit $1E80($15E) [$1EAB, bit 6] CA/FA32: FE Return CA/FA33: C0 If ($1E80($15E) [$1EAB, bit 6] is set), branch to $CAFA5F CA/FA39: 4B Display dialogue message $012A, wait for button press LOCKE: Someone important to me was jailed by the Empire. I've hated the Empire ever since… I joined the Returners when I realized the Empire was rotten to the core. I wanted to make a difference. CA/FA3C: D2 Set event bit $1E80($15A) [$1EAB, bit 2] CA/FA3E: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete) CA/FA40: E0 Pause for 4 * 3 (12) frames CA/FA42: CC Turn vehicle/entity up CA/FA43: E0 Pause for 4 * 15 (60) frames CA/FA45: 21 Do vehicle/entity graphical action $21 CA/FA46: FF End queue CA/FA47: 4B Display dialogue message $012D, wait for button press TERRA: But…I have no significant “other” in my life… LOCKE: That's not entirely true. Besides, I'm sure there are people who feel YOU'RE important to them! They are counting on you… CA/FA4A: B4 Pause for 16 units CA/FA4C: 13 Begin action queue for character $13 (NPC $13), 8 bytes long (Wait until complete) CA/FA4E: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/FA4F: E0 Pause for 4 * 1 (4) frames CA/FA51: 20 Do vehicle/entity graphical action $20 CA/FA52: E0 Pause for 4 * 1 (4) frames CA/FA54: CE Turn vehicle/entity down CA/FA55: FF End queue CA/FA56: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/FA58: CC Turn vehicle/entity up CA/FA59: FF End queue CA/FA5A: 42 Hide object $10 CA/FA5C: D2 Set event bit $1E80($15E) [$1EAB, bit 6] CA/FA5E: FE Return CA/FA5F: 4B Display dialogue message $012A, wait for button press LOCKE: Someone important to me was jailed by the Empire. I've hated the Empire ever since… I joined the Returners when I realized the Empire was rotten to the core. I wanted to make a difference. CA/FA62: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/FA64: CE Turn vehicle/entity down CA/FA65: FF End queue CA/FA66: FE Return CA/FA67: C0 If ($1E80($1F3) [$1EBE, bit 3] is set), branch to $CAFAB4 CA/FA6D: C2 If ($1E80($15A) [$1EAB, bit 2] is clear) or ($1E80($15B) [$1EAB, bit 3] is clear) or ($1E80($15C) [$1EAB, bit 4] is clear), branch to $CAF962 CA/FA77: C0 If ($1E80($1B0) [$1EB6, bit 0] is set), branch to $CAFAA9 CA/FA7D: C0 If ($1E80($1B3) [$1EB6, bit 3] is set), branch to $CAFA93 CA/FA83: 4B Display dialogue message $0124, wait for button press Banon? He went outside a moment ago. CA/FA86: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/FA88: C2 Set vehicle/entity's event speed to normal CA/FA89: 81 Move vehicle/entity right 1 tile CA/FA8A: CF Turn vehicle/entity left CA/FA8B: FF End queue CA/FA8C: D2 Set event bit $1E80($15D) [$1EAB, bit 5] CA/FA8E: D2 Set event bit $1E80($1F3) [$1EBE, bit 3] CA/FA90: D8 Set event bit $1E80($421) [$1F04, bit 1] CA/FA92: FE Return CA/FA93: 4B Display dialogue message $0124, wait for button press Banon? He went outside a moment ago. CA/FA96: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CA/FA98: 80 Move vehicle/entity up 1 tile CA/FA99: 83 Move vehicle/entity left 1 tile CA/FA9A: CE Turn vehicle/entity down CA/FA9B: FF End queue CA/FA9C: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/FA9E: C2 Set vehicle/entity's event speed to normal CA/FA9F: 81 Move vehicle/entity right 1 tile CA/FAA0: CF Turn vehicle/entity left CA/FAA1: FF End queue CA/FAA2: D2 Set event bit $1E80($15D) [$1EAB, bit 5] CA/FAA4: D2 Set event bit $1E80($1F3) [$1EBE, bit 3] CA/FAA6: D8 Set event bit $1E80($421) [$1F04, bit 1] CA/FAA8: FE Return CA/FAA9: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/FAAB: C2 Set vehicle/entity's event speed to normal CA/FAAC: 81 Move vehicle/entity right 1 tile CA/FAAD: CF Turn vehicle/entity left CA/FAAE: FF End queue CA/FAAF: D2 Set event bit $1E80($15D) [$1EAB, bit 5] CA/FAB1: D2 Set event bit $1E80($1F3) [$1EBE, bit 3] CA/FAB3: FE Return CA/FAB4: 4B Display dialogue message $0124, wait for button press Banon? He went outside a moment ago. CA/FAB7: FE Return CA/FAB8: 4B Display dialogue message $0131, wait for button press BANON: Have you made a decision? Will you become our last ray of hope? ^ Yes ^ No CA/FABB: B6 Indexed branch based on prior dialogue selection [$CAFAC3, $CAFC98] CA/FAC2: FE Return CA/FAC3: C0 If ($1E80($017) [$1E82, bit 7] is set), branch to $CAFBC9 CA/FAC9: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CAFB31 CA/FACF: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CA/FAD1: 20 Do vehicle/entity graphical action $20 CA/FAD2: E0 Pause for 4 * 2 (8) frames CA/FAD4: CE Turn vehicle/entity down CA/FAD5: E0 Pause for 4 * 1 (4) frames CA/FAD7: 20 Do vehicle/entity graphical action $20 CA/FAD8: E0 Pause for 4 * 2 (8) frames CA/FADA: CE Turn vehicle/entity down CA/FADB: FF End queue CA/FADC: 4B Display dialogue message $0132, wait for button press BANON: You will? Really!! CA/FADF: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete) CA/FAE1: E0 Pause for 4 * 8 (32) frames CA/FAE3: CF Turn vehicle/entity left CA/FAE4: E0 Pause for 4 * 5 (20) frames CA/FAE6: 22 Do vehicle/entity graphical action $22 CA/FAE7: FF End queue CA/FAE8: 4B Display dialogue message $0133, wait for button press TERRA: But… I'm scared… CA/FAEB: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/FAED: CE Turn vehicle/entity down CA/FAEE: FF End queue CA/FAEF: 4B Display dialogue message $013A, wait for button press BANON: The person who possesses this relic need not fear harm. CA/FAF2: 10 Begin action queue for character $10 (NPC $10), 11 bytes long (Wait until complete) CA/FAF4: CC Turn vehicle/entity up CA/FAF5: E0 Pause for 4 * 4 (16) frames CA/FAF7: 21 Do vehicle/entity graphical action $21 CA/FAF8: E0 Pause for 4 * 8 (32) frames CA/FAFA: CC Turn vehicle/entity up CA/FAFB: E0 Pause for 4 * 4 (16) frames CA/FAFD: CE Turn vehicle/entity down CA/FAFE: FF End queue CA/FAFF: 4B Display dialogue message $013B, wait for button press BANON: Please, TERRA… I'd like you to take it with you. CA/FB02: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CA/FB04: CC Turn vehicle/entity up CA/FB05: E0 Pause for 4 * 2 (8) frames CA/FB07: FF End queue CA/FB08: 4B Display dialogue message $013C, wait for button press TERRA: What is this??? CA/FB0B: 80 Add item $D0 (Gauntlet ) to inventory CA/FB0D: 4B Display dialogue message $013E, wait for button press BANON: A lucky charm. Take it! Received “Gauntlet”! CA/FB10: 00 Begin action queue for character $00 (Actor in stot 0), 9 bytes long (Wait until complete) CA/FB12: E0 Pause for 4 * 8 (32) frames CA/FB14: 21 Do vehicle/entity graphical action $21 CA/FB15: E0 Pause for 4 * 2 (8) frames CA/FB17: CC Turn vehicle/entity up CA/FB18: E0 Pause for 4 * 6 (24) frames CA/FB1A: FF End queue CA/FB1B: 10 Begin action queue for character $10 (NPC $10), 8 bytes long CA/FB1D: CE Turn vehicle/entity down CA/FB1E: E0 Pause for 4 * 2 (8) frames CA/FB20: 20 Do vehicle/entity graphical action $20 CA/FB21: E0 Pause for 4 * 1 (4) frames CA/FB23: CE Turn vehicle/entity down CA/FB24: FF End queue CA/FB25: 4B Display dialogue message $013F, wait for button press BANON: I have a plan! Please get everyone together! CA/FB28: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete) CA/FB2A: 21 Do vehicle/entity graphical action $21 CA/FB2B: E0 Pause for 4 * 2 (8) frames CA/FB2D: CC Turn vehicle/entity up CA/FB2E: E0 Pause for 4 * 10 (40) frames CA/FB30: FF End queue CA/FB31: C0 If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CAFB99 CA/FB37: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CA/FB39: 22 Do vehicle/entity graphical action $22 CA/FB3A: E0 Pause for 4 * 2 (8) frames CA/FB3C: CF Turn vehicle/entity left CA/FB3D: E0 Pause for 4 * 1 (4) frames CA/FB3F: 22 Do vehicle/entity graphical action $22 CA/FB40: E0 Pause for 4 * 2 (8) frames CA/FB42: CF Turn vehicle/entity left CA/FB43: FF End queue CA/FB44: 4B Display dialogue message $0132, wait for button press BANON: You will? Really!! CA/FB47: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete) CA/FB49: E0 Pause for 4 * 8 (32) frames CA/FB4B: CE Turn vehicle/entity down CA/FB4C: E0 Pause for 4 * 5 (20) frames CA/FB4E: 20 Do vehicle/entity graphical action $20 CA/FB4F: FF End queue CA/FB50: 4B Display dialogue message $0133, wait for button press TERRA: But… I'm scared… CA/FB53: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/FB55: CE Turn vehicle/entity down CA/FB56: FF End queue CA/FB57: 4B Display dialogue message $013A, wait for button press BANON: The person who possesses this relic need not fear harm. CA/FB5A: 10 Begin action queue for character $10 (NPC $10), 11 bytes long (Wait until complete) CA/FB5C: CC Turn vehicle/entity up CA/FB5D: E0 Pause for 4 * 4 (16) frames CA/FB5F: 21 Do vehicle/entity graphical action $21 CA/FB60: E0 Pause for 4 * 8 (32) frames CA/FB62: CC Turn vehicle/entity up CA/FB63: E0 Pause for 4 * 4 (16) frames CA/FB65: CF Turn vehicle/entity left CA/FB66: FF End queue CA/FB67: 4B Display dialogue message $013B, wait for button press BANON: Please, TERRA… I'd like you to take it with you. CA/FB6A: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CA/FB6C: CD Turn vehicle/entity right CA/FB6D: E0 Pause for 4 * 2 (8) frames CA/FB6F: FF End queue CA/FB70: 4B Display dialogue message $013C, wait for button press TERRA: What is this??? CA/FB73: 80 Add item $D0 (Gauntlet ) to inventory CA/FB75: 4B Display dialogue message $013E, wait for button press BANON: A lucky charm. Take it! Received “Gauntlet”! CA/FB78: 00 Begin action queue for character $00 (Actor in stot 0), 9 bytes long (Wait until complete) CA/FB7A: E0 Pause for 4 * 8 (32) frames CA/FB7C: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/FB7D: E0 Pause for 4 * 2 (8) frames CA/FB7F: CD Turn vehicle/entity right CA/FB80: E0 Pause for 4 * 6 (24) frames CA/FB82: FF End queue CA/FB83: 10 Begin action queue for character $10 (NPC $10), 8 bytes long CA/FB85: CE Turn vehicle/entity down CA/FB86: E0 Pause for 4 * 2 (8) frames CA/FB88: 20 Do vehicle/entity graphical action $20 CA/FB89: E0 Pause for 4 * 1 (4) frames CA/FB8B: CE Turn vehicle/entity down CA/FB8C: FF End queue CA/FB8D: 4B Display dialogue message $013F, wait for button press BANON: I have a plan! Please get everyone together! CA/FB90: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete) CA/FB92: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/FB93: E0 Pause for 4 * 2 (8) frames CA/FB95: CD Turn vehicle/entity right CA/FB96: E0 Pause for 4 * 10 (40) frames CA/FB98: FF End queue CA/FB99: B2 Call subroutine $CAFBA6 CA/FB9D: B2 Call subroutine $CB0080 CA/FBA1: D0 Set event bit $1E80($017) [$1E82, bit 7] CA/FBA3: D4 Set event bit $1E80($25E) [$1ECB, bit 6] CA/FBA5: FE Return CA/FBA6: D9 Clear event bit $1E80($413) [$1F02, bit 3] CA/FBA8: D9 Clear event bit $1E80($415) [$1F02, bit 5] CA/FBAA: D9 Clear event bit $1E80($416) [$1F02, bit 6] CA/FBAC: D9 Clear event bit $1E80($41E) [$1F03, bit 6] CA/FBAE: D9 Clear event bit $1E80($41F) [$1F03, bit 7] CA/FBB0: D9 Clear event bit $1E80($420) [$1F04, bit 0] CA/FBB2: D9 Clear event bit $1E80($421) [$1F04, bit 1] CA/FBB4: D8 Set event bit $1E80($417) [$1F02, bit 7] CA/FBB6: D8 Set event bit $1E80($418) [$1F03, bit 0] CA/FBB8: D8 Set event bit $1E80($419) [$1F03, bit 1] CA/FBBA: D8 Set event bit $1E80($41A) [$1F03, bit 2] CA/FBBC: D8 Set event bit $1E80($41B) [$1F03, bit 3] CA/FBBE: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/FBC0: D0 Set event bit $1E80($013) [$1E82, bit 3] CA/FBC2: F2 Fade out current song with transition time 32 CA/FBC4: 5A Fade screen at speed $08 CA/FBC6: 5C Pause execution until fade in or fade out is complete CA/FBC7: 94 Pause for 60 units CA/FBC8: FE Return CA/FBC9: C0 If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CAFC2B CA/FBCF: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CA/FBD1: 22 Do vehicle/entity graphical action $22 CA/FBD2: E0 Pause for 4 * 3 (12) frames CA/FBD4: CF Turn vehicle/entity left CA/FBD5: E0 Pause for 4 * 2 (8) frames CA/FBD7: 22 Do vehicle/entity graphical action $22 CA/FBD8: E0 Pause for 4 * 1 (4) frames CA/FBDA: CF Turn vehicle/entity left CA/FBDB: FF End queue CA/FBDC: 4B Display dialogue message $0132, wait for button press BANON: You will? Really!! CA/FBDF: 00 Begin action queue for character $00 (Actor in stot 0), 10 bytes long (Wait until complete) CA/FBE1: E0 Pause for 4 * 6 (24) frames CA/FBE3: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/FBE4: E0 Pause for 4 * 2 (8) frames CA/FBE6: 20 Do vehicle/entity graphical action $20 CA/FBE7: E0 Pause for 4 * 4 (16) frames CA/FBE9: 22 Do vehicle/entity graphical action $22 CA/FBEA: FF End queue CA/FBEB: 4B Display dialogue message $0133, wait for button press TERRA: But… I'm scared… CA/FBEE: 10 Begin action queue for character $10 (NPC $10), 17 bytes long CA/FBF0: 0F Do vehicle/entity graphical action $0F CA/FBF1: E0 Pause for 4 * 1 (4) frames CA/FBF3: CF Turn vehicle/entity left CA/FBF4: E0 Pause for 4 * 1 (4) frames CA/FBF6: 22 Do vehicle/entity graphical action $22 CA/FBF7: E0 Pause for 4 * 1 (4) frames CA/FBF9: CF Turn vehicle/entity left CA/FBFA: E0 Pause for 4 * 1 (4) frames CA/FBFC: 22 Do vehicle/entity graphical action $22 CA/FBFD: E0 Pause for 4 * 1 (4) frames CA/FBFF: CF Turn vehicle/entity left CA/FC00: FF End queue CA/FC01: 4B Display dialogue message $013D, wait for button press BANON: If everyone works together we'll be successful. Never give up hope! CA/FC04: 00 Begin action queue for character $00 (Actor in stot 0), 15 bytes long (Wait until complete) CA/FC06: E0 Pause for 4 * 16 (64) frames CA/FC08: CE Turn vehicle/entity down CA/FC09: E0 Pause for 4 * 2 (8) frames CA/FC0B: CD Turn vehicle/entity right CA/FC0C: E0 Pause for 4 * 4 (16) frames CA/FC0E: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/FC0F: E0 Pause for 4 * 3 (12) frames CA/FC11: CD Turn vehicle/entity right CA/FC12: E0 Pause for 4 * 8 (32) frames CA/FC14: FF End queue CA/FC15: 10 Begin action queue for character $10 (NPC $10), 8 bytes long CA/FC17: CE Turn vehicle/entity down CA/FC18: E0 Pause for 4 * 2 (8) frames CA/FC1A: 20 Do vehicle/entity graphical action $20 CA/FC1B: E0 Pause for 4 * 1 (4) frames CA/FC1D: CE Turn vehicle/entity down CA/FC1E: FF End queue CA/FC1F: 4B Display dialogue message $013F, wait for button press BANON: I have a plan! Please get everyone together! CA/FC22: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete) CA/FC24: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/FC25: E0 Pause for 4 * 2 (8) frames CA/FC27: CD Turn vehicle/entity right CA/FC28: E0 Pause for 4 * 10 (40) frames CA/FC2A: FF End queue CA/FC2B: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CAFC8D CA/FC31: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CA/FC33: 20 Do vehicle/entity graphical action $20 CA/FC34: E0 Pause for 4 * 3 (12) frames CA/FC36: CE Turn vehicle/entity down CA/FC37: E0 Pause for 4 * 2 (8) frames CA/FC39: 20 Do vehicle/entity graphical action $20 CA/FC3A: E0 Pause for 4 * 1 (4) frames CA/FC3C: CE Turn vehicle/entity down CA/FC3D: FF End queue CA/FC3E: 4B Display dialogue message $0132, wait for button press BANON: You will? Really!! CA/FC41: 00 Begin action queue for character $00 (Actor in stot 0), 10 bytes long (Wait until complete) CA/FC43: E0 Pause for 4 * 6 (24) frames CA/FC45: 21 Do vehicle/entity graphical action $21 CA/FC46: E0 Pause for 4 * 2 (8) frames CA/FC48: 22 Do vehicle/entity graphical action $22 CA/FC49: E0 Pause for 4 * 4 (16) frames CA/FC4B: 20 Do vehicle/entity graphical action $20 CA/FC4C: FF End queue CA/FC4D: 4B Display dialogue message $0133, wait for button press TERRA: But… I'm scared… CA/FC50: 10 Begin action queue for character $10 (NPC $10), 17 bytes long CA/FC52: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/FC53: E0 Pause for 4 * 1 (4) frames CA/FC55: CE Turn vehicle/entity down CA/FC56: E0 Pause for 4 * 1 (4) frames CA/FC58: 20 Do vehicle/entity graphical action $20 CA/FC59: E0 Pause for 4 * 1 (4) frames CA/FC5B: CE Turn vehicle/entity down CA/FC5C: E0 Pause for 4 * 1 (4) frames CA/FC5E: 20 Do vehicle/entity graphical action $20 CA/FC5F: E0 Pause for 4 * 1 (4) frames CA/FC61: CE Turn vehicle/entity down CA/FC62: FF End queue CA/FC63: 4B Display dialogue message $013D, wait for button press BANON: If everyone works together we'll be successful. Never give up hope! CA/FC66: 00 Begin action queue for character $00 (Actor in stot 0), 15 bytes long (Wait until complete) CA/FC68: E0 Pause for 4 * 16 (64) frames CA/FC6A: CF Turn vehicle/entity left CA/FC6B: E0 Pause for 4 * 2 (8) frames CA/FC6D: CC Turn vehicle/entity up CA/FC6E: E0 Pause for 4 * 4 (16) frames CA/FC70: 21 Do vehicle/entity graphical action $21 CA/FC71: E0 Pause for 4 * 3 (12) frames CA/FC73: CC Turn vehicle/entity up CA/FC74: E0 Pause for 4 * 8 (32) frames CA/FC76: FF End queue CA/FC77: 10 Begin action queue for character $10 (NPC $10), 8 bytes long CA/FC79: CE Turn vehicle/entity down CA/FC7A: E0 Pause for 4 * 2 (8) frames CA/FC7C: 20 Do vehicle/entity graphical action $20 CA/FC7D: E0 Pause for 4 * 1 (4) frames CA/FC7F: CE Turn vehicle/entity down CA/FC80: FF End queue CA/FC81: 4B Display dialogue message $013F, wait for button press BANON: I have a plan! Please get everyone together! CA/FC84: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete) CA/FC86: 21 Do vehicle/entity graphical action $21 CA/FC87: E0 Pause for 4 * 2 (8) frames CA/FC89: CC Turn vehicle/entity up CA/FC8A: E0 Pause for 4 * 10 (40) frames CA/FC8C: FF End queue CA/FC8D: B2 Call subroutine $CAFBA6 CA/FC91: D4 Set event bit $1E80($25E) [$1ECB, bit 6] CA/FC93: B2 Call subroutine $CB0080 CA/FC97: FE Return CA/FC98: C0 If ($1E80($014) [$1E82, bit 4] is set), branch to $CAFCEA CA/FC9E: C0 If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CAFCBB CA/FCA4: 00 Begin action queue for character $00 (Actor in stot 0), 17 bytes long (Wait until complete) CA/FCA6: CE Turn vehicle/entity down CA/FCA7: E0 Pause for 4 * 4 (16) frames CA/FCA9: 23 Do vehicle/entity graphical action $23 CA/FCAA: E0 Pause for 4 * 2 (8) frames CA/FCAC: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/FCAD: E0 Pause for 4 * 2 (8) frames CA/FCAF: 23 Do vehicle/entity graphical action $23 CA/FCB0: E0 Pause for 4 * 2 (8) frames CA/FCB2: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/FCB3: E0 Pause for 4 * 2 (8) frames CA/FCB5: 20 Do vehicle/entity graphical action $20 CA/FCB6: FF End queue CA/FCB7: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/FCB9: 22 Do vehicle/entity graphical action $22 CA/FCBA: FF End queue CA/FCBB: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CAFCD8 CA/FCC1: 00 Begin action queue for character $00 (Actor in stot 0), 17 bytes long (Wait until complete) CA/FCC3: CE Turn vehicle/entity down CA/FCC4: E0 Pause for 4 * 4 (16) frames CA/FCC6: 23 Do vehicle/entity graphical action $23 CA/FCC7: E0 Pause for 4 * 2 (8) frames CA/FCC9: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/FCCA: E0 Pause for 4 * 2 (8) frames CA/FCCC: 23 Do vehicle/entity graphical action $23 CA/FCCD: E0 Pause for 4 * 2 (8) frames CA/FCCF: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/FCD0: E0 Pause for 4 * 2 (8) frames CA/FCD2: 20 Do vehicle/entity graphical action $20 CA/FCD3: FF End queue CA/FCD4: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/FCD6: 20 Do vehicle/entity graphical action $20 CA/FCD7: FF End queue CA/FCD8: 4B Display dialogue message $0134, wait for button press BANON: I see… CA/FCDB: D0 Set event bit $1E80($014) [$1E82, bit 4] CA/FCDD: D9 Clear event bit $1E80($413) [$1F02, bit 3] CA/FCDF: 6A Load map $006D (Returners' Hideout, main cave) after fade out, (upper bits $0400), place party at (9, 29), facing up CA/FCE5: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/FCE7: 80 Move vehicle/entity up 1 tile CA/FCE8: FF End queue CA/FCE9: FE Return CA/FCEA: C0 If ($1E80($015) [$1E82, bit 5] is set), branch to $CAFD40 CA/FCF0: C0 If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CAFD10 CA/FCF6: 00 Begin action queue for character $00 (Actor in stot 0), 17 bytes long (Wait until complete) CA/FCF8: CE Turn vehicle/entity down CA/FCF9: E0 Pause for 4 * 4 (16) frames CA/FCFB: 23 Do vehicle/entity graphical action $23 CA/FCFC: E0 Pause for 4 * 2 (8) frames CA/FCFE: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/FCFF: E0 Pause for 4 * 2 (8) frames CA/FD01: 23 Do vehicle/entity graphical action $23 CA/FD02: E0 Pause for 4 * 2 (8) frames CA/FD04: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/FD05: E0 Pause for 4 * 2 (8) frames CA/FD07: 20 Do vehicle/entity graphical action $20 CA/FD08: FF End queue CA/FD09: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/FD0B: CE Turn vehicle/entity down CA/FD0C: E0 Pause for 4 * 2 (8) frames CA/FD0E: 20 Do vehicle/entity graphical action $20 CA/FD0F: FF End queue CA/FD10: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CAFD30 CA/FD16: 00 Begin action queue for character $00 (Actor in stot 0), 17 bytes long (Wait until complete) CA/FD18: CE Turn vehicle/entity down CA/FD19: E0 Pause for 4 * 4 (16) frames CA/FD1B: 23 Do vehicle/entity graphical action $23 CA/FD1C: E0 Pause for 4 * 2 (8) frames CA/FD1E: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/FD1F: E0 Pause for 4 * 2 (8) frames CA/FD21: 23 Do vehicle/entity graphical action $23 CA/FD22: E0 Pause for 4 * 2 (8) frames CA/FD24: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/FD25: E0 Pause for 4 * 2 (8) frames CA/FD27: 20 Do vehicle/entity graphical action $20 CA/FD28: FF End queue CA/FD29: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/FD2B: CD Turn vehicle/entity right CA/FD2C: E0 Pause for 4 * 2 (8) frames CA/FD2E: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/FD2F: FF End queue CA/FD30: 4B Display dialogue message $0135, wait for button press BANON: I thought as much… CA/FD33: D0 Set event bit $1E80($015) [$1E82, bit 5] CA/FD35: 6A Load map $006D (Returners' Hideout, main cave) after fade out, (upper bits $0400), place party at (9, 29), facing up CA/FD3B: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/FD3D: 80 Move vehicle/entity up 1 tile CA/FD3E: FF End queue CA/FD3F: FE Return CA/FD40: C0 If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CAFD63 CA/FD46: 00 Begin action queue for character $00 (Actor in stot 0), 17 bytes long (Wait until complete) CA/FD48: CE Turn vehicle/entity down CA/FD49: E0 Pause for 4 * 4 (16) frames CA/FD4B: 23 Do vehicle/entity graphical action $23 CA/FD4C: E0 Pause for 4 * 2 (8) frames CA/FD4E: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/FD4F: E0 Pause for 4 * 2 (8) frames CA/FD51: 23 Do vehicle/entity graphical action $23 CA/FD52: E0 Pause for 4 * 2 (8) frames CA/FD54: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/FD55: E0 Pause for 4 * 2 (8) frames CA/FD57: 20 Do vehicle/entity graphical action $20 CA/FD58: FF End queue CA/FD59: 10 Begin action queue for character $10 (NPC $10), 8 bytes long CA/FD5B: CE Turn vehicle/entity down CA/FD5C: E0 Pause for 4 * 3 (12) frames CA/FD5E: CD Turn vehicle/entity right CA/FD5F: E0 Pause for 4 * 6 (24) frames CA/FD61: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/FD62: FF End queue CA/FD63: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CAFD86 CA/FD69: 00 Begin action queue for character $00 (Actor in stot 0), 17 bytes long (Wait until complete) CA/FD6B: CE Turn vehicle/entity down CA/FD6C: E0 Pause for 4 * 4 (16) frames CA/FD6E: 23 Do vehicle/entity graphical action $23 CA/FD6F: E0 Pause for 4 * 2 (8) frames CA/FD71: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/FD72: E0 Pause for 4 * 2 (8) frames CA/FD74: 23 Do vehicle/entity graphical action $23 CA/FD75: E0 Pause for 4 * 2 (8) frames CA/FD77: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/FD78: E0 Pause for 4 * 2 (8) frames CA/FD7A: 20 Do vehicle/entity graphical action $20 CA/FD7B: FF End queue CA/FD7C: 10 Begin action queue for character $10 (NPC $10), 8 bytes long CA/FD7E: CD Turn vehicle/entity right CA/FD7F: E0 Pause for 4 * 3 (12) frames CA/FD81: CC Turn vehicle/entity up CA/FD82: E0 Pause for 4 * 6 (24) frames CA/FD84: 21 Do vehicle/entity graphical action $21 CA/FD85: FF End queue CA/FD86: 4B Display dialogue message $0136, wait for button press BANON: You're sure about this? CA/FD89: D0 Set event bit $1E80($016) [$1E82, bit 6] CA/FD8B: 6A Load map $006D (Returners' Hideout, main cave) after fade out, (upper bits $0400), place party at (9, 29), facing up CA/FD91: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/FD93: 80 Move vehicle/entity up 1 tile CA/FD94: FF End queue CA/FD95: D9 Clear event bit $1E80($421) [$1F04, bit 1] CA/FD97: D4 Set event bit $1E80($25E) [$1ECB, bit 6] CA/FD99: B2 Call subroutine $CAFDCB CA/FD9D: FE Return CA/FD9E: D9 Clear event bit $1E80($417) [$1F02, bit 7] CA/FDA0: D9 Clear event bit $1E80($418) [$1F03, bit 0] CA/FDA2: D9 Clear event bit $1E80($419) [$1F03, bit 1] CA/FDA4: D9 Clear event bit $1E80($41A) [$1F03, bit 2] CA/FDA6: D9 Clear event bit $1E80($41B) [$1F03, bit 3] CA/FDA8: D9 Clear event bit $1E80($41C) [$1F03, bit 4] CA/FDAA: D9 Clear event bit $1E80($41F) [$1F03, bit 7] CA/FDAC: D9 Clear event bit $1E80($420) [$1F04, bit 0] CA/FDAE: D8 Set event bit $1E80($415) [$1F02, bit 5] CA/FDB0: D8 Set event bit $1E80($41E) [$1F03, bit 6] CA/FDB2: D8 Set event bit $1E80($423) [$1F04, bit 3] CA/FDB4: D8 Set event bit $1E80($424) [$1F04, bit 4] CA/FDB6: D8 Set event bit $1E80($428) [$1F05, bit 0] CA/FDB8: FE Return CA/FDB9: 40 Assign properties $0E to character $0E (Actor in stot 14) CA/FDBC: 7F Change character $0E's name to $0E (BANON ) CA/FDBF: 3D Create object $0E CA/FDC1: 3F Assign character $0E (Actor in stot 14) to party 1 CA/FDC4: 37 Assign graphics $11 to object $0E (Actor in stot 14) CA/FDC7: 43 Assign palette $03 to character $0E (Actor in stot 14) CA/FDCA: FE Return CA/FDCB: F0 Play song 5 (Awakening), (high bit clear), full volume CA/FDCD: D9 Clear event bit $1E80($497) [$1F12, bit 7] CA/FDCF: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete) CA/FDD1: C1 Set vehicle/entity's event speed to slow CA/FDD2: 88 Move vehicle/entity up 3 tiles CA/FDD3: E0 Pause for 4 * 16 (64) frames CA/FDD5: 21 Do vehicle/entity graphical action $21 CA/FDD6: FF End queue CA/FDD7: 4B Display dialogue message $0140, wait for button press TERRA: Hope… How can anyone put their hope in me? CA/FDDA: 00 Begin action queue for character $00 (Actor in stot 0), 8 bytes long (Wait until complete) CA/FDDC: 80 Move vehicle/entity up 1 tile CA/FDDD: E0 Pause for 4 * 4 (16) frames CA/FDDF: A0 Move vehicle/entity right/up 1x1 tiles CA/FDE0: E0 Pause for 4 * 6 (24) frames CA/FDE2: A0 Move vehicle/entity right/up 1x1 tiles CA/FDE3: FF End queue CA/FDE4: B2 Call subroutine $CB0072 CA/FDE8: D8 Set event bit $1E80($418) [$1F03, bit 0] CA/FDEA: D8 Set event bit $1E80($419) [$1F03, bit 1] CA/FDEC: D8 Set event bit $1E80($41A) [$1F03, bit 2] CA/FDEE: 3D Create object $15 CA/FDF0: 3D Create object $16 CA/FDF2: 3D Create object $17 CA/FDF4: 45 Refresh objects CA/FDF5: 41 Show object $15 CA/FDF7: 41 Show object $16 CA/FDF9: 41 Show object $17 CA/FDFB: D9 Clear event bit $1E80($416) [$1F02, bit 6] CA/FDFD: 42 Hide object $13 CA/FDFF: D9 Clear event bit $1E80($415) [$1F02, bit 5] CA/FE01: 42 Hide object $12 CA/FE03: D8 Set event bit $1E80($417) [$1F02, bit 7] CA/FE05: 3D Create object $14 CA/FE07: 38 Hold screen CA/FE08: 00 Begin action queue for character $00 (Actor in stot 0), 13 bytes long (Wait until complete) CA/FE0A: 81 Move vehicle/entity right 1 tile CA/FE0B: E0 Pause for 4 * 8 (32) frames CA/FE0D: 81 Move vehicle/entity right 1 tile CA/FE0E: E0 Pause for 4 * 10 (40) frames CA/FE10: 81 Move vehicle/entity right 1 tile CA/FE11: E0 Pause for 4 * 12 (48) frames CA/FE13: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/FE14: E0 Pause for 4 * 12 (48) frames CA/FE16: FF End queue CA/FE17: F2 Fade out current song with transition time 255 CA/FE19: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/FE1B: 38 Hold screen CA/FE1C: D8 Set event bit $1E80($41C) [$1F03, bit 4] CA/FE1E: 3D Create object $19 CA/FE20: 41 Show object $14 CA/FE22: 45 Refresh objects CA/FE23: F4 Play sound effect 44 CA/FE25: 14 Begin action queue for character $14 (NPC $14), 10 bytes long (Wait until complete) CA/FE27: D5 Set vehicle/entity's position to (9, 29) CA/FE2A: CE Turn vehicle/entity down CA/FE2B: C3 Set vehicle/entity's event speed to fast CA/FE2C: C7 Set vehicle/entity to stay still when moving CA/FE2D: 8C Move vehicle/entity up 4 tiles CA/FE2E: CF Turn vehicle/entity left CA/FE2F: 81 Move vehicle/entity right 1 tile CA/FE30: FF End queue CA/FE31: 4B Display dialogue message $0143, wait for button press BANON: What's going on? What happened? CA/FE34: F0 Play song 27 (The Empire Gestahl), (high bit clear), full volume CA/FE36: 19 Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete) CA/FE38: D5 Set vehicle/entity's position to (9, 29) CA/FE3B: FF End queue CA/FE3C: 41 Show object $19 CA/FE3E: 15 Begin action queue for character $15 (NPC $15), 4 bytes long CA/FE40: D5 Set vehicle/entity's position to (19, 27) CA/FE43: FF End queue CA/FE44: 16 Begin action queue for character $16 (NPC $16), 4 bytes long CA/FE46: D5 Set vehicle/entity's position to (20, 27) CA/FE49: FF End queue CA/FE4A: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CA/FE4C: D5 Set vehicle/entity's position to (21, 27) CA/FE4F: FF End queue CA/FE50: 17 Begin action queue for character $17 (NPC $17), 4 bytes long CA/FE52: D5 Set vehicle/entity's position to (22, 27) CA/FE55: FF End queue CA/FE56: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long CA/FE58: D5 Set vehicle/entity's position to (23, 27) CA/FE5B: FF End queue CA/FE5C: 18 Begin action queue for character $18 (NPC $18), 4 bytes long CA/FE5E: D5 Set vehicle/entity's position to (19, 28) CA/FE61: FF End queue CA/FE62: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CA/FE64: D5 Set vehicle/entity's position to (20, 28) CA/FE67: E0 Pause for 4 * 1 (4) frames CA/FE69: FF End queue CA/FE6A: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/FE6C: C3 Set vehicle/entity's event speed to fast CA/FE6D: 88 Move vehicle/entity up 3 tiles CA/FE6E: FF End queue CA/FE6F: 19 Begin action queue for character $19 (NPC $19), 5 bytes long CA/FE71: 80 Move vehicle/entity up 1 tile CA/FE72: E0 Pause for 4 * 3 (12) frames CA/FE74: 88 Move vehicle/entity up 3 tiles CA/FE75: FF End queue CA/FE76: 14 Begin action queue for character $14 (NPC $14), 10 bytes long (Wait until complete) CA/FE78: E0 Pause for 4 * 24 (96) frames CA/FE7A: CF Turn vehicle/entity left CA/FE7B: E0 Pause for 4 * 6 (24) frames CA/FE7D: CC Turn vehicle/entity up CA/FE7E: C6 Set vehicle/entity to walk when moving CA/FE7F: E0 Pause for 4 * 4 (16) frames CA/FE81: FF End queue CA/FE82: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long CA/FE84: E0 Pause for 4 * 7 (28) frames CA/FE86: CF Turn vehicle/entity left CA/FE87: E0 Pause for 4 * 2 (8) frames CA/FE89: CC Turn vehicle/entity up CA/FE8A: FF End queue CA/FE8B: 19 Begin action queue for character $19 (NPC $19), 13 bytes long (Wait until complete) CA/FE8D: E0 Pause for 4 * 2 (8) frames CA/FE8F: 80 Move vehicle/entity up 1 tile CA/FE90: E0 Pause for 4 * 1 (4) frames CA/FE92: A0 Move vehicle/entity right/up 1x1 tiles CA/FE93: E0 Pause for 4 * 3 (12) frames CA/FE95: 80 Move vehicle/entity up 1 tile CA/FE96: E0 Pause for 4 * 1 (4) frames CA/FE98: A0 Move vehicle/entity right/up 1x1 tiles CA/FE99: FF End queue CA/FE9A: 19 Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete) CA/FE9C: E0 Pause for 4 * 2 (8) frames CA/FE9E: 80 Move vehicle/entity up 1 tile CA/FE9F: FF End queue CA/FEA0: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CA/FEA2: C7 Set vehicle/entity to stay still when moving CA/FEA3: 82 Move vehicle/entity down 1 tile CA/FEA4: C6 Set vehicle/entity to walk when moving CA/FEA5: FF End queue CA/FEA6: 19 Begin action queue for character $19 (NPC $19), 3 bytes long CA/FEA8: CD Turn vehicle/entity right CA/FEA9: 2D Do vehicle/entity graphical action $2D CA/FEAA: FF End queue CA/FEAB: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CA/FEAD: 90 Move vehicle/entity up 5 tiles CA/FEAE: CD Turn vehicle/entity right CA/FEAF: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/FEB0: FF End queue CA/FEB1: 15 Begin action queue for character $15 (NPC $15), 7 bytes long CA/FEB3: C3 Set vehicle/entity's event speed to fast CA/FEB4: 8F Move vehicle/entity left 4 tiles CA/FEB5: 90 Move vehicle/entity up 5 tiles CA/FEB6: A3 Move vehicle/entity left/up 1x1 tiles CA/FEB7: A3 Move vehicle/entity left/up 1x1 tiles CA/FEB8: 83 Move vehicle/entity left 1 tile CA/FEB9: FF End queue CA/FEBA: 16 Begin action queue for character $16 (NPC $16), 7 bytes long CA/FEBC: C3 Set vehicle/entity's event speed to fast CA/FEBD: 93 Move vehicle/entity left 5 tiles CA/FEBE: 90 Move vehicle/entity up 5 tiles CA/FEBF: 8F Move vehicle/entity left 4 tiles CA/FEC0: A3 Move vehicle/entity left/up 1x1 tiles CA/FEC1: CC Turn vehicle/entity up CA/FEC2: FF End queue CA/FEC3: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long CA/FEC5: C3 Set vehicle/entity's event speed to fast CA/FEC6: 97 Move vehicle/entity left 6 tiles CA/FEC7: 90 Move vehicle/entity up 5 tiles CA/FEC8: 8F Move vehicle/entity left 4 tiles CA/FEC9: CC Turn vehicle/entity up CA/FECA: FF End queue CA/FECB: 17 Begin action queue for character $17 (NPC $17), 8 bytes long CA/FECD: C3 Set vehicle/entity's event speed to fast CA/FECE: 9B Move vehicle/entity left 7 tiles CA/FECF: 94 Move vehicle/entity up 6 tiles CA/FED0: A3 Move vehicle/entity left/up 1x1 tiles CA/FED1: A3 Move vehicle/entity left/up 1x1 tiles CA/FED2: 87 Move vehicle/entity left 2 tiles CA/FED3: CE Turn vehicle/entity down CA/FED4: FF End queue CA/FED5: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long CA/FED7: C3 Set vehicle/entity's event speed to fast CA/FED8: 9F Move vehicle/entity left 8 tiles CA/FED9: 90 Move vehicle/entity up 5 tiles CA/FEDA: 8B Move vehicle/entity left 3 tiles CA/FEDB: CC Turn vehicle/entity up CA/FEDC: FF End queue CA/FEDD: 18 Begin action queue for character $18 (NPC $18), 10 bytes long CA/FEDF: C3 Set vehicle/entity's event speed to fast CA/FEE0: E0 Pause for 4 * 4 (16) frames CA/FEE2: 8B Move vehicle/entity left 3 tiles CA/FEE3: A3 Move vehicle/entity left/up 1x1 tiles CA/FEE4: 90 Move vehicle/entity up 5 tiles CA/FEE5: A3 Move vehicle/entity left/up 1x1 tiles CA/FEE6: 80 Move vehicle/entity up 1 tile CA/FEE7: CF Turn vehicle/entity left CA/FEE8: FF End queue CA/FEE9: 18 Begin action queue for character $18 (NPC $18), 9 bytes long CA/FEEB: C3 Set vehicle/entity's event speed to fast CA/FEEC: E0 Pause for 4 * 4 (16) frames CA/FEEE: 8B Move vehicle/entity left 3 tiles CA/FEEF: A3 Move vehicle/entity left/up 1x1 tiles CA/FEF0: 90 Move vehicle/entity up 5 tiles CA/FEF1: A3 Move vehicle/entity left/up 1x1 tiles CA/FEF2: CF Turn vehicle/entity left CA/FEF3: FF End queue CA/FEF4: 04 Begin action queue for character $04 (Actor in stot 4), 9 bytes long (Wait until complete) CA/FEF6: C3 Set vehicle/entity's event speed to fast CA/FEF7: E0 Pause for 4 * 32 (128) frames CA/FEF9: 8F Move vehicle/entity left 4 tiles CA/FEFA: A3 Move vehicle/entity left/up 1x1 tiles CA/FEFB: 90 Move vehicle/entity up 5 tiles CA/FEFC: 87 Move vehicle/entity left 2 tiles CA/FEFD: CC Turn vehicle/entity up CA/FEFE: FF End queue CA/FEFF: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/FF01: 80 Move vehicle/entity up 1 tile CA/FF02: FF End queue CA/FF03: 4B Display dialogue message $0145, wait for button press BANON: Someone did a number on him… CA/FF06: 4B Display dialogue message $0141, wait for button press S…South Figaro… CA/FF09: 48 Display dialogue message $0142, continue executing commands What? WHAT IS IT? CA/FF0C: 4B Display dialogue message $0146, wait for button press E…Empire…took Figaro… Coming…this way…unnnh… CA/FF0F: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CA/FF11: CE Turn vehicle/entity down CA/FF12: E0 Pause for 4 * 2 (8) frames CA/FF14: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/FF15: FF End queue CA/FF16: 4B Display dialogue message $0147, wait for button press BANON: They've found us… We haven't a moment to lose! CA/FF19: 04 Begin action queue for character $04 (Actor in stot 4), 8 bytes long CA/FF1B: CF Turn vehicle/entity left CA/FF1C: E0 Pause for 4 * 1 (4) frames CA/FF1E: 22 Do vehicle/entity graphical action $22 CA/FF1F: E0 Pause for 4 * 1 (4) frames CA/FF21: CF Turn vehicle/entity left CA/FF22: FF End queue CA/FF23: 01 Begin action queue for character $01 (Actor in stot 1), 7 bytes long CA/FF25: E0 Pause for 4 * 10 (40) frames CA/FF27: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/FF28: E0 Pause for 4 * 1 (4) frames CA/FF2A: CD Turn vehicle/entity right CA/FF2B: FF End queue CA/FF2C: 4B Display dialogue message $0148, wait for button press EDGAR: LOCKE! LOCKE: I know… “Someone” has to sneak into South Figaro and slow the Empire down, right? EDGAR: This's right up your alley! Good luck! CA/FF2F: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CA/FF31: A0 Move vehicle/entity right/up 1x1 tiles CA/FF32: 85 Move vehicle/entity right 2 tiles CA/FF33: CE Turn vehicle/entity down CA/FF34: FF End queue CA/FF35: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CA/FF37: E0 Pause for 4 * 8 (32) frames CA/FF39: CC Turn vehicle/entity up CA/FF3A: FF End queue CA/FF3B: 4B Display dialogue message $0149, wait for button press LOCKE: TERRA… Please wait for me… And…please… …don't let a lecherous young king, who shall remain nameless, near you! EDGAR: LOCKE!!! CA/FF3E: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long CA/FF40: C3 Set vehicle/entity's event speed to fast CA/FF41: 80 Move vehicle/entity up 1 tile CA/FF42: CD Turn vehicle/entity right CA/FF43: FF End queue CA/FF44: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CA/FF46: C3 Set vehicle/entity's event speed to fast CA/FF47: CD Turn vehicle/entity right CA/FF48: A1 Move vehicle/entity right/down 1x1 tiles CA/FF49: 8E Move vehicle/entity down 4 tiles CA/FF4A: FF End queue CA/FF4B: 42 Hide object $01 CA/FF4D: B0 Execute the following commands until $B1 3 times CA/FF4F: 04 Begin action queue for character $04 (Actor in stot 4), 13 bytes long (Wait until complete) CA/FF51: 1F Do vehicle/entity graphical action $1F CA/FF52: E0 Pause for 4 * 1 (4) frames CA/FF54: CE Turn vehicle/entity down CA/FF55: E0 Pause for 4 * 1 (4) frames CA/FF57: 1F Do vehicle/entity graphical action $1F CA/FF58: E0 Pause for 4 * 1 (4) frames CA/FF5A: CE Turn vehicle/entity down CA/FF5B: E0 Pause for 4 * 1 (4) frames CA/FF5D: FF End queue CA/FF5E: B1 End block of repeating commands CA/FF5F: B4 Pause for 32 units CA/FF61: 05 Begin action queue for character $05 (Actor in stot 5), 17 bytes long CA/FF63: 21 Do vehicle/entity graphical action $21 CA/FF64: E0 Pause for 4 * 1 (4) frames CA/FF66: CC Turn vehicle/entity up CA/FF67: E0 Pause for 4 * 1 (4) frames CA/FF69: 21 Do vehicle/entity graphical action $21 CA/FF6A: E0 Pause for 4 * 1 (4) frames CA/FF6C: CC Turn vehicle/entity up CA/FF6D: E0 Pause for 4 * 1 (4) frames CA/FF6F: 21 Do vehicle/entity graphical action $21 CA/FF70: E0 Pause for 4 * 1 (4) frames CA/FF72: CC Turn vehicle/entity up CA/FF73: FF End queue CA/FF74: 4B Display dialogue message $014A, wait for button press SABIN: Big brother… Aren't you EVER going to grow up? CA/FF77: B4 Pause for 16 units CA/FF79: 14 Begin action queue for character $14 (NPC $14), 8 bytes long CA/FF7B: CE Turn vehicle/entity down CA/FF7C: E0 Pause for 4 * 1 (4) frames CA/FF7E: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/FF7F: E0 Pause for 4 * 1 (4) frames CA/FF81: CD Turn vehicle/entity right CA/FF82: FF End queue CA/FF83: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long CA/FF85: E0 Pause for 4 * 8 (32) frames CA/FF87: CF Turn vehicle/entity left CA/FF88: FF End queue CA/FF89: 4B Display dialogue message $014B, wait for button press BANON: What're we going to do? EDGAR: We'll escape down the Lete River, and make our way to Narshe. I want to see that Esper for myself… BANON: Right. There's a raft by the back entrance. It's a gamble, but we're fresh out of options… CA/FF8C: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CA/FF8E: E0 Pause for 4 * 2 (8) frames CA/FF90: CF Turn vehicle/entity left CA/FF91: FF End queue CA/FF92: 04 Begin action queue for character $04 (Actor in stot 4), 9 bytes long (Wait until complete) CA/FF94: 82 Move vehicle/entity down 1 tile CA/FF95: CD Turn vehicle/entity right CA/FF96: E0 Pause for 4 * 1 (4) frames CA/FF98: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/FF99: E0 Pause for 4 * 1 (4) frames CA/FF9B: CD Turn vehicle/entity right CA/FF9C: FF End queue CA/FF9D: 4B Display dialogue message $014C, wait for button press EDGAR: You're in danger here. Come with us to Narshe. You'll probably even gain some understanding of your own abilities… CA/FFA0: 00 Begin action queue for character $00 (Actor in stot 0), 13 bytes long (Wait until complete) CA/FFA2: E0 Pause for 4 * 2 (8) frames CA/FFA4: 22 Do vehicle/entity graphical action $22 CA/FFA5: E0 Pause for 4 * 16 (64) frames CA/FFA7: CF Turn vehicle/entity left CA/FFA8: E0 Pause for 4 * 6 (24) frames CA/FFAA: 22 Do vehicle/entity graphical action $22 CA/FFAB: E0 Pause for 4 * 2 (8) frames CA/FFAD: CF Turn vehicle/entity left CA/FFAE: FF End queue CA/FFAF: B4 Pause for 24 units CA/FFB1: 14 Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete) CA/FFB3: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/FFB4: CD Turn vehicle/entity right CA/FFB5: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/FFB6: CD Turn vehicle/entity right CA/FFB7: FF End queue CA/FFB8: 4B Display dialogue message $014D, wait for button press BANON: We've no time to dilly-dally. Let's make for Narshe! CA/FFBB: 8D Remove all equipment from character $01 (Actor in stot 1) CA/FFBD: C0 If ($1E80($017) [$1E82, bit 7] is set), branch to $CAFFE8 CA/FFC3: 16 Begin action queue for character $16 (NPC $16), 6 bytes long (Wait until complete) CA/FFC5: E0 Pause for 4 * 8 (32) frames CA/FFC7: C2 Set vehicle/entity's event speed to normal CA/FFC8: 8D Move vehicle/entity right 4 tiles CA/FFC9: CE Turn vehicle/entity down CA/FFCA: FF End queue CA/FFCB: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CA/FFCD: CC Turn vehicle/entity up CA/FFCE: FF End queue CA/FFCF: 4B Display dialogue message $0137, wait for button press I understand your unease. But even as we speak, innocent lives are being lost… Please. We need your abilities. This relic will keep you safe. Received “Genji Glove”! CA/FFD2: 80 Add item $D1 (Genji Glove ) to inventory CA/FFD4: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete) CA/FFD6: E0 Pause for 4 * 2 (8) frames CA/FFD8: 21 Do vehicle/entity graphical action $21 CA/FFD9: E0 Pause for 4 * 2 (8) frames CA/FFDB: CC Turn vehicle/entity up CA/FFDC: FF End queue CA/FFDD: 94 Pause for 60 units CA/FFDE: B2 Call subroutine $CAFFF0 CA/FFE2: D0 Set event bit $1E80($017) [$1E82, bit 7] CA/FFE4: D0 Set event bit $1E80($018) [$1E83, bit 0] CA/FFE6: 3A Enable player to move while event commands execute CA/FFE7: FE Return CA/FFE8: B2 Call subroutine $CAFFF0 CA/FFEC: D0 Set event bit $1E80($018) [$1E83, bit 0] CA/FFEE: 3A Enable player to move while event commands execute CA/FFEF: FE Return CA/FFF0: 39 Free screen CA/FFF1: 97 Fade screen to black CA/FFF2: B2 Call subroutine $CAFD9E CA/FFF6: 3D Create object $04 CA/FFF8: 3F Assign character $04 (Actor in stot 4) to party 1 CA/FFFB: 3D Create object $05 CA/FFFD: 3F Assign character $05 (Actor in stot 5) to party 1 CB/0000: 3F Remove character $01 (Actor in stot 1) from the party CB/0003: 3E Delete object $01 CB/0005: 42 Hide object $01 CB/0007: 45 Refresh objects CB/0008: F2 Fade out current song with transition time 128 CB/000A: FA Stop temporarily played song CB/000B: 94 Pause for 60 units CB/000C: 6B Load map $0070 (Returners' Hideout, tunnel to Lete River) instantly, (upper bits $2000), place party at (7, 42), facing down CB/0012: F2 Fade out current song with transition time 255 CB/0014: F6 Subcommand $10: Play song $1E (Waterfall) at volume $80 (may have other effects) CB/0018: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CB/001A: B2 Call subroutine $CAFDB9 CB/001E: B2 Call subroutine $CACB95 CB/0022: 3B Position character in a "ready-to-go" stance CB/0023: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/0025: C2 Set vehicle/entity's event speed to normal CB/0026: 82 Move vehicle/entity down 1 tile CB/0027: FF End queue CB/0028: 59 Unfade screen at speed $08 CB/002A: FE Return CB/002B: C1 If ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA5EB3 (simply returns) CB/0033: C1 If ($1E80($012) [$1E82, bit 2] is clear) or ($1E80($018) [$1E83, bit 0] is set), branch to $CA5EB3 (simply returns) CB/003B: C0 If ($1E80($16B) [$1EAD, bit 3] is set), branch to $CA5EB3 (simply returns) CB/0041: D2 Set event bit $1E80($16B) [$1EAD, bit 3] CB/0043: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CB/0045: 09 Do vehicle/entity graphical action $09 (kneeling) CB/0046: FF End queue CB/0047: 4B Display dialogue message $012B, wait for button press Someone dropped a scrap of paper… ^ Toss it in the trash. ^ Leave it there. CB/004A: B6 Indexed branch based on prior dialogue selection [$CB0052, $CB006B] CB/0051: FE Return CB/0052: 31 Begin action queue for character $31 (Party Character 0), 14 bytes long (Wait until complete) CB/0054: C2 Set vehicle/entity's event speed to normal CB/0055: CE Turn vehicle/entity down CB/0056: E0 Pause for 4 * 2 (8) frames CB/0058: 23 Do vehicle/entity graphical action $23 CB/0059: E0 Pause for 4 * 4 (16) frames CB/005B: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/005C: E0 Pause for 4 * 4 (16) frames CB/005E: 81 Move vehicle/entity right 1 tile CB/005F: 80 Move vehicle/entity up 1 tile CB/0060: 1B Do vehicle/entity graphical action $1B CB/0061: FF End queue CB/0062: F4 Play sound effect 154 CB/0064: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/0066: E0 Pause for 4 * 2 (8) frames CB/0068: CC Turn vehicle/entity up CB/0069: FF End queue CB/006A: FE Return CB/006B: D2 Set event bit $1E80($16A) [$1EAD, bit 2] CB/006D: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/006F: CE Turn vehicle/entity down CB/0070: FF End queue CB/0071: FE Return CB/0072: 3D Create object $04 CB/0074: 3D Create object $05 CB/0076: 3D Create object $01 CB/0078: 45 Refresh objects CB/0079: 41 Show object $04 CB/007B: 41 Show object $05 CB/007D: 41 Show object $01 CB/007F: FE Return CB/0080: D9 Clear event bit $1E80($497) [$1F12, bit 7] CB/0082: 6B Load map $006D (Returners' Hideout, main cave) instantly, (upper bits $0000), place party at (24, 28), facing up CB/0088: F0 Play song 46 (Returners), (high bit clear), full volume CB/008A: B2 Call subroutine $CB0072 CB/008E: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long CB/0090: D5 Set vehicle/entity's position to (24, 28) CB/0093: FF End queue CB/0094: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CB/0096: D5 Set vehicle/entity's position to (24, 28) CB/0099: FF End queue CB/009A: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long CB/009C: D5 Set vehicle/entity's position to (24, 28) CB/009F: FF End queue CB/00A0: 91 Pause for 15 units CB/00A1: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long CB/00A3: C2 Set vehicle/entity's event speed to normal CB/00A4: 85 Move vehicle/entity right 2 tiles CB/00A5: CC Turn vehicle/entity up CB/00A6: FF End queue CB/00A7: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long CB/00A9: E0 Pause for 4 * 4 (16) frames CB/00AB: C2 Set vehicle/entity's event speed to normal CB/00AC: 81 Move vehicle/entity right 1 tile CB/00AD: CC Turn vehicle/entity up CB/00AE: FF End queue CB/00AF: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CB/00B1: C2 Set vehicle/entity's event speed to normal CB/00B2: CC Turn vehicle/entity up CB/00B3: FF End queue CB/00B4: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete) CB/00B6: C2 Set vehicle/entity's event speed to normal CB/00B7: 83 Move vehicle/entity left 1 tile CB/00B8: 80 Move vehicle/entity up 1 tile CB/00B9: CD Turn vehicle/entity right CB/00BA: E0 Pause for 4 * 8 (32) frames CB/00BC: FF End queue CB/00BD: 59 Unfade screen at speed $08 CB/00BF: 38 Hold screen CB/00C0: 30 Begin action queue for character $30 (Camera), 6 bytes long CB/00C2: C2 Set vehicle/entity's event speed to normal CB/00C3: E0 Pause for 4 * 16 (64) frames CB/00C5: A4 Move vehicle/entity right/up 1x2 tiles CB/00C6: A4 Move vehicle/entity right/up 1x2 tiles CB/00C7: FF End queue CB/00C8: 14 Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete) CB/00CA: C2 Set vehicle/entity's event speed to normal CB/00CB: 86 Move vehicle/entity down 2 tiles CB/00CC: C1 Set vehicle/entity's event speed to slow CB/00CD: 82 Move vehicle/entity down 1 tile CB/00CE: E0 Pause for 4 * 2 (8) frames CB/00D0: 82 Move vehicle/entity down 1 tile CB/00D1: E0 Pause for 4 * 2 (8) frames CB/00D3: 89 Move vehicle/entity right 3 tiles CB/00D4: E0 Pause for 4 * 2 (8) frames CB/00D6: CE Turn vehicle/entity down CB/00D7: FF End queue CB/00D8: C0 If ($1E80($16A) [$1EAD, bit 2] is clear), branch to $CB0106 CB/00DE: 14 Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete) CB/00E0: 1F Do vehicle/entity graphical action $1F CB/00E1: E0 Pause for 4 * 1 (4) frames CB/00E3: 20 Do vehicle/entity graphical action $20 CB/00E4: FF End queue CB/00E5: 4B Display dialogue message $012C, wait for button press BANON: Who did this? Who left this piece of paper here? CB/00E8: 00 Begin action queue for character $00 (Actor in stot 0), 8 bytes long CB/00EA: 1F Do vehicle/entity graphical action $1F CB/00EB: E0 Pause for 4 * 1 (4) frames CB/00ED: 1D Do vehicle/entity graphical action $1D CB/00EE: E0 Pause for 4 * 8 (32) frames CB/00F0: CD Turn vehicle/entity right CB/00F1: FF End queue CB/00F2: 14 Begin action queue for character $14 (NPC $14), 9 bytes long (Wait until complete) CB/00F4: 09 Do vehicle/entity graphical action $09 (kneeling) CB/00F5: E0 Pause for 4 * 2 (8) frames CB/00F7: 81 Move vehicle/entity right 1 tile CB/00F8: E0 Pause for 4 * 1 (4) frames CB/00FA: 80 Move vehicle/entity up 1 tile CB/00FB: 1B Do vehicle/entity graphical action $1B CB/00FC: FF End queue CB/00FD: F4 Play sound effect 154 CB/00FF: 14 Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete) CB/0101: E0 Pause for 4 * 2 (8) frames CB/0103: 83 Move vehicle/entity left 1 tile CB/0104: 82 Move vehicle/entity down 1 tile CB/0105: FF End queue CB/0106: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CB/0108: 20 Do vehicle/entity graphical action $20 CB/0109: FF End queue CB/010A: 4B Display dialogue message $0154, wait for button press BANON: Right… CB/010D: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CB/010F: E0 Pause for 4 * 4 (16) frames CB/0111: CE Turn vehicle/entity down CB/0112: FF End queue CB/0113: 4B Display dialogue message $0151, wait for button press BANON: We all know that the Empire is using Magitek power in battle. The point is, how has the Emperor created it? CB/0116: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CB/0118: 23 Do vehicle/entity graphical action $23 CB/0119: FF End queue CB/011A: 04 Begin action queue for character $04 (Actor in stot 4), 11 bytes long CB/011C: 21 Do vehicle/entity graphical action $21 CB/011D: CC Turn vehicle/entity up CB/011E: 21 Do vehicle/entity graphical action $21 CB/011F: CC Turn vehicle/entity up CB/0120: E0 Pause for 4 * 2 (8) frames CB/0122: 21 Do vehicle/entity graphical action $21 CB/0123: CC Turn vehicle/entity up CB/0124: 21 Do vehicle/entity graphical action $21 CB/0125: CC Turn vehicle/entity up CB/0126: FF End queue CB/0127: 4B Display dialogue message $0152, wait for button press EDGAR: I had LOCKE look into the rumor that the Empire is forcing the world's finest scholars to study Espers. CB/012A: 01 Begin action queue for character $01 (Actor in stot 1), 11 bytes long CB/012C: 21 Do vehicle/entity graphical action $21 CB/012D: CC Turn vehicle/entity up CB/012E: 21 Do vehicle/entity graphical action $21 CB/012F: CC Turn vehicle/entity up CB/0130: E0 Pause for 4 * 2 (8) frames CB/0132: 21 Do vehicle/entity graphical action $21 CB/0133: CC Turn vehicle/entity up CB/0134: 21 Do vehicle/entity graphical action $21 CB/0135: CC Turn vehicle/entity up CB/0136: FF End queue CB/0137: 4B Display dialogue message $0153, wait for button press LOCKE: All the trouble in Narshe is over an Esper, too… CB/013A: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/013C: 85 Move vehicle/entity right 2 tiles CB/013D: CC Turn vehicle/entity up CB/013E: FF End queue CB/013F: 4B Display dialogue message $0155, wait for button press TERRA: You mean there's some connection between Espers and Magitek? BANON: I can only recall one thing linking Espers with Magitek power… CB/0142: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CB/0144: 21 Do vehicle/entity graphical action $21 CB/0145: FF End queue CB/0146: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CB/0148: E0 Pause for 4 * 16 (64) frames CB/014A: CF Turn vehicle/entity left CB/014B: CE Turn vehicle/entity down CB/014C: FF End queue CB/014D: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long CB/014F: E0 Pause for 4 * 16 (64) frames CB/0151: CC Turn vehicle/entity up CB/0152: FF End queue CB/0153: 4B Display dialogue message $0156, wait for button press EDGAR: You don't mean… BANON: Indeed! The ancient War of the Magi… CB/0156: 48 Display dialogue message $0157, continue executing commands “No!” “It can't be!” CB/0159: B0 Execute the following commands until $B1 2 times CB/015B: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CB/015D: CE Turn vehicle/entity down CB/015E: E0 Pause for 4 * 2 (8) frames CB/0160: CD Turn vehicle/entity right CB/0161: FF End queue CB/0162: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CB/0164: CE Turn vehicle/entity down CB/0165: E0 Pause for 4 * 6 (24) frames CB/0167: CF Turn vehicle/entity left CB/0168: FF End queue CB/0169: 17 Begin action queue for character $17 (NPC $17), 7 bytes long (Wait until complete) CB/016B: E0 Pause for 4 * 2 (8) frames CB/016D: CC Turn vehicle/entity up CB/016E: E0 Pause for 4 * 8 (32) frames CB/0170: CF Turn vehicle/entity left CB/0171: FF End queue CB/0172: B1 End block of repeating commands CB/0173: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/0175: 21 Do vehicle/entity graphical action $21 CB/0176: FF End queue CB/0177: 4B Display dialogue message $0158, wait for button press LOCKE: My Grandma used to tell me stories about magical machines… Could they have been true? CB/017A: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/017C: CC Turn vehicle/entity up CB/017D: FF End queue CB/017E: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CB/0180: 21 Do vehicle/entity graphical action $21 CB/0181: E0 Pause for 4 * 4 (16) frames CB/0183: CC Turn vehicle/entity up CB/0184: FF End queue CB/0185: 4B Display dialogue message $0159, wait for button press EDGAR: Could that ancient tragedy be playing out once again… BANON: It's just speculation… But historical studies have provided a number of conflicting and frightening theories… According to one theory, humans and machines were imbued with powers drained from Espers… CB/0188: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CB/018A: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/018B: FF End queue CB/018C: 4B Display dialogue message $015A, wait for button press TERRA: That could explain Magitek power… CB/018F: 14 Begin action queue for character $14 (NPC $14), 13 bytes long CB/0191: 87 Move vehicle/entity left 2 tiles CB/0192: E0 Pause for 4 * 8 (32) frames CB/0194: 1F Do vehicle/entity graphical action $1F CB/0195: 01 Do vehicle/entity graphical action $01 CB/0196: CE Turn vehicle/entity down CB/0197: E0 Pause for 4 * 1 (4) frames CB/0199: 1F Do vehicle/entity graphical action $1F CB/019A: E0 Pause for 4 * 1 (4) frames CB/019C: CE Turn vehicle/entity down CB/019D: FF End queue CB/019E: 4B Display dialogue message $015B, wait for button press EDGAR: We can only fight Magitek enemies with Magitek weapons… CB/01A1: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CB/01A3: 23 Do vehicle/entity graphical action $23 CB/01A4: FF End queue CB/01A5: 4B Display dialogue message $015C, wait for button press BANON: It's risky, but if we have TERRA…speak with that Esper, it might just wake up… EDGAR: I wonder if that's wise…? CB/01A8: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CB/01AA: CE Turn vehicle/entity down CB/01AB: E0 Pause for 4 * 2 (8) frames CB/01AD: CD Turn vehicle/entity right CB/01AE: FF End queue CB/01AF: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CB/01B1: CE Turn vehicle/entity down CB/01B2: E0 Pause for 4 * 6 (24) frames CB/01B4: CF Turn vehicle/entity left CB/01B5: FF End queue CB/01B6: 17 Begin action queue for character $17 (NPC $17), 7 bytes long (Wait until complete) CB/01B8: E0 Pause for 4 * 2 (8) frames CB/01BA: CC Turn vehicle/entity up CB/01BB: E0 Pause for 4 * 8 (32) frames CB/01BD: CF Turn vehicle/entity left CB/01BE: FF End queue CB/01BF: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CB/01C1: 20 Do vehicle/entity graphical action $20 CB/01C2: FF End queue CB/01C3: 4B Display dialogue message $015D, wait for button press BANON: Who can say? Regardless, we need TERRA's help. CB/01C6: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CB/01C8: C3 Set vehicle/entity's event speed to fast CB/01C9: 82 Move vehicle/entity down 1 tile CB/01CA: 87 Move vehicle/entity left 2 tiles CB/01CB: 80 Move vehicle/entity up 1 tile CB/01CC: FF End queue CB/01CD: 4B Display dialogue message $015E, wait for button press LOCKE: TERRA… CB/01D0: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CB/01D2: E0 Pause for 4 * 24 (96) frames CB/01D4: CE Turn vehicle/entity down CB/01D5: FF End queue CB/01D6: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete) CB/01D8: E0 Pause for 4 * 8 (32) frames CB/01DA: CF Turn vehicle/entity left CB/01DB: FF End queue CB/01DC: 4B Display dialogue message $015F, wait for button press TERRA: I'll do it! SABIN: What nonsense! You sound as if you're enjoying this! CB/01DF: B4 Pause for 32 units CB/01E1: F2 Fade out current song with transition time 128 CB/01E3: 92 Pause for 30 units CB/01E4: F6 Subcommand $83: Change pan control of currently playing sound effect to $14, transition time 0 ($80 is center, values increase left to right) CB/01E8: F4 Play sound effect 154 CB/01EA: F6 Subcommand $83: Change pan control of currently playing sound effect to $80, transition time 0 ($80 is center, values increase left to right) CB/01EE: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CB/01F0: CF Turn vehicle/entity left CB/01F1: FF End queue CB/01F2: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CB/01F4: E0 Pause for 4 * 8 (32) frames CB/01F6: CF Turn vehicle/entity left CB/01F7: FF End queue CB/01F8: 18 Begin action queue for character $18 (NPC $18), 4 bytes long CB/01FA: E0 Pause for 4 * 16 (64) frames CB/01FC: CF Turn vehicle/entity left CB/01FD: FF End queue CB/01FE: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CB/0200: E0 Pause for 4 * 8 (32) frames CB/0202: CF Turn vehicle/entity left CB/0203: FF End queue CB/0204: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long CB/0206: E0 Pause for 4 * 16 (64) frames CB/0208: CF Turn vehicle/entity left CB/0209: FF End queue CB/020A: 16 Begin action queue for character $16 (NPC $16), 7 bytes long CB/020C: E0 Pause for 4 * 4 (16) frames CB/020E: CC Turn vehicle/entity up CB/020F: E0 Pause for 4 * 2 (8) frames CB/0211: CF Turn vehicle/entity left CB/0212: FF End queue CB/0213: 17 Begin action queue for character $17 (NPC $17), 7 bytes long CB/0215: E0 Pause for 4 * 8 (32) frames CB/0217: CE Turn vehicle/entity down CB/0218: E0 Pause for 4 * 2 (8) frames CB/021A: CF Turn vehicle/entity left CB/021B: FF End queue CB/021C: 14 Begin action queue for character $14 (NPC $14), 6 bytes long (Wait until complete) CB/021E: E0 Pause for 4 * 16 (64) frames CB/0220: CF Turn vehicle/entity left CB/0221: E0 Pause for 4 * 4 (16) frames CB/0223: FF End queue CB/0224: D8 Set event bit $1E80($41C) [$1F03, bit 4] CB/0226: 3D Create object $19 CB/0228: 41 Show object $19 CB/022A: 4B Display dialogue message $0161, wait for button press BANON: What? What's that noise? CB/022D: F0 Play song 27 (The Empire Gestahl), (high bit clear), full volume CB/022F: 19 Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete) CB/0231: D5 Set vehicle/entity's position to (9, 24) CB/0234: FF End queue CB/0235: 19 Begin action queue for character $19 (NPC $19), 7 bytes long CB/0237: E0 Pause for 4 * 16 (64) frames CB/0239: A4 Move vehicle/entity right/up 1x2 tiles CB/023A: E0 Pause for 4 * 4 (16) frames CB/023C: A4 Move vehicle/entity right/up 1x2 tiles CB/023D: FF End queue CB/023E: 30 Begin action queue for character $30 (Camera), 8 bytes long (Wait until complete) CB/0240: C3 Set vehicle/entity's event speed to fast CB/0241: 8F Move vehicle/entity left 4 tiles CB/0242: AA Move vehicle/entity left/up 2x1 tiles CB/0243: AA Move vehicle/entity left/up 2x1 tiles CB/0244: AA Move vehicle/entity left/up 2x1 tiles CB/0245: AA Move vehicle/entity left/up 2x1 tiles CB/0246: AA Move vehicle/entity left/up 2x1 tiles CB/0247: FF End queue CB/0248: 15 Begin action queue for character $15 (NPC $15), 4 bytes long CB/024A: D5 Set vehicle/entity's position to (19, 27) CB/024D: FF End queue CB/024E: 16 Begin action queue for character $16 (NPC $16), 4 bytes long CB/0250: D5 Set vehicle/entity's position to (20, 27) CB/0253: FF End queue CB/0254: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CB/0256: D5 Set vehicle/entity's position to (21, 27) CB/0259: FF End queue CB/025A: 17 Begin action queue for character $17 (NPC $17), 4 bytes long CB/025C: D5 Set vehicle/entity's position to (22, 27) CB/025F: FF End queue CB/0260: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CB/0262: D5 Set vehicle/entity's position to (20, 29) CB/0265: FF End queue CB/0266: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long CB/0268: D5 Set vehicle/entity's position to (23, 27) CB/026B: FF End queue CB/026C: 18 Begin action queue for character $18 (NPC $18), 4 bytes long CB/026E: D5 Set vehicle/entity's position to (19, 28) CB/0271: FF End queue CB/0272: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CB/0274: D5 Set vehicle/entity's position to (21, 28) CB/0277: FF End queue CB/0278: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CB/027A: D5 Set vehicle/entity's position to (20, 28) CB/027D: E0 Pause for 4 * 1 (4) frames CB/027F: FF End queue CB/0280: 45 Refresh objects CB/0281: 4B Display dialogue message $0160, wait for button press Emergency! Sir Banon… CB/0284: 19 Begin action queue for character $19 (NPC $19), 6 bytes long (Wait until complete) CB/0286: CD Turn vehicle/entity right CB/0287: E0 Pause for 4 * 32 (128) frames CB/0289: CE Turn vehicle/entity down CB/028A: 2D Do vehicle/entity graphical action $2D CB/028B: FF End queue CB/028C: F4 Play sound effect 199 CB/028E: 15 Begin action queue for character $15 (NPC $15), 7 bytes long CB/0290: C3 Set vehicle/entity's event speed to fast CB/0291: 8F Move vehicle/entity left 4 tiles CB/0292: 90 Move vehicle/entity up 5 tiles CB/0293: A3 Move vehicle/entity left/up 1x1 tiles CB/0294: A3 Move vehicle/entity left/up 1x1 tiles CB/0295: 83 Move vehicle/entity left 1 tile CB/0296: FF End queue CB/0297: 16 Begin action queue for character $16 (NPC $16), 7 bytes long CB/0299: C3 Set vehicle/entity's event speed to fast CB/029A: 93 Move vehicle/entity left 5 tiles CB/029B: 90 Move vehicle/entity up 5 tiles CB/029C: 8F Move vehicle/entity left 4 tiles CB/029D: A3 Move vehicle/entity left/up 1x1 tiles CB/029E: CC Turn vehicle/entity up CB/029F: FF End queue CB/02A0: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long CB/02A2: C3 Set vehicle/entity's event speed to fast CB/02A3: 97 Move vehicle/entity left 6 tiles CB/02A4: 90 Move vehicle/entity up 5 tiles CB/02A5: 8F Move vehicle/entity left 4 tiles CB/02A6: CC Turn vehicle/entity up CB/02A7: FF End queue CB/02A8: 17 Begin action queue for character $17 (NPC $17), 7 bytes long CB/02AA: C3 Set vehicle/entity's event speed to fast CB/02AB: 9B Move vehicle/entity left 7 tiles CB/02AC: 94 Move vehicle/entity up 6 tiles CB/02AD: A3 Move vehicle/entity left/up 1x1 tiles CB/02AE: A3 Move vehicle/entity left/up 1x1 tiles CB/02AF: CF Turn vehicle/entity left CB/02B0: FF End queue CB/02B1: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long CB/02B3: C3 Set vehicle/entity's event speed to fast CB/02B4: 9F Move vehicle/entity left 8 tiles CB/02B5: 90 Move vehicle/entity up 5 tiles CB/02B6: 8B Move vehicle/entity left 3 tiles CB/02B7: CC Turn vehicle/entity up CB/02B8: FF End queue CB/02B9: 18 Begin action queue for character $18 (NPC $18), 10 bytes long CB/02BB: C3 Set vehicle/entity's event speed to fast CB/02BC: E0 Pause for 4 * 4 (16) frames CB/02BE: 8B Move vehicle/entity left 3 tiles CB/02BF: A3 Move vehicle/entity left/up 1x1 tiles CB/02C0: 90 Move vehicle/entity up 5 tiles CB/02C1: A3 Move vehicle/entity left/up 1x1 tiles CB/02C2: 80 Move vehicle/entity up 1 tile CB/02C3: CF Turn vehicle/entity left CB/02C4: FF End queue CB/02C5: 04 Begin action queue for character $04 (Actor in stot 4), 9 bytes long CB/02C7: C3 Set vehicle/entity's event speed to fast CB/02C8: E0 Pause for 4 * 32 (128) frames CB/02CA: 8F Move vehicle/entity left 4 tiles CB/02CB: A3 Move vehicle/entity left/up 1x1 tiles CB/02CC: 90 Move vehicle/entity up 5 tiles CB/02CD: 87 Move vehicle/entity left 2 tiles CB/02CE: CC Turn vehicle/entity up CB/02CF: FF End queue CB/02D0: 14 Begin action queue for character $14 (NPC $14), 9 bytes long (Wait until complete) CB/02D2: C2 Set vehicle/entity's event speed to normal CB/02D3: E0 Pause for 4 * 32 (128) frames CB/02D5: 93 Move vehicle/entity left 5 tiles CB/02D6: A3 Move vehicle/entity left/up 1x1 tiles CB/02D7: 90 Move vehicle/entity up 5 tiles CB/02D8: A3 Move vehicle/entity left/up 1x1 tiles CB/02D9: CF Turn vehicle/entity left CB/02DA: FF End queue CB/02DB: 4B Display dialogue message $0141, wait for button press S…South Figaro… CB/02DE: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long CB/02E0: C3 Set vehicle/entity's event speed to fast CB/02E1: 80 Move vehicle/entity up 1 tile CB/02E2: 8F Move vehicle/entity left 4 tiles CB/02E3: A3 Move vehicle/entity left/up 1x1 tiles CB/02E4: 90 Move vehicle/entity up 5 tiles CB/02E5: CF Turn vehicle/entity left CB/02E6: FF End queue CB/02E7: 15 Begin action queue for character $15 (NPC $15), 7 bytes long CB/02E9: E0 Pause for 4 * 8 (32) frames CB/02EB: CE Turn vehicle/entity down CB/02EC: C7 Set vehicle/entity to stay still when moving CB/02ED: 80 Move vehicle/entity up 1 tile CB/02EE: C6 Set vehicle/entity to walk when moving CB/02EF: FF End queue CB/02F0: 14 Begin action queue for character $14 (NPC $14), 8 bytes long (Wait until complete) CB/02F2: A3 Move vehicle/entity left/up 1x1 tiles CB/02F3: CF Turn vehicle/entity left CB/02F4: E0 Pause for 4 * 6 (24) frames CB/02F6: 83 Move vehicle/entity left 1 tile CB/02F7: E0 Pause for 4 * 8 (32) frames CB/02F9: FF End queue CB/02FA: 14 Begin action queue for character $14 (NPC $14), 7 bytes long CB/02FC: E0 Pause for 4 * 2 (8) frames CB/02FE: 22 Do vehicle/entity graphical action $22 CB/02FF: E0 Pause for 4 * 1 (4) frames CB/0301: CF Turn vehicle/entity left CB/0302: FF End queue CB/0303: 4B Display dialogue message $0143, wait for button press BANON: What's going on? What happened? CB/0306: 4B Display dialogue message $0146, wait for button press E…Empire…took Figaro… Coming…this way…unnnh… CB/0309: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CB/030B: CD Turn vehicle/entity right CB/030C: FF End queue CB/030D: 14 Begin action queue for character $14 (NPC $14), 10 bytes long CB/030F: E0 Pause for 4 * 4 (16) frames CB/0311: CE Turn vehicle/entity down CB/0312: E0 Pause for 4 * 1 (4) frames CB/0314: 20 Do vehicle/entity graphical action $20 CB/0315: E0 Pause for 4 * 1 (4) frames CB/0317: CE Turn vehicle/entity down CB/0318: FF End queue CB/0319: 4B Display dialogue message $0147, wait for button press BANON: They've found us… We haven't a moment to lose! CB/031C: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CB/031E: CF Turn vehicle/entity left CB/031F: FF End queue CB/0320: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CB/0322: E0 Pause for 4 * 8 (32) frames CB/0324: CD Turn vehicle/entity right CB/0325: FF End queue CB/0326: 4B Display dialogue message $0148, wait for button press EDGAR: LOCKE! LOCKE: I know… “Someone” has to sneak into South Figaro and slow the Empire down, right? EDGAR: This's right up your alley! Good luck! CB/0329: 01 Begin action queue for character $01 (Actor in stot 1), 9 bytes long (Wait until complete) CB/032B: C2 Set vehicle/entity's event speed to normal CB/032C: 80 Move vehicle/entity up 1 tile CB/032D: E0 Pause for 4 * 2 (8) frames CB/032F: 8D Move vehicle/entity right 4 tiles CB/0330: E0 Pause for 4 * 2 (8) frames CB/0332: CE Turn vehicle/entity down CB/0333: FF End queue CB/0334: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CB/0336: E0 Pause for 4 * 2 (8) frames CB/0338: CC Turn vehicle/entity up CB/0339: FF End queue CB/033A: 4B Display dialogue message $0149, wait for button press LOCKE: TERRA… Please wait for me… And…please… …don't let a lecherous young king, who shall remain nameless, near you! EDGAR: LOCKE!!! CB/033D: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CB/033F: 83 Move vehicle/entity left 1 tile CB/0340: CC Turn vehicle/entity up CB/0341: CD Turn vehicle/entity right CB/0342: FF End queue CB/0343: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long CB/0345: C2 Set vehicle/entity's event speed to normal CB/0346: 92 Move vehicle/entity down 5 tiles CB/0347: FF End queue CB/0348: 04 Begin action queue for character $04 (Actor in stot 4), 11 bytes long (Wait until complete) CB/034A: 80 Move vehicle/entity up 1 tile CB/034B: CD Turn vehicle/entity right CB/034C: E0 Pause for 4 * 2 (8) frames CB/034E: 4D Do vehicle/entity graphical action $0D, flipped horizontally CB/034F: E0 Pause for 4 * 1 (4) frames CB/0351: CD Turn vehicle/entity right CB/0352: E0 Pause for 4 * 8 (32) frames CB/0354: FF End queue CB/0355: 04 Begin action queue for character $04 (Actor in stot 4), 19 bytes long (Wait until complete) CB/0357: 1F Do vehicle/entity graphical action $1F CB/0358: E0 Pause for 4 * 1 (4) frames CB/035A: CE Turn vehicle/entity down CB/035B: E0 Pause for 4 * 1 (4) frames CB/035D: 1F Do vehicle/entity graphical action $1F CB/035E: E0 Pause for 4 * 1 (4) frames CB/0360: CE Turn vehicle/entity down CB/0361: E0 Pause for 4 * 1 (4) frames CB/0363: 1F Do vehicle/entity graphical action $1F CB/0364: E0 Pause for 4 * 1 (4) frames CB/0366: 18 Do vehicle/entity graphical action $18 CB/0367: E0 Pause for 4 * 8 (32) frames CB/0369: FF End queue CB/036A: 05 Begin action queue for character $05 (Actor in stot 5), 11 bytes long CB/036C: 21 Do vehicle/entity graphical action $21 CB/036D: E0 Pause for 4 * 1 (4) frames CB/036F: CC Turn vehicle/entity up CB/0370: E0 Pause for 4 * 1 (4) frames CB/0372: 21 Do vehicle/entity graphical action $21 CB/0373: E0 Pause for 4 * 1 (4) frames CB/0375: CC Turn vehicle/entity up CB/0376: FF End queue CB/0377: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CB/0379: CC Turn vehicle/entity up CB/037A: FF End queue CB/037B: 4B Display dialogue message $014A, wait for button press SABIN: Big brother… Aren't you EVER going to grow up? CB/037E: 14 Begin action queue for character $14 (NPC $14), 6 bytes long (Wait until complete) CB/0380: C2 Set vehicle/entity's event speed to normal CB/0381: 82 Move vehicle/entity down 1 tile CB/0382: E0 Pause for 4 * 2 (8) frames CB/0384: CD Turn vehicle/entity right CB/0385: FF End queue CB/0386: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CB/0388: CF Turn vehicle/entity left CB/0389: FF End queue CB/038A: 14 Begin action queue for character $14 (NPC $14), 11 bytes long CB/038C: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/038D: E0 Pause for 4 * 1 (4) frames CB/038F: CD Turn vehicle/entity right CB/0390: E0 Pause for 4 * 1 (4) frames CB/0392: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/0393: E0 Pause for 4 * 1 (4) frames CB/0395: CD Turn vehicle/entity right CB/0396: FF End queue CB/0397: 4B Display dialogue message $014B, wait for button press BANON: What're we going to do? EDGAR: We'll escape down the Lete River, and make our way to Narshe. I want to see that Esper for myself… BANON: Right. There's a raft by the back entrance. It's a gamble, but we're fresh out of options… CB/039A: 04 Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete) CB/039C: CE Turn vehicle/entity down CB/039D: E0 Pause for 4 * 1 (4) frames CB/039F: 82 Move vehicle/entity down 1 tile CB/03A0: E0 Pause for 4 * 2 (8) frames CB/03A2: CD Turn vehicle/entity right CB/03A3: FF End queue CB/03A4: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CB/03A6: E0 Pause for 4 * 2 (8) frames CB/03A8: CF Turn vehicle/entity left CB/03A9: FF End queue CB/03AA: 04 Begin action queue for character $04 (Actor in stot 4), 11 bytes long CB/03AC: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/03AD: E0 Pause for 4 * 1 (4) frames CB/03AF: CD Turn vehicle/entity right CB/03B0: E0 Pause for 4 * 1 (4) frames CB/03B2: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/03B3: E0 Pause for 4 * 1 (4) frames CB/03B5: CD Turn vehicle/entity right CB/03B6: FF End queue CB/03B7: 4B Display dialogue message $014C, wait for button press EDGAR: You're in danger here. Come with us to Narshe. You'll probably even gain some understanding of your own abilities… CB/03BA: 00 Begin action queue for character $00 (Actor in stot 0), 9 bytes long (Wait until complete) CB/03BC: E0 Pause for 4 * 6 (24) frames CB/03BE: 22 Do vehicle/entity graphical action $22 CB/03BF: E0 Pause for 4 * 3 (12) frames CB/03C1: CF Turn vehicle/entity left CB/03C2: E0 Pause for 4 * 6 (24) frames CB/03C4: FF End queue CB/03C5: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CB/03C7: E0 Pause for 4 * 8 (32) frames CB/03C9: CC Turn vehicle/entity up CB/03CA: FF End queue CB/03CB: 4B Display dialogue message $014D, wait for button press BANON: We've no time to dilly-dally. Let's make for Narshe! CB/03CE: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CB/03D0: CE Turn vehicle/entity down CB/03D1: FF End queue CB/03D2: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CB/03D4: CD Turn vehicle/entity right CB/03D5: FF End queue CB/03D6: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CB/03D8: CE Turn vehicle/entity down CB/03D9: FF End queue CB/03DA: 18 Begin action queue for character $18 (NPC $18), 2 bytes long CB/03DC: CE Turn vehicle/entity down CB/03DD: FF End queue CB/03DE: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CB/03E0: CC Turn vehicle/entity up CB/03E1: FF End queue CB/03E2: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/03E4: CC Turn vehicle/entity up CB/03E5: FF End queue CB/03E6: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CB/03E8: CC Turn vehicle/entity up CB/03E9: E0 Pause for 4 * 16 (64) frames CB/03EB: FF End queue CB/03EC: 8D Remove all equipment from character $01 (Actor in stot 1) CB/03EE: B2 Call subroutine $CAFFF0 CB/03F2: D0 Set event bit $1E80($018) [$1E83, bit 0] CB/03F4: 3A Enable player to move while event commands execute CB/03F5: FE Return CB/03F6: 4B Display dialogue message $0127, wait for button press Is Banon well? CB/03F9: FE Return CB/03FA: C0 If ($1E80($01A) [$1E83, bit 2] is set), branch to $CB03F6 CB/0400: 4B Display dialogue message $014F, wait for button press Give our regards to Banon. CB/0403: FE Return CB/0404: C0 If ($1E80($01A) [$1E83, bit 2] is set), branch to $CB040E CB/040A: 4B Display dialogue message $0163, wait for button press Urgh…uhnn… CB/040D: FE Return CB/040E: 4B Display dialogue message $0128, wait for button press My wounds are healing. CB/0411: FE Return CB/0412: C0 If ($1E80($01A) [$1E83, bit 2] is set), branch to $CA5EB3 (simply returns) CB/0418: C0 If ($1E80($018) [$1E83, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/041E: C0 If ($1E80($1F5) [$1EBE, bit 5] is set), branch to $CA5EB3 (simply returns) CB/0424: D2 Set event bit $1E80($1F5) [$1EBE, bit 5] CB/0426: F2 Fade out current song with transition time 255 CB/0428: 4B Display dialogue message $0162, wait for button press Uwaaaa! The Empire's invading! CB/042B: F0 Play song 28 (Troops March On), (high bit clear), full volume CB/042D: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long CB/042F: 1F Do vehicle/entity graphical action $1F CB/0430: E0 Pause for 4 * 8 (32) frames CB/0432: FF End queue CB/0433: 4B Display dialogue message $0164, wait for button press ! CB/0436: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/0438: C3 Set vehicle/entity's event speed to fast CB/0439: 93 Move vehicle/entity left 5 tiles CB/043A: E0 Pause for 4 * 1 (4) frames CB/043C: 86 Move vehicle/entity down 2 tiles CB/043D: E0 Pause for 4 * 8 (32) frames CB/043F: FF End queue CB/0440: F2 Fade out current song with transition time 64 CB/0442: 31 Begin action queue for character $31 (Party Character 0), 13 bytes long (Wait until complete) CB/0444: 23 Do vehicle/entity graphical action $23 CB/0445: E0 Pause for 4 * 1 (4) frames CB/0447: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/0448: E0 Pause for 4 * 1 (4) frames CB/044A: 23 Do vehicle/entity graphical action $23 CB/044B: E0 Pause for 4 * 1 (4) frames CB/044D: CE Turn vehicle/entity down CB/044E: E0 Pause for 4 * 8 (32) frames CB/0450: FF End queue CB/0451: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CB/0453: CD Turn vehicle/entity right CB/0454: E0 Pause for 4 * 4 (16) frames CB/0456: C2 Set vehicle/entity's event speed to normal CB/0457: 8C Move vehicle/entity up 4 tiles CB/0458: E0 Pause for 4 * 2 (8) frames CB/045A: CF Turn vehicle/entity left CB/045B: E0 Pause for 4 * 4 (16) frames CB/045D: FF End queue CB/045E: 4B Display dialogue message $0165, wait for button press What the…? Sleep talking? CB/0461: FE Return CB/0462: F0 Play song 0 (Silence), (high bit clear), full volume CB/0464: F6 Subcommand $10: Play song $1E (Waterfall) at volume $64 (may have other effects) CB/0468: FE Return CB/0469: C0 If ($1E80($019) [$1E83, bit 1] is clear), branch to $CB0474 CB/046F: 3D Create object $11 CB/0471: 45 Refresh objects CB/0472: 41 Show object $11 CB/0474: F6 Subcommand $81: Change volume of currently playing song to $FF, transition time 0 CB/0478: 60 Change background layer $0F to palette $0B CB/047B: FE Return CB/047C: F0 Play song 0 (Silence), (high bit clear), full volume CB/047E: F6 Subcommand $10: Play song $1E (Waterfall) at volume $96 (may have other effects) CB/0482: 60 Change background layer $0F to palette $0B CB/0485: FE Return CB/0486: BD Pseudo-randomly jump to $CB048E 50% of the time CB/048A: B2 Call subroutine $CB0498 CB/048E: FE Return CB/048F: BD Pseudo-randomly jump to $CB0497 50% of the time CB/0493: B2 Call subroutine $CB04A1 CB/0497: FE Return CB/0498: 4D Invoke battle, enemy set $07, background $0D (Raft on a River), (mosaic effect enabled), (swoosh sound enabled) CB/049B: B2 Call subroutine $CA5EA9 CB/049F: 96 Restore screen from fade CB/04A0: FE Return CB/04A1: 4D Invoke battle, enemy set $08, background $0D (Raft on a River), (mosaic effect enabled), (swoosh sound enabled) CB/04A4: B2 Call subroutine $CA5EA9 CB/04A8: 96 Restore screen from fade CB/04A9: FE Return CB/04AA: 44 Place character $31 (Party Character 0) on vehicle $00 (No vehicle) (Character is not shown) CB/04AD: 44 Place character $32 (Party Character 1) on vehicle $00 (No vehicle) (Character is not shown) CB/04B0: 44 Place character $33 (Party Character 2) on vehicle $00 (No vehicle) (Character is not shown) CB/04B3: 44 Place character $34 (Party Character 3) on vehicle $00 (No vehicle) (Character is not shown) CB/04B6: FE Return CB/04B7: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long CB/04B9: 31 Do vehicle/entity graphical action $31 CB/04BA: C2 Set vehicle/entity's event speed to normal CB/04BB: 80 Move vehicle/entity up 1 tile CB/04BC: A4 Move vehicle/entity right/up 1x2 tiles CB/04BD: A0 Move vehicle/entity right/up 1x1 tiles CB/04BE: A0 Move vehicle/entity right/up 1x1 tiles CB/04BF: A4 Move vehicle/entity right/up 1x2 tiles CB/04C0: A4 Move vehicle/entity right/up 1x2 tiles CB/04C1: C1 Set vehicle/entity's event speed to slow CB/04C2: A0 Move vehicle/entity right/up 1x1 tiles CB/04C3: 81 Move vehicle/entity right 1 tile CB/04C4: FF End queue CB/04C5: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/04C7: B2 Call subroutine $CB04AA CB/04CB: 3D Create object $10 CB/04CD: 45 Refresh objects CB/04CE: 41 Show object $10 CB/04D0: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/04D2: C2 Set vehicle/entity's event speed to normal CB/04D3: C8 Set object layering priority to 2 (low nibble 2) CB/04D5: FF End queue CB/04D6: 58 Shake screen ($81): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 unaffected) (Layer 2 unaffected) (Layer 3 unaffected) (Sprite layer affected) CB/04D8: F4 Play sound effect 206 CB/04DA: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CB/04DC: DD Make vehicle/entity jump (high) CB/04DD: 84 Move vehicle/entity up 2 tiles CB/04DE: 84 Move vehicle/entity up 2 tiles CB/04DF: CE Turn vehicle/entity down CB/04E0: C8 Set object layering priority to 0 (low nibble 0) CB/04E2: FF End queue CB/04E3: D8 Set event bit $1E80($4FC) [$1F1F, bit 4] CB/04E5: FE Return CB/04E6: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long CB/04E8: 31 Do vehicle/entity graphical action $31 CB/04E9: C2 Set vehicle/entity's event speed to normal CB/04EA: 88 Move vehicle/entity up 3 tiles CB/04EB: C1 Set vehicle/entity's event speed to slow CB/04EC: 84 Move vehicle/entity up 2 tiles CB/04ED: FF End queue CB/04EE: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/04F0: B2 Call subroutine $CB04AA CB/04F4: 3D Create object $11 CB/04F6: 45 Refresh objects CB/04F7: 41 Show object $11 CB/04F9: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/04FB: C2 Set vehicle/entity's event speed to normal CB/04FC: C8 Set object layering priority to 2 (low nibble 2) CB/04FE: FF End queue CB/04FF: 58 Shake screen ($81): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 unaffected) (Layer 2 unaffected) (Layer 3 unaffected) (Sprite layer affected) CB/0501: F4 Play sound effect 206 CB/0503: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CB/0505: DD Make vehicle/entity jump (high) CB/0506: 84 Move vehicle/entity up 2 tiles CB/0507: 88 Move vehicle/entity up 3 tiles CB/0508: CE Turn vehicle/entity down CB/0509: C8 Set object layering priority to 0 (low nibble 0) CB/050B: FF End queue CB/050C: D8 Set event bit $1E80($4FD) [$1F1F, bit 5] CB/050E: FE Return CB/050F: 44 Place character $31 (Party Character 0) on vehicle $60 (Raft) (Character is shown) CB/0512: 44 Place character $32 (Party Character 1) on vehicle $60 (Raft) (Character is shown) CB/0515: 44 Place character $33 (Party Character 2) on vehicle $60 (Raft) (Character is shown) CB/0518: 44 Place character $34 (Party Character 3) on vehicle $60 (Raft) (Character is shown) CB/051B: FE Return CB/051C: C0 If ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA5EB3 (simply returns) CB/0522: B2 Call subroutine $CB2E34 CB/0526: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CB/0528: C8 Set object layering priority to 2 (low nibble 2) CB/052A: DD Make vehicle/entity jump (high) CB/052B: 86 Move vehicle/entity down 2 tiles CB/052C: C8 Set object layering priority to 0 (low nibble 0) CB/052E: FF End queue CB/052F: 3E Delete object $10 CB/0531: 45 Refresh objects CB/0532: 42 Hide object $10 CB/0534: B2 Call subroutine $CB050F CB/0538: F4 Play sound effect 206 CB/053A: 58 Shake screen ($81): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 unaffected) (Layer 2 unaffected) (Layer 3 unaffected) (Sprite layer affected) CB/053C: B2 Call subroutine $CB2E2B CB/0540: 92 Pause for 30 units CB/0541: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long CB/0543: 31 Do vehicle/entity graphical action $31 CB/0544: C0 Set vehicle/entity's event speed to slowest CB/0545: 81 Move vehicle/entity right 1 tile CB/0546: C1 Set vehicle/entity's event speed to slow CB/0547: 81 Move vehicle/entity right 1 tile CB/0548: C2 Set vehicle/entity's event speed to normal CB/0549: A5 Move vehicle/entity right/up 2x1 tiles CB/054A: A5 Move vehicle/entity right/up 2x1 tiles CB/054B: 85 Move vehicle/entity right 2 tiles CB/054C: FF End queue CB/054D: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/054F: 6A Load map $0071 (Lete River, outdoors) after fade out, (upper bits $1000), place party at (68, 56), facing right CB/0555: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB07CC CB/055B: FE Return CB/055C: C0 If ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA5EB3 (simply returns) CB/0562: B2 Call subroutine $CB2E34 CB/0566: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CB/0568: C8 Set object layering priority to 2 (low nibble 2) CB/056A: DD Make vehicle/entity jump (high) CB/056B: 8A Move vehicle/entity down 3 tiles CB/056C: C8 Set object layering priority to 0 (low nibble 0) CB/056E: FF End queue CB/056F: 3E Delete object $11 CB/0571: 45 Refresh objects CB/0572: 42 Hide object $11 CB/0574: B2 Call subroutine $CB050F CB/0578: F4 Play sound effect 206 CB/057A: 58 Shake screen ($81): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 unaffected) (Layer 2 unaffected) (Layer 3 unaffected) (Sprite layer affected) CB/057C: B2 Call subroutine $CB2E2B CB/0580: 92 Pause for 30 units CB/0581: 31 Begin action queue for character $31 (Party Character 0), 13 bytes long CB/0583: 31 Do vehicle/entity graphical action $31 CB/0584: C0 Set vehicle/entity's event speed to slowest CB/0585: 81 Move vehicle/entity right 1 tile CB/0586: C1 Set vehicle/entity's event speed to slow CB/0587: A5 Move vehicle/entity right/up 2x1 tiles CB/0588: C2 Set vehicle/entity's event speed to normal CB/0589: A0 Move vehicle/entity right/up 1x1 tiles CB/058A: A0 Move vehicle/entity right/up 1x1 tiles CB/058B: 88 Move vehicle/entity up 3 tiles CB/058C: A4 Move vehicle/entity right/up 1x2 tiles CB/058D: 8C Move vehicle/entity up 4 tiles CB/058E: C3 Set vehicle/entity's event speed to fast CB/058F: FF End queue CB/0590: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/0592: 6A Load map $0071 (Lete River, outdoors) after fade out, (upper bits $0000), place party at (73, 24), facing up CB/0598: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB0869 CB/059E: FE Return CB/059F: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CB/05A5: C0 If ($1E80($018) [$1E83, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/05AB: C0 If ($1E80($01A) [$1E83, bit 2] is set), branch to $CB05DC CB/05B1: 88 Remove the following status ailments from character $04 (Actor in stot 4): M-Tek CB/05B5: 88 Remove the following status ailments from character $00 (Actor in stot 0): M-Tek CB/05B9: 88 Remove the following status ailments from character $05 (Actor in stot 5): M-Tek CB/05BD: 88 Remove the following status ailments from character $0E (Actor in stot 14): M-Tek CB/05C1: 8B For character $04 (Actor in stot 4), take HP and set to maximum CB/05C4: 8C For character $04 (Actor in stot 4), take MP and set to maximum CB/05C7: 8B For character $00 (Actor in stot 0), take HP and set to maximum CB/05CA: 8C For character $00 (Actor in stot 0), take MP and set to maximum CB/05CD: 8B For character $05 (Actor in stot 5), take HP and set to maximum CB/05D0: 8C For character $05 (Actor in stot 5), take MP and set to maximum CB/05D3: 8B For character $0E (Actor in stot 14), take HP and set to maximum CB/05D6: 8C For character $0E (Actor in stot 14), take MP and set to maximum CB/05D9: 4B Display dialogue message $0166, wait for button press Here we go! This raft'll take us to Narshe! CB/05DC: C0 If ($1E80($01A) [$1E83, bit 2] is clear), branch to $CB05E4 CB/05E2: D4 Set event bit $1E80($257) [$1ECA, bit 7] CB/05E4: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/05E6: 4B Display dialogue message $0167, wait for button press Hop aboard the raft? ^ Yes ^ No CB/05E9: B6 Indexed branch based on prior dialogue selection [$CB05F0, $CA5EB3] CB/05F0: D9 Clear event bit $1E80($4FC) [$1F1F, bit 4] CB/05F2: D9 Clear event bit $1E80($4FD) [$1F1F, bit 5] CB/05F4: B2 Call subroutine $CACB95 CB/05F8: 3B Position character in a "ready-to-go" stance CB/05F9: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CB/05FB: C0 If ($1E80($257) [$1ECA, bit 7] is set), branch to $CB0603 CB/0601: 5A Fade screen at speed $08 CB/0603: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CB/0605: C3 Set vehicle/entity's event speed to fast CB/0606: DC Make vehicle/entity jump (low) CB/0607: 82 Move vehicle/entity down 1 tile CB/0608: C7 Set vehicle/entity to stay still when moving CB/0609: 8A Move vehicle/entity down 3 tiles CB/060A: C6 Set vehicle/entity to walk when moving CB/060B: FF End queue CB/060C: B2 Call subroutine $CB050F CB/0610: 3E Delete object $11 CB/0612: 45 Refresh objects CB/0613: 42 Hide object $11 CB/0615: 41 Show object $31 CB/0617: C0 If ($1E80($019) [$1E83, bit 1] is set), branch to $CB063D CB/061D: 6B Load map $0005 (Darkness (Mog explains 3-party battles / various narration)) instantly, (upper bits $2000), place party at (20, 21), facing down CB/0623: 42 Hide object $31 CB/0625: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/0627: D5 Set vehicle/entity's position to (32, 32) CB/062A: FF End queue CB/062B: 96 Restore screen from fade CB/062C: 5C Pause execution until fade in or fade out is complete CB/062D: 4B Display dialogue message $0169, wait for button press Head toward Narshe, but protect Banon at all costs. If Banon is put out of commission, your journey's over. CB/0630: 6A Load map $0071 (Lete River, outdoors) after fade out, (upper bits $1000), place party at (31, 56), facing right CB/0636: 3E Delete object $11 CB/0638: 45 Refresh objects CB/0639: 42 Hide object $11 CB/063B: 41 Show object $31 CB/063D: B2 Call subroutine $CACB95 CB/0641: 3B Position character in a "ready-to-go" stance CB/0642: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CB/0644: C0 If ($1E80($257) [$1ECA, bit 7] is set), branch to $CB064C CB/064A: 96 Restore screen from fade CB/064B: 5C Pause execution until fade in or fade out is complete CB/064C: C0 If ($1E80($257) [$1ECA, bit 7] is clear), branch to $CB0657 CB/0652: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/0654: C3 Set vehicle/entity's event speed to fast CB/0655: 82 Move vehicle/entity down 1 tile CB/0656: FF End queue CB/0657: 31 Begin action queue for character $31 (Party Character 0), 16 bytes long CB/0659: C3 Set vehicle/entity's event speed to fast CB/065A: A0 Move vehicle/entity right/up 1x1 tiles CB/065B: 85 Move vehicle/entity right 2 tiles CB/065C: A1 Move vehicle/entity right/down 1x1 tiles CB/065D: 89 Move vehicle/entity right 3 tiles CB/065E: A6 Move vehicle/entity right/down 2x1 tiles CB/065F: 81 Move vehicle/entity right 1 tile CB/0660: A1 Move vehicle/entity right/down 1x1 tiles CB/0661: 85 Move vehicle/entity right 2 tiles CB/0662: A1 Move vehicle/entity right/down 1x1 tiles CB/0663: A1 Move vehicle/entity right/down 1x1 tiles CB/0664: 81 Move vehicle/entity right 1 tile CB/0665: 81 Move vehicle/entity right 1 tile CB/0666: A4 Move vehicle/entity right/up 1x2 tiles CB/0667: 80 Move vehicle/entity up 1 tile CB/0668: FF End queue CB/0669: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/066B: B2 Call subroutine $CB0498 CB/066F: D0 Set event bit $1E80($019) [$1E83, bit 1] CB/0671: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long CB/0673: C3 Set vehicle/entity's event speed to fast CB/0674: 98 Move vehicle/entity up 7 tiles CB/0675: FF End queue CB/0676: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/0678: 4B Display dialogue message $016A, wait for button press Which way? ^ (Straight) ^ (Left)^ (Right) CB/067B: B6 Indexed branch based on prior dialogue selection [$CB0686, $CB06F7, $CB075C] CB/0685: FE Return CB/0686: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long CB/0688: C3 Set vehicle/entity's event speed to fast CB/0689: 94 Move vehicle/entity up 6 tiles CB/068A: AB Move vehicle/entity left/up 1x2 tiles CB/068B: 80 Move vehicle/entity up 1 tile CB/068C: AB Move vehicle/entity left/up 1x2 tiles CB/068D: FF End queue CB/068E: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/0690: B2 Call subroutine $CB0486 CB/0694: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long CB/0696: 9C Move vehicle/entity up 8 tiles CB/0697: AB Move vehicle/entity left/up 1x2 tiles CB/0698: AA Move vehicle/entity left/up 2x1 tiles CB/0699: A2 Move vehicle/entity left/down 1x1 tiles CB/069A: AA Move vehicle/entity left/up 2x1 tiles CB/069B: AA Move vehicle/entity left/up 2x1 tiles CB/069C: A3 Move vehicle/entity left/up 1x1 tiles CB/069D: A3 Move vehicle/entity left/up 1x1 tiles CB/069E: 83 Move vehicle/entity left 1 tile CB/069F: A2 Move vehicle/entity left/down 1x1 tiles CB/06A0: 83 Move vehicle/entity left 1 tile CB/06A1: FF End queue CB/06A2: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/06A4: B2 Call subroutine $CB04A1 CB/06A8: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long CB/06AA: 83 Move vehicle/entity left 1 tile CB/06AB: A2 Move vehicle/entity left/down 1x1 tiles CB/06AC: A9 Move vehicle/entity left/down 2x1 tiles CB/06AD: A9 Move vehicle/entity left/down 2x1 tiles CB/06AE: 8B Move vehicle/entity left 3 tiles CB/06AF: AA Move vehicle/entity left/up 2x1 tiles CB/06B0: 94 Move vehicle/entity up 6 tiles CB/06B1: FF End queue CB/06B2: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/06B4: B2 Call subroutine $CB0486 CB/06B8: 31 Begin action queue for character $31 (Party Character 0), 20 bytes long CB/06BA: 8C Move vehicle/entity up 4 tiles CB/06BB: A0 Move vehicle/entity right/up 1x1 tiles CB/06BC: A4 Move vehicle/entity right/up 1x2 tiles CB/06BD: A0 Move vehicle/entity right/up 1x1 tiles CB/06BE: A0 Move vehicle/entity right/up 1x1 tiles CB/06BF: A0 Move vehicle/entity right/up 1x1 tiles CB/06C0: A5 Move vehicle/entity right/up 2x1 tiles CB/06C1: 85 Move vehicle/entity right 2 tiles CB/06C2: A1 Move vehicle/entity right/down 1x1 tiles CB/06C3: 81 Move vehicle/entity right 1 tile CB/06C4: A5 Move vehicle/entity right/up 2x1 tiles CB/06C5: A5 Move vehicle/entity right/up 2x1 tiles CB/06C6: 89 Move vehicle/entity right 3 tiles CB/06C7: A1 Move vehicle/entity right/down 1x1 tiles CB/06C8: A1 Move vehicle/entity right/down 1x1 tiles CB/06C9: 81 Move vehicle/entity right 1 tile CB/06CA: A1 Move vehicle/entity right/down 1x1 tiles CB/06CB: 89 Move vehicle/entity right 3 tiles CB/06CC: A5 Move vehicle/entity right/up 2x1 tiles CB/06CD: FF End queue CB/06CE: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/06D0: B2 Call subroutine $CB0486 CB/06D4: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long CB/06D6: 99 Move vehicle/entity right 7 tiles CB/06D7: A1 Move vehicle/entity right/down 1x1 tiles CB/06D8: C2 Set vehicle/entity's event speed to normal CB/06D9: 81 Move vehicle/entity right 1 tile CB/06DA: A0 Move vehicle/entity right/up 1x1 tiles CB/06DB: 80 Move vehicle/entity up 1 tile CB/06DC: C3 Set vehicle/entity's event speed to fast CB/06DD: 90 Move vehicle/entity up 5 tiles CB/06DE: FF End queue CB/06DF: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/06E1: B2 Call subroutine $CB0498 CB/06E5: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CB/06E7: 9C Move vehicle/entity up 8 tiles CB/06E8: FF End queue CB/06E9: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/06EB: 6A Load map $0072 (Lete River, river caves) after fade out, (upper bits $0000), place party at (13, 36), facing up CB/06F1: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB04B7 CB/06F7: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long CB/06F9: C3 Set vehicle/entity's event speed to fast CB/06FA: A3 Move vehicle/entity left/up 1x1 tiles CB/06FB: AA Move vehicle/entity left/up 2x1 tiles CB/06FC: AA Move vehicle/entity left/up 2x1 tiles CB/06FD: AA Move vehicle/entity left/up 2x1 tiles CB/06FE: AA Move vehicle/entity left/up 2x1 tiles CB/06FF: 83 Move vehicle/entity left 1 tile CB/0700: A2 Move vehicle/entity left/down 1x1 tiles CB/0701: FF End queue CB/0702: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/0704: B2 Call subroutine $CB04A1 CB/0708: 31 Begin action queue for character $31 (Party Character 0), 15 bytes long CB/070A: 83 Move vehicle/entity left 1 tile CB/070B: AA Move vehicle/entity left/up 2x1 tiles CB/070C: 83 Move vehicle/entity left 1 tile CB/070D: A2 Move vehicle/entity left/down 1x1 tiles CB/070E: 83 Move vehicle/entity left 1 tile CB/070F: A3 Move vehicle/entity left/up 1x1 tiles CB/0710: AB Move vehicle/entity left/up 1x2 tiles CB/0711: 8C Move vehicle/entity up 4 tiles CB/0712: 9C Move vehicle/entity up 8 tiles CB/0713: A3 Move vehicle/entity left/up 1x1 tiles CB/0714: AA Move vehicle/entity left/up 2x1 tiles CB/0715: 87 Move vehicle/entity left 2 tiles CB/0716: A3 Move vehicle/entity left/up 1x1 tiles CB/0717: AB Move vehicle/entity left/up 1x2 tiles CB/0718: FF End queue CB/0719: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/071B: B2 Call subroutine $CB0486 CB/071F: 31 Begin action queue for character $31 (Party Character 0), 17 bytes long CB/0721: 9C Move vehicle/entity up 8 tiles CB/0722: A4 Move vehicle/entity right/up 1x2 tiles CB/0723: A0 Move vehicle/entity right/up 1x1 tiles CB/0724: A0 Move vehicle/entity right/up 1x1 tiles CB/0725: A0 Move vehicle/entity right/up 1x1 tiles CB/0726: A0 Move vehicle/entity right/up 1x1 tiles CB/0727: A5 Move vehicle/entity right/up 2x1 tiles CB/0728: A5 Move vehicle/entity right/up 2x1 tiles CB/0729: A1 Move vehicle/entity right/down 1x1 tiles CB/072A: 89 Move vehicle/entity right 3 tiles CB/072B: A5 Move vehicle/entity right/up 2x1 tiles CB/072C: 89 Move vehicle/entity right 3 tiles CB/072D: A1 Move vehicle/entity right/down 1x1 tiles CB/072E: A1 Move vehicle/entity right/down 1x1 tiles CB/072F: 81 Move vehicle/entity right 1 tile CB/0730: A1 Move vehicle/entity right/down 1x1 tiles CB/0731: FF End queue CB/0732: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/0734: B2 Call subroutine $CB0486 CB/0738: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long CB/073A: 89 Move vehicle/entity right 3 tiles CB/073B: A5 Move vehicle/entity right/up 2x1 tiles CB/073C: 99 Move vehicle/entity right 7 tiles CB/073D: A1 Move vehicle/entity right/down 1x1 tiles CB/073E: 81 Move vehicle/entity right 1 tile CB/073F: A0 Move vehicle/entity right/up 1x1 tiles CB/0740: 84 Move vehicle/entity up 2 tiles CB/0741: FF End queue CB/0742: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/0744: B2 Call subroutine $CB048F CB/0748: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long CB/074A: 9C Move vehicle/entity up 8 tiles CB/074B: C2 Set vehicle/entity's event speed to normal CB/074C: 8C Move vehicle/entity up 4 tiles CB/074D: FF End queue CB/074E: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/0750: 6A Load map $0072 (Lete River, river caves) after fade out, (upper bits $0000), place party at (13, 36), facing up CB/0756: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB04B7 CB/075C: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long CB/075E: C3 Set vehicle/entity's event speed to fast CB/075F: 8C Move vehicle/entity up 4 tiles CB/0760: A4 Move vehicle/entity right/up 1x2 tiles CB/0761: 85 Move vehicle/entity right 2 tiles CB/0762: A1 Move vehicle/entity right/down 1x1 tiles CB/0763: A0 Move vehicle/entity right/up 1x1 tiles CB/0764: A4 Move vehicle/entity right/up 1x2 tiles CB/0765: A0 Move vehicle/entity right/up 1x1 tiles CB/0766: A4 Move vehicle/entity right/up 1x2 tiles CB/0767: FF End queue CB/0768: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/076A: B2 Call subroutine $CB048F CB/076E: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long CB/0770: A4 Move vehicle/entity right/up 1x2 tiles CB/0771: 88 Move vehicle/entity up 3 tiles CB/0772: AB Move vehicle/entity left/up 1x2 tiles CB/0773: A3 Move vehicle/entity left/up 1x1 tiles CB/0774: A3 Move vehicle/entity left/up 1x1 tiles CB/0775: 9B Move vehicle/entity left 7 tiles CB/0776: AA Move vehicle/entity left/up 2x1 tiles CB/0777: 87 Move vehicle/entity left 2 tiles CB/0778: A2 Move vehicle/entity left/down 1x1 tiles CB/0779: FF End queue CB/077A: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/077C: B2 Call subroutine $CB0498 CB/0780: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long CB/0782: AA Move vehicle/entity left/up 2x1 tiles CB/0783: AA Move vehicle/entity left/up 2x1 tiles CB/0784: A3 Move vehicle/entity left/up 1x1 tiles CB/0785: A3 Move vehicle/entity left/up 1x1 tiles CB/0786: 83 Move vehicle/entity left 1 tile CB/0787: A2 Move vehicle/entity left/down 1x1 tiles CB/0788: 87 Move vehicle/entity left 2 tiles CB/0789: A2 Move vehicle/entity left/down 1x1 tiles CB/078A: A9 Move vehicle/entity left/down 2x1 tiles CB/078B: 8F Move vehicle/entity left 4 tiles CB/078C: AA Move vehicle/entity left/up 2x1 tiles CB/078D: FF End queue CB/078E: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/0790: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long CB/0792: AB Move vehicle/entity left/up 1x2 tiles CB/0793: 9C Move vehicle/entity up 8 tiles CB/0794: A4 Move vehicle/entity right/up 1x2 tiles CB/0795: A0 Move vehicle/entity right/up 1x1 tiles CB/0796: A0 Move vehicle/entity right/up 1x1 tiles CB/0797: A0 Move vehicle/entity right/up 1x1 tiles CB/0798: A0 Move vehicle/entity right/up 1x1 tiles CB/0799: A5 Move vehicle/entity right/up 2x1 tiles CB/079A: 85 Move vehicle/entity right 2 tiles CB/079B: A1 Move vehicle/entity right/down 1x1 tiles CB/079C: 85 Move vehicle/entity right 2 tiles CB/079D: FF End queue CB/079E: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/07A0: B2 Call subroutine $CB0486 CB/07A4: 31 Begin action queue for character $31 (Party Character 0), 14 bytes long CB/07A6: A5 Move vehicle/entity right/up 2x1 tiles CB/07A7: A0 Move vehicle/entity right/up 1x1 tiles CB/07A8: 85 Move vehicle/entity right 2 tiles CB/07A9: A1 Move vehicle/entity right/down 1x1 tiles CB/07AA: A1 Move vehicle/entity right/down 1x1 tiles CB/07AB: 85 Move vehicle/entity right 2 tiles CB/07AC: A1 Move vehicle/entity right/down 1x1 tiles CB/07AD: 9D Move vehicle/entity right 8 tiles CB/07AE: 8D Move vehicle/entity right 4 tiles CB/07AF: A1 Move vehicle/entity right/down 1x1 tiles CB/07B0: 81 Move vehicle/entity right 1 tile CB/07B1: A0 Move vehicle/entity right/up 1x1 tiles CB/07B2: 9C Move vehicle/entity up 8 tiles CB/07B3: FF End queue CB/07B4: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/07B6: B2 Call subroutine $CB0486 CB/07BA: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CB/07BC: 98 Move vehicle/entity up 7 tiles CB/07BD: FF End queue CB/07BE: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/07C0: 6A Load map $0072 (Lete River, river caves) after fade out, (upper bits $0000), place party at (13, 36), facing up CB/07C6: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB04B7 CB/07CC: 31 Begin action queue for character $31 (Party Character 0), 13 bytes long CB/07CE: C3 Set vehicle/entity's event speed to fast CB/07CF: A1 Move vehicle/entity right/down 1x1 tiles CB/07D0: A6 Move vehicle/entity right/down 2x1 tiles CB/07D1: 8D Move vehicle/entity right 4 tiles CB/07D2: A7 Move vehicle/entity right/down 1x2 tiles CB/07D3: 81 Move vehicle/entity right 1 tile CB/07D4: A1 Move vehicle/entity right/down 1x1 tiles CB/07D5: 81 Move vehicle/entity right 1 tile CB/07D6: A0 Move vehicle/entity right/up 1x1 tiles CB/07D7: A0 Move vehicle/entity right/up 1x1 tiles CB/07D8: A4 Move vehicle/entity right/up 1x2 tiles CB/07D9: 9C Move vehicle/entity up 8 tiles CB/07DA: FF End queue CB/07DB: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/07DD: B2 Call subroutine $CB0486 CB/07E1: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long CB/07E3: 88 Move vehicle/entity up 3 tiles CB/07E4: AB Move vehicle/entity left/up 1x2 tiles CB/07E5: A3 Move vehicle/entity left/up 1x1 tiles CB/07E6: AA Move vehicle/entity left/up 2x1 tiles CB/07E7: 83 Move vehicle/entity left 1 tile CB/07E8: FF End queue CB/07E9: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/07EB: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB07F2 CB/07F1: FE Return CB/07F2: 4B Display dialogue message $016E, wait for button press Hey, which way? ^ (Up) ^ (Left) CB/07F5: B6 Indexed branch based on prior dialogue selection [$CB07FC, $CB0840] CB/07FC: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long CB/07FE: C3 Set vehicle/entity's event speed to fast CB/07FF: A3 Move vehicle/entity left/up 1x1 tiles CB/0800: A3 Move vehicle/entity left/up 1x1 tiles CB/0801: 8C Move vehicle/entity up 4 tiles CB/0802: A0 Move vehicle/entity right/up 1x1 tiles CB/0803: A0 Move vehicle/entity right/up 1x1 tiles CB/0804: 9D Move vehicle/entity right 8 tiles CB/0805: 85 Move vehicle/entity right 2 tiles CB/0806: FF End queue CB/0807: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/0809: B2 Call subroutine $CB048F CB/080D: 31 Begin action queue for character $31 (Party Character 0), 13 bytes long CB/080F: A1 Move vehicle/entity right/down 1x1 tiles CB/0810: A7 Move vehicle/entity right/down 1x2 tiles CB/0811: A7 Move vehicle/entity right/down 1x2 tiles CB/0812: A1 Move vehicle/entity right/down 1x1 tiles CB/0813: A1 Move vehicle/entity right/down 1x1 tiles CB/0814: A1 Move vehicle/entity right/down 1x1 tiles CB/0815: 9E Move vehicle/entity down 8 tiles CB/0816: 8A Move vehicle/entity down 3 tiles CB/0817: A2 Move vehicle/entity left/down 1x1 tiles CB/0818: A2 Move vehicle/entity left/down 1x1 tiles CB/0819: A2 Move vehicle/entity left/down 1x1 tiles CB/081A: 87 Move vehicle/entity left 2 tiles CB/081B: FF End queue CB/081C: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/081E: B2 Call subroutine $CB0486 CB/0822: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long CB/0824: 87 Move vehicle/entity left 2 tiles CB/0825: A2 Move vehicle/entity left/down 1x1 tiles CB/0826: AA Move vehicle/entity left/up 2x1 tiles CB/0827: A3 Move vehicle/entity left/up 1x1 tiles CB/0828: 9C Move vehicle/entity up 8 tiles CB/0829: AB Move vehicle/entity left/up 1x2 tiles CB/082A: FF End queue CB/082B: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/082D: B2 Call subroutine $CB0486 CB/0831: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long CB/0833: AB Move vehicle/entity left/up 1x2 tiles CB/0834: AA Move vehicle/entity left/up 2x1 tiles CB/0835: 83 Move vehicle/entity left 1 tile CB/0836: FF End queue CB/0837: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/0839: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB07F2 CB/083F: FE Return CB/0840: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long CB/0842: A9 Move vehicle/entity left/down 2x1 tiles CB/0843: A9 Move vehicle/entity left/down 2x1 tiles CB/0844: 87 Move vehicle/entity left 2 tiles CB/0845: A2 Move vehicle/entity left/down 1x1 tiles CB/0846: 8F Move vehicle/entity left 4 tiles CB/0847: A3 Move vehicle/entity left/up 1x1 tiles CB/0848: A3 Move vehicle/entity left/up 1x1 tiles CB/0849: 88 Move vehicle/entity up 3 tiles CB/084A: A4 Move vehicle/entity right/up 1x2 tiles CB/084B: FF End queue CB/084C: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/084E: B2 Call subroutine $CB048F CB/0852: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long CB/0854: A0 Move vehicle/entity right/up 1x1 tiles CB/0855: A0 Move vehicle/entity right/up 1x1 tiles CB/0856: A0 Move vehicle/entity right/up 1x1 tiles CB/0857: A0 Move vehicle/entity right/up 1x1 tiles CB/0858: A0 Move vehicle/entity right/up 1x1 tiles CB/0859: FF End queue CB/085A: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/085C: 6A Load map $0072 (Lete River, river caves) after fade out, (upper bits $0000), place party at (6, 23), facing up CB/0862: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB04E6 CB/0868: FE Return CB/0869: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long CB/086B: C3 Set vehicle/entity's event speed to fast CB/086C: 9C Move vehicle/entity up 8 tiles CB/086D: 90 Move vehicle/entity up 5 tiles CB/086E: A4 Move vehicle/entity right/up 1x2 tiles CB/086F: A4 Move vehicle/entity right/up 1x2 tiles CB/0870: FF End queue CB/0871: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/0873: B2 Call subroutine $CB048F CB/0877: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long CB/0879: A5 Move vehicle/entity right/up 2x1 tiles CB/087A: 81 Move vehicle/entity right 1 tile CB/087B: A1 Move vehicle/entity right/down 1x1 tiles CB/087C: A1 Move vehicle/entity right/down 1x1 tiles CB/087D: 91 Move vehicle/entity right 5 tiles CB/087E: A5 Move vehicle/entity right/up 2x1 tiles CB/087F: 9D Move vehicle/entity right 8 tiles CB/0880: A1 Move vehicle/entity right/down 1x1 tiles CB/0881: A1 Move vehicle/entity right/down 1x1 tiles CB/0882: FF End queue CB/0883: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/0885: 38 Hold screen CB/0886: 30 Begin action queue for character $30 (Camera), 4 bytes long CB/0888: C3 Set vehicle/entity's event speed to fast CB/0889: 9E Move vehicle/entity down 8 tiles CB/088A: 8A Move vehicle/entity down 3 tiles CB/088B: FF End queue CB/088C: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CB/088E: C2 Set vehicle/entity's event speed to normal CB/088F: 9A Move vehicle/entity down 7 tiles CB/0890: C4 Set vehicle/entity's event speed to faster CB/0891: 9E Move vehicle/entity down 8 tiles CB/0892: 86 Move vehicle/entity down 2 tiles CB/0893: FF End queue CB/0894: F4 Play sound effect 206 CB/0896: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/0898: C2 Set vehicle/entity's event speed to normal CB/0899: 96 Move vehicle/entity down 6 tiles CB/089A: FF End queue CB/089B: 39 Free screen CB/089C: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long CB/089E: C2 Set vehicle/entity's event speed to normal CB/089F: 82 Move vehicle/entity down 1 tile CB/08A0: A7 Move vehicle/entity right/down 1x2 tiles CB/08A1: 85 Move vehicle/entity right 2 tiles CB/08A2: C3 Set vehicle/entity's event speed to fast CB/08A3: A1 Move vehicle/entity right/down 1x1 tiles CB/08A4: 91 Move vehicle/entity right 5 tiles CB/08A5: FF End queue CB/08A6: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/08A8: B2 Call subroutine $CB0486 CB/08AC: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long CB/08AE: A1 Move vehicle/entity right/down 1x1 tiles CB/08AF: A1 Move vehicle/entity right/down 1x1 tiles CB/08B0: A1 Move vehicle/entity right/down 1x1 tiles CB/08B1: A6 Move vehicle/entity right/down 2x1 tiles CB/08B2: 85 Move vehicle/entity right 2 tiles CB/08B3: A1 Move vehicle/entity right/down 1x1 tiles CB/08B4: 85 Move vehicle/entity right 2 tiles CB/08B5: A5 Move vehicle/entity right/up 2x1 tiles CB/08B6: A4 Move vehicle/entity right/up 1x2 tiles CB/08B7: 80 Move vehicle/entity up 1 tile CB/08B8: FF End queue CB/08B9: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/08BB: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB08DB CB/08C1: FE Return CB/08C2: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CB/08C4: C3 Set vehicle/entity's event speed to fast CB/08C5: 94 Move vehicle/entity up 6 tiles CB/08C6: A4 Move vehicle/entity right/up 1x2 tiles CB/08C7: A4 Move vehicle/entity right/up 1x2 tiles CB/08C8: A4 Move vehicle/entity right/up 1x2 tiles CB/08C9: A4 Move vehicle/entity right/up 1x2 tiles CB/08CA: FF End queue CB/08CB: B2 Call subroutine $CB04AA CB/08CF: B2 Call subroutine $CACB95 CB/08D3: 3B Position character in a "ready-to-go" stance CB/08D4: 6A Load map $0000 (World of Balance) after fade out, (upper bits $1000), place party at (161, 36), facing right, flags $00 CB/08DA: FF End map script CB/08DB: C0 If ($1E80($257) [$1ECA, bit 7] is set), branch to $CB08C2 CB/08E1: DC Set event bit $1E80($629) [$1F45, bit 1] CB/08E3: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/08E5: C3 Set vehicle/entity's event speed to fast CB/08E6: A2 Move vehicle/entity left/down 1x1 tiles CB/08E7: A2 Move vehicle/entity left/down 1x1 tiles CB/08E8: 8E Move vehicle/entity down 4 tiles CB/08E9: FF End queue CB/08EA: 4B Display dialogue message $0142, wait for button press What? WHAT IS IT? CB/08ED: 4D Invoke battle, enemy set $67, background $0D (Raft on a River), (mosaic effect enabled), (swoosh sound enabled) CB/08F0: B2 Call subroutine $CA5EA9 CB/08F4: 3E Delete object $10 CB/08F6: 42 Hide object $10 CB/08F8: 44 Place character $05 (Actor in stot 5) on vehicle $00 (No vehicle) (Character is not shown) CB/08FB: 42 Hide object $05 CB/08FD: 47 Make character in slot 0 the lead character CB/08FE: 3F Remove character $05 (Actor in stot 5) from the party CB/0901: 3E Delete object $05 CB/0903: 45 Refresh objects CB/0904: 41 Show object $31 CB/0906: 3D Create object $05 CB/0908: 41 Show object $05 CB/090A: 45 Refresh objects CB/090B: 05 Begin action queue for character $05 (Actor in stot 5), 7 bytes long (Wait until complete) CB/090D: C2 Set vehicle/entity's event speed to normal CB/090E: D5 Set vehicle/entity's position to (119, 28) CB/0911: 28 Do vehicle/entity graphical action $28 CB/0912: C7 Set vehicle/entity to stay still when moving CB/0913: FF End queue CB/0914: 59 Unfade screen at speed $08 CB/0916: D0 Set event bit $1E80($01A) [$1E83, bit 2] CB/0918: 4B Display dialogue message $0171, wait for button press SABIN!!! CB/091B: B2 Call subroutine $CACB95 CB/091F: 3B Position character in a "ready-to-go" stance CB/0920: 05 Begin action queue for character $05 (Actor in stot 5), 9 bytes long CB/0922: 80 Move vehicle/entity up 1 tile CB/0923: A4 Move vehicle/entity right/up 1x2 tiles CB/0924: A4 Move vehicle/entity right/up 1x2 tiles CB/0925: A4 Move vehicle/entity right/up 1x2 tiles CB/0926: C3 Set vehicle/entity's event speed to fast CB/0927: 90 Move vehicle/entity up 5 tiles CB/0928: C6 Set vehicle/entity to walk when moving CB/0929: D1 Make vehicle/entity disappear CB/092A: FF End queue CB/092B: 31 Begin action queue for character $31 (Party Character 0), 14 bytes long (Wait until complete) CB/092D: E0 Pause for 4 * 2 (8) frames CB/092F: C2 Set vehicle/entity's event speed to normal CB/0930: 88 Move vehicle/entity up 3 tiles CB/0931: AB Move vehicle/entity left/up 1x2 tiles CB/0932: A3 Move vehicle/entity left/up 1x1 tiles CB/0933: A3 Move vehicle/entity left/up 1x1 tiles CB/0934: A3 Move vehicle/entity left/up 1x1 tiles CB/0935: A3 Move vehicle/entity left/up 1x1 tiles CB/0936: A3 Move vehicle/entity left/up 1x1 tiles CB/0937: AB Move vehicle/entity left/up 1x2 tiles CB/0938: AB Move vehicle/entity left/up 1x2 tiles CB/0939: AB Move vehicle/entity left/up 1x2 tiles CB/093A: FF End queue CB/093B: 97 Fade screen to black CB/093C: 5C Pause execution until fade in or fade out is complete CB/093D: 3E Delete object $05 CB/093F: 45 Refresh objects CB/0940: 44 Place character $00 (Actor in stot 0) on vehicle $00 (No vehicle) (Character is not shown) CB/0943: 44 Place character $04 (Actor in stot 4) on vehicle $00 (No vehicle) (Character is not shown) CB/0946: 44 Place character $0E (Actor in stot 14) on vehicle $00 (No vehicle) (Character is not shown) CB/0949: B2 Call subroutine $CAAD4C CB/094D: FE Return CB/094E: 42 Hide object $15 CB/0950: B2 Call subroutine $CAADC9 CB/0954: B2 Call subroutine $CAADE5 CB/0958: 88 Remove the following status ailments from character $00 (Actor in stot 0): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Zombie, Dark CB/095C: 8B For character $00 (Actor in stot 0), take HP and set to maximum CB/095F: 8C For character $00 (Actor in stot 0), take MP and set to maximum CB/0962: 88 Remove the following status ailments from character $04 (Actor in stot 4): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Zombie, Dark CB/0966: 8B For character $04 (Actor in stot 4), take HP and set to maximum CB/0969: 8C For character $04 (Actor in stot 4), take MP and set to maximum CB/096C: 88 Remove the following status ailments from character $0E (Actor in stot 14): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Zombie, Dark CB/0970: 8B For character $0E (Actor in stot 14), take HP and set to maximum CB/0973: 8C For character $0E (Actor in stot 14), take MP and set to maximum CB/0976: 38 Hold screen CB/0977: 42 Hide object $0D CB/0979: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/097B: C1 Set vehicle/entity's event speed to slow CB/097C: 86 Move vehicle/entity down 2 tiles CB/097D: FF End queue CB/097E: 39 Free screen CB/097F: 4B Display dialogue message $0168, wait for button press (Show text only) Fleeing the Empire's troops, Banon, EDGAR and TERRA ride the rapids toward Narshe. But the going won't be easy… CB/0982: 92 Pause for 30 units CB/0983: 3D Create object $00 CB/0985: 3F Assign character $00 (Actor in stot 0) to party 1 CB/0988: 3F Remove character $0D (Actor in stot 13) from the party CB/098B: 3E Delete object $0D CB/098D: 3D Create object $0E CB/098F: 3F Assign character $0E (Actor in stot 14) to party 1 CB/0992: 3D Create object $04 CB/0994: 3F Assign character $04 (Actor in stot 4) to party 1 CB/0997: 97 Fade screen to black CB/0998: 5C Pause execution until fade in or fade out is complete CB/0999: B2 Call subroutine $CACB95 CB/099D: 6B Load map $0071 (Lete River, outdoors) instantly, (upper bits $0000), place party at (104, 61), facing up CB/09A3: 44 Place character $00 (Actor in stot 0) on vehicle $60 (Raft) (Character is shown) CB/09A6: 44 Place character $04 (Actor in stot 4) on vehicle $60 (Raft) (Character is shown) CB/09A9: 44 Place character $0E (Actor in stot 14) on vehicle $60 (Raft) (Character is shown) CB/09AC: 31 Begin action queue for character $31 (Party Character 0), 24 bytes long CB/09AE: C3 Set vehicle/entity's event speed to fast CB/09AF: 90 Move vehicle/entity up 5 tiles CB/09B0: A4 Move vehicle/entity right/up 1x2 tiles CB/09B1: A4 Move vehicle/entity right/up 1x2 tiles CB/09B2: A4 Move vehicle/entity right/up 1x2 tiles CB/09B3: A0 Move vehicle/entity right/up 1x1 tiles CB/09B4: 81 Move vehicle/entity right 1 tile CB/09B5: A1 Move vehicle/entity right/down 1x1 tiles CB/09B6: A7 Move vehicle/entity right/down 1x2 tiles CB/09B7: A6 Move vehicle/entity right/down 2x1 tiles CB/09B8: 81 Move vehicle/entity right 1 tile CB/09B9: A1 Move vehicle/entity right/down 1x1 tiles CB/09BA: A1 Move vehicle/entity right/down 1x1 tiles CB/09BB: A1 Move vehicle/entity right/down 1x1 tiles CB/09BC: 85 Move vehicle/entity right 2 tiles CB/09BD: A1 Move vehicle/entity right/down 1x1 tiles CB/09BE: A1 Move vehicle/entity right/down 1x1 tiles CB/09BF: 81 Move vehicle/entity right 1 tile CB/09C0: A0 Move vehicle/entity right/up 1x1 tiles CB/09C1: A0 Move vehicle/entity right/up 1x1 tiles CB/09C2: A0 Move vehicle/entity right/up 1x1 tiles CB/09C3: A0 Move vehicle/entity right/up 1x1 tiles CB/09C4: A0 Move vehicle/entity right/up 1x1 tiles CB/09C5: FF End queue CB/09C6: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/09C8: 4D Invoke battle, enemy set $08, background $0D (Raft on a River), (mosaic effect enabled), (swoosh sound enabled) CB/09CB: B2 Call subroutine $CA5EA9 CB/09CF: 96 Restore screen from fade CB/09D0: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long CB/09D2: C3 Set vehicle/entity's event speed to fast CB/09D3: 89 Move vehicle/entity right 3 tiles CB/09D4: A5 Move vehicle/entity right/up 2x1 tiles CB/09D5: 84 Move vehicle/entity up 2 tiles CB/09D6: A4 Move vehicle/entity right/up 1x2 tiles CB/09D7: 85 Move vehicle/entity right 2 tiles CB/09D8: A1 Move vehicle/entity right/down 1x1 tiles CB/09D9: A0 Move vehicle/entity right/up 1x1 tiles CB/09DA: A0 Move vehicle/entity right/up 1x1 tiles CB/09DB: A4 Move vehicle/entity right/up 1x2 tiles CB/09DC: 94 Move vehicle/entity up 6 tiles CB/09DD: FF End queue CB/09DE: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/09E0: B2 Call subroutine $CB048F CB/09E4: 31 Begin action queue for character $31 (Party Character 0), 20 bytes long CB/09E6: AB Move vehicle/entity left/up 1x2 tiles CB/09E7: AB Move vehicle/entity left/up 1x2 tiles CB/09E8: 98 Move vehicle/entity up 7 tiles CB/09E9: A4 Move vehicle/entity right/up 1x2 tiles CB/09EA: A4 Move vehicle/entity right/up 1x2 tiles CB/09EB: A4 Move vehicle/entity right/up 1x2 tiles CB/09EC: A0 Move vehicle/entity right/up 1x1 tiles CB/09ED: A4 Move vehicle/entity right/up 1x2 tiles CB/09EE: 9C Move vehicle/entity up 8 tiles CB/09EF: 80 Move vehicle/entity up 1 tile CB/09F0: AB Move vehicle/entity left/up 1x2 tiles CB/09F1: 84 Move vehicle/entity up 2 tiles CB/09F2: A3 Move vehicle/entity left/up 1x1 tiles CB/09F3: 94 Move vehicle/entity up 6 tiles CB/09F4: A4 Move vehicle/entity right/up 1x2 tiles CB/09F5: A4 Move vehicle/entity right/up 1x2 tiles CB/09F6: A0 Move vehicle/entity right/up 1x1 tiles CB/09F7: A4 Move vehicle/entity right/up 1x2 tiles CB/09F8: A4 Move vehicle/entity right/up 1x2 tiles CB/09F9: FF End queue CB/09FA: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/09FC: B2 Call subroutine $CB0486 CB/0A00: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long CB/0A02: A0 Move vehicle/entity right/up 1x1 tiles CB/0A03: A0 Move vehicle/entity right/up 1x1 tiles CB/0A04: A0 Move vehicle/entity right/up 1x1 tiles CB/0A05: 88 Move vehicle/entity up 3 tiles CB/0A06: C2 Set vehicle/entity's event speed to normal CB/0A07: 88 Move vehicle/entity up 3 tiles CB/0A08: FF End queue CB/0A09: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/0A0B: 44 Place character $00 (Actor in stot 0) on vehicle $00 (No vehicle) (Character is not shown) CB/0A0E: 44 Place character $04 (Actor in stot 4) on vehicle $00 (No vehicle) (Character is not shown) CB/0A11: 44 Place character $0E (Actor in stot 14) on vehicle $00 (No vehicle) (Character is not shown) CB/0A14: 3A Enable player to move while event commands execute CB/0A15: 6A Load map $0000 (World of Balance) after fade out, (upper bits $3000), place party at (93, 41), facing left, flags $00 CB/0A1B: FF End map script CB/0A1C: 42 Hide object $15 CB/0A1E: B2 Call subroutine $CAADC9 CB/0A22: B2 Call subroutine $CAADD5 CB/0A26: 38 Hold screen CB/0A27: 42 Hide object $0D CB/0A29: 3F Remove character $0D (Actor in stot 13) from the party CB/0A2C: 3E Delete object $0D CB/0A2E: 45 Refresh objects CB/0A2F: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/0A31: C1 Set vehicle/entity's event speed to slow CB/0A32: 89 Move vehicle/entity right 3 tiles CB/0A33: FF End queue CB/0A34: 39 Free screen CB/0A35: 4B Display dialogue message $01B1, wait for button press (Show text only) What dire fate has befallen SABIN, who fell from the raft after the fight with Ultros?… CB/0A38: F2 Fade out current song with transition time 128 CB/0A3A: 95 Pause for 120 units CB/0A3B: 5A Fade screen at speed $08 CB/0A3D: 5C Pause execution until fade in or fade out is complete CB/0A3E: 3D Create object $05 CB/0A40: 3F Assign character $05 (Actor in stot 5) to party 1 CB/0A43: 88 Remove the following status ailments from character $05 (Actor in stot 5): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Zombie, Dark CB/0A47: 8B For character $05 (Actor in stot 5), take HP and set to maximum CB/0A4A: 8C For character $05 (Actor in stot 5), take MP and set to maximum CB/0A4D: 3C Set up the party as follows: $05 (Actor in stot 5), $FF (), $FF (), $FF () CB/0A52: B2 Call subroutine $CACB95 CB/0A56: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CB/0A58: 6B Load map $0000 (World of Balance) instantly, (upper bits $2000), place party at (161, 36), facing down, flags $00 CB/0A5E: FF End map script CB/0A5F: DE Load CaseWord with the characters in the currently active party? CB/0A60: C0 If ($1E80($00B) [$1E81, bit 3] is set), branch to $CB0AB9 CB/0A66: 4B Display dialogue message $01C4, wait for button press SABIN: You…on a journey? I got separated from my friends. Say, can you tell me how to get to Narshe? CB/0A69: 4B Display dialogue message $01C5, wait for button press MAN: The Empire has set up a base somewhere beyond the forest, and to the east. SABIN: …Empire!? MAN: They seem to have their sights set on Doma Castle. SABIN: Doma, huh? I have to reach Narshe immediately! MAN: Your only chance is through Doma. I'll show you the way. Just know that I may take off at any time, if I feel like it. CB/0A6C: B2 Call subroutine $CAD00F CB/0A70: 42 Hide object $05 CB/0A72: 42 Hide object $11 CB/0A74: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CB/0A76: C2 Set vehicle/entity's event speed to normal CB/0A77: C7 Set vehicle/entity to stay still when moving CB/0A78: A0 Move vehicle/entity right/up 1x1 tiles CB/0A79: A0 Move vehicle/entity right/up 1x1 tiles CB/0A7A: A0 Move vehicle/entity right/up 1x1 tiles CB/0A7B: A0 Move vehicle/entity right/up 1x1 tiles CB/0A7C: FF End queue CB/0A7D: B5 Pause for 15 * 6 (90) units CB/0A7F: 4B Display dialogue message $00C1, wait for button press (Show text only) (At bottom of screen) He owes allegiance to no one, and will do anything for money. He comes and goes like the wind… CB/0A82: B5 Pause for 15 * 2 (30) units CB/0A84: 40 Assign properties $03 to character $03 (Actor in stot 3) CB/0A87: 3D Create object $03 CB/0A89: 45 Refresh objects CB/0A8A: 37 Assign graphics $03 to object $03 (Actor in stot 3) CB/0A8D: 43 Assign palette $04 to character $03 (Actor in stot 3) CB/0A90: 7F Change character $03's name to $03 (SHADOW) CB/0A93: 98 Invoke name change screen for character $03 (Actor in stot 3) CB/0A95: 59 Unfade screen at speed $08 CB/0A97: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CB/0A99: D5 Set vehicle/entity's position to (4, 12) CB/0A9C: C6 Set vehicle/entity to walk when moving CB/0A9D: FF End queue CB/0A9E: 41 Show object $05 CB/0AA0: 41 Show object $11 CB/0AA2: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/0AA4: CE Turn vehicle/entity down CB/0AA5: FF End queue CB/0AA6: B2 Call subroutine $CAD015 CB/0AAA: B5 Pause for 15 * 6 (90) units CB/0AAC: D0 Set event bit $1E80($00B) [$1E81, bit 3] CB/0AAE: 4B Display dialogue message $01CA, wait for button press Welcome a partner? ^ Yes ^ No CB/0AB1: B6 Indexed branch based on prior dialogue selection [$CB0ACA, $CB0B07] CB/0AB8: FE Return CB/0AB9: 4B Display dialogue message $01C4, wait for button press SABIN: You…on a journey? I got separated from my friends. Say, can you tell me how to get to Narshe? CB/0ABC: 4B Display dialogue message $01C6, wait for button press SHADOW: Imperial soldiers have built a base somewhere beyond the forest. SABIN: …Already!? SHADOW: They seem to have their sights set on Doma Castle. SABIN: So Doma's next, huh? I have to reach Narshe immediately! SHADOW: Your only hope is through Doma. I'll show you the way. Just know that I may take off at any time, if I feel like it. CB/0ABF: 4B Display dialogue message $01CA, wait for button press Welcome a partner? ^ Yes ^ No CB/0AC2: B6 Indexed branch based on prior dialogue selection [$CB0ACA, $CB0B07] CB/0AC9: FE Return CB/0ACA: 4B Display dialogue message $01C9, wait for button press SHADOW: The Reaper is always just a step behind me… CB/0ACD: B8 Set bit $1DC9($4B) [$1DD2, bit 3] CB/0ACF: D4 Set event bit $1E80($2E3) [$1EDC, bit 3] CB/0AD1: 40 Assign properties $03 to character $03 (Actor in stot 3) CB/0AD4: 3D Create object $03 CB/0AD6: 3F Assign character $03 (Actor in stot 3) to party 1 CB/0AD9: 45 Refresh objects CB/0ADA: 77 Perform level averaging on character $03 (SHADOW) and calculate new maximum HP/MP CB/0ADC: D4 Set event bit $1E80($2F3) [$1EDE, bit 3] CB/0ADE: 88 Remove the following status ailments from character $03 (Actor in stot 3): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CB/0AE2: 89 Inflict the following status ailments on character $03 (Actor in stot 3): Dog Block CB/0AE6: 8B For character $03 (Actor in stot 3), take HP and set to maximum CB/0AE9: 8C For character $03 (Actor in stot 3), take MP and set to maximum CB/0AEC: 97 Fade screen to black CB/0AED: 5C Pause execution until fade in or fade out is complete CB/0AEE: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/0AF0: D5 Set vehicle/entity's position to (4, 12) CB/0AF3: CE Turn vehicle/entity down CB/0AF4: FF End queue CB/0AF5: B2 Call subroutine $CACB95 CB/0AF9: 3B Position character in a "ready-to-go" stance CB/0AFA: D9 Clear event bit $1E80($426) [$1F04, bit 6] CB/0AFC: D9 Clear event bit $1E80($427) [$1F04, bit 7] CB/0AFE: 42 Hide object $10 CB/0B00: 42 Hide object $11 CB/0B02: 47 Make character in slot 0 the lead character CB/0B03: D2 Set event bit $1E80($162) [$1EAC, bit 2] CB/0B05: 96 Restore screen from fade CB/0B06: FE Return CB/0B07: 3E Delete object $03 CB/0B09: 45 Refresh objects CB/0B0A: B2 Call subroutine $CACB95 CB/0B0E: 47 Make character in slot 0 the lead character CB/0B0F: FE Return CB/0B10: C0 If ($1E80($1B1) [$1EB6, bit 1] is set), branch to $CB0B2A CB/0B16: F4 Play sound effect 151 CB/0B18: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long CB/0B1A: C3 Set vehicle/entity's event speed to fast CB/0B1B: 1F Do vehicle/entity graphical action $1F CB/0B1C: E0 Pause for 4 * 1 (4) frames CB/0B1E: 85 Move vehicle/entity right 2 tiles CB/0B1F: 80 Move vehicle/entity up 1 tile CB/0B20: 09 Do vehicle/entity graphical action $09 (kneeling) CB/0B21: FF End queue CB/0B22: 4B Display dialogue message $01C7, wait for button press Whoa… The dog just can't stand strangers. CB/0B25: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/0B27: CF Turn vehicle/entity left CB/0B28: FF End queue CB/0B29: FE Return CB/0B2A: F4 Play sound effect 151 CB/0B2C: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long CB/0B2E: C3 Set vehicle/entity's event speed to fast CB/0B2F: 1F Do vehicle/entity graphical action $1F CB/0B30: E0 Pause for 4 * 1 (4) frames CB/0B32: 82 Move vehicle/entity down 1 tile CB/0B33: 89 Move vehicle/entity right 3 tiles CB/0B34: 80 Move vehicle/entity up 1 tile CB/0B35: 09 Do vehicle/entity graphical action $09 (kneeling) CB/0B36: FF End queue CB/0B37: 4B Display dialogue message $01C7, wait for button press Whoa… The dog just can't stand strangers. CB/0B3A: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/0B3C: CF Turn vehicle/entity left CB/0B3D: FF End queue CB/0B3E: FE Return CB/0B3F: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CB/0B45: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CB0B51 CB/0B4B: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB0B6B CB/0B51: 36 Disable ability to pass through other objects for object $12 (NPC $12) CB/0B53: 12 Begin action queue for character $12 (NPC $12), 22 bytes long CB/0B55: C3 Set vehicle/entity's event speed to fast CB/0B56: FB Pseudo-randomly choose to branch 3 bytes forwards ($CB0B59) with 50 % chance CB/0B58: C4 Set vehicle/entity's event speed to faster CB/0B59: FB Pseudo-randomly choose to branch 3 bytes forwards ($CB0B5C) with 50 % chance CB/0B5B: C5 Set vehicle/entity's event speed to fastest CB/0B5C: FB Pseudo-randomly choose to branch 3 bytes forwards ($CB0B5F) with 50 % chance CB/0B5E: C3 Set vehicle/entity's event speed to fast CB/0B5F: 93 Move vehicle/entity left 5 tiles CB/0B60: A3 Move vehicle/entity left/up 1x1 tiles CB/0B61: A3 Move vehicle/entity left/up 1x1 tiles CB/0B62: C7 Set vehicle/entity to stay still when moving CB/0B63: CE Turn vehicle/entity down CB/0B64: 83 Move vehicle/entity left 1 tile CB/0B65: C6 Set vehicle/entity to walk when moving CB/0B66: E0 Pause for 4 * 32 (128) frames CB/0B68: 92 Move vehicle/entity down 5 tiles CB/0B69: D1 Make vehicle/entity disappear CB/0B6A: FF End queue CB/0B6B: DE Load CaseWord with the characters in the currently active party? CB/0B6C: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB0B7B CB/0B72: C0 If ($1E80($039) [$1E87, bit 1] is set), branch to $CB0B7B CB/0B78: F0 Play song 7 (Shadow), (high bit clear), full volume CB/0B7A: FE Return CB/0B7B: F0 Play song 43 (???, Crazy Old Man's House), (high bit clear), full volume CB/0B7D: FE Return CB/0B7E: C0 If ($1E80($169) [$1EAD, bit 1] is set), branch to $CB0BA1 CB/0B84: D2 Set event bit $1E80($169) [$1EAD, bit 1] CB/0B86: E2 Set bit in CaseWord for the lead character in the current party CB/0B87: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB0B90 CB/0B8D: 4B Display dialogue message $01BF, wait for button press Who're you? CB/0B90: 4B Display dialogue message $01C0, wait for button press MERCHANT: Howdy. I own the dry goods business out here! CB/0B93: 4B Display dialogue message $01C1, wait for button press MERCHANT: You're…not from these parts, huh? CB/0B96: 4B Display dialogue message $01C2, wait for button press MERCHANT: We'll, no matter! ^ See the goods ^ Not interested CB/0B99: B6 Indexed branch based on prior dialogue selection [$CB0BAC, $CB0BB4] CB/0BA0: FE Return CB/0BA1: 4B Display dialogue message $01BD, wait for button press MERCHANT: Welcome! Need anything? ^ What have you? ^ No thanks. CB/0BA4: B6 Indexed branch based on prior dialogue selection [$CB0BAC, $CB0BB4] CB/0BAB: FE Return CB/0BAC: 9B Invoke shop $27 CB/0BAE: 78 Enable ability to pass through other objects for object $12 (NPC $12) CB/0BB0: 4B Display dialogue message $01BE, wait for button press MERCHANT: See you around. CB/0BB3: FE Return CB/0BB4: 78 Enable ability to pass through other objects for object $12 (NPC $12) CB/0BB6: FE Return CB/0BB7: B0 If ($1E80($037) [$1E86, bit 7] is set), branch to $CA5EB4 CB/0BBD: D2 Load map $0075 (Imperial Camp (before Doma is poisoned)), position (36, 02), mode $80 CB/0BC3: FF CB/0BC4: C0 If ($1E80($2F3) [$1EDE, bit 3] is clear), branch to $CB0BCF CB/0BCA: 3D Create object $03 CB/0BCC: 3F Assign character $03 (Actor in stot 3) to party 1 CB/0BCF: 3D Create object $05 CB/0BD1: 3F Assign character $05 (Actor in stot 5) to party 1 CB/0BD4: 3F Remove character $02 (Actor in stot 2) from the party CB/0BD7: 3E Delete object $02 CB/0BD9: 45 Refresh objects CB/0BDA: 47 Make character in slot 0 the lead character CB/0BDB: 5C Pause execution until fade in or fade out is complete CB/0BDC: 91 Pause for 15 units CB/0BDD: 6B Load map $0075 (Imperial Camp (before Doma is poisoned)) instantly, (upper bits $2000), place party at (36, 2), facing down CB/0BE3: 59 Unfade screen at speed $08 CB/0BE5: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/0BE7: 82 Move vehicle/entity down 1 tile CB/0BE8: FF End queue CB/0BE9: 3A Enable player to move while event commands execute CB/0BEA: FE Return CB/0BEB: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CB/0BF1: B2 Call subroutine $CB0EF8 CB/0BF5: 10 Begin action queue for character $10 (NPC $10), 55 bytes long CB/0BF7: CF Turn vehicle/entity left CB/0BF8: E0 Pause for 4 * 8 (32) frames CB/0BFA: CE Turn vehicle/entity down CB/0BFB: E0 Pause for 4 * 16 (64) frames CB/0BFD: CD Turn vehicle/entity right CB/0BFE: E0 Pause for 4 * 8 (32) frames CB/0C00: FA Pseudo-randomly choose to branch 9 bytes backwards ($CB0BF7) with 50 % chance CB/0C02: 81 Move vehicle/entity right 1 tile CB/0C03: E0 Pause for 4 * 2 (8) frames CB/0C05: 81 Move vehicle/entity right 1 tile CB/0C06: E0 Pause for 4 * 2 (8) frames CB/0C08: 81 Move vehicle/entity right 1 tile CB/0C09: CE Turn vehicle/entity down CB/0C0A: E0 Pause for 4 * 8 (32) frames CB/0C0C: CD Turn vehicle/entity right CB/0C0D: E0 Pause for 4 * 5 (20) frames CB/0C0F: FA Pseudo-randomly choose to branch 2 bytes backwards ($CB0C0D) with 50 % chance CB/0C11: CC Turn vehicle/entity up CB/0C12: E0 Pause for 4 * 2 (8) frames CB/0C14: 83 Move vehicle/entity left 1 tile CB/0C15: E0 Pause for 4 * 2 (8) frames CB/0C17: 83 Move vehicle/entity left 1 tile CB/0C18: E0 Pause for 4 * 2 (8) frames CB/0C1A: 83 Move vehicle/entity left 1 tile CB/0C1B: E0 Pause for 4 * 2 (8) frames CB/0C1D: 88 Move vehicle/entity up 3 tiles CB/0C1E: E0 Pause for 4 * 4 (16) frames CB/0C20: FA Pseudo-randomly choose to branch 2 bytes backwards ($CB0C1E) with 50 % chance CB/0C22: 82 Move vehicle/entity down 1 tile CB/0C23: E0 Pause for 4 * 2 (8) frames CB/0C25: 82 Move vehicle/entity down 1 tile CB/0C26: E0 Pause for 4 * 2 (8) frames CB/0C28: 82 Move vehicle/entity down 1 tile CB/0C29: E0 Pause for 4 * 2 (8) frames CB/0C2B: FC Branch 52 bytes backwards ($CB0BF7) CB/0C2D: FF End queue CB/0C2E: FE Return CB/0C2F: C0 If ($1E80($2E2) [$1EDC, bit 2] is set), branch to $CA5EB3 (simply returns) CB/0C35: C0 If ($1E80($151) [$1EAA, bit 1] is set), branch to $CA5EB3 (simply returns) CB/0C3B: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/0C3D: C3 Set vehicle/entity's event speed to fast CB/0C3E: 80 Move vehicle/entity up 1 tile CB/0C3F: 85 Move vehicle/entity right 2 tiles CB/0C40: 09 Do vehicle/entity graphical action $09 (kneeling) CB/0C41: FF End queue CB/0C42: B2 Call subroutine $CB0C75 CB/0C46: FE Return CB/0C47: C0 If ($1E80($2E2) [$1EDC, bit 2] is set), branch to $CA5EB3 (simply returns) CB/0C4D: C0 If ($1E80($151) [$1EAA, bit 1] is set), branch to $CA5EB3 (simply returns) CB/0C53: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/0C55: C3 Set vehicle/entity's event speed to fast CB/0C56: 81 Move vehicle/entity right 1 tile CB/0C57: 09 Do vehicle/entity graphical action $09 (kneeling) CB/0C58: FF End queue CB/0C59: B2 Call subroutine $CB0C75 CB/0C5D: FE Return CB/0C5E: C0 If ($1E80($2E2) [$1EDC, bit 2] is set), branch to $CA5EB3 (simply returns) CB/0C64: C0 If ($1E80($151) [$1EAA, bit 1] is set), branch to $CA5EB3 (simply returns) CB/0C6A: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/0C6C: C3 Set vehicle/entity's event speed to fast CB/0C6D: 8D Move vehicle/entity right 4 tiles CB/0C6E: 09 Do vehicle/entity graphical action $09 (kneeling) CB/0C6F: FF End queue CB/0C70: B2 Call subroutine $CB0C75 CB/0C74: FE Return CB/0C75: C0 If ($1E80($00B) [$1E81, bit 3] is clear), branch to $CB0C7E CB/0C7B: 4B Display dialogue message $01E6, wait for button press (At bottom of screen) This's an Imperial base. Too many soldiers… CB/0C7E: C0 If ($1E80($00B) [$1E81, bit 3] is set), branch to $CB0C87 CB/0C84: 4B Display dialogue message $01E2, wait for button press (At bottom of screen) SABIN: What the…? Where'd these soldiers come from? CB/0C87: 11 Begin action queue for character $11 (NPC $11), 14 bytes long CB/0C89: 83 Move vehicle/entity left 1 tile CB/0C8A: E0 Pause for 4 * 2 (8) frames CB/0C8C: 83 Move vehicle/entity left 1 tile CB/0C8D: E0 Pause for 4 * 2 (8) frames CB/0C8F: 83 Move vehicle/entity left 1 tile CB/0C90: E0 Pause for 4 * 2 (8) frames CB/0C92: 83 Move vehicle/entity left 1 tile CB/0C93: E0 Pause for 4 * 2 (8) frames CB/0C95: 83 Move vehicle/entity left 1 tile CB/0C96: FF End queue CB/0C97: 12 Begin action queue for character $12 (NPC $12), 16 bytes long (Wait until complete) CB/0C99: E0 Pause for 4 * 2 (8) frames CB/0C9B: 80 Move vehicle/entity up 1 tile CB/0C9C: E0 Pause for 4 * 2 (8) frames CB/0C9E: 80 Move vehicle/entity up 1 tile CB/0C9F: E0 Pause for 4 * 2 (8) frames CB/0CA1: 80 Move vehicle/entity up 1 tile CB/0CA2: E0 Pause for 4 * 2 (8) frames CB/0CA4: 80 Move vehicle/entity up 1 tile CB/0CA5: E0 Pause for 4 * 2 (8) frames CB/0CA7: 80 Move vehicle/entity up 1 tile CB/0CA8: FF End queue CB/0CA9: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CB/0CAB: CE Turn vehicle/entity down CB/0CAC: FF End queue CB/0CAD: 4B Display dialogue message $01E7, wait for button press SOLDIER A: Hey, have you heard? SOLDIER B: Oh, you mean… SOLDIER A: Shhh! Quiet down. If Kefka catches us, we're toast. CB/0CB0: 12 Begin action queue for character $12 (NPC $12), 11 bytes long (Wait until complete) CB/0CB2: CF Turn vehicle/entity left CB/0CB3: E0 Pause for 4 * 12 (48) frames CB/0CB5: CC Turn vehicle/entity up CB/0CB6: E0 Pause for 4 * 4 (16) frames CB/0CB8: CD Turn vehicle/entity right CB/0CB9: E0 Pause for 4 * 12 (48) frames CB/0CBB: CC Turn vehicle/entity up CB/0CBC: FF End queue CB/0CBD: 4B Display dialogue message $01E8, wait for button press SOLDIER A: If he drives General Leo out of our battalion, he'll probably become the next general! SOLDIER B: Don't make me laugh! If someone like him becomes a general, I'll go home! CB/0CC0: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/0CC2: CF Turn vehicle/entity left CB/0CC3: FF End queue CB/0CC4: 12 Begin action queue for character $12 (NPC $12), 11 bytes long CB/0CC6: CF Turn vehicle/entity left CB/0CC7: E0 Pause for 4 * 3 (12) frames CB/0CC9: CC Turn vehicle/entity up CB/0CCA: E0 Pause for 4 * 1 (4) frames CB/0CCC: CD Turn vehicle/entity right CB/0CCD: E0 Pause for 4 * 3 (12) frames CB/0CCF: CC Turn vehicle/entity up CB/0CD0: FF End queue CB/0CD1: 4B Display dialogue message $01E9, wait for button press SOLDIER A: Shhhhh! What if he hears you? You'll be jailed! SOLDIER B: Alright, alright! CB/0CD4: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/0CD6: CE Turn vehicle/entity down CB/0CD7: FF End queue CB/0CD8: D8 Set event bit $1E80($404) [$1F00, bit 4] CB/0CDA: 3D Create object $14 CB/0CDC: 41 Show object $14 CB/0CDE: 14 Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete) CB/0CE0: C2 Set vehicle/entity's event speed to normal CB/0CE1: 8A Move vehicle/entity down 3 tiles CB/0CE2: FF End queue CB/0CE3: 14 Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete) CB/0CE5: 8B Move vehicle/entity left 3 tiles CB/0CE6: 84 Move vehicle/entity up 2 tiles CB/0CE7: FF End queue CB/0CE8: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CB/0CEA: CD Turn vehicle/entity right CB/0CEB: FF End queue CB/0CEC: 4B Display dialogue message $01EA, wait for button press SOLDIER B: Uh, oh… Here he comes… Back to the waiting zone! CB/0CEF: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CB/0CF1: C2 Set vehicle/entity's event speed to normal CB/0CF2: 80 Move vehicle/entity up 1 tile CB/0CF3: FF End queue CB/0CF4: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CB/0CF6: C2 Set vehicle/entity's event speed to normal CB/0CF7: 83 Move vehicle/entity left 1 tile CB/0CF8: CE Turn vehicle/entity down CB/0CF9: FF End queue CB/0CFA: 14 Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete) CB/0CFC: 80 Move vehicle/entity up 1 tile CB/0CFD: E0 Pause for 4 * 1 (4) frames CB/0CFF: 8B Move vehicle/entity left 3 tiles CB/0D00: FF End queue CB/0D01: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CB/0D03: CD Turn vehicle/entity right CB/0D04: FF End queue CB/0D05: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CB/0D07: CD Turn vehicle/entity right CB/0D08: FF End queue CB/0D09: 14 Begin action queue for character $14 (NPC $14), 8 bytes long CB/0D0B: 83 Move vehicle/entity left 1 tile CB/0D0C: E0 Pause for 4 * 2 (8) frames CB/0D0E: CC Turn vehicle/entity up CB/0D0F: E0 Pause for 4 * 2 (8) frames CB/0D11: CF Turn vehicle/entity left CB/0D12: FF End queue CB/0D13: 4B Display dialogue message $01EB, wait for button press KEFKA: Hey, you! You keeping a sharp lookout? SOLDIER A: Yes, Sir. You're Kefka, correct? How are you, Sir? KEFKA: Please! Save your petty small talk! Just do your job! CB/0D16: 14 Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete) CB/0D18: 83 Move vehicle/entity left 1 tile CB/0D19: 9E Move vehicle/entity down 8 tiles CB/0D1A: FF End queue CB/0D1B: D9 Clear event bit $1E80($404) [$1F00, bit 4] CB/0D1D: 3E Delete object $14 CB/0D1F: 42 Hide object $14 CB/0D21: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/0D23: 86 Move vehicle/entity down 2 tiles CB/0D24: FF End queue CB/0D25: 4B Display dialogue message $01EC, wait for button press SOLDIER B: Phew…! Someone's gotta put that guy away! SOLDIER B: I'd like to tell him to his face he's no General Leo! CB/0D28: 12 Begin action queue for character $12 (NPC $12), 11 bytes long (Wait until complete) CB/0D2A: CE Turn vehicle/entity down CB/0D2B: E0 Pause for 4 * 1 (4) frames CB/0D2D: CD Turn vehicle/entity right CB/0D2E: E0 Pause for 4 * 1 (4) frames CB/0D30: CE Turn vehicle/entity down CB/0D31: E0 Pause for 4 * 1 (4) frames CB/0D33: CD Turn vehicle/entity right CB/0D34: FF End queue CB/0D35: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CB/0D37: CF Turn vehicle/entity left CB/0D38: FF End queue CB/0D39: 4B Display dialogue message $01E1, wait for button press SOLDIER A: Shhhh! Do I always have to tell you to keep it down?! You're hopeless…! SOLDIER A: I hate that weirdo, Kefka. I don't even think he's human, not like General Leo… SOLDIER B: Agreed. CB/0D3C: D2 Set event bit $1E80($151) [$1EAA, bit 1] CB/0D3E: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete) CB/0D40: E0 Pause for 4 * 24 (96) frames CB/0D42: 81 Move vehicle/entity right 1 tile CB/0D43: 90 Move vehicle/entity up 5 tiles CB/0D44: FF End queue CB/0D45: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CB/0D47: CE Turn vehicle/entity down CB/0D48: FF End queue CB/0D49: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CB/0D4B: CE Turn vehicle/entity down CB/0D4C: FF End queue CB/0D4D: 4B Display dialogue message $01E3, wait for button press COMMANDER: You two! We're about to storm Doma Castle… You will join the assault team! CB/0D50: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CB/0D52: 96 Move vehicle/entity down 6 tiles CB/0D53: FF End queue CB/0D54: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CB/0D56: CD Turn vehicle/entity right CB/0D57: E0 Pause for 4 * 8 (32) frames CB/0D59: FF End queue CB/0D5A: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CB/0D5C: CF Turn vehicle/entity left CB/0D5D: E0 Pause for 4 * 9 (36) frames CB/0D5F: FF End queue CB/0D60: D9 Clear event bit $1E80($40C) [$1F01, bit 4] CB/0D62: 3E Delete object $1C CB/0D64: 42 Hide object $1C CB/0D66: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CB/0D68: 9A Move vehicle/entity down 7 tiles CB/0D69: FF End queue CB/0D6A: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CB/0D6C: 81 Move vehicle/entity right 1 tile CB/0D6D: 96 Move vehicle/entity down 6 tiles CB/0D6E: FF End queue CB/0D6F: D9 Clear event bit $1E80($402) [$1F00, bit 2] CB/0D71: 3E Delete object $12 CB/0D73: D9 Clear event bit $1E80($401) [$1F00, bit 1] CB/0D75: 3E Delete object $11 CB/0D77: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/0D79: CE Turn vehicle/entity down CB/0D7A: FF End queue CB/0D7B: 97 Fade screen to black CB/0D7C: 5C Pause execution until fade in or fade out is complete CB/0D7D: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CB/0D7F: D8 Set event bit $1E80($4EE) [$1F1D, bit 6] CB/0D81: 94 Pause for 60 units CB/0D82: B2 Call subroutine $CB9AAE CB/0D86: FE Return CB/0D87: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/0D89: 1F Do vehicle/entity graphical action $1F CB/0D8A: E0 Pause for 4 * 2 (8) frames CB/0D8C: FF End queue CB/0D8D: B2 Call subroutine $CB0E1C CB/0D91: 4D Invoke battle, enemy set $10, background $0E (Imperial Base), (mosaic effect enabled), (swoosh sound enabled) CB/0D94: B2 Call subroutine $CA5EA9 CB/0D98: 47 Make character in slot 0 the lead character CB/0D99: 96 Restore screen from fade CB/0D9A: FE Return CB/0D9B: B2 Call subroutine $CB0D87 CB/0D9F: 42 Hide object $10 CB/0DA1: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/0DA3: CE Turn vehicle/entity down CB/0DA4: FF End queue CB/0DA5: FE Return CB/0DA6: B2 Call subroutine $CB0D87 CB/0DAA: 42 Hide object $11 CB/0DAC: 42 Hide object $12 CB/0DAE: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/0DB0: CE Turn vehicle/entity down CB/0DB1: FF End queue CB/0DB2: FE Return CB/0DB3: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CB/0DB9: F4 Play sound effect 151 CB/0DBB: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/0DBD: FE Return CB/0DBE: 4B Display dialogue message $01FE, wait for button press Urrgh! The top won't open. Right… ^ (Kick it) ^ (Hit it) ^ (Leave it) CB/0DC1: B6 Indexed branch based on prior dialogue selection [$CB0DCC, $CB0E2D, $CB0ED6] CB/0DCB: FE Return CB/0DCC: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete) CB/0DCE: C7 Set vehicle/entity to stay still when moving CB/0DCF: C1 Set vehicle/entity's event speed to slow CB/0DD0: 86 Move vehicle/entity down 2 tiles CB/0DD1: E0 Pause for 4 * 12 (48) frames CB/0DD3: C3 Set vehicle/entity's event speed to fast CB/0DD4: DD Make vehicle/entity jump (high) CB/0DD5: 84 Move vehicle/entity up 2 tiles CB/0DD6: C6 Set vehicle/entity to walk when moving CB/0DD7: FF End queue CB/0DD8: F4 Play sound effect 91 CB/0DDA: F4 Play sound effect 152 CB/0DDC: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long CB/0DDE: CF Turn vehicle/entity left CB/0DDF: E0 Pause for 4 * 1 (4) frames CB/0DE1: CE Turn vehicle/entity down CB/0DE2: 0B Do vehicle/entity graphical action $0B CB/0DE3: FF End queue CB/0DE4: 4B Display dialogue message $01FF, wait for button press Yeeeouch! CB/0DE7: 1A Begin action queue for character $1A (NPC $1A), 4 bytes long (Wait until complete) CB/0DE9: C3 Set vehicle/entity's event speed to fast CB/0DEA: 87 Move vehicle/entity left 2 tiles CB/0DEB: 84 Move vehicle/entity up 2 tiles CB/0DEC: FF End queue CB/0DED: F4 Play sound effect 151 CB/0DEF: 4B Display dialogue message $0200, wait for button press No! A sentry! CB/0DF2: 1A Begin action queue for character $1A (NPC $1A), 3 bytes long (Wait until complete) CB/0DF4: A0 Move vehicle/entity right/up 1x1 tiles CB/0DF5: 80 Move vehicle/entity up 1 tile CB/0DF6: FF End queue CB/0DF7: B2 Call subroutine $CB0E1C CB/0DFB: 4D Invoke battle, enemy set $2A, background $0E (Imperial Base), (mosaic effect enabled), (swoosh sound enabled) CB/0DFE: B2 Call subroutine $CA5EA9 CB/0E02: 47 Make character in slot 0 the lead character CB/0E03: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete) CB/0E05: D5 Set vehicle/entity's position to (46, 11) CB/0E08: CF Turn vehicle/entity left CB/0E09: FF End queue CB/0E0A: 96 Restore screen from fade CB/0E0B: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/0E0D: CE Turn vehicle/entity down CB/0E0E: FF End queue CB/0E0F: D9 Clear event bit $1E80($40A) [$1F01, bit 2] CB/0E11: 3E Delete object $1A CB/0E13: 42 Hide object $1A CB/0E15: D9 Clear event bit $1E80($4EE) [$1F1D, bit 6] CB/0E17: 3E Delete object $1D CB/0E19: 42 Hide object $1D CB/0E1B: FE Return CB/0E1C: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CB/0E1E: D7 Center screen on vehicle/entity CB/0E1F: FF End queue CB/0E20: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CB/0E22: D7 Center screen on vehicle/entity CB/0E23: FF End queue CB/0E24: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CB/0E26: D7 Center screen on vehicle/entity CB/0E27: FF End queue CB/0E28: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/0E2A: D7 Center screen on vehicle/entity CB/0E2B: FF End queue CB/0E2C: FE Return CB/0E2D: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/0E2F: 1B Do vehicle/entity graphical action $1B CB/0E30: E0 Pause for 4 * 6 (24) frames CB/0E32: CC Turn vehicle/entity up CB/0E33: E0 Pause for 4 * 1 (4) frames CB/0E35: 21 Do vehicle/entity graphical action $21 CB/0E36: FF End queue CB/0E37: F4 Play sound effect 152 CB/0E39: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long CB/0E3B: C2 Set vehicle/entity's event speed to normal CB/0E3C: 0B Do vehicle/entity graphical action $0B CB/0E3D: C7 Set vehicle/entity to stay still when moving CB/0E3E: DC Make vehicle/entity jump (low) CB/0E3F: 82 Move vehicle/entity down 1 tile CB/0E40: E0 Pause for 4 * 2 (8) frames CB/0E42: DC Make vehicle/entity jump (low) CB/0E43: 82 Move vehicle/entity down 1 tile CB/0E44: FF End queue CB/0E45: 4B Display dialogue message $01FF, wait for button press Yeeeouch! CB/0E48: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/0E4A: 4B Display dialogue message $0201, wait for button press SOLDIER: Who goes there? CB/0E4D: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/0E4F: 1F Do vehicle/entity graphical action $1F CB/0E50: DC Make vehicle/entity jump (low) CB/0E51: 80 Move vehicle/entity up 1 tile CB/0E52: C6 Set vehicle/entity to walk when moving CB/0E53: FF End queue CB/0E54: 4B Display dialogue message $0200, wait for button press No! A sentry! CB/0E57: B2 Call subroutine $CB2E34 CB/0E5B: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CB/0E5D: 23 Do vehicle/entity graphical action $23 CB/0E5E: CF Turn vehicle/entity left CB/0E5F: 23 Do vehicle/entity graphical action $23 CB/0E60: CE Turn vehicle/entity down CB/0E61: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/0E62: CD Turn vehicle/entity right CB/0E63: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/0E64: CE Turn vehicle/entity down CB/0E65: C3 Set vehicle/entity's event speed to fast CB/0E66: 80 Move vehicle/entity up 1 tile CB/0E67: FF End queue CB/0E68: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/0E6A: E0 Pause for 4 * 4 (16) frames CB/0E6C: DC Make vehicle/entity jump (low) CB/0E6D: 80 Move vehicle/entity up 1 tile CB/0E6E: FF End queue CB/0E6F: B2 Call subroutine $CB0E1C CB/0E73: 42 Hide object $31 CB/0E75: D8 Set event bit $1E80($40B) [$1F01, bit 3] CB/0E77: 3D Create object $1B CB/0E79: 41 Show object $1B CB/0E7B: 1B Begin action queue for character $1B (NPC $1B), 4 bytes long (Wait until complete) CB/0E7D: D5 Set vehicle/entity's position to (49, 13) CB/0E80: FF End queue CB/0E81: 1B Begin action queue for character $1B (NPC $1B), 5 bytes long (Wait until complete) CB/0E83: C3 Set vehicle/entity's event speed to fast CB/0E84: 93 Move vehicle/entity left 5 tiles CB/0E85: E0 Pause for 4 * 2 (8) frames CB/0E87: FF End queue CB/0E88: F4 Play sound effect 106 CB/0E8A: 1B Begin action queue for character $1B (NPC $1B), 9 bytes long (Wait until complete) CB/0E8C: C2 Set vehicle/entity's event speed to normal CB/0E8D: C8 Set object layering priority to 2 (low nibble 2) CB/0E8F: DD Make vehicle/entity jump (high) CB/0E90: 84 Move vehicle/entity up 2 tiles CB/0E91: C8 Set object layering priority to 0 (low nibble 0) CB/0E93: 84 Move vehicle/entity up 2 tiles CB/0E94: FF End queue CB/0E95: 4B Display dialogue message $0202, wait for button press SOLDIER: …??? I knew I heard something… Meoooow SOLDIER: Just a lousy cat… CB/0E98: 1B Begin action queue for character $1B (NPC $1B), 8 bytes long (Wait until complete) CB/0E9A: CF Turn vehicle/entity left CB/0E9B: E0 Pause for 4 * 1 (4) frames CB/0E9D: CE Turn vehicle/entity down CB/0E9E: E0 Pause for 4 * 1 (4) frames CB/0EA0: 86 Move vehicle/entity down 2 tiles CB/0EA1: FF End queue CB/0EA2: F4 Play sound effect 106 CB/0EA4: 1B Begin action queue for character $1B (NPC $1B), 11 bytes long (Wait until complete) CB/0EA6: C8 Set object layering priority to 2 (low nibble 2) CB/0EA8: DD Make vehicle/entity jump (high) CB/0EA9: 86 Move vehicle/entity down 2 tiles CB/0EAA: C8 Set object layering priority to 0 (low nibble 0) CB/0EAC: E0 Pause for 4 * 2 (8) frames CB/0EAE: C3 Set vehicle/entity's event speed to fast CB/0EAF: 91 Move vehicle/entity right 5 tiles CB/0EB0: FF End queue CB/0EB1: D9 Clear event bit $1E80($40B) [$1F01, bit 3] CB/0EB3: 3E Delete object $1B CB/0EB5: 45 Refresh objects CB/0EB6: 42 Hide object $1B CB/0EB8: 41 Show object $31 CB/0EBA: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/0EBC: 20 Do vehicle/entity graphical action $20 CB/0EBD: E0 Pause for 4 * 6 (24) frames CB/0EBF: CE Turn vehicle/entity down CB/0EC0: FF End queue CB/0EC1: 4B Display dialogue message $01FD, wait for button press (At bottom of screen) That was too close…! CB/0EC4: 47 Make character in slot 0 the lead character CB/0EC5: B2 Call subroutine $CB2E2B CB/0EC9: D9 Clear event bit $1E80($4EE) [$1F1D, bit 6] CB/0ECB: 3E Delete object $1D CB/0ECD: 42 Hide object $1D CB/0ECF: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/0ED1: C2 Set vehicle/entity's event speed to normal CB/0ED2: DC Make vehicle/entity jump (low) CB/0ED3: 86 Move vehicle/entity down 2 tiles CB/0ED4: FF End queue CB/0ED5: FE Return CB/0ED6: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/0ED8: CF Turn vehicle/entity left CB/0ED9: E0 Pause for 4 * 1 (4) frames CB/0EDB: CE Turn vehicle/entity down CB/0EDC: FF End queue CB/0EDD: 3A Enable player to move while event commands execute CB/0EDE: FE Return CB/0EDF: B2 Call subroutine $CB0E1C CB/0EE3: 4D Invoke battle, enemy set $0C, background $0E (Imperial Base), (mosaic effect enabled), (swoosh sound enabled) CB/0EE6: B2 Call subroutine $CA5EA9 CB/0EEA: 47 Make character in slot 0 the lead character CB/0EEB: 96 Restore screen from fade CB/0EEC: FE Return CB/0EED: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CB/0EF3: 63 Create spotlight effect with radius 11 CB/0EF5: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/0EF7: FE Return CB/0EF8: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CB/0EFE: 63 Create spotlight effect with radius 0 CB/0F00: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/0F02: FE Return CB/0F03: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/0F09: F4 Play sound effect 106 CB/0F0B: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CB/0F0D: C8 Set object layering priority to 2 (low nibble 2) CB/0F0F: C2 Set vehicle/entity's event speed to normal CB/0F10: DD Make vehicle/entity jump (high) CB/0F11: 84 Move vehicle/entity up 2 tiles CB/0F12: E0 Pause for 4 * 2 (8) frames CB/0F14: C8 Set object layering priority to 0 (low nibble 0) CB/0F16: 84 Move vehicle/entity up 2 tiles CB/0F17: FF End queue CB/0F18: FE Return CB/0F19: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/0F1B: C2 Set vehicle/entity's event speed to normal CB/0F1C: 82 Move vehicle/entity down 1 tile CB/0F1D: FF End queue CB/0F1E: F4 Play sound effect 106 CB/0F20: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CB/0F22: C8 Set object layering priority to 2 (low nibble 2) CB/0F24: DD Make vehicle/entity jump (high) CB/0F25: 86 Move vehicle/entity down 2 tiles CB/0F26: 09 Do vehicle/entity graphical action $09 (kneeling) CB/0F27: E0 Pause for 4 * 4 (16) frames CB/0F29: 81 Move vehicle/entity right 1 tile CB/0F2A: C8 Set object layering priority to 0 (low nibble 0) CB/0F2C: FF End queue CB/0F2D: FE Return CB/0F2E: C0 If ($1E80($02B) [$1E85, bit 3] is set), branch to $CA5EB3 (simply returns) CB/0F34: 38 Hold screen CB/0F35: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long CB/0F37: 1F Do vehicle/entity graphical action $1F CB/0F38: E0 Pause for 4 * 6 (24) frames CB/0F3A: C3 Set vehicle/entity's event speed to fast CB/0F3B: 89 Move vehicle/entity right 3 tiles CB/0F3C: CE Turn vehicle/entity down CB/0F3D: E0 Pause for 4 * 3 (12) frames CB/0F3F: 09 Do vehicle/entity graphical action $09 (kneeling) CB/0F40: FF End queue CB/0F41: 30 Begin action queue for character $30 (Camera), 10 bytes long (Wait until complete) CB/0F43: E0 Pause for 4 * 6 (24) frames CB/0F45: C2 Set vehicle/entity's event speed to normal CB/0F46: A1 Move vehicle/entity right/down 1x1 tiles CB/0F47: A1 Move vehicle/entity right/down 1x1 tiles CB/0F48: A1 Move vehicle/entity right/down 1x1 tiles CB/0F49: A1 Move vehicle/entity right/down 1x1 tiles CB/0F4A: E0 Pause for 4 * 4 (16) frames CB/0F4C: FF End queue CB/0F4D: 19 Begin action queue for character $19 (NPC $19), 2 bytes long CB/0F4F: CD Turn vehicle/entity right CB/0F50: FF End queue CB/0F51: 4B Display dialogue message $01ED, wait for button press SOLDIER: General Leo. The citizens of Doma seem to be playing a waiting game… LEO: So, that's their strategy. CB/0F54: 4B Display dialogue message $01EE, wait for button press SOLDIER: General. We're ready to take the castle. Just give the order… LEO: Patience! If we attack now, we'll have to sacrifice too many lives. CB/0F57: 19 Begin action queue for character $19 (NPC $19), 3 bytes long (Wait until complete) CB/0F59: C2 Set vehicle/entity's event speed to normal CB/0F5A: 81 Move vehicle/entity right 1 tile CB/0F5B: FF End queue CB/0F5C: 4B Display dialogue message $01EF, wait for button press SOLDIER: But, General! I'm ready to lay my life down at any time for the Empire! CB/0F5F: 13 Begin action queue for character $13 (NPC $13), 7 bytes long (Wait until complete) CB/0F61: CE Turn vehicle/entity down CB/0F62: E0 Pause for 4 * 2 (8) frames CB/0F64: 20 Do vehicle/entity graphical action $20 CB/0F65: 18 Do vehicle/entity graphical action $18 CB/0F66: 23 Do vehicle/entity graphical action $23 CB/0F67: FF End queue CB/0F68: 4B Display dialogue message $01F0, wait for button press LEO: You're from Maranda, right? SOLDIER: Y…yes Sir. Why? CB/0F6B: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CB/0F6D: 20 Do vehicle/entity graphical action $20 CB/0F6E: FF End queue CB/0F6F: 4B Display dialogue message $01F1, wait for button press LEO: And your family lives there? Fall in battle, and I'll have to deliver the bad news… What shall I say to them? You have a life to go back to someday. Don't throw it all away for nothing. Emperor Gestahl wouldn't want that. CB/0F72: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CB/0F74: CF Turn vehicle/entity left CB/0F75: FF End queue CB/0F76: 4B Display dialogue message $01F2, wait for button press SOLDIER: Yes, Sir! CB/0F79: 19 Begin action queue for character $19 (NPC $19), 5 bytes long (Wait until complete) CB/0F7B: CC Turn vehicle/entity up CB/0F7C: E0 Pause for 4 * 2 (8) frames CB/0F7E: 88 Move vehicle/entity up 3 tiles CB/0F7F: FF End queue CB/0F80: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CB/0F82: CE Turn vehicle/entity down CB/0F83: FF End queue CB/0F84: D9 Clear event bit $1E80($409) [$1F01, bit 1] CB/0F86: 3E Delete object $19 CB/0F88: 42 Hide object $19 CB/0F8A: D8 Set event bit $1E80($408) [$1F01, bit 0] CB/0F8C: 3D Create object $18 CB/0F8E: 41 Show object $18 CB/0F90: B4 Pause for 8 units CB/0F92: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/0F94: CE Turn vehicle/entity down CB/0F95: FF End queue CB/0F96: 31 Begin action queue for character $31 (Party Character 0), 13 bytes long CB/0F98: E0 Pause for 4 * 4 (16) frames CB/0F9A: 23 Do vehicle/entity graphical action $23 CB/0F9B: E0 Pause for 4 * 8 (32) frames CB/0F9D: 1F Do vehicle/entity graphical action $1F CB/0F9E: E0 Pause for 4 * 1 (4) frames CB/0FA0: CE Turn vehicle/entity down CB/0FA1: E0 Pause for 4 * 1 (4) frames CB/0FA3: 09 Do vehicle/entity graphical action $09 (kneeling) CB/0FA4: FF End queue CB/0FA5: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CB/0FA7: E0 Pause for 4 * 24 (96) frames CB/0FA9: 23 Do vehicle/entity graphical action $23 CB/0FAA: FF End queue CB/0FAB: 18 Begin action queue for character $18 (NPC $18), 7 bytes long (Wait until complete) CB/0FAD: C3 Set vehicle/entity's event speed to fast CB/0FAE: 91 Move vehicle/entity right 5 tiles CB/0FAF: A1 Move vehicle/entity right/down 1x1 tiles CB/0FB0: 9D Move vehicle/entity right 8 tiles CB/0FB1: C2 Set vehicle/entity's event speed to normal CB/0FB2: A5 Move vehicle/entity right/up 2x1 tiles CB/0FB3: FF End queue CB/0FB4: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CB/0FB6: CF Turn vehicle/entity left CB/0FB7: FF End queue CB/0FB8: 4B Display dialogue message $01F3, wait for button press SOLDIER: General Leo! CB/0FBB: 4B Display dialogue message $01F5, wait for button press SOLDIER: A carrier pigeon from Emperor Gestahl. CB/0FBE: 18 Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete) CB/0FC0: C2 Set vehicle/entity's event speed to normal CB/0FC1: 81 Move vehicle/entity right 1 tile CB/0FC2: FF End queue CB/0FC3: 13 Begin action queue for character $13 (NPC $13), 11 bytes long (Wait until complete) CB/0FC5: 22 Do vehicle/entity graphical action $22 CB/0FC6: E0 Pause for 4 * 1 (4) frames CB/0FC8: CF Turn vehicle/entity left CB/0FC9: E0 Pause for 4 * 1 (4) frames CB/0FCB: CC Turn vehicle/entity up CB/0FCC: E0 Pause for 4 * 4 (16) frames CB/0FCE: 21 Do vehicle/entity graphical action $21 CB/0FCF: FF End queue CB/0FD0: 18 Begin action queue for character $18 (NPC $18), 6 bytes long (Wait until complete) CB/0FD2: C7 Set vehicle/entity to stay still when moving CB/0FD3: 83 Move vehicle/entity left 1 tile CB/0FD4: C6 Set vehicle/entity to walk when moving CB/0FD5: E0 Pause for 4 * 40 (160) frames CB/0FD7: FF End queue CB/0FD8: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CB/0FDA: CC Turn vehicle/entity up CB/0FDB: FF End queue CB/0FDC: 4B Display dialogue message $01F6, wait for button press LEO: What…? CB/0FDF: 13 Begin action queue for character $13 (NPC $13), 4 bytes long (Wait until complete) CB/0FE1: E0 Pause for 4 * 8 (32) frames CB/0FE3: CF Turn vehicle/entity left CB/0FE4: FF End queue CB/0FE5: 4B Display dialogue message $01F7, wait for button press LEO: The Emperor summons me. I must return immediately. CB/0FE8: 4B Display dialogue message $01F8, wait for button press SOLDIER: I understand, Sir. CB/0FEB: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CB/0FED: 22 Do vehicle/entity graphical action $22 CB/0FEE: E0 Pause for 4 * 1 (4) frames CB/0FF0: CF Turn vehicle/entity left CB/0FF1: FF End queue CB/0FF2: 4B Display dialogue message $01F9, wait for button press LEO: Right. I'll leave Doma in your hands. SOLDIER: Yes, Sir. LEO: Okay… Just don't jump the gun. Please… CB/0FF5: 4B Display dialogue message $01FA, wait for button press SOLDIER: Sir! Leave it to us, Sir! CB/0FF8: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CB/0FFA: 22 Do vehicle/entity graphical action $22 CB/0FFB: E0 Pause for 4 * 2 (8) frames CB/0FFD: CF Turn vehicle/entity left CB/0FFE: FF End queue CB/0FFF: 4B Display dialogue message $01FB, wait for button press LEO: Right. CB/1002: 13 Begin action queue for character $13 (NPC $13), 6 bytes long CB/1004: 83 Move vehicle/entity left 1 tile CB/1005: E0 Pause for 4 * 2 (8) frames CB/1007: 88 Move vehicle/entity up 3 tiles CB/1008: D1 Make vehicle/entity disappear CB/1009: FF End queue CB/100A: 18 Begin action queue for character $18 (NPC $18), 7 bytes long (Wait until complete) CB/100C: C2 Set vehicle/entity's event speed to normal CB/100D: A9 Move vehicle/entity left/down 2x1 tiles CB/100E: 9F Move vehicle/entity left 8 tiles CB/100F: A3 Move vehicle/entity left/up 1x1 tiles CB/1010: 87 Move vehicle/entity left 2 tiles CB/1011: D1 Make vehicle/entity disappear CB/1012: FF End queue CB/1013: D9 Clear event bit $1E80($403) [$1F00, bit 3] CB/1015: D9 Clear event bit $1E80($408) [$1F01, bit 0] CB/1017: 3E Delete object $13 CB/1019: 3E Delete object $18 CB/101B: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CB/101D: C2 Set vehicle/entity's event speed to normal CB/101E: AB Move vehicle/entity left/up 1x2 tiles CB/101F: 84 Move vehicle/entity up 2 tiles CB/1020: FF End queue CB/1021: 39 Free screen CB/1022: D8 Set event bit $1E80($405) [$1F00, bit 5] CB/1024: 3D Create object $15 CB/1026: 41 Show object $15 CB/1028: D0 Set event bit $1E80($02B) [$1E85, bit 3] CB/102A: 4B Display dialogue message $01FC, wait for button press So that's General Leo… He could be my friend, if he weren't my enemy… CB/102D: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/102F: CE Turn vehicle/entity down CB/1030: FF End queue CB/1031: FE Return CB/1032: C0 If ($1E80($02C) [$1E85, bit 4] is set), branch to $CA5EB3 (simply returns) CB/1038: 38 Hold screen CB/1039: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/103B: 1F Do vehicle/entity graphical action $1F CB/103C: E0 Pause for 4 * 6 (24) frames CB/103E: C3 Set vehicle/entity's event speed to fast CB/103F: 80 Move vehicle/entity up 1 tile CB/1040: 89 Move vehicle/entity right 3 tiles CB/1041: 09 Do vehicle/entity graphical action $09 (kneeling) CB/1042: FF End queue CB/1043: 15 Begin action queue for character $15 (NPC $15), 3 bytes long CB/1045: C1 Set vehicle/entity's event speed to slow CB/1046: 8D Move vehicle/entity right 4 tiles CB/1047: FF End queue CB/1048: 30 Begin action queue for character $30 (Camera), 7 bytes long (Wait until complete) CB/104A: C1 Set vehicle/entity's event speed to slow CB/104B: A1 Move vehicle/entity right/down 1x1 tiles CB/104C: A1 Move vehicle/entity right/down 1x1 tiles CB/104D: A1 Move vehicle/entity right/down 1x1 tiles CB/104E: A1 Move vehicle/entity right/down 1x1 tiles CB/104F: 82 Move vehicle/entity down 1 tile CB/1050: FF End queue CB/1051: 15 Begin action queue for character $15 (NPC $15), 4 bytes long CB/1053: E0 Pause for 4 * 4 (16) frames CB/1055: CD Turn vehicle/entity right CB/1056: FF End queue CB/1057: D8 Set event bit $1E80($403) [$1F00, bit 3] CB/1059: 3D Create object $13 CB/105B: 13 Begin action queue for character $13 (NPC $13), 4 bytes long (Wait until complete) CB/105D: D5 Set vehicle/entity's position to (43, 25) CB/1060: FF End queue CB/1061: 41 Show object $13 CB/1063: 4B Display dialogue message $0203, wait for button press KEFKA: Now that Leo's gone, I'll turn this water into a flowing river of poison! CB/1066: 13 Begin action queue for character $13 (NPC $13), 11 bytes long (Wait until complete) CB/1068: C2 Set vehicle/entity's event speed to normal CB/1069: 8E Move vehicle/entity down 4 tiles CB/106A: E0 Pause for 4 * 2 (8) frames CB/106C: 83 Move vehicle/entity left 1 tile CB/106D: A9 Move vehicle/entity left/down 2x1 tiles CB/106E: E0 Pause for 4 * 2 (8) frames CB/1070: 86 Move vehicle/entity down 2 tiles CB/1071: CD Turn vehicle/entity right CB/1072: FF End queue CB/1073: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CB/1075: CF Turn vehicle/entity left CB/1076: FF End queue CB/1077: 4B Display dialogue message $0204, wait for button press LEO: The Emperor has ordered me to return home. I don't want any trouble here! KEFKA: You loser! I'll take care of this situation in no time! CB/107A: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CB/107C: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/107D: E0 Pause for 4 * 4 (16) frames CB/107F: CE Turn vehicle/entity down CB/1080: FF End queue CB/1081: 4B Display dialogue message $0205, wait for button press LEO: Don't be pompous! And DON'T forget that they are PEOPLE, just like you and me. KEFKA: We need not spare those lands that gave rise to the Returners! CB/1084: 13 Begin action queue for character $13 (NPC $13), 9 bytes long (Wait until complete) CB/1086: E0 Pause for 4 * 4 (16) frames CB/1088: 88 Move vehicle/entity up 3 tiles CB/1089: 87 Move vehicle/entity left 2 tiles CB/108A: 8C Move vehicle/entity up 4 tiles CB/108B: 87 Move vehicle/entity left 2 tiles CB/108C: 88 Move vehicle/entity up 3 tiles CB/108D: D1 Make vehicle/entity disappear CB/108E: FF End queue CB/108F: D9 Clear event bit $1E80($403) [$1F00, bit 3] CB/1091: 3E Delete object $13 CB/1093: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CB/1095: CC Turn vehicle/entity up CB/1096: FF End queue CB/1097: 4B Display dialogue message $0206, wait for button press KEFKA: You just go and be a good little boy…! CB/109A: D8 Set event bit $1E80($406) [$1F00, bit 6] CB/109C: 3D Create object $16 CB/109E: 41 Show object $16 CB/10A0: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CB/10A2: 95 Move vehicle/entity right 6 tiles CB/10A3: FF End queue CB/10A4: 16 Begin action queue for character $16 (NPC $16), 13 bytes long CB/10A6: E0 Pause for 4 * 2 (8) frames CB/10A8: CC Turn vehicle/entity up CB/10A9: E0 Pause for 4 * 3 (12) frames CB/10AB: CD Turn vehicle/entity right CB/10AC: E0 Pause for 4 * 1 (4) frames CB/10AE: CE Turn vehicle/entity down CB/10AF: E0 Pause for 4 * 3 (12) frames CB/10B1: CD Turn vehicle/entity right CB/10B2: FF End queue CB/10B3: 30 Begin action queue for character $30 (Camera), 5 bytes long CB/10B5: C1 Set vehicle/entity's event speed to slow CB/10B6: A3 Move vehicle/entity left/up 1x1 tiles CB/10B7: A3 Move vehicle/entity left/up 1x1 tiles CB/10B8: A3 Move vehicle/entity left/up 1x1 tiles CB/10B9: FF End queue CB/10BA: 15 Begin action queue for character $15 (NPC $15), 7 bytes long (Wait until complete) CB/10BC: C2 Set vehicle/entity's event speed to normal CB/10BD: 8F Move vehicle/entity left 4 tiles CB/10BE: 8C Move vehicle/entity up 4 tiles CB/10BF: 8F Move vehicle/entity left 4 tiles CB/10C0: E0 Pause for 4 * 4 (16) frames CB/10C2: FF End queue CB/10C3: 4B Display dialogue message $0207, wait for button press KEFKA: Is the poison ready? SOLDIER: But, General Leo said… KEFKA: He's no longer here! I'm in charge now. Pour it! SOLDIER: Some of our people are prisoners inside the castle! If we poison the river… KEFKA: Do it! Take 'em all out! CB/10C6: 30 Begin action queue for character $30 (Camera), 4 bytes long CB/10C8: C2 Set vehicle/entity's event speed to normal CB/10C9: 80 Move vehicle/entity up 1 tile CB/10CA: AB Move vehicle/entity left/up 1x2 tiles CB/10CB: FF End queue CB/10CC: 16 Begin action queue for character $16 (NPC $16), 6 bytes long CB/10CE: E0 Pause for 4 * 4 (16) frames CB/10D0: 8D Move vehicle/entity right 4 tiles CB/10D1: A1 Move vehicle/entity right/down 1x1 tiles CB/10D2: 86 Move vehicle/entity down 2 tiles CB/10D3: FF End queue CB/10D4: 15 Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete) CB/10D6: C1 Set vehicle/entity's event speed to slow CB/10D7: 81 Move vehicle/entity right 1 tile CB/10D8: 8C Move vehicle/entity up 4 tiles CB/10D9: 83 Move vehicle/entity left 1 tile CB/10DA: FF End queue CB/10DB: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CB/10DD: 80 Move vehicle/entity up 1 tile CB/10DE: FF End queue CB/10DF: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/10E1: C3 Set vehicle/entity's event speed to fast CB/10E2: 8B Move vehicle/entity left 3 tiles CB/10E3: CE Turn vehicle/entity down CB/10E4: FF End queue CB/10E5: 39 Free screen CB/10E6: 4B Display dialogue message $0208, wait for button press That's inhuman! CB/10E9: D9 Clear event bit $1E80($406) [$1F00, bit 6] CB/10EB: 3E Delete object $16 CB/10ED: 42 Hide object $16 CB/10EF: D0 Set event bit $1E80($02C) [$1E85, bit 4] CB/10F1: B2 Call subroutine $CB1126 CB/10F5: FE Return CB/10F6: C0 If ($1E80($02C) [$1E85, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/10FC: 4B Display dialogue message $020F, wait for button press NO!! Unless we act now, Kefka'll use the poison to… CB/10FF: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/1101: 80 Move vehicle/entity up 1 tile CB/1102: FF End queue CB/1103: FE Return CB/1104: C0 If ($1E80($02C) [$1E85, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/110A: 4B Display dialogue message $020F, wait for button press NO!! Unless we act now, Kefka'll use the poison to… CB/110D: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/110F: 82 Move vehicle/entity down 1 tile CB/1110: FF End queue CB/1111: FE Return CB/1112: C0 If ($1E80($02C) [$1E85, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/1118: C0 If ($1E80($02F) [$1E85, bit 7] is set), branch to $CA5EB3 (simply returns) CB/111E: 4B Display dialogue message $020F, wait for button press NO!! Unless we act now, Kefka'll use the poison to… CB/1121: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/1123: 81 Move vehicle/entity right 1 tile CB/1124: FF End queue CB/1125: FE Return CB/1126: C0 If ($1E80($02D) [$1E85, bit 5] is set), branch to $CB1170 CB/112C: 4B Display dialogue message $0209, wait for button press KEFKA: Unh? Silence! You're history, bub… CB/112F: 40 Assign properties $29 to character $0F (Actor in stot 15) CB/1132: 3D Create object $0F CB/1134: 45 Refresh objects CB/1135: 7F Change character $0F's name to $29 (KEFKA ) CB/1138: 37 Assign graphics $15 to object $0F (Actor in stot 15) CB/113B: 43 Assign palette $03 to character $0F (Actor in stot 15) CB/113E: 88 Remove the following status ailments from character $0F (Actor in stot 15): M-Tek CB/1142: B2 Call subroutine $CB0E1C CB/1146: 4D Invoke battle, enemy set $38, background $0E (Imperial Base), (mosaic effect enabled), (swoosh sound enabled) CB/1149: B2 Call subroutine $CACB95 CB/114D: 3B Position character in a "ready-to-go" stance CB/114E: B2 Call subroutine $CA5EA9 CB/1152: 47 Make character in slot 0 the lead character CB/1153: 96 Restore screen from fade CB/1154: 15 Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete) CB/1156: C2 Set vehicle/entity's event speed to normal CB/1157: A1 Move vehicle/entity right/down 1x1 tiles CB/1158: 86 Move vehicle/entity down 2 tiles CB/1159: FF End queue CB/115A: 4B Display dialogue message $020D, wait for button press Wait!!! CB/115D: 3A Enable player to move while event commands execute CB/115E: 15 Begin action queue for character $15 (NPC $15), 13 bytes long (Wait until complete) CB/1160: C3 Set vehicle/entity's event speed to fast CB/1161: 82 Move vehicle/entity down 1 tile CB/1162: CF Turn vehicle/entity left CB/1163: E0 Pause for 4 * 1 (4) frames CB/1165: CE Turn vehicle/entity down CB/1166: E0 Pause for 4 * 1 (4) frames CB/1168: CD Turn vehicle/entity right CB/1169: E0 Pause for 4 * 1 (4) frames CB/116B: CE Turn vehicle/entity down CB/116C: FF End queue CB/116D: D0 Set event bit $1E80($02D) [$1E85, bit 5] CB/116F: FE Return CB/1170: C0 If ($1E80($02E) [$1E85, bit 6] is set), branch to $CB1193 CB/1176: 15 Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete) CB/1178: C3 Set vehicle/entity's event speed to fast CB/1179: A2 Move vehicle/entity left/down 1x1 tiles CB/117A: 8B Move vehicle/entity left 3 tiles CB/117B: FF End queue CB/117C: 4B Display dialogue message $020D, wait for button press Wait!!! CB/117F: 3A Enable player to move while event commands execute CB/1180: 15 Begin action queue for character $15 (NPC $15), 14 bytes long (Wait until complete) CB/1182: 93 Move vehicle/entity left 5 tiles CB/1183: A3 Move vehicle/entity left/up 1x1 tiles CB/1184: 8F Move vehicle/entity left 4 tiles CB/1185: CC Turn vehicle/entity up CB/1186: E0 Pause for 4 * 1 (4) frames CB/1188: CF Turn vehicle/entity left CB/1189: E0 Pause for 4 * 1 (4) frames CB/118B: CE Turn vehicle/entity down CB/118C: E0 Pause for 4 * 1 (4) frames CB/118E: CF Turn vehicle/entity left CB/118F: FF End queue CB/1190: D0 Set event bit $1E80($02E) [$1E85, bit 6] CB/1192: FE Return CB/1193: C0 If ($1E80($02F) [$1E85, bit 7] is set), branch to $CB11E9 CB/1199: 4B Display dialogue message $020B, wait for button press KEFKA: Ha, ha, ha! …What a toad! CB/119C: 88 Remove the following status ailments from character $0F (Actor in stot 15): Death (Wound) CB/11A0: 8B For character $0F (Actor in stot 15), take HP and set to maximum CB/11A3: 8C For character $0F (Actor in stot 15), take MP and set to maximum CB/11A6: B2 Call subroutine $CB0E1C CB/11AA: 4D Invoke battle, enemy set $38, background $0E (Imperial Base), (mosaic effect enabled), (swoosh sound enabled) CB/11AD: 3E Delete object $0F CB/11AF: B2 Call subroutine $CA5EA9 CB/11B3: B2 Call subroutine $CACB95 CB/11B7: 3B Position character in a "ready-to-go" stance CB/11B8: 47 Make character in slot 0 the lead character CB/11B9: 96 Restore screen from fade CB/11BA: 4B Display dialogue message $020C, wait for button press KEFKA: Huh!? How long do you expect me to put up with you? Next time, you're a goner. CB/11BD: 15 Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete) CB/11BF: C3 Set vehicle/entity's event speed to fast CB/11C0: A2 Move vehicle/entity left/down 1x1 tiles CB/11C1: A2 Move vehicle/entity left/down 1x1 tiles CB/11C2: FF End queue CB/11C3: D0 Set event bit $1E80($02F) [$1E85, bit 7] CB/11C5: 15 Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete) CB/11C7: C3 Set vehicle/entity's event speed to fast CB/11C8: 8F Move vehicle/entity left 4 tiles CB/11C9: FF End queue CB/11CA: FE Return CB/11CB: C0 If ($1E80($155) [$1EAA, bit 5] is set), branch to $CA5EB3 (simply returns) CB/11D1: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/11D3: CE Turn vehicle/entity down CB/11D4: FF End queue CB/11D5: B2 Call subroutine $CB11E9 CB/11D9: FE Return CB/11DA: C0 If ($1E80($155) [$1EAA, bit 5] is set), branch to $CA5EB3 (simply returns) CB/11E0: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/11E2: CC Turn vehicle/entity up CB/11E3: FF End queue CB/11E4: B2 Call subroutine $CB11E9 CB/11E8: FE Return CB/11E9: C0 If ($1E80($02F) [$1E85, bit 7] is clear), branch to $CA5EB3 (simply returns) CB/11EF: C0 If ($1E80($1B0) [$1EB6, bit 0] is set), branch to $CB11FC CB/11F5: 15 Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete) CB/11F7: 82 Move vehicle/entity down 1 tile CB/11F8: 87 Move vehicle/entity left 2 tiles CB/11F9: 80 Move vehicle/entity up 1 tile CB/11FA: CD Turn vehicle/entity right CB/11FB: FF End queue CB/11FC: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CB1209 CB/1202: 15 Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete) CB/1204: 80 Move vehicle/entity up 1 tile CB/1205: 87 Move vehicle/entity left 2 tiles CB/1206: 82 Move vehicle/entity down 1 tile CB/1207: CD Turn vehicle/entity right CB/1208: FF End queue CB/1209: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CB/120B: CF Turn vehicle/entity left CB/120C: FF End queue CB/120D: 4B Display dialogue message $020E, wait for button press KEFKA: Oh, gripe! Hey! If you know what's good for you… CB/1210: 15 Begin action queue for character $15 (NPC $15), 7 bytes long (Wait until complete) CB/1212: C3 Set vehicle/entity's event speed to fast CB/1213: 97 Move vehicle/entity left 6 tiles CB/1214: D5 Set vehicle/entity's position to (7, 40) CB/1217: CF Turn vehicle/entity left CB/1218: FF End queue CB/1219: B2 Call subroutine $CB0E1C CB/121D: 4D Invoke battle, enemy set $2C, background $0E (Imperial Base), (mosaic effect enabled), (swoosh sound enabled) CB/1220: B2 Call subroutine $CA5EA9 CB/1224: F0 Play song 0 (Silence), (high bit clear), full volume CB/1226: 47 Make character in slot 0 the lead character CB/1227: 42 Hide object $17 CB/1229: D2 Set event bit $1E80($155) [$1EAA, bit 5] CB/122B: 92 Pause for 30 units CB/122C: 38 Hold screen CB/122D: 30 Begin action queue for character $30 (Camera), 10 bytes long (Wait until complete) CB/122F: C3 Set vehicle/entity's event speed to fast CB/1230: A2 Move vehicle/entity left/down 1x1 tiles CB/1231: A2 Move vehicle/entity left/down 1x1 tiles CB/1232: A2 Move vehicle/entity left/down 1x1 tiles CB/1233: A2 Move vehicle/entity left/down 1x1 tiles CB/1234: A2 Move vehicle/entity left/down 1x1 tiles CB/1235: A2 Move vehicle/entity left/down 1x1 tiles CB/1236: A2 Move vehicle/entity left/down 1x1 tiles CB/1237: A2 Move vehicle/entity left/down 1x1 tiles CB/1238: FF End queue CB/1239: F0 Play song 22 (Kefka), (high bit clear), full volume CB/123B: 92 Pause for 30 units CB/123C: 59 Unfade screen at speed $08 CB/123E: 15 Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete) CB/1240: C1 Set vehicle/entity's event speed to slow CB/1241: 83 Move vehicle/entity left 1 tile CB/1242: FF End queue CB/1243: 4B Display dialogue message $0210, wait for button press KEFKA: Hee, hee! Nothing can beat the music of hundreds of voices screaming in unison! Uwa, ha, ha! CB/1246: 15 Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete) CB/1248: E0 Pause for 4 * 6 (24) frames CB/124A: 09 Do vehicle/entity graphical action $09 (kneeling) CB/124B: FF End queue CB/124C: 95 Pause for 120 units CB/124D: B0 Execute the following commands until $B1 8 times CB/124F: 51 Modify background color range from [31, 31]: Add (Black) at intensity 3 CB/1253: 51 Modify background color range from [37, 39]: Add (Black) at intensity 3 CB/1257: 51 Modify background color range from [3A, 3A]: Add (Black) at intensity 3 CB/125B: B4 Pause for 11 units CB/125D: B1 End block of repeating commands CB/125E: 95 Pause for 120 units CB/125F: 15 Begin action queue for character $15 (NPC $15), 4 bytes long CB/1261: CD Turn vehicle/entity right CB/1262: C1 Set vehicle/entity's event speed to slow CB/1263: 8D Move vehicle/entity right 4 tiles CB/1264: FF End queue CB/1265: 95 Pause for 120 units CB/1266: 97 Fade screen to black CB/1267: 5C Pause execution until fade in or fade out is complete CB/1268: 30 Begin action queue for character $30 (Camera), 10 bytes long (Wait until complete) CB/126A: C3 Set vehicle/entity's event speed to fast CB/126B: A0 Move vehicle/entity right/up 1x1 tiles CB/126C: A0 Move vehicle/entity right/up 1x1 tiles CB/126D: A0 Move vehicle/entity right/up 1x1 tiles CB/126E: A0 Move vehicle/entity right/up 1x1 tiles CB/126F: A0 Move vehicle/entity right/up 1x1 tiles CB/1270: A0 Move vehicle/entity right/up 1x1 tiles CB/1271: A0 Move vehicle/entity right/up 1x1 tiles CB/1272: A0 Move vehicle/entity right/up 1x1 tiles CB/1273: FF End queue CB/1274: 39 Free screen CB/1275: B5 Pause for 15 * 6 (90) units CB/1277: 54 End effects of commands for modifed color components and screen flashes CB/1278: D2 Set event bit $1E80($1F9) [$1EBF, bit 1] CB/127A: D3 Clear event bit $1E80($1CA) [$1EB9, bit 2] CB/127C: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CB/127E: B2 Call subroutine $CBA0EC CB/1282: FE Return CB/1283: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CA5EB3 (simply returns) CB/1289: F2 Fade out current song with transition time 10 CB/128B: B5 Pause for 15 * 6 (90) units CB/128D: 02 Begin action queue for character $02 (Actor in stot 2), 15 bytes long (Wait until complete) CB/128F: C2 Set vehicle/entity's event speed to normal CB/1290: 84 Move vehicle/entity up 2 tiles CB/1291: 1F Do vehicle/entity graphical action $1F CB/1292: E0 Pause for 4 * 1 (4) frames CB/1294: 4A Do vehicle/entity graphical action $0A, flipped horizontally CB/1295: E0 Pause for 4 * 5 (20) frames CB/1297: C3 Set vehicle/entity's event speed to fast CB/1298: 84 Move vehicle/entity up 2 tiles CB/1299: 89 Move vehicle/entity right 3 tiles CB/129A: 88 Move vehicle/entity up 3 tiles CB/129B: CD Turn vehicle/entity right CB/129C: 49 Do vehicle/entity graphical action $09, flipped horizontally CB/129D: FF End queue CB/129E: 4B Display dialogue message $0222, wait for button press (At bottom of screen) CYAN: Elayne! Elayne! Wake up! CB/12A1: 95 Pause for 120 units CB/12A2: 38 Hold screen CB/12A3: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/12A5: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/12A6: FF End queue CB/12A7: 4B Display dialogue message $0223, wait for button press (At bottom of screen) CYAN: This… This…can't be happening! CB/12AA: B5 Pause for 15 * 10 (150) units CB/12AC: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/12AE: CD Turn vehicle/entity right CB/12AF: FF End queue CB/12B0: 4B Display dialogue message $0224, wait for button press CYAN: ! Owain… NOT YOU TOO! Son…you can't BOTH leave me! CB/12B3: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete) CB/12B5: C2 Set vehicle/entity's event speed to normal CB/12B6: 86 Move vehicle/entity down 2 tiles CB/12B7: 85 Move vehicle/entity right 2 tiles CB/12B8: FF End queue CB/12B9: 93 Pause for 45 units CB/12BA: 02 Begin action queue for character $02 (Actor in stot 2), 6 bytes long CB/12BC: C7 Set vehicle/entity to stay still when moving CB/12BD: E0 Pause for 4 * 3 (12) frames CB/12BF: C2 Set vehicle/entity's event speed to normal CB/12C0: 83 Move vehicle/entity left 1 tile CB/12C1: FF End queue CB/12C2: 11 Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete) CB/12C4: C7 Set vehicle/entity to stay still when moving CB/12C5: E0 Pause for 4 * 3 (12) frames CB/12C7: C2 Set vehicle/entity's event speed to normal CB/12C8: 83 Move vehicle/entity left 1 tile CB/12C9: 2D Do vehicle/entity graphical action $2D CB/12CA: C6 Set vehicle/entity to walk when moving CB/12CB: FF End queue CB/12CC: B5 Pause for 15 * 5 (75) units CB/12CE: 48 Display dialogue message $022A, continue executing commands CYAN: D… Dear me… CB/12D1: 02 Begin action queue for character $02 (Actor in stot 2), 8 bytes long (Wait until complete) CB/12D3: C1 Set vehicle/entity's event speed to slow CB/12D4: 83 Move vehicle/entity left 1 tile CB/12D5: E0 Pause for 4 * 5 (20) frames CB/12D7: 83 Move vehicle/entity left 1 tile CB/12D8: E0 Pause for 4 * 3 (12) frames CB/12DA: FF End queue CB/12DB: 49 If dialogue window is up, wait for keypress then dismiss CB/12DC: 02 Begin action queue for character $02 (Actor in stot 2), 23 bytes long CB/12DE: 49 Do vehicle/entity graphical action $09, flipped horizontally CB/12DF: E0 Pause for 4 * 8 (32) frames CB/12E1: 83 Move vehicle/entity left 1 tile CB/12E2: E0 Pause for 4 * 11 (44) frames CB/12E4: 23 Do vehicle/entity graphical action $23 CB/12E5: E0 Pause for 4 * 1 (4) frames CB/12E7: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/12E8: E0 Pause for 4 * 1 (4) frames CB/12EA: 23 Do vehicle/entity graphical action $23 CB/12EB: E0 Pause for 4 * 1 (4) frames CB/12ED: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/12EE: E0 Pause for 4 * 1 (4) frames CB/12F0: CE Turn vehicle/entity down CB/12F1: E0 Pause for 4 * 10 (40) frames CB/12F3: 18 Do vehicle/entity graphical action $18 CB/12F4: FF End queue CB/12F5: 4B Display dialogue message $0231, wait for button press CYAN: I…impossible! Idiotic!!! CB/12F8: 35 Pause execution until action queue for object $02 (Actor in stot 2) is complete CB/12FA: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete) CB/12FC: 09 Do vehicle/entity graphical action $09 (kneeling) CB/12FD: C6 Set vehicle/entity to walk when moving CB/12FE: FF End queue CB/12FF: F0 Play song 50 (The Unforgiven), (high bit clear), full volume CB/1301: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CB/1303: 95 Pause for 120 units CB/1304: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CB/1306: 20 Do vehicle/entity graphical action $20 CB/1307: FF End queue CB/1308: 4B Display dialogue message $0232, wait for button press We can't forgive this! The Empire must pay! CB/130B: 5A Fade screen at speed $02 CB/130D: 02 Begin action queue for character $02 (Actor in stot 2), 7 bytes long (Wait until complete) CB/130F: C3 Set vehicle/entity's event speed to fast CB/1310: CE Turn vehicle/entity down CB/1311: E0 Pause for 4 * 4 (16) frames CB/1313: A2 Move vehicle/entity left/down 1x1 tiles CB/1314: 92 Move vehicle/entity down 5 tiles CB/1315: FF End queue CB/1316: 5C Pause execution until fade in or fade out is complete CB/1317: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete) CB/1319: C3 Set vehicle/entity's event speed to fast CB/131A: 94 Move vehicle/entity up 6 tiles CB/131B: 89 Move vehicle/entity right 3 tiles CB/131C: 84 Move vehicle/entity up 2 tiles CB/131D: FF End queue CB/131E: 39 Free screen CB/131F: DA Set event bit $1E80($512) [$1F22, bit 2] CB/1321: DB Clear event bit $1E80($511) [$1F22, bit 1] CB/1323: DB Clear event bit $1E80($50B) [$1F21, bit 3] CB/1325: DA Set event bit $1E80($501) [$1F20, bit 1] CB/1327: D0 Set event bit $1E80($032) [$1E86, bit 2] CB/1329: 42 Hide object $31 CB/132B: C0 If ($1E80($2F3) [$1EDE, bit 3] is clear), branch to $CB1337 CB/1331: 3D Create object $03 CB/1333: 45 Refresh objects CB/1334: 3F Assign character $03 (Actor in stot 3) to party 1 CB/1337: 3F Remove character $02 (Actor in stot 2) from the party CB/133A: 3E Delete object $02 CB/133C: 3D Create object $05 CB/133E: 45 Refresh objects CB/133F: 3F Assign character $05 (Actor in stot 5) to party 1 CB/1342: 3C Set up the party as follows: $05 (Actor in stot 5), $FF (), $FF (), $FF () CB/1347: 45 Refresh objects CB/1348: D8 Set event bit $1E80($42C) [$1F05, bit 4] CB/134A: D8 Set event bit $1E80($42D) [$1F05, bit 5] CB/134C: 6B Load map $0077 (Imperial Camp (after Doma is poisoned)) instantly, (upper bits $1000), place party at (8, 25), facing right CB/1352: 59 Unfade screen at speed $08 CB/1354: 38 Hold screen CB/1355: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete) CB/1357: D5 Set vehicle/entity's position to (8, 33) CB/135A: FF End queue CB/135B: 41 Show object $05 CB/135D: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/135F: 89 Move vehicle/entity right 3 tiles CB/1360: FF End queue CB/1361: 12 Begin action queue for character $12 (NPC $12), 8 bytes long CB/1363: 4A Do vehicle/entity graphical action $0A, flipped horizontally CB/1364: E0 Pause for 4 * 1 (4) frames CB/1366: 4F Do vehicle/entity graphical action $0F, flipped horizontally CB/1367: E0 Pause for 4 * 1 (4) frames CB/1369: 4A Do vehicle/entity graphical action $0A, flipped horizontally CB/136A: FF End queue CB/136B: 4B Display dialogue message $0234, wait for button press (At bottom of screen) WARRIOR: I am CYAN, retainer to King Doma! CB/136E: 35 Pause execution until action queue for object $12 (NPC $12) is complete CB/1370: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CB/1372: A7 Move vehicle/entity right/down 1x2 tiles CB/1373: 92 Move vehicle/entity down 5 tiles CB/1374: CF Turn vehicle/entity left CB/1375: FF End queue CB/1376: 14 Begin action queue for character $14 (NPC $14), 6 bytes long (Wait until complete) CB/1378: A9 Move vehicle/entity left/down 2x1 tiles CB/1379: A9 Move vehicle/entity left/down 2x1 tiles CB/137A: A9 Move vehicle/entity left/down 2x1 tiles CB/137B: 86 Move vehicle/entity down 2 tiles CB/137C: CF Turn vehicle/entity left CB/137D: FF End queue CB/137E: 4B Display dialogue message $0237, wait for button press (At bottom of screen) SOLDIER: The enemy! Get ready, everyone! CB/1381: B2 Call subroutine $CB13FF CB/1385: 13 Begin action queue for character $13 (NPC $13), 8 bytes long CB/1387: C4 Set vehicle/entity's event speed to faster CB/1388: 0A Do vehicle/entity graphical action $0A CB/1389: C7 Set vehicle/entity to stay still when moving CB/138A: 83 Move vehicle/entity left 1 tile CB/138B: DC Make vehicle/entity jump (low) CB/138C: 81 Move vehicle/entity right 1 tile CB/138D: C6 Set vehicle/entity to walk when moving CB/138E: FF End queue CB/138F: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete) CB/1391: C2 Set vehicle/entity's event speed to normal CB/1392: 8C Move vehicle/entity up 4 tiles CB/1393: FF End queue CB/1394: 4B Display dialogue message $0244, wait for button press SABIN: ! CB/1397: 14 Begin action queue for character $14 (NPC $14), 8 bytes long CB/1399: C4 Set vehicle/entity's event speed to faster CB/139A: 0A Do vehicle/entity graphical action $0A CB/139B: C7 Set vehicle/entity to stay still when moving CB/139C: 83 Move vehicle/entity left 1 tile CB/139D: DC Make vehicle/entity jump (low) CB/139E: 81 Move vehicle/entity right 1 tile CB/139F: C6 Set vehicle/entity to walk when moving CB/13A0: FF End queue CB/13A1: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/13A3: C2 Set vehicle/entity's event speed to normal CB/13A4: 8E Move vehicle/entity down 4 tiles CB/13A5: FF End queue CB/13A6: 39 Free screen CB/13A7: D0 Set event bit $1E80($033) [$1E86, bit 3] CB/13A9: 3A Enable player to move while event commands execute CB/13AA: B2 Call subroutine $CB13FF CB/13AE: 13 Begin action queue for character $13 (NPC $13), 8 bytes long CB/13B0: C4 Set vehicle/entity's event speed to faster CB/13B1: 0A Do vehicle/entity graphical action $0A CB/13B2: C7 Set vehicle/entity to stay still when moving CB/13B3: 83 Move vehicle/entity left 1 tile CB/13B4: DC Make vehicle/entity jump (low) CB/13B5: 81 Move vehicle/entity right 1 tile CB/13B6: C6 Set vehicle/entity to walk when moving CB/13B7: FF End queue CB/13B8: FE Return CB/13B9: C0 If ($1E80($036) [$1E86, bit 6] is set), branch to $CA5EB3 (simply returns) CB/13BF: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CB/13C5: C0 If ($1E80($035) [$1E86, bit 5] is set), branch to $CB1441 CB/13CB: C0 If ($1E80($034) [$1E86, bit 4] is set), branch to $CB140F CB/13D1: C0 If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CB13EB CB/13D7: 3A Enable player to move while event commands execute CB/13D8: B2 Call subroutine $CB13FF CB/13DC: 13 Begin action queue for character $13 (NPC $13), 8 bytes long CB/13DE: C4 Set vehicle/entity's event speed to faster CB/13DF: 0A Do vehicle/entity graphical action $0A CB/13E0: C7 Set vehicle/entity to stay still when moving CB/13E1: 83 Move vehicle/entity left 1 tile CB/13E2: DC Make vehicle/entity jump (low) CB/13E3: 81 Move vehicle/entity right 1 tile CB/13E4: C6 Set vehicle/entity to walk when moving CB/13E5: FF End queue CB/13E6: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/13E8: D2 Set event bit $1E80($1F1) [$1EBE, bit 1] CB/13EA: FE Return CB/13EB: 3A Enable player to move while event commands execute CB/13EC: B2 Call subroutine $CB13FF CB/13F0: 14 Begin action queue for character $14 (NPC $14), 8 bytes long CB/13F2: C4 Set vehicle/entity's event speed to faster CB/13F3: 0A Do vehicle/entity graphical action $0A CB/13F4: C7 Set vehicle/entity to stay still when moving CB/13F5: 83 Move vehicle/entity left 1 tile CB/13F6: DC Make vehicle/entity jump (low) CB/13F7: 81 Move vehicle/entity right 1 tile CB/13F8: C6 Set vehicle/entity to walk when moving CB/13F9: FF End queue CB/13FA: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/13FC: D3 Clear event bit $1E80($1F1) [$1EBE, bit 1] CB/13FE: FE Return CB/13FF: 3A Enable player to move while event commands execute CB/1400: F4 Play sound effect 71 CB/1402: 12 Begin action queue for character $12 (NPC $12), 8 bytes long (Wait until complete) CB/1404: C4 Set vehicle/entity's event speed to faster CB/1405: 4A Do vehicle/entity graphical action $0A, flipped horizontally CB/1406: C7 Set vehicle/entity to stay still when moving CB/1407: 81 Move vehicle/entity right 1 tile CB/1408: DC Make vehicle/entity jump (low) CB/1409: 83 Move vehicle/entity left 1 tile CB/140A: C6 Set vehicle/entity to walk when moving CB/140B: FF End queue CB/140C: F4 Play sound effect 71 CB/140E: FE Return CB/140F: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CB/1415: C0 If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CB142E CB/141B: B2 Call subroutine $CB13FF CB/141F: 15 Begin action queue for character $15 (NPC $15), 8 bytes long CB/1421: C4 Set vehicle/entity's event speed to faster CB/1422: 0A Do vehicle/entity graphical action $0A CB/1423: C7 Set vehicle/entity to stay still when moving CB/1424: 83 Move vehicle/entity left 1 tile CB/1425: DC Make vehicle/entity jump (low) CB/1426: 81 Move vehicle/entity right 1 tile CB/1427: C6 Set vehicle/entity to walk when moving CB/1428: FF End queue CB/1429: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/142B: D2 Set event bit $1E80($1F2) [$1EBE, bit 2] CB/142D: FE Return CB/142E: B2 Call subroutine $CB13FF CB/1432: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CB/1434: C4 Set vehicle/entity's event speed to faster CB/1435: 0A Do vehicle/entity graphical action $0A CB/1436: C7 Set vehicle/entity to stay still when moving CB/1437: 83 Move vehicle/entity left 1 tile CB/1438: DC Make vehicle/entity jump (low) CB/1439: 81 Move vehicle/entity right 1 tile CB/143A: C6 Set vehicle/entity to walk when moving CB/143B: FF End queue CB/143C: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/143E: D3 Clear event bit $1E80($1F2) [$1EBE, bit 2] CB/1440: FE Return CB/1441: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CB/1447: C0 If ($1E80($1F3) [$1EBE, bit 3] is set), branch to $CB1460 CB/144D: B2 Call subroutine $CB13FF CB/1451: 17 Begin action queue for character $17 (NPC $17), 8 bytes long CB/1453: C4 Set vehicle/entity's event speed to faster CB/1454: 0A Do vehicle/entity graphical action $0A CB/1455: C7 Set vehicle/entity to stay still when moving CB/1456: 83 Move vehicle/entity left 1 tile CB/1457: DC Make vehicle/entity jump (low) CB/1458: 81 Move vehicle/entity right 1 tile CB/1459: C6 Set vehicle/entity to walk when moving CB/145A: FF End queue CB/145B: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/145D: D2 Set event bit $1E80($1F3) [$1EBE, bit 3] CB/145F: FE Return CB/1460: B2 Call subroutine $CB13FF CB/1464: 18 Begin action queue for character $18 (NPC $18), 8 bytes long CB/1466: C4 Set vehicle/entity's event speed to faster CB/1467: 0A Do vehicle/entity graphical action $0A CB/1468: C7 Set vehicle/entity to stay still when moving CB/1469: 83 Move vehicle/entity left 1 tile CB/146A: DC Make vehicle/entity jump (low) CB/146B: 81 Move vehicle/entity right 1 tile CB/146C: C6 Set vehicle/entity to walk when moving CB/146D: FF End queue CB/146E: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/1470: D3 Clear event bit $1E80($1F3) [$1EBE, bit 3] CB/1472: FE Return CB/1473: F4 Play sound effect 71 CB/1475: 12 Begin action queue for character $12 (NPC $12), 9 bytes long (Wait until complete) CB/1477: C4 Set vehicle/entity's event speed to faster CB/1478: 81 Move vehicle/entity right 1 tile CB/1479: C7 Set vehicle/entity to stay still when moving CB/147A: 4A Do vehicle/entity graphical action $0A, flipped horizontally CB/147B: DC Make vehicle/entity jump (low) CB/147C: 83 Move vehicle/entity left 1 tile CB/147D: C6 Set vehicle/entity to walk when moving CB/147E: CD Turn vehicle/entity right CB/147F: FF End queue CB/1480: F4 Play sound effect 71 CB/1482: FE Return CB/1483: C0 If ($1E80($1B3) [$1EB6, bit 3] is set), branch to $CB18B3 CB/1489: C0 If ($1E80($034) [$1E86, bit 4] is set), branch to $CB152C CB/148F: D4 Set event bit $1E80($2BC) [$1ED7, bit 4] CB/1491: 4B Display dialogue message $023A, wait for button press SABIN: May I give you a hand?! CB/1494: B2 Call subroutine $CB1473 CB/1498: 13 Begin action queue for character $13 (NPC $13), 8 bytes long CB/149A: C4 Set vehicle/entity's event speed to faster CB/149B: 0A Do vehicle/entity graphical action $0A CB/149C: C7 Set vehicle/entity to stay still when moving CB/149D: 83 Move vehicle/entity left 1 tile CB/149E: DC Make vehicle/entity jump (low) CB/149F: 81 Move vehicle/entity right 1 tile CB/14A0: C6 Set vehicle/entity to walk when moving CB/14A1: FF End queue CB/14A2: 4B Display dialogue message $023B, wait for button press CYAN: Thank you… whomever you are. CB/14A5: B2 Call subroutine $CB0E1C CB/14A9: 4D Invoke battle, enemy set $0D, background $0E (Imperial Base), (mosaic effect enabled), (swoosh sound enabled) CB/14AC: B2 Call subroutine $CA5EA9 CB/14B0: 47 Make character in slot 0 the lead character CB/14B1: D9 Clear event bit $1E80($42C) [$1F05, bit 4] CB/14B3: 3E Delete object $13 CB/14B5: 45 Refresh objects CB/14B6: 42 Hide object $13 CB/14B8: D9 Clear event bit $1E80($42D) [$1F05, bit 5] CB/14BA: 3E Delete object $14 CB/14BC: 45 Refresh objects CB/14BD: 42 Hide object $14 CB/14BF: 96 Restore screen from fade CB/14C0: D8 Set event bit $1E80($42E) [$1F05, bit 6] CB/14C2: 3D Create object $15 CB/14C4: 45 Refresh objects CB/14C5: 41 Show object $15 CB/14C7: D8 Set event bit $1E80($42F) [$1F05, bit 7] CB/14C9: 3D Create object $16 CB/14CB: 45 Refresh objects CB/14CC: 41 Show object $16 CB/14CE: 48 Display dialogue message $0235, continue executing commands CYAN: Ohhh! This is too much! CB/14D1: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CB/14D3: CD Turn vehicle/entity right CB/14D4: FF End queue CB/14D5: 12 Begin action queue for character $12 (NPC $12), 18 bytes long (Wait until complete) CB/14D7: 89 Move vehicle/entity right 3 tiles CB/14D8: CE Turn vehicle/entity down CB/14D9: E0 Pause for 4 * 1 (4) frames CB/14DB: CF Turn vehicle/entity left CB/14DC: E0 Pause for 4 * 1 (4) frames CB/14DE: CD Turn vehicle/entity right CB/14DF: E0 Pause for 4 * 4 (16) frames CB/14E1: 82 Move vehicle/entity down 1 tile CB/14E2: 81 Move vehicle/entity right 1 tile CB/14E3: 82 Move vehicle/entity down 1 tile CB/14E4: 81 Move vehicle/entity right 1 tile CB/14E5: 82 Move vehicle/entity down 1 tile CB/14E6: 81 Move vehicle/entity right 1 tile CB/14E7: CE Turn vehicle/entity down CB/14E8: FF End queue CB/14E9: 12 Begin action queue for character $12 (NPC $12), 8 bytes long CB/14EB: 18 Do vehicle/entity graphical action $18 CB/14EC: E0 Pause for 4 * 1 (4) frames CB/14EE: 1F Do vehicle/entity graphical action $1F CB/14EF: E0 Pause for 4 * 1 (4) frames CB/14F1: CD Turn vehicle/entity right CB/14F2: FF End queue CB/14F3: 15 Begin action queue for character $15 (NPC $15), 9 bytes long CB/14F5: 87 Move vehicle/entity left 2 tiles CB/14F6: E0 Pause for 4 * 8 (32) frames CB/14F8: CC Turn vehicle/entity up CB/14F9: AB Move vehicle/entity left/up 1x2 tiles CB/14FA: AB Move vehicle/entity left/up 1x2 tiles CB/14FB: 80 Move vehicle/entity up 1 tile CB/14FC: CF Turn vehicle/entity left CB/14FD: FF End queue CB/14FE: 16 Begin action queue for character $16 (NPC $16), 12 bytes long (Wait until complete) CB/1500: CC Turn vehicle/entity up CB/1501: CF Turn vehicle/entity left CB/1502: CE Turn vehicle/entity down CB/1503: CF Turn vehicle/entity left CB/1504: 87 Move vehicle/entity left 2 tiles CB/1505: E0 Pause for 4 * 8 (32) frames CB/1507: CC Turn vehicle/entity up CB/1508: A3 Move vehicle/entity left/up 1x1 tiles CB/1509: AB Move vehicle/entity left/up 1x2 tiles CB/150A: 83 Move vehicle/entity left 1 tile CB/150B: FF End queue CB/150C: B2 Call subroutine $CB1473 CB/1510: 15 Begin action queue for character $15 (NPC $15), 8 bytes long CB/1512: C4 Set vehicle/entity's event speed to faster CB/1513: 0A Do vehicle/entity graphical action $0A CB/1514: C7 Set vehicle/entity to stay still when moving CB/1515: 83 Move vehicle/entity left 1 tile CB/1516: DC Make vehicle/entity jump (low) CB/1517: 81 Move vehicle/entity right 1 tile CB/1518: C6 Set vehicle/entity to walk when moving CB/1519: FF End queue CB/151A: D0 Set event bit $1E80($034) [$1E86, bit 4] CB/151C: B2 Call subroutine $CB1473 CB/1520: 15 Begin action queue for character $15 (NPC $15), 8 bytes long CB/1522: C4 Set vehicle/entity's event speed to faster CB/1523: 0A Do vehicle/entity graphical action $0A CB/1524: C7 Set vehicle/entity to stay still when moving CB/1525: 83 Move vehicle/entity left 1 tile CB/1526: DC Make vehicle/entity jump (low) CB/1527: 81 Move vehicle/entity right 1 tile CB/1528: C6 Set vehicle/entity to walk when moving CB/1529: FF End queue CB/152A: 3A Enable player to move while event commands execute CB/152B: FE Return CB/152C: C0 If ($1E80($035) [$1E86, bit 5] is set), branch to $CB15D9 CB/1532: 4B Display dialogue message $023C, wait for button press SABIN: Let me have at it! CB/1535: B2 Call subroutine $CB1473 CB/1539: 15 Begin action queue for character $15 (NPC $15), 8 bytes long CB/153B: C4 Set vehicle/entity's event speed to faster CB/153C: 0A Do vehicle/entity graphical action $0A CB/153D: C7 Set vehicle/entity to stay still when moving CB/153E: 83 Move vehicle/entity left 1 tile CB/153F: DC Make vehicle/entity jump (low) CB/1540: 81 Move vehicle/entity right 1 tile CB/1541: C6 Set vehicle/entity to walk when moving CB/1542: FF End queue CB/1543: 4B Display dialogue message $023D, wait for button press CYAN: What a mess!! Be careful, Sir!! CB/1546: B2 Call subroutine $CB0E1C CB/154A: 4D Invoke battle, enemy set $0D, background $0E (Imperial Base), (mosaic effect enabled), (swoosh sound enabled) CB/154D: B2 Call subroutine $CA5EA9 CB/1551: 47 Make character in slot 0 the lead character CB/1552: D9 Clear event bit $1E80($42E) [$1F05, bit 6] CB/1554: 3E Delete object $15 CB/1556: 45 Refresh objects CB/1557: 42 Hide object $15 CB/1559: D9 Clear event bit $1E80($42F) [$1F05, bit 7] CB/155B: 3E Delete object $16 CB/155D: 45 Refresh objects CB/155E: 42 Hide object $16 CB/1560: 96 Restore screen from fade CB/1561: D8 Set event bit $1E80($430) [$1F06, bit 0] CB/1563: 3D Create object $17 CB/1565: 45 Refresh objects CB/1566: 41 Show object $17 CB/1568: D8 Set event bit $1E80($431) [$1F06, bit 1] CB/156A: 3D Create object $18 CB/156C: 45 Refresh objects CB/156D: 41 Show object $18 CB/156F: 48 Display dialogue message $0236, continue executing commands (At bottom of screen) CYAN: Urgh!!! Who released this poison? CB/1572: 12 Begin action queue for character $12 (NPC $12), 16 bytes long (Wait until complete) CB/1574: A3 Move vehicle/entity left/up 1x1 tiles CB/1575: A0 Move vehicle/entity right/up 1x1 tiles CB/1576: 80 Move vehicle/entity up 1 tile CB/1577: E0 Pause for 4 * 2 (8) frames CB/1579: CF Turn vehicle/entity left CB/157A: E0 Pause for 4 * 1 (4) frames CB/157C: CD Turn vehicle/entity right CB/157D: E0 Pause for 4 * 1 (4) frames CB/157F: CF Turn vehicle/entity left CB/1580: E0 Pause for 4 * 4 (16) frames CB/1582: CC Turn vehicle/entity up CB/1583: FF End queue CB/1584: 17 Begin action queue for character $17 (NPC $17), 3 bytes long CB/1586: C3 Set vehicle/entity's event speed to fast CB/1587: 8E Move vehicle/entity down 4 tiles CB/1588: FF End queue CB/1589: 18 Begin action queue for character $18 (NPC $18), 7 bytes long (Wait until complete) CB/158B: C3 Set vehicle/entity's event speed to fast CB/158C: E0 Pause for 4 * 4 (16) frames CB/158E: 8E Move vehicle/entity down 4 tiles CB/158F: C2 Set vehicle/entity's event speed to normal CB/1590: 82 Move vehicle/entity down 1 tile CB/1591: FF End queue CB/1592: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CB/1594: C7 Set vehicle/entity to stay still when moving CB/1595: 83 Move vehicle/entity left 1 tile CB/1596: FF End queue CB/1597: 18 Begin action queue for character $18 (NPC $18), 4 bytes long CB/1599: C7 Set vehicle/entity to stay still when moving CB/159A: CF Turn vehicle/entity left CB/159B: 82 Move vehicle/entity down 1 tile CB/159C: FF End queue CB/159D: 17 Begin action queue for character $17 (NPC $17), 4 bytes long (Wait until complete) CB/159F: C7 Set vehicle/entity to stay still when moving CB/15A0: CF Turn vehicle/entity left CB/15A1: A1 Move vehicle/entity right/down 1x1 tiles CB/15A2: FF End queue CB/15A3: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CB/15A5: CC Turn vehicle/entity up CB/15A6: FF End queue CB/15A7: D0 Set event bit $1E80($035) [$1E86, bit 5] CB/15A9: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CB/15AB: CD Turn vehicle/entity right CB/15AC: A3 Move vehicle/entity left/up 1x1 tiles CB/15AD: C6 Set vehicle/entity to walk when moving CB/15AE: FF End queue CB/15AF: 18 Begin action queue for character $18 (NPC $18), 3 bytes long CB/15B1: 82 Move vehicle/entity down 1 tile CB/15B2: C6 Set vehicle/entity to walk when moving CB/15B3: FF End queue CB/15B4: 17 Begin action queue for character $17 (NPC $17), 5 bytes long (Wait until complete) CB/15B6: E0 Pause for 4 * 1 (4) frames CB/15B8: 82 Move vehicle/entity down 1 tile CB/15B9: C6 Set vehicle/entity to walk when moving CB/15BA: FF End queue CB/15BB: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CB/15BD: A0 Move vehicle/entity right/up 1x1 tiles CB/15BE: CD Turn vehicle/entity right CB/15BF: 4A Do vehicle/entity graphical action $0A, flipped horizontally CB/15C0: FF End queue CB/15C1: 18 Begin action queue for character $18 (NPC $18), 2 bytes long CB/15C3: A9 Move vehicle/entity left/down 2x1 tiles CB/15C4: FF End queue CB/15C5: 17 Begin action queue for character $17 (NPC $17), 7 bytes long (Wait until complete) CB/15C7: E0 Pause for 4 * 1 (4) frames CB/15C9: 83 Move vehicle/entity left 1 tile CB/15CA: E0 Pause for 4 * 2 (8) frames CB/15CC: 83 Move vehicle/entity left 1 tile CB/15CD: FF End queue CB/15CE: 18 Begin action queue for character $18 (NPC $18), 8 bytes long CB/15D0: C4 Set vehicle/entity's event speed to faster CB/15D1: 0A Do vehicle/entity graphical action $0A CB/15D2: C7 Set vehicle/entity to stay still when moving CB/15D3: 83 Move vehicle/entity left 1 tile CB/15D4: DC Make vehicle/entity jump (low) CB/15D5: 81 Move vehicle/entity right 1 tile CB/15D6: C6 Set vehicle/entity to walk when moving CB/15D7: FF End queue CB/15D8: FE Return CB/15D9: C0 If ($1E80($036) [$1E86, bit 6] is set), branch to $CB1646 CB/15DF: 4B Display dialogue message $023E, wait for button press Look…we're gonna have to do this together! CB/15E2: B2 Call subroutine $CB1473 CB/15E6: 17 Begin action queue for character $17 (NPC $17), 8 bytes long CB/15E8: C4 Set vehicle/entity's event speed to faster CB/15E9: 0A Do vehicle/entity graphical action $0A CB/15EA: C7 Set vehicle/entity to stay still when moving CB/15EB: 83 Move vehicle/entity left 1 tile CB/15EC: DC Make vehicle/entity jump (low) CB/15ED: 81 Move vehicle/entity right 1 tile CB/15EE: C6 Set vehicle/entity to walk when moving CB/15EF: FF End queue CB/15F0: 4B Display dialogue message $023F, wait for button press CYAN: The thought had occurred to me as well! CB/15F3: B2 Call subroutine $CB0E1C CB/15F7: 4D Invoke battle, enemy set $0E, background $0E (Imperial Base), (mosaic effect enabled), (swoosh sound enabled) CB/15FA: B2 Call subroutine $CA5EA9 CB/15FE: 47 Make character in slot 0 the lead character CB/15FF: D5 Clear event bit $1E80($2BC) [$1ED7, bit 4] CB/1601: D9 Clear event bit $1E80($430) [$1F06, bit 0] CB/1603: 3E Delete object $17 CB/1605: 45 Refresh objects CB/1606: 42 Hide object $15 CB/1608: D9 Clear event bit $1E80($431) [$1F06, bit 1] CB/160A: 3E Delete object $18 CB/160C: 45 Refresh objects CB/160D: 42 Hide object $18 CB/160F: D9 Clear event bit $1E80($42B) [$1F05, bit 3] CB/1611: 3E Delete object $12 CB/1613: 45 Refresh objects CB/1614: 42 Hide object $12 CB/1616: 96 Restore screen from fade CB/1617: 3D Create object $02 CB/1619: 3F Assign character $02 (Actor in stot 2) to party 1 CB/161C: 45 Refresh objects CB/161D: F1 Fade in song 28 (Troops March On) (high bit clear) with transition time 192 CB/1620: B2 Call subroutine $CAC6AC CB/1624: B2 Call subroutine $CB2E34 CB/1628: DE Load CaseWord with the characters in the currently active party? CB/1629: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CB1635 CB/162F: 03 Begin action queue for character $03 (Actor in stot 3), 4 bytes long (Wait until complete) CB/1631: C3 Set vehicle/entity's event speed to fast CB/1632: 85 Move vehicle/entity right 2 tiles CB/1633: CF Turn vehicle/entity left CB/1634: FF End queue CB/1635: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete) CB/1637: C2 Set vehicle/entity's event speed to normal CB/1638: 81 Move vehicle/entity right 1 tile CB/1639: CF Turn vehicle/entity left CB/163A: FF End queue CB/163B: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/163D: CD Turn vehicle/entity right CB/163E: FF End queue CB/163F: D0 Set event bit $1E80($036) [$1E86, bit 6] CB/1641: B2 Call subroutine $CB1646 CB/1645: FE Return CB/1646: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long CB/1648: 22 Do vehicle/entity graphical action $22 CB/1649: E0 Pause for 4 * 6 (24) frames CB/164B: CF Turn vehicle/entity left CB/164C: FF End queue CB/164D: 4B Display dialogue message $0241, wait for button press CYAN: Thank you, kind sir! CB/1650: 05 Begin action queue for character $05 (Actor in stot 5), 11 bytes long CB/1652: CE Turn vehicle/entity down CB/1653: E0 Pause for 4 * 12 (48) frames CB/1655: 23 Do vehicle/entity graphical action $23 CB/1656: E0 Pause for 4 * 2 (8) frames CB/1658: CE Turn vehicle/entity down CB/1659: E0 Pause for 4 * 1 (4) frames CB/165B: CD Turn vehicle/entity right CB/165C: FF End queue CB/165D: 4B Display dialogue message $0245, wait for button press SABIN: Allow me to thank you! I am SABIN, from Figaro. Now, let's scram! CB/1660: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/1662: 22 Do vehicle/entity graphical action $22 CB/1663: FF End queue CB/1664: 4B Display dialogue message $0246, wait for button press CYAN: But what of my home, my family…my friends? SABIN: Look… If we stick around any longer we'll have a regiment of troops down our throats. CB/1667: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/1669: CE Turn vehicle/entity down CB/166A: FF End queue CB/166B: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete) CB/166D: E0 Pause for 4 * 1 (4) frames CB/166F: CE Turn vehicle/entity down CB/1670: FF End queue CB/1671: 4B Display dialogue message $0251, wait for button press SOLDIER: Got 'em! Over here! CB/1674: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long CB/1676: 1F Do vehicle/entity graphical action $1F CB/1677: E0 Pause for 4 * 4 (16) frames CB/1679: CD Turn vehicle/entity right CB/167A: FF End queue CB/167B: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete) CB/167D: 1F Do vehicle/entity graphical action $1F CB/167E: E0 Pause for 4 * 6 (24) frames CB/1680: CF Turn vehicle/entity left CB/1681: FF End queue CB/1682: 4B Display dialogue message $0252, wait for button press SABIN: Hoo, boy… SABIN: I have a great idea… Come over here. CB/1685: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CB168F CB/168B: 03 Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete) CB/168D: 87 Move vehicle/entity left 2 tiles CB/168E: FF End queue CB/168F: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete) CB/1691: C2 Set vehicle/entity's event speed to normal CB/1692: 83 Move vehicle/entity left 1 tile CB/1693: FF End queue CB/1694: B2 Call subroutine $CACB95 CB/1698: 3B Position character in a "ready-to-go" stance CB/1699: D2 Set event bit $1E80($168) [$1EAD, bit 0] CB/169B: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/169D: C3 Set vehicle/entity's event speed to fast CB/169E: A4 Move vehicle/entity right/up 1x2 tiles CB/169F: 80 Move vehicle/entity up 1 tile CB/16A0: FF End queue CB/16A1: FE Return CB/16A2: C0 If ($1E80($168) [$1EAD, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/16A8: C0 If ($1E80($167) [$1EAC, bit 7] is set), branch to $CA5EB3 (simply returns) CB/16AE: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete) CB/16B0: A0 Move vehicle/entity right/up 1x1 tiles CB/16B1: 80 Move vehicle/entity up 1 tile CB/16B2: 84 Move vehicle/entity up 2 tiles CB/16B3: C2 Set vehicle/entity's event speed to normal CB/16B4: AA Move vehicle/entity left/up 2x1 tiles CB/16B5: 83 Move vehicle/entity left 1 tile CB/16B6: 84 Move vehicle/entity up 2 tiles CB/16B7: 81 Move vehicle/entity right 1 tile CB/16B8: CD Turn vehicle/entity right CB/16B9: FF End queue CB/16BA: B2 Call subroutine $CB16F8 CB/16BE: FE Return CB/16BF: C0 If ($1E80($168) [$1EAD, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/16C5: C0 If ($1E80($167) [$1EAC, bit 7] is set), branch to $CA5EB3 (simply returns) CB/16CB: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete) CB/16CD: A0 Move vehicle/entity right/up 1x1 tiles CB/16CE: A0 Move vehicle/entity right/up 1x1 tiles CB/16CF: 88 Move vehicle/entity up 3 tiles CB/16D0: C2 Set vehicle/entity's event speed to normal CB/16D1: AA Move vehicle/entity left/up 2x1 tiles CB/16D2: 83 Move vehicle/entity left 1 tile CB/16D3: 84 Move vehicle/entity up 2 tiles CB/16D4: 81 Move vehicle/entity right 1 tile CB/16D5: CD Turn vehicle/entity right CB/16D6: FF End queue CB/16D7: B2 Call subroutine $CB16F8 CB/16DB: FE Return CB/16DC: C0 If ($1E80($168) [$1EAD, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/16E2: C0 If ($1E80($167) [$1EAC, bit 7] is set), branch to $CA5EB3 (simply returns) CB/16E8: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete) CB/16EA: A4 Move vehicle/entity right/up 1x2 tiles CB/16EB: 8C Move vehicle/entity up 4 tiles CB/16EC: C2 Set vehicle/entity's event speed to normal CB/16ED: AA Move vehicle/entity left/up 2x1 tiles CB/16EE: 83 Move vehicle/entity left 1 tile CB/16EF: 84 Move vehicle/entity up 2 tiles CB/16F0: 81 Move vehicle/entity right 1 tile CB/16F1: CD Turn vehicle/entity right CB/16F2: FF End queue CB/16F3: B2 Call subroutine $CB16F8 CB/16F7: FE Return CB/16F8: B2 Call subroutine $CAC6AC CB/16FC: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CB1713 CB/1702: 03 Begin action queue for character $03 (Actor in stot 3), 15 bytes long CB/1704: C2 Set vehicle/entity's event speed to normal CB/1705: DD Make vehicle/entity jump (high) CB/1706: 86 Move vehicle/entity down 2 tiles CB/1707: 82 Move vehicle/entity down 1 tile CB/1708: 23 Do vehicle/entity graphical action $23 CB/1709: E0 Pause for 4 * 4 (16) frames CB/170B: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/170C: E0 Pause for 4 * 8 (32) frames CB/170E: CE Turn vehicle/entity down CB/170F: C5 Set vehicle/entity's event speed to fastest CB/1710: 89 Move vehicle/entity right 3 tiles CB/1711: 9E Move vehicle/entity down 8 tiles CB/1712: FF End queue CB/1713: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete) CB/1715: 84 Move vehicle/entity up 2 tiles CB/1716: CD Turn vehicle/entity right CB/1717: FF End queue CB/1718: 4B Display dialogue message $0253, wait for button press CYAN: Sir SABIN! What on earth are these? CB/171B: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CB/171D: CE Turn vehicle/entity down CB/171E: FF End queue CB/171F: 05 Begin action queue for character $05 (Actor in stot 5), 8 bytes long CB/1721: CC Turn vehicle/entity up CB/1722: E0 Pause for 4 * 1 (4) frames CB/1724: CD Turn vehicle/entity right CB/1725: E0 Pause for 4 * 1 (4) frames CB/1727: CC Turn vehicle/entity up CB/1728: FF End queue CB/1729: 4B Display dialogue message $0254, wait for button press SABIN: I'll explain later! Relax. Just climb in! CB/172C: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CB/172E: C3 Set vehicle/entity's event speed to fast CB/172F: 83 Move vehicle/entity left 1 tile CB/1730: 84 Move vehicle/entity up 2 tiles CB/1731: CD Turn vehicle/entity right CB/1732: FF End queue CB/1733: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CB1743 CB/1739: 44 Place character $03 (Actor in stot 3) on vehicle $40 (Magitek Armor) (Character is shown) CB/173C: 03 Begin action queue for character $03 (Actor in stot 3), 5 bytes long CB/173E: 9E Move vehicle/entity down 8 tiles CB/173F: 8A Move vehicle/entity down 3 tiles CB/1740: 83 Move vehicle/entity left 1 tile CB/1741: CC Turn vehicle/entity up CB/1742: FF End queue CB/1743: 78 Enable ability to pass through other objects for object $02 (CYAN ) CB/1745: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long CB/1747: C3 Set vehicle/entity's event speed to fast CB/1748: 81 Move vehicle/entity right 1 tile CB/1749: FF End queue CB/174A: 05 Begin action queue for character $05 (Actor in stot 5), 10 bytes long (Wait until complete) CB/174C: 81 Move vehicle/entity right 1 tile CB/174D: C3 Set vehicle/entity's event speed to fast CB/174E: C7 Set vehicle/entity to stay still when moving CB/174F: 83 Move vehicle/entity left 1 tile CB/1750: E0 Pause for 4 * 6 (24) frames CB/1752: C3 Set vehicle/entity's event speed to fast CB/1753: C6 Set vehicle/entity to walk when moving CB/1754: 81 Move vehicle/entity right 1 tile CB/1755: FF End queue CB/1756: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/1758: 81 Move vehicle/entity right 1 tile CB/1759: FF End queue CB/175A: F4 Play sound effect 40 CB/175C: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete) CB/175E: DD Make vehicle/entity jump (high) CB/175F: 85 Move vehicle/entity right 2 tiles CB/1760: FF End queue CB/1761: D9 Clear event bit $1E80($429) [$1F05, bit 1] CB/1763: 3E Delete object $10 CB/1765: 42 Hide object $10 CB/1767: 36 Disable ability to pass through other objects for object $02 (Actor in stot 2) CB/1769: 44 Place character $02 (Actor in stot 2) on vehicle $40 (Magitek Armor) (Character is shown) CB/176C: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete) CB/176E: E0 Pause for 4 * 4 (16) frames CB/1770: 87 Move vehicle/entity left 2 tiles CB/1771: 86 Move vehicle/entity down 2 tiles CB/1772: CD Turn vehicle/entity right CB/1773: FF End queue CB/1774: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/1776: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/1777: FF End queue CB/1778: 4B Display dialogue message $0255, wait for button press CYAN: Sir SABIN! How might these abominations be manipulated? CB/177B: 05 Begin action queue for character $05 (Actor in stot 5), 8 bytes long (Wait until complete) CB/177D: 18 Do vehicle/entity graphical action $18 CB/177E: E0 Pause for 4 * 8 (32) frames CB/1780: 1F Do vehicle/entity graphical action $1F CB/1781: E0 Pause for 4 * 1 (4) frames CB/1783: CD Turn vehicle/entity right CB/1784: FF End queue CB/1785: 05 Begin action queue for character $05 (Actor in stot 5), 14 bytes long CB/1787: 13 Do vehicle/entity graphical action $13 CB/1788: E0 Pause for 4 * 16 (64) frames CB/178A: 1D Do vehicle/entity graphical action $1D CB/178B: E0 Pause for 4 * 4 (16) frames CB/178D: 23 Do vehicle/entity graphical action $23 CB/178E: E0 Pause for 4 * 1 (4) frames CB/1790: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/1791: E0 Pause for 4 * 1 (4) frames CB/1793: CD Turn vehicle/entity right CB/1794: FF End queue CB/1795: 4B Display dialogue message $0256, wait for button press SABIN: I'm getting sick of this! Thou art such a pain in the…! Confound it all! I'm starting to talk like you! SABIN: Now listen! Just use those levers located by your hands. CB/1798: 78 Enable ability to pass through other objects for object $05 (SABIN ) CB/179A: F4 Play sound effect 40 CB/179C: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete) CB/179E: 85 Move vehicle/entity right 2 tiles CB/179F: DD Make vehicle/entity jump (high) CB/17A0: 85 Move vehicle/entity right 2 tiles CB/17A1: FF End queue CB/17A2: D9 Clear event bit $1E80($42A) [$1F05, bit 2] CB/17A4: 3E Delete object $11 CB/17A6: 42 Hide object $11 CB/17A8: 36 Disable ability to pass through other objects for object $05 (Actor in stot 5) CB/17AA: 44 Place character $05 (Actor in stot 5) on vehicle $40 (Magitek Armor) (Character is shown) CB/17AD: 48 Display dialogue message $0247, continue executing commands CYAN: Sir SABIN!! It is I who is in your debt! CB/17B0: 38 Hold screen CB/17B1: B0 Execute the following commands until $B1 8 times CB/17B3: 02 Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete) CB/17B5: C4 Set vehicle/entity's event speed to faster CB/17B6: 80 Move vehicle/entity up 1 tile CB/17B7: 81 Move vehicle/entity right 1 tile CB/17B8: 82 Move vehicle/entity down 1 tile CB/17B9: 83 Move vehicle/entity left 1 tile CB/17BA: FF End queue CB/17BB: F4 Play sound effect 120 CB/17BD: B1 End block of repeating commands CB/17BE: 39 Free screen CB/17BF: D8 Set event bit $1E80($432) [$1F06, bit 2] CB/17C1: 3D Create object $19 CB/17C3: 41 Show object $19 CB/17C5: D8 Set event bit $1E80($433) [$1F06, bit 3] CB/17C7: 3D Create object $1A CB/17C9: 41 Show object $1A CB/17CB: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete) CB/17CD: C2 Set vehicle/entity's event speed to normal CB/17CE: 81 Move vehicle/entity right 1 tile CB/17CF: E0 Pause for 4 * 4 (16) frames CB/17D1: CC Turn vehicle/entity up CB/17D2: FF End queue CB/17D3: 4B Display dialogue message $0248, wait for button press SABIN: Forget it. Now, come on! CB/17D6: D8 Set event bit $1E80($435) [$1F06, bit 5] CB/17D8: 3D Create object $1B CB/17DA: 41 Show object $1B CB/17DC: 1B Begin action queue for character $1B (NPC $1B), 5 bytes long (Wait until complete) CB/17DE: 82 Move vehicle/entity down 1 tile CB/17DF: 87 Move vehicle/entity left 2 tiles CB/17E0: A2 Move vehicle/entity left/down 1x1 tiles CB/17E1: CC Turn vehicle/entity up CB/17E2: FF End queue CB/17E3: 4B Display dialogue message $01F4, wait for button press SOLDIER: Hey! What are you doing? CB/17E6: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CB/17E8: CF Turn vehicle/entity left CB/17E9: E0 Pause for 4 * 6 (24) frames CB/17EB: CE Turn vehicle/entity down CB/17EC: FF End queue CB/17ED: 48 Display dialogue message $0249, continue executing commands CYAN: Aaahhh! We can't stop now! CB/17F0: 78 Enable ability to pass through other objects for object $05 (SABIN ) CB/17F2: B0 Execute the following commands until $B1 6 times CB/17F4: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete) CB/17F6: C3 Set vehicle/entity's event speed to fast CB/17F7: 82 Move vehicle/entity down 1 tile CB/17F8: FF End queue CB/17F9: F4 Play sound effect 120 CB/17FB: B1 End block of repeating commands CB/17FC: F4 Play sound effect 45 CB/17FE: 1B Begin action queue for character $1B (NPC $1B), 9 bytes long CB/1800: C5 Set vehicle/entity's event speed to fastest CB/1801: DD Make vehicle/entity jump (high) CB/1802: 85 Move vehicle/entity right 2 tiles CB/1803: C7 Set vehicle/entity to stay still when moving CB/1804: 28 Do vehicle/entity graphical action $28 CB/1805: C3 Set vehicle/entity's event speed to fast CB/1806: DC Make vehicle/entity jump (low) CB/1807: 81 Move vehicle/entity right 1 tile CB/1808: FF End queue CB/1809: B0 Execute the following commands until $B1 6 times CB/180B: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete) CB/180D: C3 Set vehicle/entity's event speed to fast CB/180E: 82 Move vehicle/entity down 1 tile CB/180F: FF End queue CB/1810: F4 Play sound effect 120 CB/1812: B1 End block of repeating commands CB/1813: D9 Clear event bit $1E80($435) [$1F06, bit 5] CB/1815: 3E Delete object $1B CB/1817: 42 Hide object $1B CB/1819: 19 Begin action queue for character $19 (NPC $19), 7 bytes long CB/181B: C3 Set vehicle/entity's event speed to fast CB/181C: 84 Move vehicle/entity up 2 tiles CB/181D: C5 Set vehicle/entity's event speed to fastest CB/181E: DD Make vehicle/entity jump (high) CB/181F: AA Move vehicle/entity left/up 2x1 tiles CB/1820: 28 Do vehicle/entity graphical action $28 CB/1821: FF End queue CB/1822: 1A Begin action queue for character $1A (NPC $1A), 7 bytes long CB/1824: C3 Set vehicle/entity's event speed to fast CB/1825: AA Move vehicle/entity left/up 2x1 tiles CB/1826: C5 Set vehicle/entity's event speed to fastest CB/1827: DD Make vehicle/entity jump (high) CB/1828: A5 Move vehicle/entity right/up 2x1 tiles CB/1829: 28 Do vehicle/entity graphical action $28 CB/182A: FF End queue CB/182B: 02 Begin action queue for character $02 (Actor in stot 2), 21 bytes long CB/182D: 9A Move vehicle/entity down 7 tiles CB/182E: CF Turn vehicle/entity left CB/182F: E0 Pause for 4 * 2 (8) frames CB/1831: CC Turn vehicle/entity up CB/1832: 83 Move vehicle/entity left 1 tile CB/1833: CC Turn vehicle/entity up CB/1834: 82 Move vehicle/entity down 1 tile CB/1835: CF Turn vehicle/entity left CB/1836: E0 Pause for 4 * 4 (16) frames CB/1838: A4 Move vehicle/entity right/up 1x2 tiles CB/1839: 82 Move vehicle/entity down 1 tile CB/183A: CF Turn vehicle/entity left CB/183B: 80 Move vehicle/entity up 1 tile CB/183C: CD Turn vehicle/entity right CB/183D: 87 Move vehicle/entity left 2 tiles CB/183E: A6 Move vehicle/entity right/down 2x1 tiles CB/183F: CE Turn vehicle/entity down CB/1840: 83 Move vehicle/entity left 1 tile CB/1841: FF End queue CB/1842: B0 Execute the following commands until $B1 2 times CB/1844: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete) CB/1846: C3 Set vehicle/entity's event speed to fast CB/1847: 82 Move vehicle/entity down 1 tile CB/1848: FF End queue CB/1849: F4 Play sound effect 120 CB/184B: B1 End block of repeating commands CB/184C: F4 Play sound effect 45 CB/184E: B0 Execute the following commands until $B1 8 times CB/1850: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete) CB/1852: C3 Set vehicle/entity's event speed to fast CB/1853: 82 Move vehicle/entity down 1 tile CB/1854: FF End queue CB/1855: F4 Play sound effect 120 CB/1857: B1 End block of repeating commands CB/1858: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/185A: 83 Move vehicle/entity left 1 tile CB/185B: FF End queue CB/185C: F4 Play sound effect 120 CB/185E: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/1860: A2 Move vehicle/entity left/down 1x1 tiles CB/1861: FF End queue CB/1862: F4 Play sound effect 120 CB/1864: B0 Execute the following commands until $B1 5 times CB/1866: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/1868: 82 Move vehicle/entity down 1 tile CB/1869: FF End queue CB/186A: F4 Play sound effect 120 CB/186C: B1 End block of repeating commands CB/186D: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/186F: 82 Move vehicle/entity down 1 tile CB/1870: FF End queue CB/1871: F4 Play sound effect 120 CB/1873: 89 Inflict the following status ailments on character $05 (Actor in stot 5): M-Tek CB/1877: 89 Inflict the following status ailments on character $02 (Actor in stot 2): M-Tek CB/187B: DE Load CaseWord with the characters in the currently active party? CB/187C: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CB1886 CB/1882: 89 Inflict the following status ailments on character $03 (Actor in stot 3): M-Tek CB/1886: D9 Clear event bit $1E80($432) [$1F06, bit 2] CB/1888: 3E Delete object $19 CB/188A: 42 Hide object $19 CB/188C: D9 Clear event bit $1E80($433) [$1F06, bit 3] CB/188E: 3E Delete object $1A CB/1890: 42 Hide object $1A CB/1892: 4B Display dialogue message $024A, wait for button press SABIN: Then let's just bust through! CB/1895: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CB18A1 CB/189B: 03 Begin action queue for character $03 (Actor in stot 3), 4 bytes long (Wait until complete) CB/189D: C2 Set vehicle/entity's event speed to normal CB/189E: 8C Move vehicle/entity up 4 tiles CB/189F: CE Turn vehicle/entity down CB/18A0: FF End queue CB/18A1: B2 Call subroutine $CB0E1C CB/18A5: B2 Call subroutine $CACB95 CB/18A9: 3B Position character in a "ready-to-go" stance CB/18AA: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/18AC: C3 Set vehicle/entity's event speed to fast CB/18AD: 8A Move vehicle/entity down 3 tiles CB/18AE: 89 Move vehicle/entity right 3 tiles CB/18AF: FF End queue CB/18B0: D2 Set event bit $1E80($167) [$1EAC, bit 7] CB/18B2: FE Return CB/18B3: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long CB/18B5: C3 Set vehicle/entity's event speed to fast CB/18B6: C7 Set vehicle/entity to stay still when moving CB/18B7: 1F Do vehicle/entity graphical action $1F CB/18B8: 28 Do vehicle/entity graphical action $28 CB/18B9: 86 Move vehicle/entity down 2 tiles CB/18BA: FF End queue CB/18BB: F4 Play sound effect 45 CB/18BD: 4B Display dialogue message $0242, wait for button press CYAN: Eeoooa! Be you friend or enemy?! CB/18C0: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CB/18C2: 4A Do vehicle/entity graphical action $0A, flipped horizontally CB/18C3: FF End queue CB/18C4: 31 Begin action queue for character $31 (Party Character 0), 13 bytes long CB/18C6: C6 Set vehicle/entity to walk when moving CB/18C7: 23 Do vehicle/entity graphical action $23 CB/18C8: E0 Pause for 4 * 1 (4) frames CB/18CA: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/18CB: E0 Pause for 4 * 1 (4) frames CB/18CD: 23 Do vehicle/entity graphical action $23 CB/18CE: E0 Pause for 4 * 1 (4) frames CB/18D0: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/18D1: CE Turn vehicle/entity down CB/18D2: FF End queue CB/18D3: 4B Display dialogue message $0243, wait for button press SABIN: Ouuuch! …didn't MEAN to step in there… CB/18D6: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/18D8: FE Return CB/18D9: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CB/18DF: C0 If ($1E80($036) [$1E86, bit 6] is set), branch to $CB18F9 CB/18E5: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long CB/18E7: C7 Set vehicle/entity to stay still when moving CB/18E8: C3 Set vehicle/entity's event speed to fast CB/18E9: 0F Do vehicle/entity graphical action $0F CB/18EA: 81 Move vehicle/entity right 1 tile CB/18EB: 22 Do vehicle/entity graphical action $22 CB/18EC: E0 Pause for 4 * 1 (4) frames CB/18EE: 09 Do vehicle/entity graphical action $09 (kneeling) CB/18EF: C6 Set vehicle/entity to walk when moving CB/18F0: FF End queue CB/18F1: 4B Display dialogue message $0239, wait for button press SABIN: Uwaaa! It's that poison! This isn't gonna be easy… CB/18F4: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/18F6: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/18F8: FE Return CB/18F9: C0 If ($1E80($1B2) [$1EB6, bit 2] is set), branch to $CB190A CB/18FF: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/1901: C3 Set vehicle/entity's event speed to fast CB/1902: 81 Move vehicle/entity right 1 tile CB/1903: FF End queue CB/1904: 4B Display dialogue message $0250, wait for button press SABIN: Nothing but poison this way! CB/1907: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/1909: FE Return CB/190A: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/190C: C3 Set vehicle/entity's event speed to fast CB/190D: 80 Move vehicle/entity up 1 tile CB/190E: FF End queue CB/190F: 4B Display dialogue message $0250, wait for button press SABIN: Nothing but poison this way! CB/1912: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/1914: FE Return CB/1915: C0 If ($1E80($171) [$1EAE, bit 1] is set), branch to $CA5EB3 (simply returns) CB/191B: C0 If ($1E80($036) [$1E86, bit 6] is set), branch to $CA5EB3 (simply returns) CB/1921: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CB/1927: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CB/1929: C2 Set vehicle/entity's event speed to normal CB/192A: CE Turn vehicle/entity down CB/192B: E0 Pause for 4 * 1 (4) frames CB/192D: 83 Move vehicle/entity left 1 tile CB/192E: FF End queue CB/192F: 4B Display dialogue message $0238, wait for button press SABIN: That guy's a sitting duck! Gotta help him, fast! CB/1932: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/1934: FE Return CB/1935: C0 If ($1E80($171) [$1EAE, bit 1] is set), branch to $CA5EB3 (simply returns) CB/193B: C0 If ($1E80($036) [$1E86, bit 6] is set), branch to $CA5EB3 (simply returns) CB/1941: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CB/1947: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CB/1949: C2 Set vehicle/entity's event speed to normal CB/194A: CF Turn vehicle/entity left CB/194B: E0 Pause for 4 * 1 (4) frames CB/194D: 82 Move vehicle/entity down 1 tile CB/194E: FF End queue CB/194F: 4B Display dialogue message $0238, wait for button press SABIN: That guy's a sitting duck! Gotta help him, fast! CB/1952: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/1954: FE Return CB/1955: C0 If ($1E80($1F4) [$1EBE, bit 4] is set), branch to $CA5EB3 (simply returns) CB/195B: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CB/195D: 94 Move vehicle/entity up 6 tiles CB/195E: FF End queue CB/195F: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/1961: CE Turn vehicle/entity down CB/1962: FF End queue CB/1963: 4B Display dialogue message $024B, wait for button press End of the line! CB/1966: B2 Call subroutine $CB0E1C CB/196A: 4D Invoke battle, enemy set $0F, background $0E (Imperial Base), (mosaic effect enabled), (swoosh sound enabled) CB/196D: B2 Call subroutine $CA5EA9 CB/1971: 47 Make character in slot 0 the lead character CB/1972: 96 Restore screen from fade CB/1973: 44 Place character $1C (NPC $1C) on vehicle $40 (Magitek Armor) (Character is not shown) CB/1976: D2 Set event bit $1E80($1F4) [$1EBE, bit 4] CB/1978: D8 Set event bit $1E80($439) [$1F07, bit 1] CB/197A: 3D Create object $1F CB/197C: 41 Show object $1F CB/197E: D9 Clear event bit $1E80($436) [$1F06, bit 6] CB/1980: 3E Delete object $1C CB/1982: 42 Hide object $1C CB/1984: FE Return CB/1985: C0 If ($1E80($171) [$1EAE, bit 1] is set), branch to $CA5EB3 (simply returns) CB/198B: 4B Display dialogue message $024B, wait for button press End of the line! CB/198E: B2 Call subroutine $CB0E1C CB/1992: 4D Invoke battle, enemy set $11, background $0E (Imperial Base), (mosaic effect enabled), (swoosh sound enabled) CB/1995: B2 Call subroutine $CA5EA9 CB/1999: 47 Make character in slot 0 the lead character CB/199A: 73 Replace current map's Layer 1 at (16, 30) with the following (1 x 1) chunk, refresh immediately CB/199F: $3C CB/19A0: 96 Restore screen from fade CB/19A1: 44 Place character $1F (NPC $1F) on vehicle $40 (Magitek Armor) (Character is not shown) CB/19A4: D2 Set event bit $1E80($171) [$1EAE, bit 1] CB/19A6: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CB/19A8: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/19AA: 81 Move vehicle/entity right 1 tile CB/19AB: FF End queue CB/19AC: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CB/19AE: FE Return CB/19AF: C0 If ($1E80($1F5) [$1EBE, bit 5] is set), branch to $CA5EB3 (simply returns) CB/19B5: 4B Display dialogue message $024C, wait for button press There's nowhere to run! CB/19B8: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long CB/19BA: C2 Set vehicle/entity's event speed to normal CB/19BB: 89 Move vehicle/entity right 3 tiles CB/19BC: FF End queue CB/19BD: 1D Begin action queue for character $1D (NPC $1D), 8 bytes long (Wait until complete) CB/19BF: 8F Move vehicle/entity left 4 tiles CB/19C0: E0 Pause for 4 * 2 (8) frames CB/19C2: 88 Move vehicle/entity up 3 tiles CB/19C3: E0 Pause for 4 * 2 (8) frames CB/19C5: 83 Move vehicle/entity left 1 tile CB/19C6: FF End queue CB/19C7: B2 Call subroutine $CB0E1C CB/19CB: 4D Invoke battle, enemy set $10, background $0E (Imperial Base), (mosaic effect enabled), (swoosh sound enabled) CB/19CE: B2 Call subroutine $CA5EA9 CB/19D2: 47 Make character in slot 0 the lead character CB/19D3: 96 Restore screen from fade CB/19D4: 44 Place character $1D (NPC $1D) on vehicle $40 (Magitek Armor) (Character is not shown) CB/19D7: D9 Clear event bit $1E80($436) [$1F06, bit 6] CB/19D9: 3E Delete object $1C CB/19DB: 42 Hide object $1C CB/19DD: D8 Set event bit $1E80($438) [$1F07, bit 0] CB/19DF: 3D Create object $1E CB/19E1: 41 Show object $1E CB/19E3: D2 Set event bit $1E80($1F5) [$1EBE, bit 5] CB/19E5: FE Return CB/19E6: C0 If ($1E80($1F6) [$1EBE, bit 6] is set), branch to $CA5EB3 (simply returns) CB/19EC: 1E Begin action queue for character $1E (NPC $1E), 2 bytes long (Wait until complete) CB/19EE: 92 Move vehicle/entity down 5 tiles CB/19EF: FF End queue CB/19F0: 4B Display dialogue message $024D, wait for button press Who said anything about running?! CB/19F3: B2 Call subroutine $CB0E1C CB/19F7: 4D Invoke battle, enemy set $11, background $0E (Imperial Base), (mosaic effect enabled), (swoosh sound enabled) CB/19FA: B2 Call subroutine $CA5EA9 CB/19FE: 47 Make character in slot 0 the lead character CB/19FF: 96 Restore screen from fade CB/1A00: 44 Place character $1E (NPC $1E) on vehicle $40 (Magitek Armor) (Character is not shown) CB/1A03: 1E Begin action queue for character $1E (NPC $1E), 3 bytes long (Wait until complete) CB/1A05: C8 Set object layering priority to 3 (low nibble 3) CB/1A07: FF End queue CB/1A08: D9 Clear event bit $1E80($437) [$1F06, bit 7] CB/1A0A: 3E Delete object $1D CB/1A0C: 42 Hide object $1D CB/1A0E: D2 Set event bit $1E80($1F6) [$1EBE, bit 6] CB/1A10: FE Return CB/1A11: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/1A13: 81 Move vehicle/entity right 1 tile CB/1A14: FF End queue CB/1A15: B2 Call subroutine $CB1A23 CB/1A19: FE Return CB/1A1A: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/1A1C: 83 Move vehicle/entity left 1 tile CB/1A1D: FF End queue CB/1A1E: B2 Call subroutine $CB1A23 CB/1A22: FE Return CB/1A23: C0 If ($1E80($037) [$1E86, bit 7] is set), branch to $CA5EB3 (simply returns) CB/1A29: 38 Hold screen CB/1A2A: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/1A2C: C2 Set vehicle/entity's event speed to normal CB/1A2D: 80 Move vehicle/entity up 1 tile CB/1A2E: FF End queue CB/1A2F: D9 Clear event bit $1E80($439) [$1F07, bit 1] CB/1A31: 3E Delete object $1F CB/1A33: 42 Hide object $1F CB/1A35: B2 Call subroutine $CAC6AC CB/1A39: 88 Remove the following status ailments from character $05 (Actor in stot 5): M-Tek CB/1A3D: 88 Remove the following status ailments from character $02 (Actor in stot 2): M-Tek CB/1A41: DE Load CaseWord with the characters in the currently active party? CB/1A42: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CB1A4C CB/1A48: 88 Remove the following status ailments from character $03 (Actor in stot 3): M-Tek CB/1A4C: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CB1A5B CB/1A52: 44 Place character $03 (Actor in stot 3) on vehicle $40 (Magitek Armor) (Character is shown) CB/1A55: 03 Begin action queue for character $03 (Actor in stot 3), 4 bytes long CB/1A57: C1 Set vehicle/entity's event speed to slow CB/1A58: 82 Move vehicle/entity down 1 tile CB/1A59: CC Turn vehicle/entity up CB/1A5A: FF End queue CB/1A5B: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long CB/1A5D: C1 Set vehicle/entity's event speed to slow CB/1A5E: 83 Move vehicle/entity left 1 tile CB/1A5F: CC Turn vehicle/entity up CB/1A60: FF End queue CB/1A61: 02 Begin action queue for character $02 (Actor in stot 2), 10 bytes long (Wait until complete) CB/1A63: C1 Set vehicle/entity's event speed to slow CB/1A64: 81 Move vehicle/entity right 1 tile CB/1A65: CE Turn vehicle/entity down CB/1A66: E0 Pause for 4 * 1 (4) frames CB/1A68: CD Turn vehicle/entity right CB/1A69: E0 Pause for 4 * 1 (4) frames CB/1A6B: CC Turn vehicle/entity up CB/1A6C: FF End queue CB/1A6D: 44 Place character $05 (Actor in stot 5) on vehicle $00 (No vehicle) (Character is not shown) CB/1A70: D8 Set event bit $1E80($429) [$1F05, bit 1] CB/1A72: 3D Create object $10 CB/1A74: 41 Show object $10 CB/1A76: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CB/1A78: D5 Set vehicle/entity's position to (35, 13) CB/1A7B: CC Turn vehicle/entity up CB/1A7C: FF End queue CB/1A7D: F4 Play sound effect 40 CB/1A7F: 05 Begin action queue for character $05 (Actor in stot 5), 8 bytes long (Wait until complete) CB/1A81: C3 Set vehicle/entity's event speed to fast CB/1A82: DD Make vehicle/entity jump (high) CB/1A83: A4 Move vehicle/entity right/up 1x2 tiles CB/1A84: E0 Pause for 4 * 4 (16) frames CB/1A86: 80 Move vehicle/entity up 1 tile CB/1A87: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/1A88: FF End queue CB/1A89: 4B Display dialogue message $024E, wait for button press (At bottom of screen) SABIN: Can't believe we've made it this far… Say, how do we get to Narshe from here? CYAN: Narshe, eh? Only one route, through the forest to the south. CB/1A8C: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/1A8E: CE Turn vehicle/entity down CB/1A8F: FF End queue CB/1A90: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete) CB/1A92: CF Turn vehicle/entity left CB/1A93: E0 Pause for 4 * 4 (16) frames CB/1A95: CC Turn vehicle/entity up CB/1A96: FF End queue CB/1A97: 4B Display dialogue message $024F, wait for button press (At bottom of screen) SABIN: All right! It's decided. Let's get going! CB/1A9A: 44 Place character $02 (Actor in stot 2) on vehicle $00 (No vehicle) (Character is not shown) CB/1A9D: D8 Set event bit $1E80($42A) [$1F05, bit 2] CB/1A9F: 3D Create object $11 CB/1AA1: 41 Show object $11 CB/1AA3: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CB/1AA5: D5 Set vehicle/entity's position to (37, 13) CB/1AA8: CC Turn vehicle/entity up CB/1AA9: FF End queue CB/1AAA: F4 Play sound effect 40 CB/1AAC: 02 Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete) CB/1AAE: C3 Set vehicle/entity's event speed to fast CB/1AAF: DD Make vehicle/entity jump (high) CB/1AB0: AB Move vehicle/entity left/up 1x2 tiles CB/1AB1: E0 Pause for 4 * 4 (16) frames CB/1AB3: FF End queue CB/1AB4: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CB1AD5 CB/1ABA: 78 Enable ability to pass through other objects for object $03 (SHADOW) CB/1ABC: D8 Set event bit $1E80($438) [$1F07, bit 0] CB/1ABE: 3D Create object $1E CB/1AC0: F4 Play sound effect 40 CB/1AC2: 44 Place character $03 (Actor in stot 3) on vehicle $00 (No vehicle) (Character is not shown) CB/1AC5: 1E Begin action queue for character $1E (NPC $1E), 5 bytes long (Wait until complete) CB/1AC7: D5 Set vehicle/entity's position to (36, 14) CB/1ACA: CC Turn vehicle/entity up CB/1ACB: FF End queue CB/1ACC: 41 Show object $1E CB/1ACE: 03 Begin action queue for character $03 (Actor in stot 3), 5 bytes long (Wait until complete) CB/1AD0: C3 Set vehicle/entity's event speed to fast CB/1AD1: DD Make vehicle/entity jump (high) CB/1AD2: 84 Move vehicle/entity up 2 tiles CB/1AD3: 80 Move vehicle/entity up 1 tile CB/1AD4: FF End queue CB/1AD5: 39 Free screen CB/1AD6: 78 Enable ability to pass through other objects for object $02 (CYAN ) CB/1AD8: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CB/1ADA: 80 Move vehicle/entity up 1 tile CB/1ADB: FF End queue CB/1ADC: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CB1AE6 CB/1AE2: 03 Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete) CB/1AE4: 80 Move vehicle/entity up 1 tile CB/1AE5: FF End queue CB/1AE6: B2 Call subroutine $CACB95 CB/1AEA: 36 Disable ability to pass through other objects for object $02 (Actor in stot 2) CB/1AEC: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CB1AF4 CB/1AF2: 36 Disable ability to pass through other objects for object $03 (Actor in stot 3) CB/1AF4: D0 Set event bit $1E80($037) [$1E86, bit 7] CB/1AF6: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/1AF8: C3 Set vehicle/entity's event speed to fast CB/1AF9: 88 Move vehicle/entity up 3 tiles CB/1AFA: FF End queue CB/1AFB: 38 Hold screen CB/1AFC: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/1AFE: 94 Move vehicle/entity up 6 tiles CB/1AFF: FF End queue CB/1B00: 39 Free screen CB/1B01: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CB/1B03: B9 Clear bit $1DC9($4B) [$1DD2, bit 3] CB/1B05: 47 Make character in slot 0 the lead character CB/1B06: 3A Enable player to move while event commands execute CB/1B07: 6A Load map $0000 (World of Balance) after fade out, (upper bits $3C00), place party at (179, 71), facing left, flags $00 CB/1B0D: FF End map script CB/1B0E: 6B Load map $0008 (Blackjack, room where Setzer imprisons Celes) instantly, (upper bits $2000), place party at (109, 44), facing down CB/1B14: F6 Subcommand $81: Change volume of currently playing song to $82, transition time 10 CB/1B18: 38 Hold screen CB/1B19: B2 Call subroutine $CB39AC CB/1B1D: D8 Set event bit $1E80($458) [$1F0B, bit 0] CB/1B1F: 3D Create object $10 CB/1B21: DE Load CaseWord with the characters in the currently active party? CB/1B22: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CB1B2B CB/1B28: 3F Remove character $02 (Actor in stot 2) from the party CB/1B2B: C0 If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CB1B34 CB/1B31: 3F Remove character $05 (Actor in stot 5) from the party CB/1B34: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CB1B3D CB/1B3A: 3F Remove character $0B (Actor in stot 11) from the party CB/1B3D: C0 If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CB1B46 CB/1B43: 3F Remove character $04 (Actor in stot 4) from the party CB/1B46: 3F Remove character $01 (Actor in stot 1) from the party CB/1B49: 59 Unfade screen at speed $08 CB/1B4B: 5C Pause execution until fade in or fade out is complete CB/1B4C: F4 Play sound effect 44 CB/1B4E: D0 Set event bit $1E80($05C) [$1E8B, bit 4] CB/1B50: 73 Replace current map's Layer 1 at (109, 39) with the following (2 x 1) chunk, refresh immediately CB/1B55: $04, $14 CB/1B57: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CB/1B59: D5 Set vehicle/entity's position to (109, 40) CB/1B5C: FF End queue CB/1B5D: 41 Show object $06 CB/1B5F: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CB/1B61: C2 Set vehicle/entity's event speed to normal CB/1B62: 82 Move vehicle/entity down 1 tile CB/1B63: FF End queue CB/1B64: 41 Show object $10 CB/1B66: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long CB/1B68: C3 Set vehicle/entity's event speed to fast CB/1B69: C7 Set vehicle/entity to stay still when moving CB/1B6A: 8A Move vehicle/entity down 3 tiles CB/1B6B: 09 Do vehicle/entity graphical action $09 (kneeling) CB/1B6C: C6 Set vehicle/entity to walk when moving CB/1B6D: FF End queue CB/1B6E: F4 Play sound effect 199 CB/1B70: 35 Pause execution until action queue for object $06 (Actor in stot 6) is complete CB/1B72: 91 Pause for 15 units CB/1B73: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/1B75: 82 Move vehicle/entity down 1 tile CB/1B76: FF End queue CB/1B77: 4B Display dialogue message $04F1, wait for button press (At bottom of screen) SETZER: I'll deal with you in a minute! CB/1B7A: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CB/1B7C: 80 Move vehicle/entity up 1 tile CB/1B7D: D1 Make vehicle/entity disappear CB/1B7E: FF End queue CB/1B7F: F2 Fade out current song with transition time 64 CB/1B81: 73 Replace current map's Layer 1 at (109, 39) with the following (2 x 1) chunk, refresh immediately CB/1B86: $05, $15 CB/1B88: F4 Play sound effect 152 CB/1B8A: 93 Pause for 45 units CB/1B8B: F4 Play sound effect 150 CB/1B8D: 06 Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete) CB/1B8F: 1F Do vehicle/entity graphical action $1F CB/1B90: E0 Pause for 4 * 4 (16) frames CB/1B92: CF Turn vehicle/entity left CB/1B93: E0 Pause for 4 * 4 (16) frames CB/1B95: 88 Move vehicle/entity up 3 tiles CB/1B96: FF End queue CB/1B97: B0 Execute the following commands until $B1 3 times CB/1B99: F4 Play sound effect 154 CB/1B9B: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CB/1B9D: 1C Do vehicle/entity graphical action $1C CB/1B9E: E0 Pause for 4 * 1 (4) frames CB/1BA0: CC Turn vehicle/entity up CB/1BA1: FF End queue CB/1BA2: B1 End block of repeating commands CB/1BA3: 92 Pause for 30 units CB/1BA4: B0 Execute the following commands until $B1 4 times CB/1BA6: F4 Play sound effect 154 CB/1BA8: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CB/1BAA: 1C Do vehicle/entity graphical action $1C CB/1BAB: E0 Pause for 4 * 1 (4) frames CB/1BAD: CC Turn vehicle/entity up CB/1BAE: FF End queue CB/1BAF: B1 End block of repeating commands CB/1BB0: 94 Pause for 60 units CB/1BB1: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CB/1BB3: CC Turn vehicle/entity up CB/1BB4: E0 Pause for 4 * 4 (16) frames CB/1BB6: 21 Do vehicle/entity graphical action $21 CB/1BB7: FF End queue CB/1BB8: 94 Pause for 60 units CB/1BB9: F0 Play song 0 (Silence), (high bit clear), full volume CB/1BBB: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CB/1BBD: C1 Set vehicle/entity's event speed to slow CB/1BBE: 8A Move vehicle/entity down 3 tiles CB/1BBF: FF End queue CB/1BC0: 39 Free screen CB/1BC1: F4 Play sound effect 141 CB/1BC3: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CB/1BC5: 14 Do vehicle/entity graphical action $14 CB/1BC6: E0 Pause for 4 * 4 (16) frames CB/1BC8: CE Turn vehicle/entity down CB/1BC9: FF End queue CB/1BCA: 93 Pause for 45 units CB/1BCB: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CB/1BCD: C2 Set vehicle/entity's event speed to normal CB/1BCE: 8B Move vehicle/entity left 3 tiles CB/1BCF: 8E Move vehicle/entity down 4 tiles CB/1BD0: FF End queue CB/1BD1: 38 Hold screen CB/1BD2: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/1BD4: C1 Set vehicle/entity's event speed to slow CB/1BD5: 83 Move vehicle/entity left 1 tile CB/1BD6: FF End queue CB/1BD7: 06 Begin action queue for character $06 (Actor in stot 6), 10 bytes long (Wait until complete) CB/1BD9: 8A Move vehicle/entity down 3 tiles CB/1BDA: 8F Move vehicle/entity left 4 tiles CB/1BDB: CC Turn vehicle/entity up CB/1BDC: E0 Pause for 4 * 24 (96) frames CB/1BDE: 1C Do vehicle/entity graphical action $1C CB/1BDF: E0 Pause for 4 * 4 (16) frames CB/1BE1: 21 Do vehicle/entity graphical action $21 CB/1BE2: FF End queue CB/1BE3: F6 Subcommand $83: Change pan control of currently playing sound effect to $5A, transition time 0 ($80 is center, values increase left to right) CB/1BE7: F4 Play sound effect 40 CB/1BE9: B5 Pause for 15 * 7 (105) units CB/1BEB: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CB1C1F CB/1BF1: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete) CB/1BF3: D5 Set vehicle/entity's position to (101, 51) CB/1BF6: FF End queue CB/1BF7: 3F Assign character $02 (Actor in stot 2) to party 1 CB/1BFA: 41 Show object $02 CB/1BFC: 78 Enable ability to pass through other objects for object $02 (CYAN ) CB/1BFE: 02 Begin action queue for character $02 (Actor in stot 2), 8 bytes long CB/1C00: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/1C01: C7 Set vehicle/entity to stay still when moving CB/1C02: C3 Set vehicle/entity's event speed to fast CB/1C03: 80 Move vehicle/entity up 1 tile CB/1C04: DC Make vehicle/entity jump (low) CB/1C05: 82 Move vehicle/entity down 1 tile CB/1C06: C6 Set vehicle/entity to walk when moving CB/1C07: FF End queue CB/1C08: F4 Play sound effect 106 CB/1C0A: 35 Pause execution until action queue for object $02 (Actor in stot 2) is complete CB/1C0C: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/1C0E: 09 Do vehicle/entity graphical action $09 (kneeling) CB/1C0F: FF End queue CB/1C10: F4 Play sound effect 181 CB/1C12: 35 Pause execution until action queue for object $02 (Actor in stot 2) is complete CB/1C14: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete) CB/1C16: E0 Pause for 4 * 6 (24) frames CB/1C18: CE Turn vehicle/entity down CB/1C19: FF End queue CB/1C1A: 92 Pause for 30 units CB/1C1B: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CB/1C1D: 21 Do vehicle/entity graphical action $21 CB/1C1E: FF End queue CB/1C1F: C0 If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CB1C5F CB/1C25: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CB/1C27: D5 Set vehicle/entity's position to (101, 51) CB/1C2A: FF End queue CB/1C2B: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CB1C37 CB/1C31: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CB/1C33: D5 Set vehicle/entity's position to (103, 51) CB/1C36: FF End queue CB/1C37: 3F Assign character $04 (Actor in stot 4) to party 1 CB/1C3A: 41 Show object $04 CB/1C3C: 78 Enable ability to pass through other objects for object $04 (EDGAR ) CB/1C3E: 04 Begin action queue for character $04 (Actor in stot 4), 8 bytes long CB/1C40: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/1C41: C7 Set vehicle/entity to stay still when moving CB/1C42: C3 Set vehicle/entity's event speed to fast CB/1C43: 80 Move vehicle/entity up 1 tile CB/1C44: DC Make vehicle/entity jump (low) CB/1C45: 82 Move vehicle/entity down 1 tile CB/1C46: C6 Set vehicle/entity to walk when moving CB/1C47: FF End queue CB/1C48: F4 Play sound effect 106 CB/1C4A: 35 Pause execution until action queue for object $04 (Actor in stot 4) is complete CB/1C4C: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CB/1C4E: 09 Do vehicle/entity graphical action $09 (kneeling) CB/1C4F: FF End queue CB/1C50: F4 Play sound effect 181 CB/1C52: 35 Pause execution until action queue for object $04 (Actor in stot 4) is complete CB/1C54: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CB/1C56: E0 Pause for 4 * 6 (24) frames CB/1C58: CE Turn vehicle/entity down CB/1C59: FF End queue CB/1C5A: 92 Pause for 30 units CB/1C5B: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CB/1C5D: 21 Do vehicle/entity graphical action $21 CB/1C5E: FF End queue CB/1C5F: C0 If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CB1CA1 CB/1C65: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete) CB/1C67: D5 Set vehicle/entity's position to (101, 51) CB/1C6A: FF End queue CB/1C6B: C9 If ($1E80($1A2) [$1EB4, bit 2] is clear) and ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CB1C79 CB/1C73: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete) CB/1C75: D5 Set vehicle/entity's position to (103, 51) CB/1C78: FF End queue CB/1C79: 3F Assign character $05 (Actor in stot 5) to party 1 CB/1C7C: 41 Show object $05 CB/1C7E: 78 Enable ability to pass through other objects for object $05 (SABIN ) CB/1C80: 05 Begin action queue for character $05 (Actor in stot 5), 8 bytes long CB/1C82: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/1C83: C7 Set vehicle/entity to stay still when moving CB/1C84: C3 Set vehicle/entity's event speed to fast CB/1C85: 80 Move vehicle/entity up 1 tile CB/1C86: DC Make vehicle/entity jump (low) CB/1C87: 82 Move vehicle/entity down 1 tile CB/1C88: C6 Set vehicle/entity to walk when moving CB/1C89: FF End queue CB/1C8A: F4 Play sound effect 106 CB/1C8C: 35 Pause execution until action queue for object $05 (Actor in stot 5) is complete CB/1C8E: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/1C90: 09 Do vehicle/entity graphical action $09 (kneeling) CB/1C91: FF End queue CB/1C92: F4 Play sound effect 181 CB/1C94: 35 Pause execution until action queue for object $05 (Actor in stot 5) is complete CB/1C96: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete) CB/1C98: E0 Pause for 4 * 6 (24) frames CB/1C9A: CE Turn vehicle/entity down CB/1C9B: FF End queue CB/1C9C: 92 Pause for 30 units CB/1C9D: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/1C9F: 21 Do vehicle/entity graphical action $21 CB/1CA0: FF End queue CB/1CA1: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CB1CD5 CB/1CA7: 0B Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete) CB/1CA9: D5 Set vehicle/entity's position to (103, 51) CB/1CAC: FF End queue CB/1CAD: 3F Assign character $0B (Actor in stot 11) to party 1 CB/1CB0: 41 Show object $0B CB/1CB2: 78 Enable ability to pass through other objects for object $0B (GAU ) CB/1CB4: 0B Begin action queue for character $0B (Actor in stot 11), 8 bytes long CB/1CB6: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/1CB7: C7 Set vehicle/entity to stay still when moving CB/1CB8: C3 Set vehicle/entity's event speed to fast CB/1CB9: 80 Move vehicle/entity up 1 tile CB/1CBA: DC Make vehicle/entity jump (low) CB/1CBB: 82 Move vehicle/entity down 1 tile CB/1CBC: C6 Set vehicle/entity to walk when moving CB/1CBD: FF End queue CB/1CBE: F4 Play sound effect 106 CB/1CC0: 35 Pause execution until action queue for object $0B (Actor in stot 11) is complete CB/1CC2: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long CB/1CC4: 09 Do vehicle/entity graphical action $09 (kneeling) CB/1CC5: FF End queue CB/1CC6: F4 Play sound effect 181 CB/1CC8: 35 Pause execution until action queue for object $0B (Actor in stot 11) is complete CB/1CCA: 0B Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete) CB/1CCC: E0 Pause for 4 * 6 (24) frames CB/1CCE: CE Turn vehicle/entity down CB/1CCF: FF End queue CB/1CD0: 92 Pause for 30 units CB/1CD1: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CB/1CD3: 21 Do vehicle/entity graphical action $21 CB/1CD4: FF End queue CB/1CD5: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CB/1CD7: D5 Set vehicle/entity's position to (102, 51) CB/1CDA: FF End queue CB/1CDB: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete) CB/1CDD: CC Turn vehicle/entity up CB/1CDE: C7 Set vehicle/entity to stay still when moving CB/1CDF: C1 Set vehicle/entity's event speed to slow CB/1CE0: 86 Move vehicle/entity down 2 tiles CB/1CE1: C6 Set vehicle/entity to walk when moving CB/1CE2: FF End queue CB/1CE3: 3F Assign character $01 (Actor in stot 1) to party 1 CB/1CE6: 41 Show object $01 CB/1CE8: 78 Enable ability to pass through other objects for object $01 (LOCKE ) CB/1CEA: 01 Begin action queue for character $01 (Actor in stot 1), 8 bytes long CB/1CEC: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/1CED: C7 Set vehicle/entity to stay still when moving CB/1CEE: C3 Set vehicle/entity's event speed to fast CB/1CEF: 80 Move vehicle/entity up 1 tile CB/1CF0: DC Make vehicle/entity jump (low) CB/1CF1: 82 Move vehicle/entity down 1 tile CB/1CF2: C6 Set vehicle/entity to walk when moving CB/1CF3: FF End queue CB/1CF4: F4 Play sound effect 106 CB/1CF6: 35 Pause execution until action queue for object $01 (Actor in stot 1) is complete CB/1CF8: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/1CFA: 09 Do vehicle/entity graphical action $09 (kneeling) CB/1CFB: FF End queue CB/1CFC: F4 Play sound effect 181 CB/1CFE: F6 Subcommand $83: Change pan control of currently playing sound effect to $80, transition time 0 ($80 is center, values increase left to right) CB/1D02: 35 Pause execution until action queue for object $01 (Actor in stot 1) is complete CB/1D04: 93 Pause for 45 units CB/1D05: 3C Set up the party as follows: $01 (Actor in stot 1), $06 (Actor in stot 6), $FF (), $FF () CB/1D0A: 33 Begin action queue for character $33 (Party Character 2), 5 bytes long CB/1D0C: CD Turn vehicle/entity right CB/1D0D: E0 Pause for 4 * 1 (4) frames CB/1D0F: CE Turn vehicle/entity down CB/1D10: FF End queue CB/1D11: 34 Begin action queue for character $34 (Party Character 3), 5 bytes long CB/1D13: CD Turn vehicle/entity right CB/1D14: E0 Pause for 4 * 2 (8) frames CB/1D16: CE Turn vehicle/entity down CB/1D17: FF End queue CB/1D18: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/1D1A: E0 Pause for 4 * 5 (20) frames CB/1D1C: FF End queue CB/1D1D: 92 Pause for 30 units CB/1D1E: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CB/1D20: CE Turn vehicle/entity down CB/1D21: FF End queue CB/1D22: 91 Pause for 15 units CB/1D23: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CB/1D25: 20 Do vehicle/entity graphical action $20 CB/1D26: E0 Pause for 4 * 1 (4) frames CB/1D28: CE Turn vehicle/entity down CB/1D29: FF End queue CB/1D2A: 4B Display dialogue message $04F2, wait for button press LOCKE: What a performance! CELES: Enough already! CB/1D2D: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CB/1D2F: E0 Pause for 4 * 8 (32) frames CB/1D31: 85 Move vehicle/entity right 2 tiles CB/1D32: 80 Move vehicle/entity up 1 tile CB/1D33: FF End queue CB/1D34: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CB/1D36: E0 Pause for 4 * 12 (48) frames CB/1D38: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/1D39: FF End queue CB/1D3A: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CB/1D3C: E0 Pause for 4 * 16 (64) frames CB/1D3E: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/1D3F: FF End queue CB/1D40: 93 Pause for 45 units CB/1D41: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CB/1D43: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/1D44: FF End queue CB/1D45: 4B Display dialogue message $04F3, wait for button press LOCKE: But this is the tough one! Part 2 begins now! CB/1D48: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CB/1D4A: 82 Move vehicle/entity down 1 tile CB/1D4B: CD Turn vehicle/entity right CB/1D4C: FF End queue CB/1D4D: 4B Display dialogue message $04F4, wait for button press LOCKE: … Where's SETZER? CB/1D50: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CB/1D52: CD Turn vehicle/entity right CB/1D53: FF End queue CB/1D54: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CB/1D56: CD Turn vehicle/entity right CB/1D57: FF End queue CB/1D58: 93 Pause for 45 units CB/1D59: F6 Subcommand $81: Change volume of currently playing song to $82, transition time 40 CB/1D5D: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CB/1D5F: CF Turn vehicle/entity left CB/1D60: FF End queue CB/1D61: 4B Display dialogue message $04F5, wait for button press CELES: He's coming. CB/1D64: B5 Pause for 15 * 6 (90) units CB/1D66: F6 Subcommand $83: Change pan control of currently playing sound effect to $C8, transition time 0 ($80 is center, values increase left to right) CB/1D6A: F4 Play sound effect 44 CB/1D6C: 41 Show object $10 CB/1D6E: 92 Pause for 30 units CB/1D6F: F4 Play sound effect 152 CB/1D71: F6 Subcommand $83: Change pan control of currently playing sound effect to $80, transition time 0 ($80 is center, values increase left to right) CB/1D75: 10 Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete) CB/1D77: C3 Set vehicle/entity's event speed to fast CB/1D78: 8E Move vehicle/entity down 4 tiles CB/1D79: 87 Move vehicle/entity left 2 tiles CB/1D7A: 96 Move vehicle/entity down 6 tiles CB/1D7B: CF Turn vehicle/entity left CB/1D7C: FF End queue CB/1D7D: 4B Display dialogue message $04F6, wait for button press SETZER: W…who're YOU? You're not Maria! CB/1D80: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CB/1D82: 84 Move vehicle/entity up 2 tiles CB/1D83: CD Turn vehicle/entity right CB/1D84: FF End queue CB/1D85: 91 Pause for 15 units CB/1D86: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CB/1D88: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/1D89: E0 Pause for 4 * 1 (4) frames CB/1D8B: CD Turn vehicle/entity right CB/1D8C: FF End queue CB/1D8D: 4B Display dialogue message $04F7, wait for button press CELES: SETZER, we need your help. We have to go to Vector. We need this ship to get there. CB/1D90: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CB/1D92: CE Turn vehicle/entity down CB/1D93: E0 Pause for 4 * 1 (4) frames CB/1D95: CD Turn vehicle/entity right CB/1D96: FF End queue CB/1D97: 4B Display dialogue message $04F8, wait for button press SETZER: Look, if you're not Maria, I don't want you aboard. CB/1D9A: 92 Pause for 30 units CB/1D9B: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/1D9D: C2 Set vehicle/entity's event speed to normal CB/1D9E: 80 Move vehicle/entity up 1 tile CB/1D9F: FF End queue CB/1DA0: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CB/1DA2: C2 Set vehicle/entity's event speed to normal CB/1DA3: 84 Move vehicle/entity up 2 tiles CB/1DA4: FF End queue CB/1DA5: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long CB/1DA7: C3 Set vehicle/entity's event speed to fast CB/1DA8: 85 Move vehicle/entity right 2 tiles CB/1DA9: CC Turn vehicle/entity up CB/1DAA: FF End queue CB/1DAB: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CB/1DAD: 84 Move vehicle/entity up 2 tiles CB/1DAE: FF End queue CB/1DAF: 4B Display dialogue message $04F9, wait for button press CELES: Wait! We were told your ship is the finest vessel in the world. CB/1DB2: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CB/1DB4: 21 Do vehicle/entity graphical action $21 CB/1DB5: FF End queue CB/1DB6: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CB/1DB8: C3 Set vehicle/entity's event speed to fast CB/1DB9: 89 Move vehicle/entity right 3 tiles CB/1DBA: 84 Move vehicle/entity up 2 tiles CB/1DBB: FF End queue CB/1DBC: 4B Display dialogue message $04FA, wait for button press LOCKE: And that you were the world's most notorious gambler… CB/1DBF: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CB/1DC1: C3 Set vehicle/entity's event speed to fast CB/1DC2: 8D Move vehicle/entity right 4 tiles CB/1DC3: 80 Move vehicle/entity up 1 tile CB/1DC4: FF End queue CB/1DC5: B5 Pause for 15 * 6 (90) units CB/1DC7: 33 Begin action queue for character $33 (Party Character 2), 6 bytes long CB/1DC9: E0 Pause for 4 * 2 (8) frames CB/1DCB: C3 Set vehicle/entity's event speed to fast CB/1DCC: 89 Move vehicle/entity right 3 tiles CB/1DCD: 80 Move vehicle/entity up 1 tile CB/1DCE: FF End queue CB/1DCF: B5 Pause for 15 * 6 (90) units CB/1DD1: DE Load CaseWord with the characters in the currently active party? CB/1DD2: BE If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CB1E33; else If character $05 (SABIN ) is in the current CaseWord, call subroutine $CB1E40 CB/1DDA: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CB1DEB CB/1DE0: 91 Pause for 15 units CB/1DE1: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long CB/1DE3: 21 Do vehicle/entity graphical action $21 CB/1DE4: E0 Pause for 4 * 2 (8) frames CB/1DE6: CC Turn vehicle/entity up CB/1DE7: FF End queue CB/1DE8: 4B Display dialogue message $04FD, wait for button press CYAN: I'm one of Doma's Knights. Please, help us. CB/1DEB: 91 Pause for 15 units CB/1DEC: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/1DEE: 21 Do vehicle/entity graphical action $21 CB/1DEF: FF End queue CB/1DF0: B5 Pause for 15 * 6 (90) units CB/1DF2: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/1DF4: CF Turn vehicle/entity left CB/1DF5: E0 Pause for 4 * 2 (8) frames CB/1DF7: CE Turn vehicle/entity down CB/1DF8: FF End queue CB/1DF9: 4B Display dialogue message $04FE, wait for button press SETZER: Come here. CB/1DFC: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CB/1DFE: CC Turn vehicle/entity up CB/1DFF: E0 Pause for 4 * 2 (8) frames CB/1E01: 80 Move vehicle/entity up 1 tile CB/1E02: FF End queue CB/1E03: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CB/1E05: E0 Pause for 4 * 18 (72) frames CB/1E07: CF Turn vehicle/entity left CB/1E08: E0 Pause for 4 * 1 (4) frames CB/1E0A: CC Turn vehicle/entity up CB/1E0B: FF End queue CB/1E0C: 4B Display dialogue message $04FF, wait for button press CELES: Yeah… SETZER: Don't misunderstand me. I'm still not sure if I'm going to help you. CB/1E0F: B5 Pause for 15 * 5 (75) units CB/1E11: F2 Fade out current song with transition time 128 CB/1E13: 5A Fade screen at speed $08 CB/1E15: 5C Pause execution until fade in or fade out is complete CB/1E16: D9 Clear event bit $1E80($458) [$1F0B, bit 0] CB/1E18: 3E Delete object $10 CB/1E1A: 94 Pause for 60 units CB/1E1B: 39 Free screen CB/1E1C: 6B Load map $0007 (Blackjack, below decks, all rooms except Celes' prison) instantly, (upper bits $0000), place party at (12, 10), facing up CB/1E22: D4 Set event bit $1E80($246) [$1EC8, bit 6] CB/1E24: F0 Play song 16 (Setzer), (high bit clear), full volume CB/1E26: B5 Pause for 15 * 6 (90) units CB/1E28: B2 Call subroutine $CACB95 CB/1E2C: B2 Call subroutine $CB2E2B CB/1E30: 59 Unfade screen at speed $08 CB/1E32: FE Return CB/1E33: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CB/1E35: 21 Do vehicle/entity graphical action $21 CB/1E36: E0 Pause for 4 * 2 (8) frames CB/1E38: CC Turn vehicle/entity up CB/1E39: FF End queue CB/1E3A: 4B Display dialogue message $04FB, wait for button press EDGAR: I'm the King of Figaro. If you cooperate, you'll be well rewarded… CB/1E3D: 35 Pause execution until action queue for object $04 (Actor in stot 4) is complete CB/1E3F: FE Return CB/1E40: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long CB/1E42: 21 Do vehicle/entity graphical action $21 CB/1E43: E0 Pause for 4 * 2 (8) frames CB/1E45: CC Turn vehicle/entity up CB/1E46: FF End queue CB/1E47: 4B Display dialogue message $04FC, wait for button press SABIN: My brother's the King of Figaro. Cooperate, and you'll be well rewarded! CB/1E4A: 35 Pause execution until action queue for object $05 (Actor in stot 5) is complete CB/1E4C: FE Return CB/1E4D: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CB/1E51: C0 If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CB1E65 CB/1E57: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long CB/1E59: C2 Set vehicle/entity's event speed to normal CB/1E5A: 87 Move vehicle/entity left 2 tiles CB/1E5B: CC Turn vehicle/entity up CB/1E5C: FF End queue CB/1E5D: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CB/1E5F: C2 Set vehicle/entity's event speed to normal CB/1E60: 83 Move vehicle/entity left 1 tile CB/1E61: CC Turn vehicle/entity up CB/1E62: FF End queue CB/1E63: 92 Pause for 30 units CB/1E64: FE Return CB/1E65: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB1E99 CB/1E6B: C0 If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CB1E85 CB/1E71: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long CB/1E73: C2 Set vehicle/entity's event speed to normal CB/1E74: 87 Move vehicle/entity left 2 tiles CB/1E75: CC Turn vehicle/entity up CB/1E76: FF End queue CB/1E77: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CB/1E79: C2 Set vehicle/entity's event speed to normal CB/1E7A: 83 Move vehicle/entity left 1 tile CB/1E7B: CC Turn vehicle/entity up CB/1E7C: FF End queue CB/1E7D: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CB/1E7F: C2 Set vehicle/entity's event speed to normal CB/1E80: 80 Move vehicle/entity up 1 tile CB/1E81: CF Turn vehicle/entity left CB/1E82: FF End queue CB/1E83: 92 Pause for 30 units CB/1E84: FE Return CB/1E85: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long CB/1E87: C2 Set vehicle/entity's event speed to normal CB/1E88: 87 Move vehicle/entity left 2 tiles CB/1E89: CC Turn vehicle/entity up CB/1E8A: FF End queue CB/1E8B: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CB/1E8D: C2 Set vehicle/entity's event speed to normal CB/1E8E: 83 Move vehicle/entity left 1 tile CB/1E8F: CC Turn vehicle/entity up CB/1E90: FF End queue CB/1E91: 0B Begin action queue for character $0B (Actor in stot 11), 4 bytes long CB/1E93: C2 Set vehicle/entity's event speed to normal CB/1E94: 80 Move vehicle/entity up 1 tile CB/1E95: CF Turn vehicle/entity left CB/1E96: FF End queue CB/1E97: 92 Pause for 30 units CB/1E98: FE Return CB/1E99: C0 If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CB1EBD CB/1E9F: 78 Enable ability to pass through other objects for object $33 (Party Character 2) CB/1EA1: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long CB/1EA3: C2 Set vehicle/entity's event speed to normal CB/1EA4: 87 Move vehicle/entity left 2 tiles CB/1EA5: CC Turn vehicle/entity up CB/1EA6: FF End queue CB/1EA7: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CB/1EA9: C2 Set vehicle/entity's event speed to normal CB/1EAA: 83 Move vehicle/entity left 1 tile CB/1EAB: CC Turn vehicle/entity up CB/1EAC: FF End queue CB/1EAD: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CB/1EAF: C2 Set vehicle/entity's event speed to normal CB/1EB0: 80 Move vehicle/entity up 1 tile CB/1EB1: CF Turn vehicle/entity left CB/1EB2: FF End queue CB/1EB3: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CB/1EB5: C2 Set vehicle/entity's event speed to normal CB/1EB6: 84 Move vehicle/entity up 2 tiles CB/1EB7: CF Turn vehicle/entity left CB/1EB8: FF End queue CB/1EB9: 92 Pause for 30 units CB/1EBA: 36 Disable ability to pass through other objects for object $33 (Party Character 2) CB/1EBC: FE Return CB/1EBD: 78 Enable ability to pass through other objects for object $0B (GAU ) CB/1EBF: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long CB/1EC1: C2 Set vehicle/entity's event speed to normal CB/1EC2: 87 Move vehicle/entity left 2 tiles CB/1EC3: CC Turn vehicle/entity up CB/1EC4: FF End queue CB/1EC5: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CB/1EC7: C2 Set vehicle/entity's event speed to normal CB/1EC8: 83 Move vehicle/entity left 1 tile CB/1EC9: CC Turn vehicle/entity up CB/1ECA: FF End queue CB/1ECB: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CB/1ECD: C2 Set vehicle/entity's event speed to normal CB/1ECE: 80 Move vehicle/entity up 1 tile CB/1ECF: CF Turn vehicle/entity left CB/1ED0: FF End queue CB/1ED1: 0B Begin action queue for character $0B (Actor in stot 11), 4 bytes long CB/1ED3: C2 Set vehicle/entity's event speed to normal CB/1ED4: 84 Move vehicle/entity up 2 tiles CB/1ED5: CF Turn vehicle/entity left CB/1ED6: FF End queue CB/1ED7: 92 Pause for 30 units CB/1ED8: 36 Disable ability to pass through other objects for object $0B (Actor in stot 11) CB/1EDA: FE Return CB/1EDB: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CB/1EDF: C0 If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CB1EE6 CB/1EE5: FE Return CB/1EE6: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB1F28 CB/1EEC: DE Load CaseWord with the characters in the currently active party? CB/1EED: C0 If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/1EF3: 06 Begin action queue for character $06 (Actor in stot 6), 16 bytes long (Wait until complete) CB/1EF5: 81 Move vehicle/entity right 1 tile CB/1EF6: 80 Move vehicle/entity up 1 tile CB/1EF7: CD Turn vehicle/entity right CB/1EF8: E0 Pause for 4 * 4 (16) frames CB/1EFA: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/1EFB: E0 Pause for 4 * 1 (4) frames CB/1EFD: CD Turn vehicle/entity right CB/1EFE: E0 Pause for 4 * 1 (4) frames CB/1F00: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/1F01: E0 Pause for 4 * 1 (4) frames CB/1F03: CD Turn vehicle/entity right CB/1F04: FF End queue CB/1F05: 91 Pause for 15 units CB/1F06: 04 Begin action queue for character $04 (Actor in stot 4), 15 bytes long (Wait until complete) CB/1F08: 22 Do vehicle/entity graphical action $22 CB/1F09: CF Turn vehicle/entity left CB/1F0A: 22 Do vehicle/entity graphical action $22 CB/1F0B: CF Turn vehicle/entity left CB/1F0C: E0 Pause for 4 * 4 (16) frames CB/1F0E: CC Turn vehicle/entity up CB/1F0F: 21 Do vehicle/entity graphical action $21 CB/1F10: E0 Pause for 4 * 6 (24) frames CB/1F12: CC Turn vehicle/entity up CB/1F13: E0 Pause for 4 * 1 (4) frames CB/1F15: CF Turn vehicle/entity left CB/1F16: FF End queue CB/1F17: 91 Pause for 15 units CB/1F18: 06 Begin action queue for character $06 (Actor in stot 6), 7 bytes long (Wait until complete) CB/1F1A: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/1F1B: E0 Pause for 4 * 4 (16) frames CB/1F1D: CD Turn vehicle/entity right CB/1F1E: E0 Pause for 4 * 4 (16) frames CB/1F20: FF End queue CB/1F21: 91 Pause for 15 units CB/1F22: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CB/1F24: 82 Move vehicle/entity down 1 tile CB/1F25: 83 Move vehicle/entity left 1 tile CB/1F26: FF End queue CB/1F27: FE Return CB/1F28: DE Load CaseWord with the characters in the currently active party? CB/1F29: C0 If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/1F2F: C0 If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CB1F6A CB/1F35: 06 Begin action queue for character $06 (Actor in stot 6), 16 bytes long (Wait until complete) CB/1F37: 81 Move vehicle/entity right 1 tile CB/1F38: 80 Move vehicle/entity up 1 tile CB/1F39: CD Turn vehicle/entity right CB/1F3A: E0 Pause for 4 * 4 (16) frames CB/1F3C: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/1F3D: E0 Pause for 4 * 1 (4) frames CB/1F3F: CD Turn vehicle/entity right CB/1F40: E0 Pause for 4 * 1 (4) frames CB/1F42: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/1F43: E0 Pause for 4 * 1 (4) frames CB/1F45: CD Turn vehicle/entity right CB/1F46: FF End queue CB/1F47: 91 Pause for 15 units CB/1F48: 04 Begin action queue for character $04 (Actor in stot 4), 15 bytes long (Wait until complete) CB/1F4A: 22 Do vehicle/entity graphical action $22 CB/1F4B: CF Turn vehicle/entity left CB/1F4C: 22 Do vehicle/entity graphical action $22 CB/1F4D: CF Turn vehicle/entity left CB/1F4E: E0 Pause for 4 * 4 (16) frames CB/1F50: CC Turn vehicle/entity up CB/1F51: 21 Do vehicle/entity graphical action $21 CB/1F52: E0 Pause for 4 * 6 (24) frames CB/1F54: CC Turn vehicle/entity up CB/1F55: E0 Pause for 4 * 1 (4) frames CB/1F57: CF Turn vehicle/entity left CB/1F58: FF End queue CB/1F59: 91 Pause for 15 units CB/1F5A: 06 Begin action queue for character $06 (Actor in stot 6), 7 bytes long (Wait until complete) CB/1F5C: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/1F5D: E0 Pause for 4 * 4 (16) frames CB/1F5F: CD Turn vehicle/entity right CB/1F60: E0 Pause for 4 * 4 (16) frames CB/1F62: FF End queue CB/1F63: 91 Pause for 15 units CB/1F64: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CB/1F66: 82 Move vehicle/entity down 1 tile CB/1F67: 83 Move vehicle/entity left 1 tile CB/1F68: FF End queue CB/1F69: FE Return CB/1F6A: 06 Begin action queue for character $06 (Actor in stot 6), 16 bytes long (Wait until complete) CB/1F6C: 81 Move vehicle/entity right 1 tile CB/1F6D: 84 Move vehicle/entity up 2 tiles CB/1F6E: CD Turn vehicle/entity right CB/1F6F: E0 Pause for 4 * 4 (16) frames CB/1F71: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/1F72: E0 Pause for 4 * 1 (4) frames CB/1F74: CD Turn vehicle/entity right CB/1F75: E0 Pause for 4 * 1 (4) frames CB/1F77: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/1F78: E0 Pause for 4 * 1 (4) frames CB/1F7A: CD Turn vehicle/entity right CB/1F7B: FF End queue CB/1F7C: 91 Pause for 15 units CB/1F7D: 04 Begin action queue for character $04 (Actor in stot 4), 15 bytes long (Wait until complete) CB/1F7F: 22 Do vehicle/entity graphical action $22 CB/1F80: CF Turn vehicle/entity left CB/1F81: 22 Do vehicle/entity graphical action $22 CB/1F82: CF Turn vehicle/entity left CB/1F83: E0 Pause for 4 * 4 (16) frames CB/1F85: CC Turn vehicle/entity up CB/1F86: 21 Do vehicle/entity graphical action $21 CB/1F87: E0 Pause for 4 * 6 (24) frames CB/1F89: CC Turn vehicle/entity up CB/1F8A: E0 Pause for 4 * 1 (4) frames CB/1F8C: CF Turn vehicle/entity left CB/1F8D: FF End queue CB/1F8E: 91 Pause for 15 units CB/1F8F: 06 Begin action queue for character $06 (Actor in stot 6), 7 bytes long (Wait until complete) CB/1F91: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/1F92: E0 Pause for 4 * 4 (16) frames CB/1F94: CD Turn vehicle/entity right CB/1F95: E0 Pause for 4 * 4 (16) frames CB/1F97: FF End queue CB/1F98: 91 Pause for 15 units CB/1F99: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CB/1F9B: 86 Move vehicle/entity down 2 tiles CB/1F9C: 83 Move vehicle/entity left 1 tile CB/1F9D: FF End queue CB/1F9E: FE Return CB/1F9F: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CB/1FA1: 21 Do vehicle/entity graphical action $21 CB/1FA2: E0 Pause for 4 * 2 (8) frames CB/1FA4: CC Turn vehicle/entity up CB/1FA5: FF End queue CB/1FA6: 4B Display dialogue message $0501, wait for button press CELES: Stop thinking of yourself. Many towns and villages have been smashed by the Empire. CB/1FA9: 92 Pause for 30 units CB/1FAA: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CB/1FAC: 21 Do vehicle/entity graphical action $21 CB/1FAD: E0 Pause for 4 * 2 (8) frames CB/1FAF: CC Turn vehicle/entity up CB/1FB0: FF End queue CB/1FB1: 4B Display dialogue message $0502, wait for button press LOCKE: The Empire's also totally rotten! It's using magic to enslave the world. CB/1FB4: 93 Pause for 45 units CB/1FB5: DE Load CaseWord with the characters in the currently active party? CB/1FB6: C0 If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CB1FC7 CB/1FBC: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CB/1FBE: 22 Do vehicle/entity graphical action $22 CB/1FBF: E0 Pause for 4 * 2 (8) frames CB/1FC1: CF Turn vehicle/entity left CB/1FC2: FF End queue CB/1FC3: 4B Display dialogue message $0503, wait for button press EDGAR: The Empire and my realm were allies… until recently. CB/1FC6: 91 Pause for 15 units CB/1FC7: C0 If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CB1FD8 CB/1FCD: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long CB/1FCF: 22 Do vehicle/entity graphical action $22 CB/1FD0: E0 Pause for 4 * 2 (8) frames CB/1FD2: CF Turn vehicle/entity left CB/1FD3: FF End queue CB/1FD4: 4B Display dialogue message $0504, wait for button press SABIN: The Empire'll end up owning you! CB/1FD7: 91 Pause for 15 units CB/1FD8: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CB1FE5 CB/1FDE: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CB/1FE0: 22 Do vehicle/entity graphical action $22 CB/1FE1: FF End queue CB/1FE2: 4B Display dialogue message $0505, wait for button press CYAN: …I lost my friends… and my family. CB/1FE5: 94 Pause for 60 units CB/1FE6: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/1FE8: 21 Do vehicle/entity graphical action $21 CB/1FE9: FF End queue CB/1FEA: 4B Display dialogue message $0506, wait for button press SETZER: The Empire …evil…? CB/1FED: 94 Pause for 60 units CB/1FEE: FE Return CB/1FEF: 4B Display dialogue message $0520, wait for button press SETZER: Repairs aren't finished yet. You'd better take the boat from Albrook. CB/1FF2: FE Return CB/1FF3: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CB1FEF CB/1FF9: 4B Display dialogue message $051F, wait for button press SETZER: I'll have to repair the air ship. Go scout around and let me know what's happening. CB/1FFC: FE Return CB/1FFD: C0 If ($1E80($07A) [$1E8F, bit 2] is set), branch to $CB1FF3 CB/2003: 4B Display dialogue message $051E, wait for button press SETZER: What's going on? The Empire's becoming paranoid! CB/2006: FE Return CB/2007: C0 If ($1E80($05D) [$1E8B, bit 5] is set), branch to $CB1FFD CB/200D: C0 If ($1E80($1B1) [$1EB6, bit 1] is set), branch to $CA5EB3 (simply returns) CB/2013: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CB2029 CB/2019: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CB/201B: F0 Play song 16 (Setzer), (high bit set), full volume CB/201D: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/201F: CD Turn vehicle/entity right CB/2020: E0 Pause for 4 * 4 (16) frames CB/2022: CC Turn vehicle/entity up CB/2023: FF End queue CB/2024: 4B Display dialogue message $0500, wait for button press SETZER: Phew… The Empire's made me a rich man. CB/2027: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CB/2029: C0 If ($1E80($1B3) [$1EB6, bit 3] is clear), branch to $CB2035 CB/202F: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/2031: C2 Set vehicle/entity's event speed to normal CB/2032: 81 Move vehicle/entity right 1 tile CB/2033: 86 Move vehicle/entity down 2 tiles CB/2034: FF End queue CB/2035: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CB2041 CB/203B: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/203D: C2 Set vehicle/entity's event speed to normal CB/203E: 82 Move vehicle/entity down 1 tile CB/203F: 85 Move vehicle/entity right 2 tiles CB/2040: FF End queue CB/2041: 38 Hold screen CB/2042: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CB/2044: C1 Set vehicle/entity's event speed to slow CB/2045: A3 Move vehicle/entity left/up 1x1 tiles CB/2046: A3 Move vehicle/entity left/up 1x1 tiles CB/2047: FF End queue CB/2048: B2 Call subroutine $CAC6AC CB/204C: 78 Enable ability to pass through other objects for object $06 (CELES ) CB/204E: B2 Call subroutine $CB1E4D CB/2052: 36 Disable ability to pass through other objects for object $06 (Actor in stot 6) CB/2054: B2 Call subroutine $CB1F9F CB/2058: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CB/205A: 21 Do vehicle/entity graphical action $21 CB/205B: E0 Pause for 4 * 2 (8) frames CB/205D: CC Turn vehicle/entity up CB/205E: FF End queue CB/205F: 4B Display dialogue message $0507, wait for button press CELES: We all hate the Empire for the same reasons. That's why… SETZER: You know…you're even more stunning than Maria. CELES: ???? CB/2062: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CB/2064: CF Turn vehicle/entity left CB/2065: E0 Pause for 4 * 4 (16) frames CB/2067: CE Turn vehicle/entity down CB/2068: FF End queue CB/2069: C0 If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CB2076 CB/206F: B0 Execute the following commands until $B1 13 times CB/2071: 53 Modify object color range from [06, 06]: Do unknown operation (Black) at intensity 3 CB/2075: B1 End block of repeating commands CB/2076: 10 Begin action queue for character $10 (NPC $10), 8 bytes long (Wait until complete) CB/2078: C1 Set vehicle/entity's event speed to slow CB/2079: 82 Move vehicle/entity down 1 tile CB/207A: 87 Move vehicle/entity left 2 tiles CB/207B: 82 Move vehicle/entity down 1 tile CB/207C: E0 Pause for 4 * 16 (64) frames CB/207E: CD Turn vehicle/entity right CB/207F: FF End queue CB/2080: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long CB/2082: E0 Pause for 4 * 12 (48) frames CB/2084: CF Turn vehicle/entity left CB/2085: FF End queue CB/2086: 4B Display dialogue message $0508, wait for button press SETZER: Enough! If you… If CELES becomes my wife, I'll help. Otherwise… CB/2089: C0 If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CB2096 CB/208F: B0 Execute the following commands until $B1 13 times CB/2091: 53 Modify object color range from [06, 06]: Add (Black) at intensity 2 CB/2095: B1 End block of repeating commands CB/2096: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CB/2098: C3 Set vehicle/entity's event speed to fast CB/2099: 80 Move vehicle/entity up 1 tile CB/209A: 87 Move vehicle/entity left 2 tiles CB/209B: 23 Do vehicle/entity graphical action $23 CB/209C: FF End queue CB/209D: 4B Display dialogue message $0509, wait for button press LOCKE: WHAT! Are you stupid!? CB/20A0: B5 Pause for 15 * 6 (90) units CB/20A2: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CB/20A4: 22 Do vehicle/entity graphical action $22 CB/20A5: E0 Pause for 4 * 1 (4) frames CB/20A7: CF Turn vehicle/entity left CB/20A8: FF End queue CB/20A9: 4B Display dialogue message $050A, wait for button press CELES: We haven't any choice. CB/20AC: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete) CB/20AE: 1F Do vehicle/entity graphical action $1F CB/20AF: E0 Pause for 4 * 7 (28) frames CB/20B1: 81 Move vehicle/entity right 1 tile CB/20B2: CE Turn vehicle/entity down CB/20B3: FF End queue CB/20B4: 92 Pause for 30 units CB/20B5: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CB/20B7: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/20B8: E0 Pause for 4 * 1 (4) frames CB/20BA: CD Turn vehicle/entity right CB/20BB: FF End queue CB/20BC: 4B Display dialogue message $050B, wait for button press SETZER: Yes! It's settled! CB/20BF: 94 Pause for 60 units CB/20C0: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CB/20C2: 22 Do vehicle/entity graphical action $22 CB/20C3: E0 Pause for 4 * 1 (4) frames CB/20C5: CF Turn vehicle/entity left CB/20C6: FF End queue CB/20C7: 4B Display dialogue message $050C, wait for button press CELES: But I have conditions… CB/20CA: B2 Call subroutine $CB1EDB CB/20CE: 92 Pause for 30 units CB/20CF: 4B Display dialogue message $050D, wait for button press We'll decide with a coin toss. If it's heads, you'll help us. If it's tails, I'll go with you. Well, Mr. Gambler…? CB/20D2: 10 Begin action queue for character $10 (NPC $10), 12 bytes long CB/20D4: 5D Do vehicle/entity graphical action $1D, flipped horizontally CB/20D5: E0 Pause for 4 * 1 (4) frames CB/20D7: 5E Do vehicle/entity graphical action $1E, flipped horizontally CB/20D8: E0 Pause for 4 * 2 (8) frames CB/20DA: 5D Do vehicle/entity graphical action $1D, flipped horizontally CB/20DB: E0 Pause for 4 * 1 (4) frames CB/20DD: 5E Do vehicle/entity graphical action $1E, flipped horizontally CB/20DE: CD Turn vehicle/entity right CB/20DF: FF End queue CB/20E0: 4B Display dialogue message $050E, wait for button press SETZER: Oho! Fine! I accept! CB/20E3: 4B Display dialogue message $050F, wait for button press LOCKE: Listen to yourself! CELES…you can't become his wife! You just can't! CB/20E6: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CB/20E8: CC Turn vehicle/entity up CB/20E9: FF End queue CB/20EA: 92 Pause for 30 units CB/20EB: DE Load CaseWord with the characters in the currently active party? CB/20EC: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CB2103 CB/20F2: 92 Pause for 30 units CB/20F3: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long CB/20F5: 22 Do vehicle/entity graphical action $22 CB/20F6: E0 Pause for 4 * 1 (4) frames CB/20F8: CF Turn vehicle/entity left CB/20F9: FF End queue CB/20FA: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long CB/20FC: E0 Pause for 4 * 6 (24) frames CB/20FE: CD Turn vehicle/entity right CB/20FF: FF End queue CB/2100: 4B Display dialogue message $0510, wait for button press CYAN: That man uses people… CB/2103: 06 Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete) CB/2105: CC Turn vehicle/entity up CB/2106: E0 Pause for 4 * 8 (32) frames CB/2108: 21 Do vehicle/entity graphical action $21 CB/2109: E0 Pause for 4 * 3 (12) frames CB/210B: CC Turn vehicle/entity up CB/210C: FF End queue CB/210D: 93 Pause for 45 units CB/210E: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CB/2110: E0 Pause for 4 * 6 (24) frames CB/2112: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/2113: FF End queue CB/2114: 06 Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete) CB/2116: 81 Move vehicle/entity right 1 tile CB/2117: E0 Pause for 4 * 1 (4) frames CB/2119: CE Turn vehicle/entity down CB/211A: E0 Pause for 4 * 1 (4) frames CB/211C: CF Turn vehicle/entity left CB/211D: FF End queue CB/211E: 4B Display dialogue message $0511, wait for button press CELES: Ready? CB/2121: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CB/2123: CE Turn vehicle/entity down CB/2124: FF End queue CB/2125: F6 Subcommand $81: Change volume of currently playing song to $32, transition time 20 CB/2129: 94 Pause for 60 units CB/212A: 57 Decrease color component(s) 235 (White [Red + Green + Blue]), at intensity 11 CB/212C: 94 Pause for 60 units CB/212D: 06 Begin action queue for character $06 (Actor in stot 6), 14 bytes long (Wait until complete) CB/212F: CE Turn vehicle/entity down CB/2130: E0 Pause for 4 * 2 (8) frames CB/2132: 13 Do vehicle/entity graphical action $13 CB/2133: E0 Pause for 4 * 16 (64) frames CB/2135: CF Turn vehicle/entity left CB/2136: E0 Pause for 4 * 1 (4) frames CB/2138: 22 Do vehicle/entity graphical action $22 CB/2139: E0 Pause for 4 * 6 (24) frames CB/213B: CF Turn vehicle/entity left CB/213C: FF End queue CB/213D: D8 Set event bit $1E80($457) [$1F0A, bit 7] CB/213F: 3D Create object $11 CB/2141: 41 Show object $11 CB/2143: 45 Refresh objects CB/2144: 78 Enable ability to pass through other objects for object $11 (NPC $11) CB/2146: F4 Play sound effect 141 CB/2148: 11 Begin action queue for character $11 (NPC $11), 9 bytes long (Wait until complete) CB/214A: C3 Set vehicle/entity's event speed to fast CB/214B: 80 Move vehicle/entity up 1 tile CB/214C: 80 Move vehicle/entity up 1 tile CB/214D: C2 Set vehicle/entity's event speed to normal CB/214E: DC Make vehicle/entity jump (low) CB/214F: 83 Move vehicle/entity left 1 tile CB/2150: C3 Set vehicle/entity's event speed to fast CB/2151: 86 Move vehicle/entity down 2 tiles CB/2152: FF End queue CB/2153: F4 Play sound effect 141 CB/2155: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CB/2157: C1 Set vehicle/entity's event speed to slow CB/2158: DC Make vehicle/entity jump (low) CB/2159: 83 Move vehicle/entity left 1 tile CB/215A: FF End queue CB/215B: F4 Play sound effect 141 CB/215D: 94 Pause for 60 units CB/215E: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CB/2160: 22 Do vehicle/entity graphical action $22 CB/2161: FF End queue CB/2162: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/2164: 20 Do vehicle/entity graphical action $20 CB/2165: FF End queue CB/2166: B5 Pause for 15 * 6 (90) units CB/2168: 56 Increase color component(s) 235 (White [Red + Green + Blue]), at intensity 11 CB/216A: B5 Pause for 15 * 5 (75) units CB/216C: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CB/216E: CE Turn vehicle/entity down CB/216F: FF End queue CB/2170: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CB/2172: E0 Pause for 4 * 12 (48) frames CB/2174: CF Turn vehicle/entity left CB/2175: FF End queue CB/2176: 4B Display dialogue message $0512, wait for button press CELES: I win! Now, honor your part of the bargain! CB/2179: 78 Enable ability to pass through other objects for object $10 (NPC $10) CB/217B: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/217D: 81 Move vehicle/entity right 1 tile CB/217E: FF End queue CB/217F: 42 Hide object $11 CB/2181: 10 Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete) CB/2183: E0 Pause for 4 * 8 (32) frames CB/2185: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/2186: E0 Pause for 4 * 2 (8) frames CB/2188: 49 Do vehicle/entity graphical action $09, flipped horizontally CB/2189: FF End queue CB/218A: F6 Subcommand $81: Change volume of currently playing song to $FF, transition time 30 CB/218E: 36 Disable ability to pass through other objects for object $10 (NPC $10) CB/2190: 10 Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete) CB/2192: E0 Pause for 4 * 4 (16) frames CB/2194: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/2195: E0 Pause for 4 * 12 (48) frames CB/2197: CE Turn vehicle/entity down CB/2198: FF End queue CB/2199: 4B Display dialogue message $0513, wait for button press SETZER: How…unusual! A coin with identical sides…! CB/219C: C1 If ($1E80($1A5) [$1EB4, bit 5] is clear) or ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CB21B1 CB/21A4: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/21A6: CE Turn vehicle/entity down CB/21A7: FF End queue CB/21A8: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long CB/21AA: E0 Pause for 4 * 12 (48) frames CB/21AC: 22 Do vehicle/entity graphical action $22 CB/21AD: FF End queue CB/21AE: 4B Display dialogue message $051A, wait for button press SABIN: That coin…!? BIG BROTHER!!! Don't tell me…! CB/21B1: 35 Pause execution until action queue for object $04 (Actor in stot 4) is complete CB/21B3: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CB/21B5: CE Turn vehicle/entity down CB/21B6: FF End queue CB/21B7: 4B Display dialogue message $0514, wait for button press CELES: I think you've been hustled, Mr. Gambler. CB/21BA: C1 If ($1E80($1A5) [$1EB4, bit 5] is clear) or ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CB21CA CB/21C2: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/21C4: CF Turn vehicle/entity left CB/21C5: FF End queue CB/21C6: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CB/21C8: CF Turn vehicle/entity left CB/21C9: FF End queue CB/21CA: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CB/21CC: C1 Set vehicle/entity's event speed to slow CB/21CD: 83 Move vehicle/entity left 1 tile CB/21CE: FF End queue CB/21CF: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CB/21D1: E0 Pause for 4 * 2 (8) frames CB/21D3: CF Turn vehicle/entity left CB/21D4: FF End queue CB/21D5: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long CB/21D7: E0 Pause for 4 * 4 (16) frames CB/21D9: CF Turn vehicle/entity left CB/21DA: FF End queue CB/21DB: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/21DD: C1 Set vehicle/entity's event speed to slow CB/21DE: 87 Move vehicle/entity left 2 tiles CB/21DF: FF End queue CB/21E0: 4B Display dialogue message $0515, wait for button press SETZER: Ha! How low can you get?! I love it! All right, I'll help you. Nothing to lose but my life… CB/21E3: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CB/21E5: D5 Set vehicle/entity's position to (10, 10) CB/21E8: FF End queue CB/21E9: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/21EB: CE Turn vehicle/entity down CB/21EC: FF End queue CB/21ED: 93 Pause for 45 units CB/21EE: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/21F0: 20 Do vehicle/entity graphical action $20 CB/21F1: E0 Pause for 4 * 2 (8) frames CB/21F3: CE Turn vehicle/entity down CB/21F4: FF End queue CB/21F5: 41 Show object $11 CB/21F7: 78 Enable ability to pass through other objects for object $11 (NPC $11) CB/21F9: F4 Play sound effect 141 CB/21FB: 11 Begin action queue for character $11 (NPC $11), 11 bytes long (Wait until complete) CB/21FD: C3 Set vehicle/entity's event speed to fast CB/21FE: C8 Set object layering priority to 3 (low nibble 3) CB/2200: 80 Move vehicle/entity up 1 tile CB/2201: 80 Move vehicle/entity up 1 tile CB/2202: C2 Set vehicle/entity's event speed to normal CB/2203: DC Make vehicle/entity jump (low) CB/2204: 81 Move vehicle/entity right 1 tile CB/2205: C3 Set vehicle/entity's event speed to fast CB/2206: 86 Move vehicle/entity down 2 tiles CB/2207: FF End queue CB/2208: F4 Play sound effect 141 CB/220A: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CB/220C: C1 Set vehicle/entity's event speed to slow CB/220D: DC Make vehicle/entity jump (low) CB/220E: 81 Move vehicle/entity right 1 tile CB/220F: FF End queue CB/2210: F4 Play sound effect 141 CB/2212: 94 Pause for 60 units CB/2213: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CB/2215: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/2216: E0 Pause for 4 * 2 (8) frames CB/2218: CD Turn vehicle/entity right CB/2219: FF End queue CB/221A: 4B Display dialogue message $0516, wait for button press My life is a chip in your pile! Ante up! CB/221D: D0 Set event bit $1E80($05D) [$1E8B, bit 5] CB/221F: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CB/2221: 94 Pause for 60 units CB/2222: 5A Fade screen at speed $08 CB/2224: 5C Pause execution until fade in or fade out is complete CB/2225: D9 Clear event bit $1E80($457) [$1F0A, bit 7] CB/2227: 3E Delete object $11 CB/2229: F2 Fade out current song with transition time 192 CB/222B: B2 Call subroutine $CACB95 CB/222F: 3B Position character in a "ready-to-go" stance CB/2230: D8 Set event bit $1E80($459) [$1F0B, bit 1] CB/2232: 6B Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")) instantly, (upper bits $3000), place party at (23, 6), facing left CB/2238: B2 Call subroutine $CB22BB CB/223C: FE Return CB/223D: 9B Invoke shop $2E CB/223F: FE Return CB/2240: 4B Display dialogue message $0517, wait for button press G'ho! Customers! Need any refreshment? ^ Yes ^ No CB/2243: B6 Indexed branch based on prior dialogue selection [$CB224B, $CA5EB3] CB/224A: FE Return CB/224B: 3D Create object $24 CB/224D: 24 Begin action queue for character $24 (NPC $24), 4 bytes long (Wait until complete) CB/224F: D5 Set vehicle/entity's position to (5, 31) CB/2252: FF End queue CB/2253: 45 Refresh objects CB/2254: 78 Enable ability to pass through other objects for object $24 (NPC $24) CB/2256: 41 Show object $24 CB/2258: 24 Begin action queue for character $24 (NPC $24), 2 bytes long CB/225A: 82 Move vehicle/entity down 1 tile CB/225B: FF End queue CB/225C: F4 Play sound effect 30 CB/225E: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CB/2260: B5 Pause for 15 * 6 (90) units CB/2262: 88 Remove the following status ailments from character $31 (Party Character 0): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CB/2266: 88 Remove the following status ailments from character $32 (Party Character 1): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CB/226A: 88 Remove the following status ailments from character $33 (Party Character 2): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CB/226E: 88 Remove the following status ailments from character $34 (Party Character 3): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CB/2272: 8B For character $31 (Party Character 0), take HP and set to maximum CB/2275: 8B For character $32 (Party Character 1), take HP and set to maximum CB/2278: 8B For character $33 (Party Character 2), take HP and set to maximum CB/227B: 8B For character $34 (Party Character 3), take HP and set to maximum CB/227E: 8C For character $31 (Party Character 0), take MP and set to maximum CB/2281: 8C For character $32 (Party Character 1), take MP and set to maximum CB/2284: 8C For character $33 (Party Character 2), take MP and set to maximum CB/2287: 8C For character $34 (Party Character 3), take MP and set to maximum CB/228A: 3E Delete object $24 CB/228C: 45 Refresh objects CB/228D: 42 Hide object $24 CB/228F: FE Return CB/2290: B0 Execute the following commands until $B1 31 times CB/2292: 51 Modify background color range from [60, 6F]: Do (Black) at intensity 3 CB/2296: B1 End block of repeating commands CB/2297: B0 Execute the following commands until $B1 5 times CB/2299: 51 Modify background color range from [60, 63]: Add (Black) at intensity 3 CB/229D: B1 End block of repeating commands CB/229E: B0 Execute the following commands until $B1 4 times CB/22A0: 51 Modify background color range from [64, 66]: Add (Black) at intensity 3 CB/22A4: B1 End block of repeating commands CB/22A5: B0 Execute the following commands until $B1 3 times CB/22A7: 51 Modify background color range from [67, 69]: Add (Black) at intensity 3 CB/22AB: B1 End block of repeating commands CB/22AC: B0 Execute the following commands until $B1 2 times CB/22AE: 51 Modify background color range from [6A, 6C]: Add (Black) at intensity 3 CB/22B2: B1 End block of repeating commands CB/22B3: B0 Execute the following commands until $B1 1 times CB/22B5: 51 Modify background color range from [6D, 6F]: Add (Black) at intensity 3 CB/22B9: B1 End block of repeating commands CB/22BA: FE Return CB/22BB: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/22BD: D5 Set vehicle/entity's position to (8, 6) CB/22C0: CF Turn vehicle/entity left CB/22C1: FF End queue CB/22C2: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/22C4: D5 Set vehicle/entity's position to (14, 6) CB/22C7: FF End queue CB/22C8: B2 Call subroutine $CAC6AC CB/22CC: 3C Set up the party as follows: $01 (Actor in stot 1), $06 (Actor in stot 6), $FF (), $FF () CB/22D1: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CB/22D3: D5 Set vehicle/entity's position to (22, 5) CB/22D6: CD Turn vehicle/entity right CB/22D7: FF End queue CB/22D8: 33 Begin action queue for character $33 (Party Character 2), 5 bytes long CB/22DA: D5 Set vehicle/entity's position to (13, 4) CB/22DD: 21 Do vehicle/entity graphical action $21 CB/22DE: FF End queue CB/22DF: 34 Begin action queue for character $34 (Party Character 3), 5 bytes long CB/22E1: D5 Set vehicle/entity's position to (15, 4) CB/22E4: 21 Do vehicle/entity graphical action $21 CB/22E5: FF End queue CB/22E6: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CB/22E8: D5 Set vehicle/entity's position to (14, 7) CB/22EB: CE Turn vehicle/entity down CB/22EC: FF End queue CB/22ED: 92 Pause for 30 units CB/22EE: B2 Call subroutine $CB2290 CB/22F2: 59 Unfade screen at speed $08 CB/22F4: 5C Pause execution until fade in or fade out is complete CB/22F5: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CB/22F7: E0 Pause for 4 * 48 (192) frames CB/22F9: CF Turn vehicle/entity left CB/22FA: FF End queue CB/22FB: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CB/22FD: C1 Set vehicle/entity's event speed to slow CB/22FE: 9F Move vehicle/entity left 8 tiles CB/22FF: 97 Move vehicle/entity left 6 tiles CB/2300: FF End queue CB/2301: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CB/2303: C1 Set vehicle/entity's event speed to slow CB/2304: 87 Move vehicle/entity left 2 tiles CB/2305: FF End queue CB/2306: 4B Display dialogue message $051B, wait for button press (At bottom of screen) LOCKE: This unwieldy-looking ship really moves! Could it crash? CB/2309: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CB/230B: D5 Set vehicle/entity's position to (17, 8) CB/230E: C1 Set vehicle/entity's event speed to slow CB/230F: FF End queue CB/2310: 10 Begin action queue for character $10 (NPC $10), 8 bytes long (Wait until complete) CB/2312: CE Turn vehicle/entity down CB/2313: E0 Pause for 4 * 3 (12) frames CB/2315: 20 Do vehicle/entity graphical action $20 CB/2316: E0 Pause for 4 * 12 (48) frames CB/2318: CE Turn vehicle/entity down CB/2319: FF End queue CB/231A: 34 Begin action queue for character $34 (Party Character 3), 7 bytes long CB/231C: CF Turn vehicle/entity left CB/231D: E0 Pause for 4 * 2 (8) frames CB/231F: C1 Set vehicle/entity's event speed to slow CB/2320: 82 Move vehicle/entity down 1 tile CB/2321: CF Turn vehicle/entity left CB/2322: FF End queue CB/2323: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CB/2325: E0 Pause for 4 * 16 (64) frames CB/2327: CF Turn vehicle/entity left CB/2328: FF End queue CB/2329: 4B Display dialogue message $051C, wait for button press (At bottom of screen) SETZER: When things fall, they fall! It's all a matter of fate… CB/232C: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CB/232E: 8B Move vehicle/entity left 3 tiles CB/232F: FF End queue CB/2330: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CB/2332: 22 Do vehicle/entity graphical action $22 CB/2333: E0 Pause for 4 * 2 (8) frames CB/2335: CF Turn vehicle/entity left CB/2336: FF End queue CB/2337: 4B Display dialogue message $051D, wait for button press (At bottom of screen) LOCKE: This ship's going to stick out like a sore thumb. Better land some distance away. SETZER: Right. I'll wait on board in case of an emergency. CB/233A: 35 Pause execution until action queue for object $06 (Actor in stot 6) is complete CB/233C: 92 Pause for 30 units CB/233D: 30 Begin action queue for character $30 (Camera), 4 bytes long CB/233F: C3 Set vehicle/entity's event speed to fast CB/2340: 9D Move vehicle/entity right 8 tiles CB/2341: 91 Move vehicle/entity right 5 tiles CB/2342: FF End queue CB/2343: 5A Fade screen at speed $04 CB/2345: 5C Pause execution until fade in or fade out is complete CB/2346: 35 Pause execution until action queue for object $30 (Camera) is complete CB/2348: F2 Fade out current song with transition time 64 CB/234A: D9 Clear event bit $1E80($459) [$1F0B, bit 1] CB/234C: 39 Free screen CB/234D: B2 Call subroutine $CACB95 CB/2351: B5 Pause for 15 * 6 (90) units CB/2353: F0 Play song 27 (The Empire Gestahl), (high bit clear), full volume CB/2355: D0 Set event bit $1E80($05E) [$1E8B, bit 6] CB/2357: D2 Set event bit $1E80($1B9) [$1EB7, bit 1] CB/2359: D2 Set event bit $1E80($1BA) [$1EB7, bit 2] CB/235B: D5 Clear event bit $1E80($246) [$1EC8, bit 6] CB/235D: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CB/235F: 6C Set parent map to $0000 (World of Balance), parent coordinates to (137, 0), facing up CB/2365: 6B Load map $0000 (World of Balance) instantly, (upper bits $2400), place party at (140, 203), facing down, party is in the airship CB/236B: C7 Place airship at position (137, 202) CB/236E: FE Show scene with airship heading to Vector CB/236F: C9 Clear bit $1E80($01CC) [$1EB9, bit 4] CB/2372: D3 Load map $0000 (World of Balance), position (137, 203), mode $00 CB/2378: FF CB/2379: C1 If ($1E80($07D) [$1E8F, bit 5] is clear) or ($1E80($09D) [$1E93, bit 5] is set), branch to $CA5EB3 (simply returns) CB/2381: D5 Clear event bit $1E80($246) [$1EC8, bit 6] CB/2383: DE Load CaseWord with the characters in the currently active party? CB/2384: C0 If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB23BD CB/238A: 3D Create object $10 CB/238C: 41 Show object $10 CB/238E: 10 Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete) CB/2390: D5 Set vehicle/entity's position to (56, 13) CB/2393: C8 Set object layering priority to 3 (low nibble 3) CB/2395: FF End queue CB/2396: D9 Clear event bit $1E80($480) [$1F10, bit 0] CB/2398: C0 If ($1E80($081) [$1E90, bit 1] is set), branch to $CB23A0 CB/239E: D8 Set event bit $1E80($472) [$1F0E, bit 2] CB/23A0: C0 If ($1E80($081) [$1E90, bit 1] is clear), branch to $CB23AD CB/23A6: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/23A8: D5 Set vehicle/entity's position to (39, 12) CB/23AB: CE Turn vehicle/entity down CB/23AC: FF End queue CB/23AD: DE Load CaseWord with the characters in the currently active party? CB/23AE: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CB23BD CB/23B4: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/23B6: D5 Set vehicle/entity's position to (39, 12) CB/23B9: CE Turn vehicle/entity down CB/23BA: FF End queue CB/23BB: D9 Clear event bit $1E80($472) [$1F0E, bit 2] CB/23BD: DE Load CaseWord with the characters in the currently active party? CB/23BE: C0 If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CB23C8 CB/23C4: D9 Clear event bit $1E80($480) [$1F10, bit 0] CB/23C6: D9 Clear event bit $1E80($456) [$1F0A, bit 6] CB/23C8: C0 If ($1E80($09D) [$1E93, bit 5] is clear), branch to $CB23D7 CB/23CE: 3E Delete object $10 CB/23D0: 3E Delete object $1F CB/23D2: 45 Refresh objects CB/23D3: 42 Hide object $10 CB/23D5: 42 Hide object $1F CB/23D7: FE Return CB/23D8: C2 If ($1E80($07D) [$1E8F, bit 5] is clear) or ($1E80($09D) [$1E93, bit 5] is set) or ($1E80($081) [$1E90, bit 1] is set), branch to $CA5EB3 (simply returns) CB/23E2: DE Load CaseWord with the characters in the currently active party? CB/23E3: C0 If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CA5EB3 (simply returns) CB/23E9: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/23EF: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CB/23F1: CC Turn vehicle/entity up CB/23F2: FF End queue CB/23F3: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CB/23F5: E0 Pause for 4 * 8 (32) frames CB/23F7: 20 Do vehicle/entity graphical action $20 CB/23F8: E0 Pause for 4 * 1 (4) frames CB/23FA: CE Turn vehicle/entity down CB/23FB: E0 Pause for 4 * 2 (8) frames CB/23FD: 20 Do vehicle/entity graphical action $20 CB/23FE: CE Turn vehicle/entity down CB/23FF: FF End queue CB/2400: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CB/2402: 86 Move vehicle/entity down 2 tiles CB/2403: 8D Move vehicle/entity right 4 tiles CB/2404: CE Turn vehicle/entity down CB/2405: FF End queue CB/2406: 35 Pause execution until action queue for object $14 (NPC $14) is complete CB/2408: B0 Execute the following commands until $B1 2 times CB/240A: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/240C: 20 Do vehicle/entity graphical action $20 CB/240D: E0 Pause for 4 * 1 (4) frames CB/240F: CE Turn vehicle/entity down CB/2410: FF End queue CB/2411: F4 Play sound effect 71 CB/2413: B1 End block of repeating commands CB/2414: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CB/2416: 20 Do vehicle/entity graphical action $20 CB/2417: FF End queue CB/2418: 14 Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete) CB/241A: 82 Move vehicle/entity down 1 tile CB/241B: E0 Pause for 4 * 2 (8) frames CB/241D: CF Turn vehicle/entity left CB/241E: FF End queue CB/241F: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/2421: CE Turn vehicle/entity down CB/2422: FF End queue CB/2423: B0 Execute the following commands until $B1 3 times CB/2425: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/2427: 20 Do vehicle/entity graphical action $20 CB/2428: E0 Pause for 4 * 1 (4) frames CB/242A: CE Turn vehicle/entity down CB/242B: FF End queue CB/242C: 91 Pause for 15 units CB/242D: F4 Play sound effect 150 CB/242F: B1 End block of repeating commands CB/2430: 93 Pause for 45 units CB/2431: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CB/2433: 09 Do vehicle/entity graphical action $09 (kneeling) CB/2434: E0 Pause for 4 * 12 (48) frames CB/2436: CE Turn vehicle/entity down CB/2437: FF End queue CB/2438: F4 Play sound effect 74 CB/243A: 4B Display dialogue message $0753, wait for button press (At bottom of screen) CID: Wow, what a ship! SETZER: That landing really messed up the engine. It'll take a while to fix… CB/243D: 35 Pause execution until action queue for object $10 (NPC $10) is complete CB/243F: 78 Enable ability to pass through other objects for object $10 (NPC $10) CB/2441: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/2443: 49 Do vehicle/entity graphical action $09, flipped horizontally CB/2444: E0 Pause for 4 * 4 (16) frames CB/2446: D1 Make vehicle/entity disappear CB/2447: FF End queue CB/2448: 14 Begin action queue for character $14 (NPC $14), 7 bytes long (Wait until complete) CB/244A: E0 Pause for 4 * 2 (8) frames CB/244C: CE Turn vehicle/entity down CB/244D: E0 Pause for 4 * 2 (8) frames CB/244F: CD Turn vehicle/entity right CB/2450: FF End queue CB/2451: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CB/2453: D5 Set vehicle/entity's position to (58, 13) CB/2456: FF End queue CB/2457: 41 Show object $10 CB/2459: 92 Pause for 30 units CB/245A: F4 Play sound effect 71 CB/245C: 4B Display dialogue message $0755, wait for button press (At bottom of screen) CID: I'll help. No machine can stump me! CB/245F: F4 Play sound effect 71 CB/2461: 92 Pause for 30 units CB/2462: F4 Play sound effect 74 CB/2464: 4B Display dialogue message $0757, wait for button press (At bottom of screen) SETZER: Don't touch anything! CB/2467: B0 Execute the following commands until $B1 2 times CB/2469: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/246B: 20 Do vehicle/entity graphical action $20 CB/246C: E0 Pause for 4 * 1 (4) frames CB/246E: CE Turn vehicle/entity down CB/246F: FF End queue CB/2470: 91 Pause for 15 units CB/2471: F4 Play sound effect 150 CB/2473: B1 End block of repeating commands CB/2474: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/2476: 09 Do vehicle/entity graphical action $09 (kneeling) CB/2477: E0 Pause for 4 * 3 (12) frames CB/2479: D1 Make vehicle/entity disappear CB/247A: FF End queue CB/247B: 14 Begin action queue for character $14 (NPC $14), 7 bytes long (Wait until complete) CB/247D: E0 Pause for 4 * 2 (8) frames CB/247F: CE Turn vehicle/entity down CB/2480: E0 Pause for 4 * 2 (8) frames CB/2482: CF Turn vehicle/entity left CB/2483: FF End queue CB/2484: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/2486: D5 Set vehicle/entity's position to (56, 13) CB/2489: 09 Do vehicle/entity graphical action $09 (kneeling) CB/248A: FF End queue CB/248B: 41 Show object $10 CB/248D: 92 Pause for 30 units CB/248E: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/2490: 20 Do vehicle/entity graphical action $20 CB/2491: FF End queue CB/2492: B0 Execute the following commands until $B1 5 times CB/2494: F4 Play sound effect 150 CB/2496: 91 Pause for 15 units CB/2497: B1 End block of repeating commands CB/2498: 4B Display dialogue message $0758, wait for button press (At bottom of screen) CID: Go kill time in the casino! I can speed this crate up! CB/249B: 35 Pause execution until action queue for object $10 (NPC $10) is complete CB/249D: 92 Pause for 30 units CB/249E: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CB/24A0: 1F Do vehicle/entity graphical action $1F CB/24A1: E0 Pause for 4 * 1 (4) frames CB/24A3: 20 Do vehicle/entity graphical action $20 CB/24A4: E0 Pause for 4 * 1 (4) frames CB/24A6: 1F Do vehicle/entity graphical action $1F CB/24A7: E0 Pause for 4 * 1 (4) frames CB/24A9: 18 Do vehicle/entity graphical action $18 CB/24AA: FF End queue CB/24AB: 4B Display dialogue message $0759, wait for button press (At bottom of screen) SETZER: …… You little…!! Get outta my sight! CB/24AE: 35 Pause execution until action queue for object $10 (NPC $10) is complete CB/24B0: 78 Enable ability to pass through other objects for object $14 (NPC $14) CB/24B2: 14 Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete) CB/24B4: C1 Set vehicle/entity's event speed to slow CB/24B5: 82 Move vehicle/entity down 1 tile CB/24B6: FF End queue CB/24B7: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/24B9: C2 Set vehicle/entity's event speed to normal CB/24BA: 83 Move vehicle/entity left 1 tile CB/24BB: CC Turn vehicle/entity up CB/24BC: FF End queue CB/24BD: B2 Call subroutine $CB0E1C CB/24C1: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/24C3: 82 Move vehicle/entity down 1 tile CB/24C4: D1 Make vehicle/entity disappear CB/24C5: FF End queue CB/24C6: D9 Clear event bit $1E80($472) [$1F0E, bit 2] CB/24C8: 4B Display dialogue message $075A, wait for button press (At bottom of screen) CID: But I could really make this thing hum…! CB/24CB: 35 Pause execution until action queue for object $14 (NPC $14) is complete CB/24CD: 3E Delete object $14 CB/24CF: 45 Refresh objects CB/24D0: B0 Execute the following commands until $B1 3 times CB/24D2: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/24D4: 20 Do vehicle/entity graphical action $20 CB/24D5: E0 Pause for 4 * 1 (4) frames CB/24D7: CE Turn vehicle/entity down CB/24D8: FF End queue CB/24D9: F4 Play sound effect 71 CB/24DB: B1 End block of repeating commands CB/24DC: 94 Pause for 60 units CB/24DD: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/24DF: 09 Do vehicle/entity graphical action $09 (kneeling) CB/24E0: FF End queue CB/24E1: F4 Play sound effect 74 CB/24E3: 92 Pause for 30 units CB/24E4: B0 Execute the following commands until $B1 2 times CB/24E6: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/24E8: 20 Do vehicle/entity graphical action $20 CB/24E9: E0 Pause for 4 * 1 (4) frames CB/24EB: CE Turn vehicle/entity down CB/24EC: FF End queue CB/24ED: 91 Pause for 15 units CB/24EE: F4 Play sound effect 150 CB/24F0: B1 End block of repeating commands CB/24F1: 3C Set up the party as follows: $00 (Actor in stot 0), $01 (Actor in stot 1), $FF (), $FF () CB/24F6: B2 Call subroutine $CAC6AC CB/24FA: B2 Call subroutine $CB0E1C CB/24FE: 42 Hide object $33 CB/2500: 42 Hide object $34 CB/2502: 41 Show object $01 CB/2504: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/2506: CC Turn vehicle/entity up CB/2507: FF End queue CB/2508: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CB/250A: C2 Set vehicle/entity's event speed to normal CB/250B: 81 Move vehicle/entity right 1 tile CB/250C: 84 Move vehicle/entity up 2 tiles CB/250D: CE Turn vehicle/entity down CB/250E: FF End queue CB/250F: F4 Play sound effect 74 CB/2511: 92 Pause for 30 units CB/2512: B0 Execute the following commands until $B1 6 times CB/2514: F4 Play sound effect 150 CB/2516: 91 Pause for 15 units CB/2517: B1 End block of repeating commands CB/2518: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CB/251A: 20 Do vehicle/entity graphical action $20 CB/251B: E0 Pause for 4 * 1 (4) frames CB/251D: 09 Do vehicle/entity graphical action $09 (kneeling) CB/251E: FF End queue CB/251F: 4B Display dialogue message $075B, wait for button press TERRA: You love this ship, more than anything, huh? SETZER: Actually, when I was young there was something I was mad about… CB/2522: B0 Execute the following commands until $B1 2 times CB/2524: 92 Pause for 30 units CB/2525: F4 Play sound effect 71 CB/2527: B1 End block of repeating commands CB/2528: 4B Display dialogue message $075C, wait for button press TERRA: …huh? CB/252B: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/252D: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/252E: FF End queue CB/252F: 4B Display dialogue message $075D, wait for button press SETZER: In my youth I dreamed of having the world's fastest airship. CB/2532: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CB/2534: CF Turn vehicle/entity left CB/2535: FF End queue CB/2536: 93 Pause for 45 units CB/2537: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/2539: CD Turn vehicle/entity right CB/253A: FF End queue CB/253B: 4B Display dialogue message $075E, wait for button press TERRA: You mean…… SETZER: At that time there was a young girl who piloted the Falcon, the fastest vessel ever made. Sometimes we were the worst of rivals…but other times we were the best of friends. We always egged each other on to go faster and higher. When she disappeared along with her ship… I felt like I lost my spirit. CB/253E: B5 Pause for 15 * 6 (90) units CB/2540: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CB/2542: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/2543: FF End queue CB/2544: 4B Display dialogue message $075F, wait for button press SETZER: … Poor Daryl… CB/2547: 5A Fade screen at speed $08 CB/2549: 5C Pause execution until fade in or fade out is complete CB/254A: B2 Call subroutine $CB0E1C CB/254E: 47 Make character in slot 0 the lead character CB/254F: B2 Call subroutine $CACB95 CB/2553: D9 Clear event bit $1E80($456) [$1F0A, bit 6] CB/2555: D0 Set event bit $1E80($082) [$1E90, bit 2] CB/2557: D0 Set event bit $1E80($081) [$1E90, bit 1] CB/2559: D5 Clear event bit $1E80($246) [$1EC8, bit 6] CB/255B: 6B Load map $0007 (Blackjack, below decks, all rooms except Celes' prison) instantly, (upper bits $1000), place party at (43, 57), facing right CB/2561: FE Return CB/2562: 4B Display dialogue message $0518, wait for button press Locked… CB/2565: FE Return CB/2566: D9 Clear event bit $1E80($45D) [$1F0B, bit 5] CB/2568: FE Return CB/2569: B2 Call subroutine $CB0E1C CB/256D: 4D Invoke battle, enemy set $27, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/2570: B2 Call subroutine $CA5EA9 CB/2574: 47 Make character in slot 0 the lead character CB/2575: 6B Load map $0179 (Imperial Base near Sealed Gate, outdoors) instantly, (upper bits $3000), place party at (6, 17), facing left CB/257B: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CB/257D: 28 Do vehicle/entity graphical action $28 CB/257E: FF End queue CB/257F: 4B Display dialogue message $0662, wait for button press Chucked out…! CB/2582: FE Return CB/2583: B2 Call subroutine $CB2569 CB/2587: 6A Load map $0000 (World of Balance) after fade out, (upper bits $3000), place party at (164, 194), facing left, flags $00 CB/258D: FF End map script CB/258E: B2 Call subroutine $CB2569 CB/2592: 6A Load map $0000 (World of Balance) after fade out, (upper bits $3000), place party at (164, 194), facing left, flags $00 CB/2598: FF End map script CB/2599: B2 Call subroutine $CB0E1C CB/259D: 4D Invoke battle, enemy set $28, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/25A0: B2 Call subroutine $CA5EA9 CB/25A4: 47 Make character in slot 0 the lead character CB/25A5: 6B Load map $0179 (Imperial Base near Sealed Gate, outdoors) instantly, (upper bits $3000), place party at (6, 17), facing left CB/25AB: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CB/25AD: 28 Do vehicle/entity graphical action $28 CB/25AE: FF End queue CB/25AF: 4B Display dialogue message $0662, wait for button press Chucked out…! CB/25B2: 6A Load map $0000 (World of Balance) after fade out, (upper bits $3000), place party at (164, 194), facing left, flags $00 CB/25B8: FF End map script CB/25B9: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CB/25BF: D2 Set event bit $1E80($1CA) [$1EB9, bit 2] CB/25C1: 7C Enable activation of event for object $10 (NPC $10) if it comes into contact with any party CB/25C3: 7C Enable activation of event for object $11 (NPC $11) if it comes into contact with any party CB/25C5: 7C Enable activation of event for object $12 (NPC $12) if it comes into contact with any party CB/25C7: 7C Enable activation of event for object $13 (NPC $13) if it comes into contact with any party CB/25C9: 7C Enable activation of event for object $14 (NPC $14) if it comes into contact with any party CB/25CB: 7C Enable activation of event for object $15 (NPC $15) if it comes into contact with any party CB/25CD: 7C Enable activation of event for object $16 (NPC $16) if it comes into contact with any party CB/25CF: 7C Enable activation of event for object $17 (NPC $17) if it comes into contact with any party CB/25D1: 7C Enable activation of event for object $18 (NPC $18) if it comes into contact with any party CB/25D3: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/25D5: FE Return CB/25D6: C0 If ($1E80($242) [$1EC8, bit 2] is set), branch to $CA5EB3 (simply returns) CB/25DC: C0 If ($1E80($079) [$1E8F, bit 1] is set), branch to $CB280F CB/25E2: C0 If ($1E80($076) [$1E8E, bit 6] is clear), branch to $CB25B9 CB/25E8: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CB/25EC: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CB2606 CB/25F2: DE Load CaseWord with the characters in the currently active party? CB/25F3: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CB2A5B CB/25F9: 4B Display dialogue message $065F, wait for button press The Espers wouldn't give us the time of day without… TERRA… CB/25FC: 92 Pause for 30 units CB/25FD: 97 Fade screen to black CB/25FE: 5C Pause execution until fade in or fade out is complete CB/25FF: 6B Load map $0000 (World of Balance) instantly, (upper bits $3000), place party at (164, 194), facing left, flags $00 CB/2605: FF End map script CB/2606: DE Load CaseWord with the characters in the currently active party? CB/2607: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CB261A CB/260D: 4B Display dialogue message $0660, wait for button press TERRA: I can do it… But why do I feel so wretched? CB/2610: 92 Pause for 30 units CB/2611: 97 Fade screen to black CB/2612: 5C Pause execution until fade in or fade out is complete CB/2613: 6B Load map $0000 (World of Balance) instantly, (upper bits $3000), place party at (164, 194), facing left, flags $00 CB/2619: FF End map script CB/261A: 4B Display dialogue message $065F, wait for button press The Espers wouldn't give us the time of day without… TERRA… CB/261D: 92 Pause for 30 units CB/261E: 97 Fade screen to black CB/261F: 5C Pause execution until fade in or fade out is complete CB/2620: 6B Load map $0000 (World of Balance) instantly, (upper bits $3000), place party at (164, 194), facing left, flags $00 CB/2626: FF End map script CB/2627: DE Load CaseWord with the characters in the currently active party? CB/2628: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CB2645 CB/262E: 3D Create object $01 CB/2630: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CB/2632: D5 Set vehicle/entity's position to (6, 17) CB/2635: CD Turn vehicle/entity right CB/2636: FF End queue CB/2637: 41 Show object $01 CB/2639: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CB/263B: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/263C: E0 Pause for 4 * 1 (4) frames CB/263E: CD Turn vehicle/entity right CB/263F: FF End queue CB/2640: 4B Display dialogue message $0692, wait for button press What happened? CB/2643: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CB/2645: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CB/264B: C0 If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CB2668 CB/2651: 3D Create object $02 CB/2653: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete) CB/2655: D5 Set vehicle/entity's position to (6, 17) CB/2658: CD Turn vehicle/entity right CB/2659: FF End queue CB/265A: 41 Show object $02 CB/265C: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete) CB/265E: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/265F: E0 Pause for 4 * 1 (4) frames CB/2661: CD Turn vehicle/entity right CB/2662: FF End queue CB/2663: 4B Display dialogue message $0692, wait for button press What happened? CB/2666: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CB/2668: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CB/266E: C0 If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CB268B CB/2674: 3D Create object $04 CB/2676: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CB/2678: D5 Set vehicle/entity's position to (6, 17) CB/267B: CD Turn vehicle/entity right CB/267C: FF End queue CB/267D: 41 Show object $04 CB/267F: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CB/2681: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/2682: E0 Pause for 4 * 1 (4) frames CB/2684: CD Turn vehicle/entity right CB/2685: FF End queue CB/2686: 4B Display dialogue message $0692, wait for button press What happened? CB/2689: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CB/268B: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CB/2691: C0 If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CB26AE CB/2697: 3D Create object $05 CB/2699: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CB/269B: D5 Set vehicle/entity's position to (6, 17) CB/269E: CD Turn vehicle/entity right CB/269F: FF End queue CB/26A0: 41 Show object $05 CB/26A2: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CB/26A4: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/26A5: E0 Pause for 4 * 1 (4) frames CB/26A7: CD Turn vehicle/entity right CB/26A8: FF End queue CB/26A9: 4B Display dialogue message $0692, wait for button press What happened? CB/26AC: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CB/26AE: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CB/26B4: C0 If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB26CF CB/26BA: 3D Create object $09 CB/26BC: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CB/26BE: D5 Set vehicle/entity's position to (6, 17) CB/26C1: CD Turn vehicle/entity right CB/26C2: FF End queue CB/26C3: 41 Show object $09 CB/26C5: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CB/26C7: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/26C8: E0 Pause for 4 * 1 (4) frames CB/26CA: CD Turn vehicle/entity right CB/26CB: FF End queue CB/26CC: 4B Display dialogue message $0692, wait for button press What happened? CB/26CF: FE Return CB/26D0: 4B Display dialogue message $0693, wait for button press The Espers flew off together… CB/26D3: FE Return CB/26D4: DE Load CaseWord with the characters in the currently active party? CB/26D5: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CB26E7 CB/26DB: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CB/26DD: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/26DE: E0 Pause for 4 * 1 (4) frames CB/26E0: CD Turn vehicle/entity right CB/26E1: FF End queue CB/26E2: 4B Display dialogue message $0694, wait for button press Then, the Empire's citizens ran off, as though they were terrified. CB/26E5: D2 Set event bit $1E80($1F2) [$1EBE, bit 2] CB/26E7: C0 If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CA5EB3 (simply returns) CB/26ED: C0 If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CB26FF CB/26F3: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete) CB/26F5: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/26F6: E0 Pause for 4 * 1 (4) frames CB/26F8: CD Turn vehicle/entity right CB/26F9: FF End queue CB/26FA: 4B Display dialogue message $0694, wait for button press Then, the Empire's citizens ran off, as though they were terrified. CB/26FD: D2 Set event bit $1E80($1F2) [$1EBE, bit 2] CB/26FF: C0 If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CA5EB3 (simply returns) CB/2705: C0 If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CB2717 CB/270B: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CB/270D: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/270E: E0 Pause for 4 * 1 (4) frames CB/2710: CD Turn vehicle/entity right CB/2711: FF End queue CB/2712: 4B Display dialogue message $0694, wait for button press Then, the Empire's citizens ran off, as though they were terrified. CB/2715: D2 Set event bit $1E80($1F2) [$1EBE, bit 2] CB/2717: C0 If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CA5EB3 (simply returns) CB/271D: C0 If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CB272F CB/2723: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CB/2725: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/2726: E0 Pause for 4 * 1 (4) frames CB/2728: CD Turn vehicle/entity right CB/2729: FF End queue CB/272A: 4B Display dialogue message $0694, wait for button press Then, the Empire's citizens ran off, as though they were terrified. CB/272D: D2 Set event bit $1E80($1F2) [$1EBE, bit 2] CB/272F: C0 If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CA5EB3 (simply returns) CB/2735: C0 If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB2745 CB/273B: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CB/273D: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/273E: E0 Pause for 4 * 1 (4) frames CB/2740: CD Turn vehicle/entity right CB/2741: FF End queue CB/2742: 4B Display dialogue message $0694, wait for button press Then, the Empire's citizens ran off, as though they were terrified. CB/2745: FE Return CB/2746: 4B Display dialogue message $0695, wait for button press Which way did the Espers go? CB/2749: FE Return CB/274A: DE Load CaseWord with the characters in the currently active party? CB/274B: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CB275D CB/2751: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CB/2753: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/2754: E0 Pause for 4 * 1 (4) frames CB/2756: CD Turn vehicle/entity right CB/2757: FF End queue CB/2758: 4B Display dialogue message $0696, wait for button press Toward the capital… CB/275B: D2 Set event bit $1E80($1F4) [$1EBE, bit 4] CB/275D: C0 If ($1E80($1F4) [$1EBE, bit 4] is set), branch to $CA5EB3 (simply returns) CB/2763: C0 If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CB2775 CB/2769: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete) CB/276B: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/276C: E0 Pause for 4 * 1 (4) frames CB/276E: CD Turn vehicle/entity right CB/276F: FF End queue CB/2770: 4B Display dialogue message $0696, wait for button press Toward the capital… CB/2773: D2 Set event bit $1E80($1F4) [$1EBE, bit 4] CB/2775: C0 If ($1E80($1F4) [$1EBE, bit 4] is set), branch to $CA5EB3 (simply returns) CB/277B: C0 If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CB278D CB/2781: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CB/2783: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/2784: E0 Pause for 4 * 1 (4) frames CB/2786: CD Turn vehicle/entity right CB/2787: FF End queue CB/2788: 4B Display dialogue message $0696, wait for button press Toward the capital… CB/278B: D2 Set event bit $1E80($1F4) [$1EBE, bit 4] CB/278D: C0 If ($1E80($1F4) [$1EBE, bit 4] is set), branch to $CA5EB3 (simply returns) CB/2793: C0 If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CB27A5 CB/2799: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CB/279B: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/279C: E0 Pause for 4 * 1 (4) frames CB/279E: CD Turn vehicle/entity right CB/279F: FF End queue CB/27A0: 4B Display dialogue message $0696, wait for button press Toward the capital… CB/27A3: D2 Set event bit $1E80($1F4) [$1EBE, bit 4] CB/27A5: C0 If ($1E80($1F4) [$1EBE, bit 4] is set), branch to $CA5EB3 (simply returns) CB/27AB: C0 If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB27BB CB/27B1: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CB/27B3: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/27B4: E0 Pause for 4 * 1 (4) frames CB/27B6: CD Turn vehicle/entity right CB/27B7: FF End queue CB/27B8: 4B Display dialogue message $0696, wait for button press Toward the capital… CB/27BB: FE Return CB/27BC: 4B Display dialogue message $0698, wait for button press Vector… CB/27BF: FE Return CB/27C0: DE Load CaseWord with the characters in the currently active party? CB/27C1: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CB27CC CB/27C7: 3E Delete object $01 CB/27C9: 45 Refresh objects CB/27CA: D2 Set event bit $1E80($1F6) [$1EBE, bit 6] CB/27CC: C0 If ($1E80($1F6) [$1EBE, bit 6] is set), branch to $CA5EB3 (simply returns) CB/27D2: C0 If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CB27DD CB/27D8: 3E Delete object $02 CB/27DA: 45 Refresh objects CB/27DB: D2 Set event bit $1E80($1F6) [$1EBE, bit 6] CB/27DD: C0 If ($1E80($1F6) [$1EBE, bit 6] is set), branch to $CA5EB3 (simply returns) CB/27E3: C0 If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CB27EE CB/27E9: 3E Delete object $04 CB/27EB: 45 Refresh objects CB/27EC: D2 Set event bit $1E80($1F6) [$1EBE, bit 6] CB/27EE: C0 If ($1E80($1F6) [$1EBE, bit 6] is set), branch to $CA5EB3 (simply returns) CB/27F4: C0 If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CB27FF CB/27FA: 3E Delete object $05 CB/27FC: 45 Refresh objects CB/27FD: D2 Set event bit $1E80($1F6) [$1EBE, bit 6] CB/27FF: C0 If ($1E80($1F6) [$1EBE, bit 6] is set), branch to $CA5EB3 (simply returns) CB/2805: C0 If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB280E CB/280B: 3E Delete object $09 CB/280D: 45 Refresh objects CB/280E: FE Return CB/280F: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CB/2811: C3 Set vehicle/entity's event speed to fast CB/2812: 1F Do vehicle/entity graphical action $1F CB/2813: 02 Do vehicle/entity graphical action $02 CB/2814: 81 Move vehicle/entity right 1 tile CB/2815: CF Turn vehicle/entity left CB/2816: FF End queue CB/2817: B2 Call subroutine $CAC6AC CB/281B: B2 Call subroutine $CB2E34 CB/281F: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CB/2821: C2 Set vehicle/entity's event speed to normal CB/2822: A0 Move vehicle/entity right/up 1x1 tiles CB/2823: CF Turn vehicle/entity left CB/2824: FF End queue CB/2825: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CB/2827: C2 Set vehicle/entity's event speed to normal CB/2828: A1 Move vehicle/entity right/down 1x1 tiles CB/2829: CF Turn vehicle/entity left CB/282A: FF End queue CB/282B: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CB/282D: C2 Set vehicle/entity's event speed to normal CB/282E: 81 Move vehicle/entity right 1 tile CB/282F: CF Turn vehicle/entity left CB/2830: FF End queue CB/2831: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/2833: CF Turn vehicle/entity left CB/2834: E0 Pause for 4 * 4 (16) frames CB/2836: FF End queue CB/2837: B2 Call subroutine $CB2627 CB/283B: 92 Pause for 30 units CB/283C: B2 Call subroutine $CB26D0 CB/2840: 92 Pause for 30 units CB/2841: B2 Call subroutine $CB26D4 CB/2845: 92 Pause for 30 units CB/2846: B2 Call subroutine $CB2746 CB/284A: 92 Pause for 30 units CB/284B: B2 Call subroutine $CB274A CB/284F: 92 Pause for 30 units CB/2850: B2 Call subroutine $CB27BC CB/2854: 92 Pause for 30 units CB/2855: F2 Fade out current song with transition time 64 CB/2857: 97 Fade screen to black CB/2858: 5C Pause execution until fade in or fade out is complete CB/2859: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CB/285B: A2 Move vehicle/entity left/down 1x1 tiles CB/285C: FF End queue CB/285D: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CB/285F: A3 Move vehicle/entity left/up 1x1 tiles CB/2860: FF End queue CB/2861: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CB/2863: 83 Move vehicle/entity left 1 tile CB/2864: FF End queue CB/2865: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/2867: E0 Pause for 4 * 4 (16) frames CB/2869: FF End queue CB/286A: B2 Call subroutine $CB27C0 CB/286E: 94 Pause for 60 units CB/286F: B2 Call subroutine $CACB95 CB/2873: 3B Position character in a "ready-to-go" stance CB/2874: B2 Call subroutine $CB2E2B CB/2878: 92 Pause for 30 units CB/2879: D4 Set event bit $1E80($242) [$1EC8, bit 2] CB/287B: 6B Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")) instantly, (upper bits $3000), place party at (15, 6), facing left CB/2881: F0 Play song 0 (Silence), (high bit clear), full volume CB/2883: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CB/2885: DE Load CaseWord with the characters in the currently active party? CB/2886: C0 If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CB28EA CB/288C: B2 Call subroutine $CB2E34 CB/2890: B2 Call subroutine $CAC6AC CB/2894: 3C Set up the party as follows: $09 (Actor in stot 9), $FF (), $FF (), $FF () CB/2899: 38 Hold screen CB/289A: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CB/289C: D5 Set vehicle/entity's position to (13, 4) CB/289F: CE Turn vehicle/entity down CB/28A0: FF End queue CB/28A1: 33 Begin action queue for character $33 (Party Character 2), 5 bytes long CB/28A3: D5 Set vehicle/entity's position to (16, 7) CB/28A6: CF Turn vehicle/entity left CB/28A7: FF End queue CB/28A8: 34 Begin action queue for character $34 (Party Character 3), 5 bytes long CB/28AA: D5 Set vehicle/entity's position to (12, 7) CB/28AD: CD Turn vehicle/entity right CB/28AE: FF End queue CB/28AF: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CB/28B1: D5 Set vehicle/entity's position to (14, 6) CB/28B4: CF Turn vehicle/entity left CB/28B5: FF End queue CB/28B6: B5 Pause for 15 * 6 (90) units CB/28B8: 59 Unfade screen at speed $08 CB/28BA: 5C Pause execution until fade in or fade out is complete CB/28BB: 4B Display dialogue message $0699, wait for button press (At bottom of screen) SETZER: We're almost at Vector. CB/28BE: B5 Pause for 15 * 6 (90) units CB/28C0: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CB/28C2: CE Turn vehicle/entity down CB/28C3: FF End queue CB/28C4: 4B Display dialogue message $069A, wait for button press (At bottom of screen) There! What's that? CB/28C7: 92 Pause for 30 units CB/28C8: 4D Invoke battle, enemy set $7B, background $25 (Airship, World of Balance, centered), (mosaic effect disabled), (swoosh sound enabled) CB/28CB: F6 Subcommand $81: Change volume of currently playing song to $96, transition time 0 CB/28CF: 09 Begin action queue for character $09 (Actor in stot 9), 4 bytes long (Wait until complete) CB/28D1: D5 Set vehicle/entity's position to (16, 6) CB/28D4: FF End queue CB/28D5: B2 Call subroutine $CACB95 CB/28D9: 3B Position character in a "ready-to-go" stance CB/28DA: B2 Call subroutine $CB2E2B CB/28DE: 39 Free screen CB/28DF: 3C Set up the party as follows: $00 (Actor in stot 0), $09 (Actor in stot 9), $FF (), $FF () CB/28E4: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB2948 CB/28EA: DE Load CaseWord with the characters in the currently active party? CB/28EB: C0 If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB2948 CB/28F1: D8 Set event bit $1E80($459) [$1F0B, bit 1] CB/28F3: 3D Create object $10 CB/28F5: 45 Refresh objects CB/28F6: 41 Show object $10 CB/28F8: B2 Call subroutine $CB2E34 CB/28FC: B2 Call subroutine $CAC6AC CB/2900: 38 Hold screen CB/2901: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/2903: D5 Set vehicle/entity's position to (14, 6) CB/2906: CF Turn vehicle/entity left CB/2907: FF End queue CB/2908: 34 Begin action queue for character $34 (Party Character 3), 5 bytes long CB/290A: D5 Set vehicle/entity's position to (12, 7) CB/290D: CD Turn vehicle/entity right CB/290E: FF End queue CB/290F: 33 Begin action queue for character $33 (Party Character 2), 5 bytes long CB/2911: D5 Set vehicle/entity's position to (13, 4) CB/2914: CE Turn vehicle/entity down CB/2915: FF End queue CB/2916: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CB/2918: D5 Set vehicle/entity's position to (15, 5) CB/291B: CE Turn vehicle/entity down CB/291C: FF End queue CB/291D: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/291F: D5 Set vehicle/entity's position to (16, 7) CB/2922: CF Turn vehicle/entity left CB/2923: FF End queue CB/2924: 94 Pause for 60 units CB/2925: 59 Unfade screen at speed $08 CB/2927: 5C Pause execution until fade in or fade out is complete CB/2928: 4B Display dialogue message $0699, wait for button press (At bottom of screen) SETZER: We're almost at Vector. CB/292B: B5 Pause for 15 * 6 (90) units CB/292D: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/292F: CE Turn vehicle/entity down CB/2930: FF End queue CB/2931: 4B Display dialogue message $069A, wait for button press (At bottom of screen) There! What's that? CB/2934: 92 Pause for 30 units CB/2935: 4D Invoke battle, enemy set $7B, background $25 (Airship, World of Balance, centered), (mosaic effect disabled), (swoosh sound enabled) CB/2938: F6 Subcommand $81: Change volume of currently playing song to $96, transition time 0 CB/293C: D9 Clear event bit $1E80($459) [$1F0B, bit 1] CB/293E: B2 Call subroutine $CACB95 CB/2942: 3B Position character in a "ready-to-go" stance CB/2943: B2 Call subroutine $CB2E2B CB/2947: 39 Free screen CB/2948: F1 Fade in song 50 (The Unforgiven) (high bit clear) with transition time 32 CB/294B: D0 Set event bit $1E80($07A) [$1E8F, bit 2] CB/294D: D2 Set event bit $1E80($1BA) [$1EB7, bit 2] CB/294F: D0 Set event bit $1E80($07B) [$1E8F, bit 3] CB/2951: D5 Clear event bit $1E80($246) [$1EC8, bit 6] CB/2953: 6B Load map $0000 (World of Balance) instantly, (upper bits $3400), place party at (160, 188), facing left, party is in the airship CB/2959: DD Hide mini-map CB/295A: FB Show airship smoking CB/295B: C1 Set vehicle's facing direction to $010E (270 degrees) (0 is north, goes counter-clockwise) CB/295E: C0 Modify vehicle script behavior ($10): Change mode to mode 7 persepective CB/2960: C4 Set mode 7 height perspective to $00AF CB/2963: C5 Set vehicle height to $7E (max is $7E), (unknown byte $00) CB/2966: C6 Propel vehicle at speed $00D0 CB/2969: 08 Move vehicle as follows: (turn right), 16 units CB/296B: 50 Move vehicle as follows: (go down, turn left), 64 units CB/296D: 50 Move vehicle as follows: (go down, turn left), 64 units CB/296F: 30 Move vehicle as follows: (go up, turn left), 64 units CB/2971: 50 Move vehicle as follows: (go down, turn left), 64 units CB/2973: 50 Move vehicle as follows: (go down, turn left), 64 units CB/2975: 49 Move vehicle as follows: (go down, turn right, double speed of turns), 24 units CB/2977: 30 Move vehicle as follows: (go up, turn left), 16 units CB/2979: 48 Move vehicle as follows: (go down, turn right), 32 units CB/297B: 51 Move vehicle as follows: (go down, turn left, double speed of turns), 8 units CB/297D: 48 Move vehicle as follows: (go down, turn right), 16 units CB/297F: 0C Move vehicle as follows: (turn right, move forward), 4 units CB/2981: 50 Move vehicle as follows: (go down, turn left), 16 units CB/2983: 28 Move vehicle as follows: (go up, turn right), 2 units CB/2985: 10 Move vehicle as follows: (turn left), 12 units CB/2987: E0 Pause for 16 units CB/2989: 50 Move vehicle as follows: (go down, turn left), 2 units CB/298B: 28 Move vehicle as follows: (go up, turn right), 16 units CB/298D: E0 Pause for 16 units CB/298F: 29 Move vehicle as follows: (go up, turn right, double speed of turns), 16 units CB/2991: 08 Move vehicle as follows: (turn right), 24 units CB/2993: 0C Move vehicle as follows: (turn right, move forward), 96 units CB/2995: 10 Move vehicle as follows: (turn left), 12 units CB/2997: D9 Fade screen CB/2998: D1 Hide vehicle CB/2999: E0 Pause for 8 units CB/299B: FC Show airship crashing CB/299C: D3 Load map $0000 (World of Balance), position (83, 239), mode $40 CB/29A2: C7 Map command $C7, $53, $EE CB/29A5: DF Hide mini-map CB/29A6: D3 Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")), position (16, 06), mode $40 CB/29AC: F0 Play song 72 (Fire!), (high bit clear), full volume CB/29AE: F6 Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0 CB/29B2: F4 Play sound effect 165 CB/29B4: B5 Pause for 15 * 6 (90) units CB/29B6: B0 Execute the following commands until $B1 2 times CB/29B8: F6 Subcommand $83: Change pan control of currently playing sound effect to $1E, transition time 0 ($80 is center, values increase left to right) CB/29BC: F4 Play sound effect 137 CB/29BE: FB Apply a special effect (wow effect?) to the currently playing sound effect CB/29BF: 92 Pause for 30 units CB/29C0: F6 Subcommand $83: Change pan control of currently playing sound effect to $DC, transition time 0 ($80 is center, values increase left to right) CB/29C4: F4 Play sound effect 137 CB/29C6: FB Apply a special effect (wow effect?) to the currently playing sound effect CB/29C7: B1 End block of repeating commands CB/29C8: F6 Subcommand $83: Change pan control of currently playing sound effect to $80, transition time 0 ($80 is center, values increase left to right) CB/29CC: F6 Subcommand $81: Change volume of currently playing song to $FF, transition time 0 CB/29D0: 94 Pause for 60 units CB/29D1: F4 Play sound effect 137 CB/29D3: 95 Pause for 120 units CB/29D4: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CB/29D6: F2 Fade out current song with transition time 96 CB/29D8: FA Stop temporarily played song CB/29D9: 6C Set parent map to $0000 (World of Balance), parent coordinates to (83, 0), facing up CB/29DF: 6B Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")) instantly, (upper bits $2000), place party at (16, 6), facing down CB/29E5: F0 Play song 0 (Silence), (high bit clear), full volume CB/29E7: B5 Pause for 15 * 24 (360) units CB/29E9: 47 Make character in slot 0 the lead character CB/29EA: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/29EC: 28 Do vehicle/entity graphical action $28 CB/29ED: FF End queue CB/29EE: 59 Unfade screen at speed $02 CB/29F0: 5C Pause execution until fade in or fade out is complete CB/29F1: 3A Enable player to move while event commands execute CB/29F2: FE Return CB/29F3: C0 If ($1E80($246) [$1EC8, bit 6] is clear), branch to $CB2A00 CB/29F9: F0 Play song 53 (Blackjack), (high bit clear), full volume CB/29FB: B2 Call subroutine $CB2A07 CB/29FF: FE Return CB/2A00: B2 Call subroutine $CB2A1E CB/2A04: F0 Play song 0 (Silence), (high bit clear), full volume CB/2A06: FE Return CB/2A07: 65 Command $65, $00, $20 CB/2A0A: 65 Command $65, $01, $20 CB/2A0D: 65 Command $65, $02, $20 CB/2A10: 65 Command $65, $03, $20 CB/2A13: 65 Command $65, $04, $20 CB/2A16: 5E Scroll Layer 2, speed 248 x 0 CB/2A19: 51 Modify background color range from [60, 6F]: Do (Black) at intensity 3 CB/2A1D: FE Return CB/2A1E: 65 Command $65, $00, $00 CB/2A21: 65 Command $65, $01, $00 CB/2A24: 65 Command $65, $02, $00 CB/2A27: 65 Command $65, $03, $00 CB/2A2A: 65 Command $65, $04, $00 CB/2A2D: 5E Scroll Layer 2, speed 0 x 0 CB/2A30: B0 Execute the following commands until $B1 31 times CB/2A32: 51 Modify background color range from [60, 6F]: Do (Black) at intensity 3 CB/2A36: B1 End block of repeating commands CB/2A37: B0 Execute the following commands until $B1 4 times CB/2A39: 51 Modify background color range from [60, 63]: Add (Black) at intensity 3 CB/2A3D: B1 End block of repeating commands CB/2A3E: B0 Execute the following commands until $B1 3 times CB/2A40: 51 Modify background color range from [64, 66]: Add (Black) at intensity 3 CB/2A44: B1 End block of repeating commands CB/2A45: B0 Execute the following commands until $B1 2 times CB/2A47: 51 Modify background color range from [67, 69]: Add (Black) at intensity 3 CB/2A4B: B1 End block of repeating commands CB/2A4C: B0 Execute the following commands until $B1 2 times CB/2A4E: 51 Modify background color range from [6A, 6C]: Add (Black) at intensity 3 CB/2A52: B1 End block of repeating commands CB/2A53: B0 Execute the following commands until $B1 3 times CB/2A55: 51 Modify background color range from [6D, 6F]: Add (Black) at intensity 3 CB/2A59: B1 End block of repeating commands CB/2A5A: FE Return CB/2A5B: C0 If ($1E80($172) [$1EAE, bit 2] is set), branch to $CA5EB3 (simply returns) CB/2A61: B2 Call subroutine $CAC6AC CB/2A65: B2 Call subroutine $CB2E34 CB/2A69: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CB/2A6B: CD Turn vehicle/entity right CB/2A6C: FF End queue CB/2A6D: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CB/2A6F: C2 Set vehicle/entity's event speed to normal CB/2A70: A0 Move vehicle/entity right/up 1x1 tiles CB/2A71: CE Turn vehicle/entity down CB/2A72: FF End queue CB/2A73: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CB/2A75: C2 Set vehicle/entity's event speed to normal CB/2A76: A1 Move vehicle/entity right/down 1x1 tiles CB/2A77: CC Turn vehicle/entity up CB/2A78: FF End queue CB/2A79: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CB/2A7B: C2 Set vehicle/entity's event speed to normal CB/2A7C: 85 Move vehicle/entity right 2 tiles CB/2A7D: CF Turn vehicle/entity left CB/2A7E: FF End queue CB/2A7F: 94 Pause for 60 units CB/2A80: 4B Display dialogue message $0661, wait for button press (At bottom of screen) That's odd… No Imperial soldiers… CB/2A83: 4B Display dialogue message $0663, wait for button press (At bottom of screen) TERRA: Let's get this over with. CB/2A86: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CB/2A88: A2 Move vehicle/entity left/down 1x1 tiles CB/2A89: FF End queue CB/2A8A: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CB/2A8C: A3 Move vehicle/entity left/up 1x1 tiles CB/2A8D: FF End queue CB/2A8E: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CB/2A90: 87 Move vehicle/entity left 2 tiles CB/2A91: FF End queue CB/2A92: 94 Pause for 60 units CB/2A93: B2 Call subroutine $CB2E2B CB/2A97: D2 Set event bit $1E80($172) [$1EAE, bit 2] CB/2A99: B2 Call subroutine $CACB95 CB/2A9D: FE Return CB/2A9E: FE Return CB/2A9F: 6A Load map $017E (Cave to the Sealed Gate, first cave) after fade out, (upper bits $0000), place party at (31, 41), facing up CB/2AA5: FE Return CB/2AA6: 74 Replace current map's Layer 2 at (4, 41) with the following (4 x 3) chunk CB/2AAB: $92, $92, $01, $92 CB/2AAF: $3E, $92, $11, $92 CB/2AB3: $11, $01, $11, $01 CB/2AB7: 74 Replace current map's Layer 2 at (4, 105) with the following (4 x 3) chunk CB/2ABC: $B4, $01, $33, $E9 CB/2AC0: $5B, $E8, $01, $02 CB/2AC4: $01, $01, $01, $01 CB/2AC8: 75 Refresh map after alteration CB/2AC9: FE Return CB/2ACA: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CB/2AD0: B2 Call subroutine $CB2CB3 CB/2AD4: 3A Enable player to move while event commands execute CB/2AD5: A0 Set timer 0 to $0001 [0m: 00s: 01j], jump to subroutine $CB2BB2 if it expires. Flags: (Countdown continues in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CB/2ADB: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CB/2ADD: D2 Set event bit $1E80($1F2) [$1EBE, bit 2] CB/2ADF: D3 Clear event bit $1E80($1F3) [$1EBE, bit 3] CB/2AE1: D3 Clear event bit $1E80($1F4) [$1EBE, bit 4] CB/2AE3: B4 Pause for 144 units CB/2AE5: D2 Set event bit $1E80($1F5) [$1EBE, bit 5] CB/2AE7: FE Return CB/2AE8: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CB/2AEE: B2 Call subroutine $CB2CB3 CB/2AF2: 3A Enable player to move while event commands execute CB/2AF3: A0 Set timer 0 to $0001 [0m: 00s: 01j], jump to subroutine $CB2BB2 if it expires. Flags: (Countdown continues in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CB/2AF9: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CB/2AFB: D2 Set event bit $1E80($1F3) [$1EBE, bit 3] CB/2AFD: D3 Clear event bit $1E80($1F2) [$1EBE, bit 2] CB/2AFF: D3 Clear event bit $1E80($1F4) [$1EBE, bit 4] CB/2B01: B4 Pause for 144 units CB/2B03: D2 Set event bit $1E80($1F5) [$1EBE, bit 5] CB/2B05: FE Return CB/2B06: B2 Call subroutine $CB2CAA CB/2B0A: B2 Call subroutine $CB2DFA (clears general purpose event bits) CB/2B0E: FE Return CB/2B0F: C0 If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CB2BC9 CB/2B15: B2 Call subroutine $CB2B24 CB/2B19: C0 If ($1E80($1F1) [$1EBE, bit 1] is clear), branch to $CB2D35 CB/2B1F: B2 Call subroutine $CB2CBC CB/2B23: FE Return CB/2B24: 74 Replace current map's Layer 2 at (4, 2) with the following (4 x 6) chunk CB/2B29: $11, $11, $11, $AE CB/2B2D: $AE, $AE, $11, $11 CB/2B31: $11, $11, $11, $11 CB/2B35: $55, $7E, $11, $1C CB/2B39: $A4, $7E, $66, $AC CB/2B3D: $AB, $1C, $1C, $AE CB/2B41: 74 Replace current map's Layer 2 at (4, 66) with the following (4 x 6) chunk CB/2B46: $D0, $8F, $D0, $C0 CB/2B4A: $D0, $01, $C0, $7F CB/2B4E: $C0, $7F, $C0, $7F CB/2B52: $D6, $8F, $D0, $06 CB/2B56: $8F, $8F, $B7, $7F CB/2B5A: $C0, $14, $CB, $AE CB/2B5E: 74 Replace current map's Layer 2 at (3, 6) with the following (2 x 5) chunk CB/2B63: $74, $76 CB/2B65: $11, $11 CB/2B67: $53, $11 CB/2B69: $1C, $1C CB/2B6B: $AB, $6E CB/2B6D: 74 Replace current map's Layer 2 at (3, 70) with the following (2 x 5) chunk CB/2B72: $F5, $F6 CB/2B74: $8F, $D0 CB/2B76: $D0, $7F CB/2B78: $AD, $AD CB/2B7A: $C0, $C0 CB/2B7C: 74 Replace current map's Layer 2 at (4, 8) with the following (3 x 4) chunk CB/2B81: $11, $6E, $11 CB/2B84: $7E, $11, $11 CB/2B87: $6E, $11, $A4 CB/2B8A: $6E, $AB, $11 CB/2B8D: 74 Replace current map's Layer 2 at (4, 72) with the following (3 x 4) chunk CB/2B92: $D0, $8F, $D0 CB/2B95: $01, $C0, $7F CB/2B98: $C0, $7F, $D0 CB/2B9B: $8F, $D0, $8F CB/2B9E: 74 Replace current map's Layer 2 at (7, 11) with the following (1 x 4) chunk CB/2BA3: $B2 CB/2BA4: $B4 CB/2BA5: $11 CB/2BA6: $AE CB/2BA7: 74 Replace current map's Layer 2 at (7, 75) with the following (1 x 4) chunk CB/2BAC: $7F CB/2BAD: $C0 CB/2BAE: $7F CB/2BAF: $C0 CB/2BB0: 75 Refresh map after alteration CB/2BB1: FE Return CB/2BB2: C0 If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CB2B06 CB/2BB8: B2 Call subroutine $CB2B24 CB/2BBC: D3 Clear event bit $1E80($1F5) [$1EBE, bit 5] CB/2BBE: D2 Set event bit $1E80($1F6) [$1EBE, bit 6] CB/2BC0: F4 Play sound effect 152 CB/2BC2: A0 Set timer 1 to $0090 [0m: 02s: 24j], jump to subroutine $CB2C57 if it expires. Flags: (Countdown continues in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CB/2BC8: FE Return CB/2BC9: 74 Replace current map's Layer 2 at (4, 2) with the following (4 x 6) chunk CB/2BCE: $1C, $1C, $1C, $73 CB/2BD2: $1C, $84, $11, $1C CB/2BD6: $11, $1C, $1C, $1C CB/2BDA: $55, $1C, $11, $1C CB/2BDE: $A4, $62, $66, $11 CB/2BE2: $11, $1C, $1C, $62 CB/2BE6: 74 Replace current map's Layer 2 at (4, 66) with the following (4 x 6) chunk CB/2BEB: $AB, $AC, $AD, $F2 CB/2BEF: $6E, $F3, $C0, $6E CB/2BF3: $C0, $AB, $AC, $AD CB/2BF7: $D6, $7E, $D0, $06 CB/2BFB: $8F, $F1, $B7, $7F CB/2BFF: $C0, $14, $15, $D1 CB/2C03: 74 Replace current map's Layer 2 at (3, 6) with the following (2 x 5) chunk CB/2C08: $74, $76 CB/2C0A: $11, $11 CB/2C0C: $6E, $1C CB/2C0E: $1C, $11 CB/2C10: $AB, $7E CB/2C12: 74 Replace current map's Layer 2 at (3, 70) with the following (2 x 5) chunk CB/2C17: $F5, $F6 CB/2C19: $8F, $D0 CB/2C1B: $D0, $AB CB/2C1D: $AC, $7F CB/2C1F: $C0, $C0 CB/2C21: 74 Replace current map's Layer 2 at (4, 8) with the following (3 x 4) chunk CB/2C26: $11, $11, $11 CB/2C29: $6E, $11, $11 CB/2C2C: $AB, $AB, $A4 CB/2C2F: $6E, $11, $11 CB/2C32: 74 Replace current map's Layer 2 at (4, 72) with the following (3 x 4) chunk CB/2C37: $D0, $8F, $D0 CB/2C3A: $8F, $C0, $7F CB/2C3D: $C0, $7F, $D0 CB/2C40: $8F, $D0, $8F CB/2C43: 74 Replace current map's Layer 2 at (7, 11) with the following (1 x 4) chunk CB/2C48: $31 CB/2C49: $AB CB/2C4A: $AB CB/2C4B: $11 CB/2C4C: 74 Replace current map's Layer 2 at (7, 75) with the following (1 x 4) chunk CB/2C51: $B2 CB/2C52: $B4 CB/2C53: $7F CB/2C54: $C0 CB/2C55: 75 Refresh map after alteration CB/2C56: FE Return CB/2C57: C0 If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CB2B06 CB/2C5D: B2 Call subroutine $CB2BC9 CB/2C61: D3 Clear event bit $1E80($1F6) [$1EBE, bit 6] CB/2C63: D2 Set event bit $1E80($1F5) [$1EBE, bit 5] CB/2C65: F4 Play sound effect 152 CB/2C67: A0 Set timer 2 to $0090 [0m: 02s: 24j], jump to subroutine $CB2BB2 if it expires. Flags: (Countdown continues in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CB/2C6D: FE Return CB/2C6E: C0 If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CA5EB3 (simply returns) CB/2C74: B2 Call subroutine $CB2B06 CB/2C78: 3A Enable player to move while event commands execute CB/2C79: A0 Set timer 0 to $0001 [0m: 00s: 01j], jump to subroutine $CB2D1E if it expires. Flags: (Countdown continues in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CB/2C7F: D2 Set event bit $1E80($1F1) [$1EBE, bit 1] CB/2C81: D2 Set event bit $1E80($1F3) [$1EBE, bit 3] CB/2C83: D3 Clear event bit $1E80($1F2) [$1EBE, bit 2] CB/2C85: D3 Clear event bit $1E80($1F4) [$1EBE, bit 4] CB/2C87: B4 Pause for 144 units CB/2C89: D2 Set event bit $1E80($1F5) [$1EBE, bit 5] CB/2C8B: FE Return CB/2C8C: C0 If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CA5EB3 (simply returns) CB/2C92: B2 Call subroutine $CB2B06 CB/2C96: 3A Enable player to move while event commands execute CB/2C97: A0 Set timer 0 to $0001 [0m: 00s: 01j], jump to subroutine $CB2D1E if it expires. Flags: (Countdown continues in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CB/2C9D: D2 Set event bit $1E80($1F1) [$1EBE, bit 1] CB/2C9F: D2 Set event bit $1E80($1F4) [$1EBE, bit 4] CB/2CA1: D3 Clear event bit $1E80($1F2) [$1EBE, bit 2] CB/2CA3: D3 Clear event bit $1E80($1F3) [$1EBE, bit 3] CB/2CA5: B4 Pause for 144 units CB/2CA7: D2 Set event bit $1E80($1F5) [$1EBE, bit 5] CB/2CA9: FE Return CB/2CAA: A1 Reset timer 0 CB/2CAC: A1 Reset timer 1 CB/2CAE: A1 Reset timer 2 CB/2CB0: A1 Reset timer 3 CB/2CB2: FE Return CB/2CB3: B2 Call subroutine $CB2CAA CB/2CB7: B2 Call subroutine $CB2DFA (clears general purpose event bits) CB/2CBB: FE Return CB/2CBC: 74 Replace current map's Layer 2 at (10, 4) with the following (6 x 4) chunk CB/2CC1: $53, $54, $55, $1C, $63, $64 CB/2CC7: $65, $6E, $73, $6E, $84, $6E CB/2CCD: $1C, $1C, $11, $6E, $11, $11 CB/2CD3: $11, $11, $11, $11, $6E, $11 CB/2CD9: 74 Replace current map's Layer 2 at (10, 68) with the following (6 x 4) chunk CB/2CDE: $8F, $D0, $8F, $14, $7F, $C0 CB/2CE4: $7F, $C0, $F3, $01, $F5, $C0 CB/2CEA: $AB, $AB, $C0, $01, $D0, $8F CB/2CF0: $D0, $8F, $C0, $7F, $C0, $7F CB/2CF6: 74 Replace current map's Layer 2 at (14, 7) with the following (4 x 1) chunk CB/2CFB: $AB, $11, $7E, $6E CB/2CFF: 74 Replace current map's Layer 2 at (14, 71) with the following (4 x 1) chunk CB/2D04: $01, $D0, $C0, $D0 CB/2D08: 74 Replace current map's Layer 2 at (6, 11) with the following (1 x 5) chunk CB/2D0D: $A4 CB/2D0E: $B2 CB/2D0F: $B4 CB/2D10: $11 CB/2D11: $AE CB/2D12: 74 Replace current map's Layer 2 at (6, 75) with the following (1 x 5) chunk CB/2D17: $D0 CB/2D18: $7F CB/2D19: $C0 CB/2D1A: $7F CB/2D1B: $C0 CB/2D1C: 75 Refresh map after alteration CB/2D1D: FE Return CB/2D1E: C0 If ($1E80($1F1) [$1EBE, bit 1] is clear), branch to $CB2CB3 CB/2D24: B2 Call subroutine $CB2CBC CB/2D28: D3 Clear event bit $1E80($1F5) [$1EBE, bit 5] CB/2D2A: D2 Set event bit $1E80($1F6) [$1EBE, bit 6] CB/2D2C: F4 Play sound effect 152 CB/2D2E: A0 Set timer 1 to $0090 [0m: 02s: 24j], jump to subroutine $CB2D97 if it expires. Flags: (Countdown continues in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CB/2D34: FE Return CB/2D35: 74 Replace current map's Layer 2 at (10, 4) with the following (6 x 4) chunk CB/2D3A: $53, $6E, $55, $1C, $63, $6E CB/2D40: $65, $53, $73, $6E, $75, $53 CB/2D46: $1C, $11, $11, $63, $1C, $AD CB/2D4C: $1C, $1C, $11, $11, $11, $11 CB/2D52: 74 Replace current map's Layer 2 at (10, 68) with the following (6 x 4) chunk CB/2D57: $8F, $D0, $8F, $14, $7F, $C0 CB/2D5D: $7F, $14, $F3, $01, $F5, $C0 CB/2D63: $6E, $7F, $C0, $F3, $7E, $8F CB/2D69: $AD, $AC, $C0, $7F, $C0, $7F CB/2D6F: 74 Replace current map's Layer 2 at (14, 7) with the following (4 x 1) chunk CB/2D74: $74, $1C, $1C, $11 CB/2D78: 74 Replace current map's Layer 2 at (14, 71) with the following (4 x 1) chunk CB/2D7D: $F3, $7E, $6E, $D0 CB/2D81: 74 Replace current map's Layer 2 at (6, 11) with the following (1 x 5) chunk CB/2D86: $A3 CB/2D87: $31 CB/2D88: $AB CB/2D89: $11 CB/2D8A: $11 CB/2D8B: 74 Replace current map's Layer 2 at (6, 75) with the following (1 x 5) chunk CB/2D90: $D0 CB/2D91: $B2 CB/2D92: $B4 CB/2D93: $7F CB/2D94: $C0 CB/2D95: 75 Refresh map after alteration CB/2D96: FE Return CB/2D97: C0 If ($1E80($1F1) [$1EBE, bit 1] is clear), branch to $CB2CB3 CB/2D9D: B2 Call subroutine $CB2D35 CB/2DA1: D3 Clear event bit $1E80($1F6) [$1EBE, bit 6] CB/2DA3: D2 Set event bit $1E80($1F5) [$1EBE, bit 5] CB/2DA5: F4 Play sound effect 152 CB/2DA7: A0 Set timer 2 to $0090 [0m: 02s: 24j], jump to subroutine $CB2D1E if it expires. Flags: (Countdown continues in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CB/2DAD: FE Return CB/2DAE: 8B For character $31 (Party Character 0), take HP and subtract 8 (set to 1 if that would put HP below 0) CB/2DB1: 8B For character $32 (Party Character 1), take HP and subtract 8 (set to 1 if that would put HP below 0) CB/2DB4: 8B For character $33 (Party Character 2), take HP and subtract 8 (set to 1 if that would put HP below 0) CB/2DB7: 8B For character $34 (Party Character 3), take HP and subtract 8 (set to 1 if that would put HP below 0) CB/2DBA: FE Return CB/2DBB: C0 If ($1E80($1F5) [$1EBE, bit 5] is clear), branch to $CA5EB3 (simply returns) CB/2DC1: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/2DC3: 1F Do vehicle/entity graphical action $1F CB/2DC4: FF End queue CB/2DC5: F4 Play sound effect 80 CB/2DC7: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/2DC9: B2 Call subroutine $CB2DAE CB/2DCD: B2 Call subroutine $CB2E1B CB/2DD1: FE Return CB/2DD2: C0 If ($1E80($1F6) [$1EBE, bit 6] is clear), branch to $CA5EB3 (simply returns) CB/2DD8: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/2DDA: 1F Do vehicle/entity graphical action $1F CB/2DDB: FF End queue CB/2DDC: F4 Play sound effect 80 CB/2DDE: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/2DE0: B2 Call subroutine $CB2DAE CB/2DE4: B2 Call subroutine $CB2E1B CB/2DE8: FE Return CB/2DE9: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/2DEB: 1F Do vehicle/entity graphical action $1F CB/2DEC: FF End queue CB/2DED: F4 Play sound effect 80 CB/2DEF: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/2DF1: B2 Call subroutine $CB2DAE CB/2DF5: B2 Call subroutine $CB2E1B CB/2DF9: FE Return CB/2DFA: D3 Clear event bit $1E80($1F0) [$1EBE, bit 0] CB/2DFC: D3 Clear event bit $1E80($1F1) [$1EBE, bit 1] CB/2DFE: D3 Clear event bit $1E80($1F2) [$1EBE, bit 2] CB/2E00: D3 Clear event bit $1E80($1F3) [$1EBE, bit 3] CB/2E02: D3 Clear event bit $1E80($1F4) [$1EBE, bit 4] CB/2E04: D3 Clear event bit $1E80($1F5) [$1EBE, bit 5] CB/2E06: D3 Clear event bit $1E80($1F6) [$1EBE, bit 6] CB/2E08: D3 Clear event bit $1E80($1F7) [$1EBE, bit 7] CB/2E0A: D3 Clear event bit $1E80($1F8) [$1EBF, bit 0] CB/2E0C: D3 Clear event bit $1E80($1F9) [$1EBF, bit 1] CB/2E0E: D3 Clear event bit $1E80($1FA) [$1EBF, bit 2] CB/2E10: D3 Clear event bit $1E80($1FB) [$1EBF, bit 3] CB/2E12: D3 Clear event bit $1E80($1FC) [$1EBF, bit 4] CB/2E14: D3 Clear event bit $1E80($1FD) [$1EBF, bit 5] CB/2E16: D3 Clear event bit $1E80($1FE) [$1EBF, bit 6] CB/2E18: D3 Clear event bit $1E80($1FF) [$1EBF, bit 7] CB/2E1A: FE Return CB/2E1B: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/2E1D: D5 Set vehicle/entity's position to (2, 6) CB/2E20: 28 Do vehicle/entity graphical action $28 CB/2E21: FF End queue CB/2E22: B2 Call subroutine $CB0E1C CB/2E26: B2 Call subroutine $CB2DFA (clears general purpose event bits) CB/2E2A: FE Return CB/2E2B: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CB/2E2D: 36 Disable ability to pass through other objects for object $32 (Party Character 1) CB/2E2F: 36 Disable ability to pass through other objects for object $33 (Party Character 2) CB/2E31: 36 Disable ability to pass through other objects for object $34 (Party Character 3) CB/2E33: FE Return CB/2E34: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CB/2E36: 78 Enable ability to pass through other objects for object $32 (Party Character 1) CB/2E38: 78 Enable ability to pass through other objects for object $33 (Party Character 2) CB/2E3A: 78 Enable ability to pass through other objects for object $34 (Party Character 3) CB/2E3C: FE Return CB/2E3D: C0 If ($1E80($1FB) [$1EBF, bit 3] is clear), branch to $CB2E47 CB/2E43: B2 Call subroutine $CB2EEA CB/2E47: C1 If ($1E80($1F9) [$1EBF, bit 1] is clear) or ($1E80($1FA) [$1EBF, bit 2] is clear), branch to $CB2E53 CB/2E4F: B2 Call subroutine $CB2EBC CB/2E53: C0 If ($1E80($1FA) [$1EBF, bit 2] is clear), branch to $CB2E5D CB/2E59: B2 Call subroutine $CB2FD1 CB/2E5D: C0 If ($1E80($173) [$1EAE, bit 3] is clear), branch to $CB2E67 CB/2E63: B2 Call subroutine $CB303E CB/2E67: C0 If ($1E80($174) [$1EAE, bit 4] is clear), branch to $CB2E71 CB/2E6D: B2 Call subroutine $CB3148 CB/2E71: C0 If ($1E80($175) [$1EAE, bit 5] is clear), branch to $CB2E7B CB/2E77: B2 Call subroutine $CB31CA CB/2E7B: C0 If ($1E80($1F3) [$1EBE, bit 3] is clear), branch to $CB2E85 CB/2E81: B2 Call subroutine $CB3233 CB/2E85: C0 If ($1E80($1F4) [$1EBE, bit 4] is clear), branch to $CB2E8F CB/2E8B: B2 Call subroutine $CB3281 CB/2E8F: C0 If ($1E80($1F5) [$1EBE, bit 5] is clear), branch to $CB2E99 CB/2E95: B2 Call subroutine $CB32A9 CB/2E99: C0 If ($1E80($1F6) [$1EBE, bit 6] is clear), branch to $CB2EA7 CB/2E9F: B2 Call subroutine $CB362B CB/2EA3: B2 Call subroutine $CB3632 CB/2EA7: C0 If ($1E80($1F7) [$1EBE, bit 7] is clear), branch to $CB2EB1 CB/2EAD: B2 Call subroutine $CB3867 CB/2EB1: C0 If ($1E80($079) [$1E8F, bit 1] is clear), branch to $CB2EBB CB/2EB7: B2 Call subroutine $CB2AA6 CB/2EBB: FE Return CB/2EBC: 74 Replace current map's Layer 2 at (48, 12) with the following (1 x 3) chunk CB/2EC1: $1C CB/2EC2: $AB CB/2EC3: $1C CB/2EC4: 74 Replace current map's Layer 2 at (48, 76) with the following (1 x 3) chunk CB/2EC9: $CB CB/2ECA: $8F CB/2ECB: $CE CB/2ECC: 75 Refresh map after alteration CB/2ECD: FE Return CB/2ECE: C0 If ($1E80($1F9) [$1EBF, bit 1] is clear), branch to $CA5EB3 (simply returns) CB/2ED4: 74 Replace current map's Layer 2 at (48, 12) with the following (1 x 3) chunk CB/2ED9: $1C CB/2EDA: $11 CB/2EDB: $5A CB/2EDC: 74 Replace current map's Layer 2 at (48, 76) with the following (1 x 3) chunk CB/2EE1: $15 CB/2EE2: $8F CB/2EE3: $CE CB/2EE4: 75 Refresh map after alteration CB/2EE5: F4 Play sound effect 187 CB/2EE7: D3 Clear event bit $1E80($1F9) [$1EBF, bit 1] CB/2EE9: FE Return CB/2EEA: 74 Replace current map's Layer 2 at (41, 11) with the following (1 x 5) chunk CB/2EEF: $AB CB/2EF0: $AB CB/2EF1: $AB CB/2EF2: $AB CB/2EF3: $AB CB/2EF4: 74 Replace current map's Layer 2 at (41, 75) with the following (1 x 5) chunk CB/2EF9: $8F CB/2EFA: $8F CB/2EFB: $8F CB/2EFC: $8F CB/2EFD: $8F CB/2EFE: 75 Refresh map after alteration CB/2EFF: FE Return CB/2F00: C0 If ($1E80($1F9) [$1EBF, bit 1] is set), branch to $CA5EB3 (simply returns) CB/2F06: 3A Enable player to move while event commands execute CB/2F07: B0 Execute the following commands until $B1 29 times CB/2F09: F4 Play sound effect 150 CB/2F0B: 91 Pause for 15 units CB/2F0C: B1 End block of repeating commands CB/2F0D: 58 Shake screen ($F6): (Intensity: 2)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/2F0F: F4 Play sound effect 165 CB/2F11: 95 Pause for 120 units CB/2F12: 58 Shake screen ($F4): (Intensity: 0)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/2F14: 94 Pause for 60 units CB/2F15: 74 Replace current map's Layer 2 at (45, 11) with the following (1 x 1) chunk CB/2F1A: $AB CB/2F1B: 74 Replace current map's Layer 2 at (45, 75) with the following (1 x 1) chunk CB/2F20: $8F CB/2F21: 75 Refresh map after alteration CB/2F22: F4 Play sound effect 152 CB/2F24: 74 Replace current map's Layer 2 at (44, 11) with the following (1 x 1) chunk CB/2F29: $AB CB/2F2A: 74 Replace current map's Layer 2 at (44, 75) with the following (1 x 1) chunk CB/2F2F: $8F CB/2F30: 75 Refresh map after alteration CB/2F31: F4 Play sound effect 152 CB/2F33: 74 Replace current map's Layer 2 at (43, 11) with the following (1 x 1) chunk CB/2F38: $AB CB/2F39: 74 Replace current map's Layer 2 at (43, 75) with the following (1 x 1) chunk CB/2F3E: $8F CB/2F3F: 75 Refresh map after alteration CB/2F40: F4 Play sound effect 152 CB/2F42: 74 Replace current map's Layer 2 at (42, 11) with the following (1 x 1) chunk CB/2F47: $AB CB/2F48: 74 Replace current map's Layer 2 at (42, 75) with the following (1 x 1) chunk CB/2F4D: $8F CB/2F4E: 75 Refresh map after alteration CB/2F4F: F4 Play sound effect 152 CB/2F51: 74 Replace current map's Layer 2 at (41, 11) with the following (1 x 1) chunk CB/2F56: $AB CB/2F57: 74 Replace current map's Layer 2 at (41, 75) with the following (1 x 1) chunk CB/2F5C: $8F CB/2F5D: 75 Refresh map after alteration CB/2F5E: F4 Play sound effect 152 CB/2F60: D2 Set event bit $1E80($1F9) [$1EBF, bit 1] CB/2F62: D2 Set event bit $1E80($1FB) [$1EBF, bit 3] CB/2F64: FE Return CB/2F65: C0 If ($1E80($1F9) [$1EBF, bit 1] is clear), branch to $CA5EB3 (simply returns) CB/2F6B: 74 Replace current map's Layer 2 at (40, 8) with the following (7 x 6) chunk CB/2F70: $11, $11, $11, $11, $11, $11, $11 CB/2F77: $11, $11, $11, $11, $11, $11, $11 CB/2F7E: $11, $11, $11, $11, $AB, $11, $11 CB/2F85: $11, $11, $72, $11, $11, $11, $11 CB/2F8C: $11, $72, $A4, $11, $11, $11, $11 CB/2F93: $11, $92, $A4, $11, $11, $11, $11 CB/2F9A: 74 Replace current map's Layer 2 at (40, 72) with the following (7 x 6) chunk CB/2F9F: $D0, $8F, $7F, $C0, $7F, $C0, $C0 CB/2FA6: $8F, $8F, $D0, $8F, $D0, $D0, $8F CB/2FAD: $7F, $C0, $7F, $C0, $C0, $8F, $C0 CB/2FB4: $7F, $7F, $C1, $D0, $8F, $D0, $8F CB/2FBB: $8F, $D1, $C0, $8F, $C0, $7F, $7F CB/2FC2: $F2, $D0, $8F, $D0, $8F, $D0, $7F CB/2FC9: 75 Refresh map after alteration CB/2FCA: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/2FCC: F4 Play sound effect 152 CB/2FCE: D3 Clear event bit $1E80($1F9) [$1EBF, bit 1] CB/2FD0: FE Return CB/2FD1: 74 Replace current map's Layer 2 at (56, 18) with the following (1 x 5) chunk CB/2FD6: $6D CB/2FD7: $F9 CB/2FD8: $64 CB/2FD9: $FA CB/2FDA: $FB CB/2FDB: 74 Replace current map's Layer 2 at (56, 82) with the following (1 x 5) chunk CB/2FE0: $F8 CB/2FE1: $63 CB/2FE2: $8F CB/2FE3: $65 CB/2FE4: $8F CB/2FE5: 75 Refresh map after alteration CB/2FE6: FE Return CB/2FE7: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/2FEF: 73 Replace current map's Layer 1 at (58, 17) with the following (1 x 1) chunk, refresh immediately CB/2FF4: $8A CB/2FF5: F4 Play sound effect 150 CB/2FF7: 92 Pause for 30 units CB/2FF8: F4 Play sound effect 169 CB/2FFA: B2 Call subroutine $CB2FD1 CB/2FFE: F4 Play sound effect 186 CB/3000: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/3002: C3 Set vehicle/entity's event speed to fast CB/3003: C7 Set vehicle/entity to stay still when moving CB/3004: FF End queue CB/3005: B0 Execute the following commands until $B1 2 times CB/3007: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/3009: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/300A: E0 Pause for 4 * 1 (4) frames CB/300C: 1F Do vehicle/entity graphical action $1F CB/300D: FF End queue CB/300E: B1 End block of repeating commands CB/300F: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/3011: 20 Do vehicle/entity graphical action $20 CB/3012: 09 Do vehicle/entity graphical action $09 (kneeling) CB/3013: 28 Do vehicle/entity graphical action $28 CB/3014: 92 Move vehicle/entity down 5 tiles CB/3015: FF End queue CB/3016: F4 Play sound effect 152 CB/3018: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/301A: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/301C: DC Make vehicle/entity jump (low) CB/301D: 82 Move vehicle/entity down 1 tile CB/301E: C6 Set vehicle/entity to walk when moving CB/301F: FF End queue CB/3020: F4 Play sound effect 199 CB/3022: 93 Pause for 45 units CB/3023: 74 Replace current map's Layer 2 at (48, 12) with the following (1 x 3) chunk CB/3028: $1C CB/3029: $AB CB/302A: $1C CB/302B: 74 Replace current map's Layer 2 at (48, 76) with the following (1 x 3) chunk CB/3030: $CB CB/3031: $8F CB/3032: $CE CB/3033: 75 Refresh map after alteration CB/3034: F4 Play sound effect 187 CB/3036: 4B Display dialogue message $069C, wait for button press Heard a distant sound… CB/3039: D2 Set event bit $1E80($1F9) [$1EBF, bit 1] CB/303B: D2 Set event bit $1E80($1FA) [$1EBF, bit 2] CB/303D: FE Return CB/303E: 74 Replace current map's Layer 2 at (62, 10) with the following (1 x 1) chunk CB/3043: $8A CB/3044: 74 Replace current map's Layer 2 at (63, 9) with the following (3 x 3) chunk CB/3049: $45, $01, $43 CB/304C: $55, $01, $53 CB/304F: $A8, $7B, $AA CB/3052: 74 Replace current map's Layer 2 at (63, 73) with the following (3 x 3) chunk CB/3057: $7F, $C6, $7F CB/305A: $8F, $D0, $8F CB/305D: $63, $74, $75 CB/3060: 75 Refresh map after alteration CB/3061: FE Return CB/3062: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/306A: 73 Replace current map's Layer 1 at (62, 10) with the following (1 x 1) chunk, refresh immediately CB/306F: $8A CB/3070: F4 Play sound effect 150 CB/3072: 92 Pause for 30 units CB/3073: B2 Call subroutine $CB303E CB/3077: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/3079: F4 Play sound effect 187 CB/307B: D2 Set event bit $1E80($173) [$1EAE, bit 3] CB/307D: FE Return CB/307E: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CB/3084: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/308C: 73 Replace current map's Layer 1 at (66, 10) with the following (1 x 1) chunk, refresh immediately CB/3091: $8A CB/3092: F4 Play sound effect 150 CB/3094: 92 Pause for 30 units CB/3095: D8 Set event bit $1E80($485) [$1F10, bit 5] CB/3097: 3D Create object $13 CB/3099: 45 Refresh objects CB/309A: 41 Show object $13 CB/309C: F4 Play sound effect 186 CB/309E: 78 Enable ability to pass through other objects for object $13 (NPC $13) CB/30A0: 13 Begin action queue for character $13 (NPC $13), 6 bytes long CB/30A2: C3 Set vehicle/entity's event speed to fast CB/30A3: C7 Set vehicle/entity to stay still when moving CB/30A4: 9A Move vehicle/entity down 7 tiles CB/30A5: C6 Set vehicle/entity to walk when moving CB/30A6: CD Turn vehicle/entity right CB/30A7: FF End queue CB/30A8: 93 Pause for 45 units CB/30A9: F4 Play sound effect 181 CB/30AB: 35 Pause execution until action queue for object $13 (NPC $13) is complete CB/30AD: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/30AF: CF Turn vehicle/entity left CB/30B0: FF End queue CB/30B1: 4D Invoke battle, enemy set $95, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/30B4: B2 Call subroutine $CA5EA9 CB/30B8: 59 Unfade screen at speed $04 CB/30BA: 5C Pause execution until fade in or fade out is complete CB/30BB: 4B Display dialogue message $069D, wait for button press N…nuts!!! I thought I had the monopoly on the stuff buried in the plaza beneath the grand stairway… CB/30BE: 94 Pause for 60 units CB/30BF: 13 Begin action queue for character $13 (NPC $13), 4 bytes long (Wait until complete) CB/30C1: D5 Set vehicle/entity's position to (65, 4) CB/30C4: FF End queue CB/30C5: D9 Clear event bit $1E80($485) [$1F10, bit 5] CB/30C7: 3E Delete object $13 CB/30C9: 45 Refresh objects CB/30CA: 42 Hide object $13 CB/30CC: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/30CE: FE Return CB/30CF: C0 If ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/30D5: C0 If ($1E80($24D) [$1EC9, bit 5] is set), branch to $CA5EB3 (simply returns) CB/30DB: BD Pseudo-randomly jump to $CA5EB3 50% of the time CB/30DF: 4B Display dialogue message $0697, wait for button press There's something under the ground… CB/30E2: 93 Pause for 45 units CB/30E3: F4 Play sound effect 27 CB/30E5: 4B Display dialogue message $069E, wait for button press Got “Inviz Edge.” CB/30E8: 80 Add item $AE (Inviz Edge ) to inventory CB/30EA: D4 Set event bit $1E80($24D) [$1EC9, bit 5] CB/30EC: FE Return CB/30ED: C0 If ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/30F3: C0 If ($1E80($24E) [$1EC9, bit 6] is set), branch to $CA5EB3 (simply returns) CB/30F9: BD Pseudo-randomly jump to $CA5EB3 50% of the time CB/30FD: 4B Display dialogue message $0697, wait for button press There's something under the ground… CB/3100: 93 Pause for 45 units CB/3101: F4 Play sound effect 27 CB/3103: 4B Display dialogue message $06A4, wait for button press Got “Water Skean.” CB/3106: 80 Add item $AC (Water Edge ) to inventory CB/3108: D4 Set event bit $1E80($24E) [$1EC9, bit 6] CB/310A: FE Return CB/310B: C0 If ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/3111: C0 If ($1E80($24F) [$1EC9, bit 7] is set), branch to $CA5EB3 (simply returns) CB/3117: BD Pseudo-randomly jump to $CA5EB3 50% of the time CB/311B: 4B Display dialogue message $0697, wait for button press There's something under the ground… CB/311E: 93 Pause for 45 units CB/311F: F4 Play sound effect 27 CB/3121: 4B Display dialogue message $0121, wait for button press Found Remedy! CB/3124: 80 Add item $F4 ( Soft ) to inventory CB/3126: D4 Set event bit $1E80($24F) [$1EC9, bit 7] CB/3128: FE Return CB/3129: C0 If ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/312F: C0 If ($1E80($250) [$1ECA, bit 0] is set), branch to $CA5EB3 (simply returns) CB/3135: BD Pseudo-randomly jump to $CA5EB3 50% of the time CB/3139: 4B Display dialogue message $0697, wait for button press There's something under the ground… CB/313C: 93 Pause for 45 units CB/313D: F4 Play sound effect 27 CB/313F: 4B Display dialogue message $011E, wait for button press 2000 GP inside! CB/3142: 84 Give 293 GP to party CB/3145: D4 Set event bit $1E80($250) [$1ECA, bit 0] CB/3147: FE Return CB/3148: 74 Replace current map's Layer 2 at (71, 14) with the following (1 x 1) chunk CB/314D: $8A CB/314E: 74 Replace current map's Layer 2 at (76, 16) with the following (3 x 1) chunk CB/3153: $97, $B0, $B0 CB/3156: 74 Replace current map's Layer 2 at (76, 19) with the following (3 x 1) chunk CB/315B: $B0, $B0, $B0 CB/315E: 74 Replace current map's Layer 2 at (76, 22) with the following (3 x 1) chunk CB/3163: $A0, $A0, $B1 CB/3166: 74 Replace current map's Layer 2 at (76, 86) with the following (1 x 1) chunk CB/316B: $01 CB/316C: 74 Replace current map's Layer 2 at (76, 25) with the following (3 x 1) chunk CB/3171: $A1, $A1, $A1 CB/3174: 75 Refresh map after alteration CB/3175: FE Return CB/3176: C0 If ($1E80($174) [$1EAE, bit 4] is set), branch to $CA5EB3 (simply returns) CB/317C: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/3184: 73 Replace current map's Layer 1 at (71, 14) with the following (1 x 1) chunk, refresh immediately CB/3189: $8A CB/318A: F4 Play sound effect 150 CB/318C: 92 Pause for 30 units CB/318D: 73 Replace current map's Layer 1 at (76, 16) with the following (3 x 1) chunk, refresh immediately CB/3192: $97, $B0, $B0 CB/3195: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/3197: F4 Play sound effect 187 CB/3199: 92 Pause for 30 units CB/319A: 73 Replace current map's Layer 1 at (76, 19) with the following (3 x 1) chunk, refresh immediately CB/319F: $B0, $B0, $B0 CB/31A2: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/31A4: F4 Play sound effect 187 CB/31A6: 92 Pause for 30 units CB/31A7: 74 Replace current map's Layer 2 at (76, 22) with the following (3 x 1) chunk CB/31AC: $A0, $A0, $B1 CB/31AF: 74 Replace current map's Layer 2 at (76, 86) with the following (1 x 1) chunk CB/31B4: $01 CB/31B5: 75 Refresh map after alteration CB/31B6: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/31B8: F4 Play sound effect 187 CB/31BA: 92 Pause for 30 units CB/31BB: 73 Replace current map's Layer 1 at (76, 25) with the following (3 x 1) chunk, refresh immediately CB/31C0: $A1, $A1, $A1 CB/31C3: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/31C5: F4 Play sound effect 187 CB/31C7: D2 Set event bit $1E80($174) [$1EAE, bit 4] CB/31C9: FE Return CB/31CA: 74 Replace current map's Layer 2 at (89, 93) with the following (1 x 1) chunk CB/31CF: $7A CB/31D0: 74 Replace current map's Layer 2 at (94, 25) with the following (2 x 1) chunk CB/31D5: $01, $01 CB/31D7: 74 Replace current map's Layer 2 at (94, 89) with the following (2 x 1) chunk CB/31DC: $C6, $D0 CB/31DE: 74 Replace current map's Layer 2 at (94, 24) with the following (3 x 1) chunk CB/31E3: $01, $01, $7B CB/31E6: 74 Replace current map's Layer 2 at (94, 88) with the following (3 x 1) chunk CB/31EB: $C6, $01, $D0 CB/31EE: 75 Refresh map after alteration CB/31EF: FE Return CB/31F0: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CB/31F6: C0 If ($1E80($175) [$1EAE, bit 5] is set), branch to $CA5EB3 (simply returns) CB/31FC: 73 Replace current map's Layer 1 at (89, 93) with the following (1 x 1) chunk, refresh immediately CB/3201: $7A CB/3202: F4 Play sound effect 150 CB/3204: 92 Pause for 30 units CB/3205: 74 Replace current map's Layer 2 at (94, 25) with the following (2 x 1) chunk CB/320A: $01, $01 CB/320C: 74 Replace current map's Layer 2 at (94, 89) with the following (2 x 1) chunk CB/3211: $C6, $D0 CB/3213: 75 Refresh map after alteration CB/3214: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/3216: F4 Play sound effect 187 CB/3218: 91 Pause for 15 units CB/3219: 74 Replace current map's Layer 2 at (94, 24) with the following (3 x 1) chunk CB/321E: $01, $01, $7B CB/3221: 74 Replace current map's Layer 2 at (94, 88) with the following (3 x 1) chunk CB/3226: $C6, $01, $D0 CB/3229: 75 Refresh map after alteration CB/322A: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/322C: F4 Play sound effect 187 CB/322E: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/3230: D2 Set event bit $1E80($175) [$1EAE, bit 5] CB/3232: FE Return CB/3233: 74 Replace current map's Layer 2 at (96, 18) with the following (1 x 1) chunk CB/3238: $7A CB/3239: 74 Replace current map's Layer 2 at (94, 16) with the following (3 x 1) chunk CB/323E: $A0, $B1, $B1 CB/3241: 74 Replace current map's Layer 2 at (94, 13) with the following (3 x 1) chunk CB/3246: $97, $B0, $A0 CB/3249: 74 Replace current map's Layer 2 at (97, 12) with the following (1 x 1) chunk CB/324E: $73 CB/324F: 75 Refresh map after alteration CB/3250: FE Return CB/3251: C0 If ($1E80($1F3) [$1EBE, bit 3] is set), branch to $CA5EB3 (simply returns) CB/3257: 73 Replace current map's Layer 1 at (96, 18) with the following (1 x 1) chunk, refresh immediately CB/325C: $7A CB/325D: F4 Play sound effect 150 CB/325F: 92 Pause for 30 units CB/3260: 73 Replace current map's Layer 1 at (94, 16) with the following (3 x 1) chunk, refresh immediately CB/3265: $A0, $B1, $B1 CB/3268: F4 Play sound effect 187 CB/326A: 92 Pause for 30 units CB/326B: 73 Replace current map's Layer 1 at (94, 13) with the following (3 x 1) chunk, refresh immediately CB/3270: $97, $B0, $A0 CB/3273: F4 Play sound effect 187 CB/3275: 92 Pause for 30 units CB/3276: 73 Replace current map's Layer 1 at (97, 12) with the following (1 x 1) chunk, refresh immediately CB/327B: $73 CB/327C: F4 Play sound effect 187 CB/327E: D2 Set event bit $1E80($1F3) [$1EBE, bit 3] CB/3280: FE Return CB/3281: 74 Replace current map's Layer 2 at (99, 18) with the following (1 x 1) chunk CB/3286: $7A CB/3287: 74 Replace current map's Layer 2 at (99, 16) with the following (1 x 1) chunk CB/328C: $64 CB/328D: 75 Refresh map after alteration CB/328E: FE Return CB/328F: C0 If ($1E80($1F4) [$1EBE, bit 4] is set), branch to $CA5EB3 (simply returns) CB/3295: 73 Replace current map's Layer 1 at (99, 18) with the following (1 x 1) chunk, refresh immediately CB/329A: $7A CB/329B: F4 Play sound effect 150 CB/329D: 92 Pause for 30 units CB/329E: 73 Replace current map's Layer 1 at (99, 16) with the following (1 x 1) chunk, refresh immediately CB/32A3: $64 CB/32A4: F4 Play sound effect 187 CB/32A6: D2 Set event bit $1E80($1F4) [$1EBE, bit 4] CB/32A8: FE Return CB/32A9: 74 Replace current map's Layer 2 at (104, 16) with the following (1 x 1) chunk CB/32AE: $09 CB/32AF: 74 Replace current map's Layer 2 at (109, 10) with the following (13 x 5) chunk CB/32B4: $11, $11, $11, $11, $AE, $11, $11, $11, $6E, $11, $11, $11, $11 CB/32C1: $7E, $11, $11, $A2, $A3, $8E, $A4, $AD, $1C, $92, $96, $5C, $11 CB/32CE: $6A, $97, $6B, $6C, $11, $53, $A0, $09, $65, $62, $30, $B0, $94 CB/32DB: $32, $1C, $1C, $92, $92, $6C, $62, $6A, $6B, $6C, $54, $72, $72 CB/32E8: $74, $55, $53, $72, $72, $74, $55, $53, $11, $72, $83, $63, $85 CB/32F5: 74 Replace current map's Layer 2 at (109, 74) with the following (13 x 5) chunk CB/32FA: $C0, $7F, $C0, $7F, $C0, $D0, $8F, $D0, $D0, $D0, $C0, $7F, $C0 CB/3307: $7F, $C0, $D0, $D0, $D0, $D0, $D0, $C0, $CE, $01, $01, $01, $D0 CB/3314: $01, $01, $01, $01, $C0, $01, $01, $55, $55, $C1, $01, $01, $01 CB/3321: $01, $AC, $CE, $01, $01, $C0, $C1, $8F, $01, $01, $D0, $D1, $AD CB/332E: $C0, $7F, $C0, $D1, $AD, $C0, $7F, $E6, $D0, $F3, $F5, $F5, $F6 CB/333B: 74 Replace current map's Layer 2 at (109, 10) with the following (13 x 5) chunk CB/3340: $11, $11, $11, $6E, $AE, $11, $11, $11, $7E, $11, $11, $A2, $A3 CB/334D: $8E, $A4, $AD, $1C, $92, $96, $5C, $11, $6A, $97, $6B, $6C, $11 CB/335A: $53, $A0, $09, $65, $62, $30, $B0, $94, $32, $1C, $1C, $92, $92 CB/3367: $6C, $11, $6A, $6B, $6C, $54, $62, $72, $74, $55, $53, $62, $72 CB/3374: $74, $55, $75, $72, $62, $73, $55, $53, $11, $72, $83, $63, $85 CB/3381: 74 Replace current map's Layer 2 at (109, 74) with the following (13 x 5) chunk CB/3386: $D0, $8F, $D0, $D0, $D0, $C0, $7F, $C0, $7F, $C0, $D0, $D0, $D0 CB/3393: $D0, $D0, $C0, $CE, $01, $01, $01, $D0, $01, $01, $01, $01, $C0 CB/33A0: $01, $01, $55, $55, $C1, $01, $01, $01, $01, $AC, $CE, $01, $01 CB/33AD: $C0, $C0, $8F, $01, $01, $D0, $C1, $AD, $C0, $7F, $C0, $D1, $AD CB/33BA: $C0, $7F, $C0, $F1, $AD, $C0, $7F, $E6, $D0, $F3, $F5, $F5, $F6 CB/33C7: 75 Refresh map after alteration CB/33C8: FE Return CB/33C9: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/33D1: C0 If ($1E80($1F5) [$1EBE, bit 5] is set), branch to $CB3506 CB/33D7: 73 Replace current map's Layer 1 at (104, 16) with the following (1 x 1) chunk, refresh immediately CB/33DC: $09 CB/33DD: F4 Play sound effect 150 CB/33DF: 92 Pause for 30 units CB/33E0: 74 Replace current map's Layer 2 at (109, 10) with the following (13 x 5) chunk CB/33E5: $11, $11, $11, $11, $AE, $11, $11, $11, $6E, $11, $11, $11, $11 CB/33F2: $7E, $11, $11, $A2, $A3, $8E, $A4, $AD, $1C, $92, $96, $5C, $11 CB/33FF: $6A, $97, $6B, $6C, $11, $53, $A0, $09, $65, $62, $30, $B0, $94 CB/340C: $32, $1C, $1C, $92, $92, $6C, $62, $6A, $6B, $6C, $54, $72, $72 CB/3419: $74, $55, $53, $72, $72, $74, $55, $53, $11, $72, $83, $63, $85 CB/3426: 74 Replace current map's Layer 2 at (109, 74) with the following (13 x 5) chunk CB/342B: $C0, $7F, $C0, $7F, $C0, $D0, $8F, $D0, $D0, $D0, $C0, $7F, $C0 CB/3438: $7F, $C0, $D0, $D0, $D0, $D0, $D0, $C0, $CE, $01, $01, $01, $D0 CB/3445: $01, $01, $01, $01, $C0, $01, $01, $55, $55, $C1, $01, $01, $01 CB/3452: $01, $AC, $CE, $01, $01, $C0, $C1, $8F, $01, $01, $D0, $D1, $AD CB/345F: $C0, $7F, $C0, $D1, $AD, $C0, $7F, $E6, $D0, $F3, $F5, $F5, $F6 CB/346C: 75 Refresh map after alteration CB/346D: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/346F: F4 Play sound effect 187 CB/3471: 92 Pause for 30 units CB/3472: 74 Replace current map's Layer 2 at (109, 10) with the following (13 x 5) chunk CB/3477: $11, $11, $11, $6E, $AE, $11, $11, $11, $7E, $11, $11, $A2, $A3 CB/3484: $8E, $A4, $AD, $1C, $92, $96, $5C, $11, $6A, $97, $6B, $6C, $11 CB/3491: $53, $A0, $09, $65, $62, $30, $B0, $94, $32, $1C, $1C, $92, $92 CB/349E: $6C, $11, $6A, $6B, $6C, $54, $62, $72, $74, $55, $53, $62, $72 CB/34AB: $74, $55, $75, $72, $62, $73, $55, $53, $11, $72, $83, $63, $85 CB/34B8: 74 Replace current map's Layer 2 at (109, 74) with the following (13 x 5) chunk CB/34BD: $D0, $8F, $D0, $D0, $D0, $C0, $7F, $C0, $7F, $C0, $D0, $D0, $D0 CB/34CA: $D0, $D0, $C0, $CE, $01, $01, $01, $D0, $01, $01, $01, $01, $C0 CB/34D7: $01, $01, $55, $55, $C1, $01, $01, $01, $01, $AC, $CE, $01, $01 CB/34E4: $C0, $C0, $8F, $01, $01, $D0, $C1, $AD, $C0, $7F, $C0, $D1, $AD CB/34F1: $C0, $7F, $C0, $F1, $AD, $C0, $7F, $E6, $D0, $F3, $F5, $F5, $F6 CB/34FE: 75 Refresh map after alteration CB/34FF: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/3501: F4 Play sound effect 187 CB/3503: D2 Set event bit $1E80($1F5) [$1EBE, bit 5] CB/3505: FE Return CB/3506: 73 Replace current map's Layer 1 at (104, 16) with the following (1 x 1) chunk, refresh immediately CB/350B: $09 CB/350C: F4 Play sound effect 150 CB/350E: 92 Pause for 30 units CB/350F: 74 Replace current map's Layer 2 at (109, 10) with the following (13 x 5) chunk CB/3514: $11, $11, $11, $11, $AE, $11, $11, $11, $6E, $11, $11, $11, $11 CB/3521: $7E, $11, $11, $A2, $A3, $8E, $A4, $AD, $1C, $92, $96, $5C, $11 CB/352E: $6A, $97, $6B, $6C, $11, $53, $A0, $09, $65, $62, $30, $B0, $94 CB/353B: $32, $1C, $1C, $92, $92, $6C, $62, $6A, $6B, $6C, $54, $72, $72 CB/3548: $74, $55, $53, $72, $72, $74, $55, $53, $11, $72, $83, $63, $85 CB/3555: 74 Replace current map's Layer 2 at (109, 74) with the following (13 x 5) chunk CB/355A: $C0, $7F, $C0, $7F, $C0, $D0, $8F, $D0, $D0, $D0, $C0, $7F, $C0 CB/3567: $7F, $C0, $D0, $D0, $D0, $D0, $D0, $C0, $CE, $01, $01, $01, $D0 CB/3574: $01, $01, $01, $01, $C0, $01, $01, $55, $55, $C1, $01, $01, $01 CB/3581: $01, $AC, $CE, $01, $01, $C0, $C1, $8F, $01, $01, $D0, $D1, $AD CB/358E: $C0, $7F, $C0, $D1, $AD, $C0, $7F, $E6, $D0, $F3, $F5, $F5, $F6 CB/359B: 75 Refresh map after alteration CB/359C: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/359E: F4 Play sound effect 187 CB/35A0: 92 Pause for 30 units CB/35A1: 74 Replace current map's Layer 2 at (109, 11) with the following (12 x 5) chunk CB/35A6: $11, $11, $11, $11, $11, $11, $11, $11, $6E, $11, $11, $11 CB/35B2: $11, $7E, $11, $11, $A2, $A3, $8E, $A4, $AD, $1C, $92, $96 CB/35BE: $5C, $11, $6A, $97, $6B, $6C, $11, $53, $A0, $09, $65, $62 CB/35CA: $30, $B0, $94, $32, $1C, $1C, $92, $92, $6C, $62, $6A, $6B CB/35D6: $6C, $54, $72, $72, $74, $55, $53, $11, $72, $83, $63, $85 CB/35E2: 74 Replace current map's Layer 2 at (109, 75) with the following (12 x 5) chunk CB/35E7: $C0, $7F, $C0, $7F, $C0, $D0, $8F, $D0, $D0, $D0, $C0, $7F CB/35F3: $C0, $7F, $C0, $D0, $D0, $D0, $D0, $D0, $C0, $CE, $01, $01 CB/35FF: $01, $D0, $01, $01, $01, $01, $C0, $01, $01, $55, $55, $C1 CB/360B: $01, $01, $01, $01, $AC, $CE, $01, $01, $C0, $C1, $8F, $01 CB/3617: $01, $D0, $D1, $AD, $C0, $7F, $E6, $D0, $F3, $F5, $F5, $F6 CB/3623: 75 Refresh map after alteration CB/3624: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/3626: F4 Play sound effect 187 CB/3628: D3 Clear event bit $1E80($1F5) [$1EBE, bit 5] CB/362A: FE Return CB/362B: 74 Replace current map's Layer 2 at (112, 15) with the following (1 x 1) chunk CB/3630: $8A CB/3631: FE Return CB/3632: 74 Replace current map's Layer 2 at (102, 12) with the following (9 x 7) chunk CB/3637: $11, $A2, $A3, $A4, $11, $11, $11, $AB, $1C CB/3640: $92, $1C, $AC, $AC, $AB, $11, $6A, $6B, $6C CB/3649: $11, $11, $11, $11, $83, $8A, $86, $A4, $11 CB/3652: $11, $62, $6A, $94, $92, $1C, $1C, $1C, $72 CB/365B: $63, $6A, $6E, $54, $66, $11, $73, $83, $74 CB/3664: $7E, $75, $76, $11, $11, $83, $74, $74, $75 CB/366D: $11, $11, $11, $11, $83, $6E, $11, $11, $11 CB/3676: 74 Replace current map's Layer 2 at (102, 76) with the following (8 x 7) chunk CB/367B: $8F, $D0, $8F, $D0, $8F, $D0, $8F, $8F CB/3683: $CE, $8F, $CB, $8F, $D0, $8F, $7F, $C0 CB/368B: $7F, $C0, $7F, $C0, $7F, $8F, $D0, $74 CB/3693: $D0, $8F, $D0, $8F, $C1, $6A, $8F, $01 CB/369B: $CB, $AC, $AE, $D1, $00, $00, $01, $C0 CB/36A3: $D6, $8F, $D1, $C0, $00, $00, $C0, $E6 CB/36AB: $7F, $F2, $F1, $00, $00, $E6, $7F, $7F CB/36B3: 75 Refresh map after alteration CB/36B4: FE Return CB/36B5: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/36BD: C0 If ($1E80($1F6) [$1EBE, bit 6] is set), branch to $CB376B CB/36C3: B2 Call subroutine $CB362B CB/36C7: F4 Play sound effect 150 CB/36C9: 92 Pause for 30 units CB/36CA: B2 Call subroutine $CB3632 CB/36CE: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/36D0: F4 Play sound effect 187 CB/36D2: D2 Set event bit $1E80($1F6) [$1EBE, bit 6] CB/36D4: FE Return CB/36D5: C0 If ($1E80($1F6) [$1EBE, bit 6] is set), branch to $CA5EB3 (simply returns) CB/36DB: 74 Replace current map's Layer 2 at (112, 15) with the following (1 x 1) chunk CB/36E0: $09 CB/36E1: 74 Replace current map's Layer 2 at (102, 12) with the following (9 x 7) chunk CB/36E6: $11, $11, $11, $11, $11, $11, $11, $11, $A2 CB/36EF: $A3, $A4, $11, $11, $11, $AB, $1C, $92, $1C CB/36F8: $AC, $AC, $AB, $11, $6A, $6B, $6C, $11, $11 CB/3701: $11, $11, $83, $8A, $86, $A4, $11, $11, $62 CB/370A: $6A, $94, $92, $1C, $1C, $1C, $72, $63, $6A CB/3713: $6E, $54, $76, $11, $11, $83, $74, $7E, $75 CB/371C: $11, $11, $11, $11, $83, $6E, $11, $11, $11 CB/3725: 74 Replace current map's Layer 2 at (102, 76) with the following (9 x 7) chunk CB/372A: $8F, $D0, $8F, $D0, $8F, $D0, $8F, $7F, $C0 CB/3733: $7F, $C0, $7F, $C0, $7F, $8F, $CE, $8F, $CB CB/373C: $8F, $D0, $8F, $7F, $C0, $7F, $C0, $7F, $7F CB/3745: $7F, $8F, $D0, $74, $D0, $8F, $D0, $8F, $D1 CB/374E: $6A, $8F, $01, $CB, $AC, $AB, $F1, $00, $00 CB/3757: $01, $18, $E6, $8F, $7F, $F1, $00, $00, $E6 CB/3760: $7F, $7F, $8F, $C0, $F3, $00, $8F, $D0, $8F CB/3769: 75 Refresh map after alteration CB/376A: FE Return CB/376B: 73 Replace current map's Layer 1 at (112, 15) with the following (1 x 1) chunk, refresh immediately CB/3770: $09 CB/3771: F4 Play sound effect 150 CB/3773: 92 Pause for 30 units CB/3774: 74 Replace current map's Layer 2 at (102, 12) with the following (9 x 7) chunk CB/3779: $11, $11, $11, $11, $11, $11, $11, $11, $A2 CB/3782: $A3, $A4, $11, $11, $11, $AB, $1C, $92, $1C CB/378B: $AC, $AC, $AB, $11, $6A, $6B, $6C, $11, $11 CB/3794: $11, $11, $83, $8A, $86, $A4, $11, $11, $62 CB/379D: $6A, $94, $92, $1C, $1C, $1C, $72, $63, $6A CB/37A6: $6E, $54, $76, $11, $11, $83, $74, $7E, $75 CB/37AF: $11, $11, $11, $11, $83, $6E, $11, $11, $11 CB/37B8: 74 Replace current map's Layer 2 at (102, 76) with the following (9 x 7) chunk CB/37BD: $8F, $D0, $8F, $D0, $8F, $D0, $8F, $7F, $C0 CB/37C6: $7F, $C0, $7F, $C0, $7F, $8F, $CE, $8F, $CB CB/37CF: $8F, $D0, $8F, $7F, $C0, $7F, $C0, $7F, $7F CB/37D8: $7F, $8F, $D0, $74, $D0, $8F, $D0, $8F, $D1 CB/37E1: $6A, $8F, $01, $CB, $AC, $AB, $F1, $00, $00 CB/37EA: $01, $18, $E6, $8F, $7F, $F1, $00, $00, $E6 CB/37F3: $7F, $7F, $8F, $C0, $F3, $00, $8F, $D0, $8F CB/37FC: 75 Refresh map after alteration CB/37FD: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/37FF: F4 Play sound effect 187 CB/3801: D3 Clear event bit $1E80($1F6) [$1EBE, bit 6] CB/3803: FE Return CB/3804: C1 If ($1E80($1B1) [$1EB6, bit 1] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/380C: C0 If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CB381A CB/3812: 73 Replace current map's Layer 1 at (100, 13) with the following (1 x 1) chunk, refresh immediately CB/3817: $12 CB/3818: D2 Set event bit $1E80($1F8) [$1EBF, bit 0] CB/381A: 4B Display dialogue message $069B, wait for button press There's a switch inside. What will you do? ^ (Flick the switch.) ^ (Leave it alone.) CB/381D: B6 Indexed branch based on prior dialogue selection [$CB386E, $CA5EB3] CB/3824: FE Return CB/3825: C1 If ($1E80($1B2) [$1EB6, bit 2] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/382D: C0 If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CB383B CB/3833: 73 Replace current map's Layer 1 at (100, 13) with the following (1 x 1) chunk, refresh immediately CB/3838: $12 CB/3839: D2 Set event bit $1E80($1F8) [$1EBF, bit 0] CB/383B: 4B Display dialogue message $069B, wait for button press There's a switch inside. What will you do? ^ (Flick the switch.) ^ (Leave it alone.) CB/383E: B6 Indexed branch based on prior dialogue selection [$CB386E, $CA5EB3] CB/3845: FE Return CB/3846: C1 If ($1E80($1B3) [$1EB6, bit 3] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/384E: C0 If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CB385C CB/3854: 73 Replace current map's Layer 1 at (100, 13) with the following (1 x 1) chunk, refresh immediately CB/3859: $12 CB/385A: D2 Set event bit $1E80($1F8) [$1EBF, bit 0] CB/385C: 4B Display dialogue message $069B, wait for button press There's a switch inside. What will you do? ^ (Flick the switch.) ^ (Leave it alone.) CB/385F: B6 Indexed branch based on prior dialogue selection [$CB386E, $CA5EB3] CB/3866: FE Return CB/3867: 73 Replace current map's Layer 1 at (113, 10) with the following (1 x 1) chunk, refresh immediately CB/386C: $AB CB/386D: FE Return CB/386E: C0 If ($1E80($1F7) [$1EBE, bit 7] is set), branch to $CB3882 CB/3874: F4 Play sound effect 150 CB/3876: 92 Pause for 30 units CB/3877: 73 Replace current map's Layer 1 at (113, 10) with the following (1 x 1) chunk, refresh immediately CB/387C: $11 CB/387D: F4 Play sound effect 169 CB/387F: D2 Set event bit $1E80($1F7) [$1EBE, bit 7] CB/3881: FE Return CB/3882: F4 Play sound effect 150 CB/3884: 92 Pause for 30 units CB/3885: 73 Replace current map's Layer 1 at (113, 10) with the following (1 x 1) chunk, refresh immediately CB/388A: $AB CB/388B: F4 Play sound effect 169 CB/388D: D3 Clear event bit $1E80($1F7) [$1EBE, bit 7] CB/388F: FE Return CB/3890: F6 Subcommand $83: Change pan control of currently playing sound effect to $1E, transition time 0 ($80 is center, values increase left to right) CB/3894: 51 Modify background color range from [63, 63]: Do (Black) at intensity 0 CB/3898: F6 Subcommand $82: Change volume of currently playing sound effect to $64, transition time 0 CB/389C: F4 Play sound effect 227 CB/389E: 51 Modify background color range from [63, 63]: Do (Black) at intensity 3 CB/38A2: FB Apply a special effect (wow effect?) to the currently playing sound effect CB/38A3: F6 Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0 CB/38A7: F6 Subcommand $83: Change pan control of currently playing sound effect to $80, transition time 0 ($80 is center, values increase left to right) CB/38AB: FE Return CB/38AC: F6 Subcommand $83: Change pan control of currently playing sound effect to $DC, transition time 0 ($80 is center, values increase left to right) CB/38B0: 51 Modify background color range from [63, 63]: Do (Black) at intensity 0 CB/38B4: F6 Subcommand $82: Change volume of currently playing sound effect to $50, transition time 0 CB/38B8: F4 Play sound effect 227 CB/38BA: 51 Modify background color range from [63, 63]: Do (Black) at intensity 3 CB/38BE: FB Apply a special effect (wow effect?) to the currently playing sound effect CB/38BF: F6 Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0 CB/38C3: F6 Subcommand $83: Change pan control of currently playing sound effect to $80, transition time 0 ($80 is center, values increase left to right) CB/38C7: FE Return CB/38C8: B0 Execute the following commands until $B1 9 times CB/38CA: 53 Modify object color range from [21, 2F]: Do unknown operation (Black) at intensity 3 CB/38CE: B1 End block of repeating commands CB/38CF: F4 Play sound effect 64 CB/38D1: 92 Pause for 30 units CB/38D2: B0 Execute the following commands until $B1 9 times CB/38D4: 53 Modify object color range from [21, 2F]: Do unknown operation (Black) at intensity 3 CB/38D8: B1 End block of repeating commands CB/38D9: B0 Execute the following commands until $B1 9 times CB/38DB: 53 Modify object color range from [21, 2F]: Do unknown operation (Black) at intensity 3 CB/38DF: B1 End block of repeating commands CB/38E0: F4 Play sound effect 64 CB/38E2: 92 Pause for 30 units CB/38E3: B0 Execute the following commands until $B1 9 times CB/38E5: 53 Modify object color range from [21, 2F]: Do unknown operation (Black) at intensity 3 CB/38E9: B1 End block of repeating commands CB/38EA: B0 Execute the following commands until $B1 9 times CB/38EC: 53 Modify object color range from [21, 2F]: Do unknown operation (Black) at intensity 3 CB/38F0: B1 End block of repeating commands CB/38F1: F4 Play sound effect 64 CB/38F3: 92 Pause for 30 units CB/38F4: B0 Execute the following commands until $B1 9 times CB/38F6: 53 Modify object color range from [21, 2F]: Do unknown operation (Black) at intensity 3 CB/38FA: B1 End block of repeating commands CB/38FB: 42 Hide object $00 CB/38FD: 37 Assign graphics $12 to object $00 (Actor in stot 0) CB/3900: 43 Assign palette $06 to character $00 (Actor in stot 0) CB/3903: 60 Change background layer $0E to palette $08 CB/3906: 41 Show object $00 CB/3908: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete) CB/390A: C8 Set object layering priority to 2 (low nibble 2) CB/390C: FF End queue CB/390D: B0 Execute the following commands until $B1 9 times CB/390F: 53 Modify object color range from [61, 6F]: Do unknown operation (Black) at intensity 3 CB/3913: B1 End block of repeating commands CB/3914: F4 Play sound effect 64 CB/3916: 92 Pause for 30 units CB/3917: B0 Execute the following commands until $B1 9 times CB/3919: 53 Modify object color range from [61, 6F]: Do unknown operation (Black) at intensity 3 CB/391D: B1 End block of repeating commands CB/391E: B0 Execute the following commands until $B1 9 times CB/3920: 53 Modify object color range from [61, 6F]: Do unknown operation (Black) at intensity 3 CB/3924: B1 End block of repeating commands CB/3925: F4 Play sound effect 64 CB/3927: 92 Pause for 30 units CB/3928: B0 Execute the following commands until $B1 9 times CB/392A: 53 Modify object color range from [61, 6F]: Do unknown operation (Black) at intensity 3 CB/392E: B1 End block of repeating commands CB/392F: B0 Execute the following commands until $B1 9 times CB/3931: 53 Modify object color range from [61, 6F]: Do unknown operation (Black) at intensity 3 CB/3935: B1 End block of repeating commands CB/3936: F4 Play sound effect 64 CB/3938: 92 Pause for 30 units CB/3939: B0 Execute the following commands until $B1 9 times CB/393B: 53 Modify object color range from [61, 6F]: Do unknown operation (Black) at intensity 3 CB/393F: B1 End block of repeating commands CB/3940: FE Return CB/3941: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CB/3947: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CB3969 CB/394D: 3C Set up the party as follows: $00 (Actor in stot 0), $FF (), $FF (), $FF () CB/3952: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CB/3954: C8 Set object layering priority to 2 (low nibble 2) CB/3956: FF End queue CB/3957: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CB/3959: C8 Set object layering priority to 2 (low nibble 2) CB/395B: FF End queue CB/395C: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CB/395E: C8 Set object layering priority to 2 (low nibble 2) CB/3960: FF End queue CB/3961: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete) CB/3963: C8 Set object layering priority to 2 (low nibble 2) CB/3965: FF End queue CB/3966: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/3968: FE Return CB/3969: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CB/396B: C8 Set object layering priority to 0 (low nibble 0) CB/396D: FF End queue CB/396E: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CB/3970: C8 Set object layering priority to 0 (low nibble 0) CB/3972: FF End queue CB/3973: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CB/3975: C8 Set object layering priority to 0 (low nibble 0) CB/3977: FF End queue CB/3978: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/397A: C8 Set object layering priority to 0 (low nibble 0) CB/397C: FF End queue CB/397D: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/397F: FE Return CB/3980: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CB/3982: C8 Set object layering priority to 2 (low nibble 2) CB/3984: FF End queue CB/3985: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CB/3987: C8 Set object layering priority to 2 (low nibble 2) CB/3989: FF End queue CB/398A: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CB/398C: C8 Set object layering priority to 2 (low nibble 2) CB/398E: FF End queue CB/398F: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/3991: C8 Set object layering priority to 2 (low nibble 2) CB/3993: FF End queue CB/3994: FE Return CB/3995: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CB/3997: C8 Set object layering priority to 0 (low nibble 0) CB/3999: FF End queue CB/399A: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CB/399C: C8 Set object layering priority to 0 (low nibble 0) CB/399E: FF End queue CB/399F: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CB/39A1: C8 Set object layering priority to 0 (low nibble 0) CB/39A3: FF End queue CB/39A4: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/39A6: E0 Pause for 4 * 1 (4) frames CB/39A8: C8 Set object layering priority to 0 (low nibble 0) CB/39AA: FF End queue CB/39AB: FE Return CB/39AC: 42 Hide object $31 CB/39AE: 42 Hide object $32 CB/39B0: 42 Hide object $33 CB/39B2: 42 Hide object $34 CB/39B4: FE Return CB/39B5: 41 Show object $31 CB/39B7: 41 Show object $32 CB/39B9: 41 Show object $33 CB/39BB: 41 Show object $34 CB/39BD: FE Return CB/39BE: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/39C0: C8 Set object layering priority to 2 (low nibble 2) CB/39C2: FF End queue CB/39C3: 60 Change background layer $0E to palette $13 CB/39C6: 60 Change background layer $0F to palette $0E CB/39C9: FE Return CB/39CA: C0 If ($1E80($079) [$1E8F, bit 1] is set), branch to $CA5EB3 (simply returns) CB/39D0: F6 Subcommand $10: Play song $39 (Wind) at volume $78 (may have other effects) CB/39D4: B2 Call subroutine $CB3890 CB/39D8: B2 Call subroutine $CB3980 CB/39DC: 3D Create object $16 CB/39DE: 3D Create object $17 CB/39E0: 3D Create object $18 CB/39E2: 45 Refresh objects CB/39E3: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/39E5: C1 Set vehicle/entity's event speed to slow CB/39E6: 90 Move vehicle/entity up 5 tiles CB/39E7: FF End queue CB/39E8: B2 Call subroutine $CB0E1C CB/39EC: 3C Set up the party as follows: $00 (Actor in stot 0), $FF (), $FF (), $FF () CB/39F1: B2 Call subroutine $CAC6AC CB/39F5: B2 Call subroutine $CB2E34 CB/39F9: 38 Hold screen CB/39FA: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CB/39FC: 80 Move vehicle/entity up 1 tile CB/39FD: FF End queue CB/39FE: 34 Begin action queue for character $34 (Party Character 3), 6 bytes long CB/3A00: C1 Set vehicle/entity's event speed to slow CB/3A01: CC Turn vehicle/entity up CB/3A02: C7 Set vehicle/entity to stay still when moving CB/3A03: 83 Move vehicle/entity left 1 tile CB/3A04: C6 Set vehicle/entity to walk when moving CB/3A05: FF End queue CB/3A06: 33 Begin action queue for character $33 (Party Character 2), 6 bytes long CB/3A08: C1 Set vehicle/entity's event speed to slow CB/3A09: CC Turn vehicle/entity up CB/3A0A: C7 Set vehicle/entity to stay still when moving CB/3A0B: 81 Move vehicle/entity right 1 tile CB/3A0C: C6 Set vehicle/entity to walk when moving CB/3A0D: FF End queue CB/3A0E: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CB/3A10: C1 Set vehicle/entity's event speed to slow CB/3A11: CC Turn vehicle/entity up CB/3A12: FF End queue CB/3A13: 94 Pause for 60 units CB/3A14: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/3A16: C0 Set vehicle/entity's event speed to slowest CB/3A17: 98 Move vehicle/entity up 7 tiles CB/3A18: FF End queue CB/3A19: B5 Pause for 15 * 6 (90) units CB/3A1B: F6 Subcommand $81: Change volume of currently playing song to $96, transition time 100 CB/3A1F: B2 Call subroutine $CB38AC CB/3A23: 4B Display dialogue message $0665, wait for button press (At bottom of screen) This is the sealed gate… CB/3A26: 95 Pause for 120 units CB/3A27: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/3A29: C1 Set vehicle/entity's event speed to slow CB/3A2A: 8E Move vehicle/entity down 4 tiles CB/3A2B: FF End queue CB/3A2C: B2 Call subroutine $CB3890 CB/3A30: B5 Pause for 15 * 6 (90) units CB/3A32: B2 Call subroutine $CB3F9A CB/3A36: F6 Subcommand $81: Change volume of currently playing song to $C8, transition time 50 CB/3A3A: B5 Pause for 15 * 6 (90) units CB/3A3C: 39 Free screen CB/3A3D: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long CB/3A3F: C1 Set vehicle/entity's event speed to slow CB/3A40: 90 Move vehicle/entity up 5 tiles CB/3A41: FF End queue CB/3A42: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CB/3A44: E0 Pause for 4 * 4 (16) frames CB/3A46: 80 Move vehicle/entity up 1 tile CB/3A47: FF End queue CB/3A48: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CB/3A4A: E0 Pause for 4 * 8 (32) frames CB/3A4C: 80 Move vehicle/entity up 1 tile CB/3A4D: FF End queue CB/3A4E: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CB/3A50: E0 Pause for 4 * 8 (32) frames CB/3A52: 80 Move vehicle/entity up 1 tile CB/3A53: FF End queue CB/3A54: 4B Display dialogue message $0664, wait for button press TERRA: …… CB/3A57: 35 Pause execution until action queue for object $00 (Actor in stot 0) is complete CB/3A59: 92 Pause for 30 units CB/3A5A: F6 Subcommand $81: Change volume of currently playing song to $FF, transition time 100 CB/3A5E: B2 Call subroutine $CB3890 CB/3A62: 92 Pause for 30 units CB/3A63: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CB/3A65: 21 Do vehicle/entity graphical action $21 CB/3A66: FF End queue CB/3A67: 41 Show object $16 CB/3A69: 41 Show object $17 CB/3A6B: 41 Show object $18 CB/3A6D: 16 Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete) CB/3A6F: C8 Set object layering priority to 2 (low nibble 2) CB/3A71: FF End queue CB/3A72: 17 Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete) CB/3A74: C8 Set object layering priority to 2 (low nibble 2) CB/3A76: FF End queue CB/3A77: 18 Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete) CB/3A79: C8 Set object layering priority to 2 (low nibble 2) CB/3A7B: FF End queue CB/3A7C: 93 Pause for 45 units CB/3A7D: 38 Hold screen CB/3A7E: 94 Pause for 60 units CB/3A7F: F6 Subcommand $81: Change volume of currently playing song to $00, transition time 0 CB/3A83: F4 Play sound effect 205 CB/3A85: 95 Pause for 120 units CB/3A86: FB Apply a special effect (wow effect?) to the currently playing sound effect CB/3A87: 91 Pause for 15 units CB/3A88: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/3A8A: C3 Set vehicle/entity's event speed to fast CB/3A8B: 9A Move vehicle/entity down 7 tiles CB/3A8C: FF End queue CB/3A8D: F6 Subcommand $10: Play song $1F (Metamorphosis) at volume $FF (may have other effects) CB/3A91: 35 Pause execution until action queue for object $30 (Camera) is complete CB/3A93: 92 Pause for 30 units CB/3A94: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CB/3A96: CE Turn vehicle/entity down CB/3A97: FF End queue CB/3A98: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CB/3A9A: CE Turn vehicle/entity down CB/3A9B: FF End queue CB/3A9C: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CB/3A9E: CE Turn vehicle/entity down CB/3A9F: FF End queue CB/3AA0: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CB/3AA2: CE Turn vehicle/entity down CB/3AA3: FF End queue CB/3AA4: 93 Pause for 45 units CB/3AA5: 4B Display dialogue message $066E, wait for button press TERRA! …the gate…quickly! CB/3AA8: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CB/3AAA: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/3AAB: FF End queue CB/3AAC: 92 Pause for 30 units CB/3AAD: B2 Call subroutine $CB38AC CB/3AB1: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CB/3AB3: 20 Do vehicle/entity graphical action $20 CB/3AB4: E0 Pause for 4 * 1 (4) frames CB/3AB6: CE Turn vehicle/entity down CB/3AB7: FF End queue CB/3AB8: 97 Fade screen to black CB/3AB9: 5C Pause execution until fade in or fade out is complete CB/3ABA: 42 Hide object $00 CB/3ABC: 3F Remove character $00 (Actor in stot 0) from the party CB/3ABF: 40 Assign properties $2A to character $0F (Actor in stot 15) CB/3AC2: 3D Create object $0F CB/3AC4: 45 Refresh objects CB/3AC5: 7F Change character $0F's name to $2A (KEFKA ) CB/3AC8: 37 Assign graphics $15 to object $0F (Actor in stot 15) CB/3ACB: 43 Assign palette $03 to character $0F (Actor in stot 15) CB/3ACE: 88 Remove the following status ailments from character $0F (Actor in stot 15): M-Tek CB/3AD2: 8B For character $0F (Actor in stot 15), take HP and set to maximum CB/3AD5: 8C For character $0F (Actor in stot 15), take MP and set to maximum CB/3AD8: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CB/3ADC: 4D Invoke battle, enemy set $79, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/3ADF: B2 Call subroutine $CA5EA9 CB/3AE3: 3F Remove character $0F (Actor in stot 15) from the party CB/3AE6: F6 Subcommand $10: Play song $39 (Wind) at volume $96 (may have other effects) CB/3AEA: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CB/3AEC: D5 Set vehicle/entity's position to (9, 15) CB/3AEF: FF End queue CB/3AF0: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CB/3AF2: D5 Set vehicle/entity's position to (7, 15) CB/3AF5: FF End queue CB/3AF6: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CB/3AF8: D5 Set vehicle/entity's position to (8, 15) CB/3AFB: E0 Pause for 4 * 1 (4) frames CB/3AFD: FF End queue CB/3AFE: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/3B00: C3 Set vehicle/entity's event speed to fast CB/3B01: 94 Move vehicle/entity up 6 tiles CB/3B02: FF End queue CB/3B03: 41 Show object $00 CB/3B05: 96 Restore screen from fade CB/3B06: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CB/3B08: CC Turn vehicle/entity up CB/3B09: FF End queue CB/3B0A: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CB/3B0C: CC Turn vehicle/entity up CB/3B0D: FF End queue CB/3B0E: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CB/3B10: CC Turn vehicle/entity up CB/3B11: FF End queue CB/3B12: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CB/3B14: CC Turn vehicle/entity up CB/3B15: FF End queue CB/3B16: B2 Call subroutine $CB38C8 CB/3B1A: 4B Display dialogue message $066B, wait for button press TERRA: Espers… Please heed my call… CB/3B1D: 92 Pause for 30 units CB/3B1E: F6 Subcommand $82: Change volume of currently playing sound effect to $64, transition time 0 CB/3B22: F4 Play sound effect 165 CB/3B24: 95 Pause for 120 units CB/3B25: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CB/3B27: C0 Set vehicle/entity's event speed to slowest CB/3B28: 83 Move vehicle/entity left 1 tile CB/3B29: FF End queue CB/3B2A: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CB/3B2C: C0 Set vehicle/entity's event speed to slowest CB/3B2D: 83 Move vehicle/entity left 1 tile CB/3B2E: FF End queue CB/3B2F: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CB/3B31: C0 Set vehicle/entity's event speed to slowest CB/3B32: 83 Move vehicle/entity left 1 tile CB/3B33: FF End queue CB/3B34: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CB/3B36: C0 Set vehicle/entity's event speed to slowest CB/3B37: 81 Move vehicle/entity right 1 tile CB/3B38: FF End queue CB/3B39: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/3B3B: C0 Set vehicle/entity's event speed to slowest CB/3B3C: 81 Move vehicle/entity right 1 tile CB/3B3D: FF End queue CB/3B3E: 15 Begin action queue for character $15 (NPC $15), 3 bytes long CB/3B40: C0 Set vehicle/entity's event speed to slowest CB/3B41: 81 Move vehicle/entity right 1 tile CB/3B42: FF End queue CB/3B43: B5 Pause for 15 * 6 (90) units CB/3B45: 58 Shake screen ($94): (Intensity: 0)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 unaffected) (Layer 3 unaffected) (Sprite layer affected) CB/3B47: F6 Subcommand $82: Change volume of currently playing sound effect to $00, transition time 40 CB/3B4B: B5 Pause for 15 * 6 (90) units CB/3B4D: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CB/3B4F: CC Turn vehicle/entity up CB/3B50: FF End queue CB/3B51: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CB/3B53: CC Turn vehicle/entity up CB/3B54: FF End queue CB/3B55: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CB/3B57: CC Turn vehicle/entity up CB/3B58: FF End queue CB/3B59: B5 Pause for 15 * 6 (90) units CB/3B5B: 58 Shake screen ($F6): (Intensity: 2)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/3B5D: F6 Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0 CB/3B61: F4 Play sound effect 165 CB/3B63: 94 Pause for 60 units CB/3B64: B5 Pause for 15 * 6 (90) units CB/3B66: 88 Remove the following status ailments from character $0F (Actor in stot 15): M-Tek CB/3B6A: 8B For character $0F (Actor in stot 15), take HP and set to maximum CB/3B6D: 8C For character $0F (Actor in stot 15), take MP and set to maximum CB/3B70: 4D Invoke battle, enemy set $7A, background $3F (Default for this area), (mosaic effect disabled), (swoosh sound enabled) CB/3B73: B2 Call subroutine $CA5EA9 CB/3B77: F4 Play sound effect 199 CB/3B79: 3E Delete object $0F CB/3B7B: 3E Delete object $17 CB/3B7D: 3E Delete object $18 CB/3B7F: 45 Refresh objects CB/3B80: 42 Hide object $16 CB/3B82: 42 Hide object $17 CB/3B84: 42 Hide object $18 CB/3B86: 3F Assign character $00 (Actor in stot 0) to party 1 CB/3B89: 3C Set up the party as follows: $00 (Actor in stot 0), $FF (), $FF (), $FF () CB/3B8E: F3 Fade in previously faded out song with transition time 32 CB/3B90: 37 Assign graphics $00 to object $00 (Actor in stot 0) CB/3B93: 43 Assign palette $02 to character $00 (Actor in stot 0) CB/3B96: B2 Call subroutine $CB3980 CB/3B9A: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CB/3B9C: D5 Set vehicle/entity's position to (8, 17) CB/3B9F: 28 Do vehicle/entity graphical action $28 CB/3BA0: FF End queue CB/3BA1: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CB/3BA3: 28 Do vehicle/entity graphical action $28 CB/3BA4: FF End queue CB/3BA5: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CB/3BA7: 28 Do vehicle/entity graphical action $28 CB/3BA8: FF End queue CB/3BA9: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CB/3BAB: 28 Do vehicle/entity graphical action $28 CB/3BAC: FF End queue CB/3BAD: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/3BAF: C3 Set vehicle/entity's event speed to fast CB/3BB0: 96 Move vehicle/entity down 6 tiles CB/3BB1: FF End queue CB/3BB2: B0 Execute the following commands until $B1 31 times CB/3BB4: 51 Modify background color range from [88, 8F]: Do (Black) at intensity 3 CB/3BB8: B1 End block of repeating commands CB/3BB9: 59 Unfade screen at speed $04 CB/3BBB: 5C Pause execution until fade in or fade out is complete CB/3BBC: B2 Call subroutine $CB3C58 CB/3BC0: B5 Pause for 15 * 12 (180) units CB/3BC2: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/3BC4: C0 Set vehicle/entity's event speed to slowest CB/3BC5: 92 Move vehicle/entity down 5 tiles CB/3BC6: FF End queue CB/3BC7: F6 Subcommand $10: Play song $39 (Wind) at volume $64 (may have other effects) CB/3BCB: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CB/3BCD: E0 Pause for 4 * 12 (48) frames CB/3BCF: 09 Do vehicle/entity graphical action $09 (kneeling) CB/3BD0: FF End queue CB/3BD1: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CB/3BD3: E0 Pause for 4 * 24 (96) frames CB/3BD5: 09 Do vehicle/entity graphical action $09 (kneeling) CB/3BD6: FF End queue CB/3BD7: B5 Pause for 15 * 10 (150) units CB/3BD9: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CB/3BDB: CE Turn vehicle/entity down CB/3BDC: FF End queue CB/3BDD: B5 Pause for 15 * 3 (45) units CB/3BDF: F6 Subcommand $10: Play song $39 (Wind) at volume $7D (may have other effects) CB/3BE3: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CB/3BE5: CE Turn vehicle/entity down CB/3BE6: FF End queue CB/3BE7: B5 Pause for 15 * 6 (90) units CB/3BE9: F6 Subcommand $10: Play song $39 (Wind) at volume $96 (may have other effects) CB/3BED: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CB/3BEF: 09 Do vehicle/entity graphical action $09 (kneeling) CB/3BF0: FF End queue CB/3BF1: 4B Display dialogue message $0672, wait for button press What about those Espers…? CB/3BF4: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CB/3BF6: 09 Do vehicle/entity graphical action $09 (kneeling) CB/3BF7: FF End queue CB/3BF8: 95 Pause for 120 units CB/3BF9: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CB/3BFB: CF Turn vehicle/entity left CB/3BFC: E0 Pause for 4 * 4 (16) frames CB/3BFE: 80 Move vehicle/entity up 1 tile CB/3BFF: FF End queue CB/3C00: F6 Subcommand $10: Play song $39 (Wind) at volume $AA (may have other effects) CB/3C04: 4B Display dialogue message $0673, wait for button press TERRA: Look, let's return to the airship. CB/3C07: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CB/3C09: CE Turn vehicle/entity down CB/3C0A: FF End queue CB/3C0B: B5 Pause for 15 * 6 (90) units CB/3C0D: 34 Begin action queue for character $34 (Party Character 3), 5 bytes long CB/3C0F: 22 Do vehicle/entity graphical action $22 CB/3C10: E0 Pause for 4 * 3 (12) frames CB/3C12: CF Turn vehicle/entity left CB/3C13: FF End queue CB/3C14: 33 Begin action queue for character $33 (Party Character 2), 5 bytes long CB/3C16: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/3C17: E0 Pause for 4 * 3 (12) frames CB/3C19: CD Turn vehicle/entity right CB/3C1A: FF End queue CB/3C1B: 5A Fade screen at speed $08 CB/3C1D: 94 Pause for 60 units CB/3C1E: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CB/3C20: CE Turn vehicle/entity down CB/3C21: FF End queue CB/3C22: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CB/3C24: C2 Set vehicle/entity's event speed to normal CB/3C25: 82 Move vehicle/entity down 1 tile CB/3C26: FF End queue CB/3C27: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CB/3C29: C2 Set vehicle/entity's event speed to normal CB/3C2A: A2 Move vehicle/entity left/down 1x1 tiles CB/3C2B: FF End queue CB/3C2C: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CB/3C2E: C2 Set vehicle/entity's event speed to normal CB/3C2F: A1 Move vehicle/entity right/down 1x1 tiles CB/3C30: FF End queue CB/3C31: B5 Pause for 15 * 5 (75) units CB/3C33: B2 Call subroutine $CB2E2B CB/3C37: 39 Free screen CB/3C38: B2 Call subroutine $CACB95 CB/3C3C: 3B Position character in a "ready-to-go" stance CB/3C3D: D9 Clear event bit $1E80($46E) [$1F0D, bit 6] CB/3C3F: D9 Clear event bit $1E80($46F) [$1F0D, bit 7] CB/3C41: D9 Clear event bit $1E80($470) [$1F0E, bit 0] CB/3C43: D8 Set event bit $1E80($471) [$1F0E, bit 1] CB/3C45: DC Set event bit $1E80($64D) [$1F49, bit 5] CB/3C47: DD Clear event bit $1E80($64C) [$1F49, bit 4] CB/3C49: D0 Set event bit $1E80($079) [$1E8F, bit 1] CB/3C4B: 6B Load map $0180 (Cave to the Sealed Gate, big lava cave / treasure cave / cave before gate) instantly, (upper bits $2000), place party at (10, 28), facing down CB/3C51: B2 Call subroutine $CB3995 CB/3C55: 96 Restore screen from fade CB/3C56: 3A Enable player to move while event commands execute CB/3C57: FE Return CB/3C58: F6 Subcommand $81: Change volume of currently playing song to $64, transition time 0 CB/3C5C: F0 Play song 72 (Fire!), (high bit clear), full volume CB/3C5E: 58 Shake screen ($F5): (Intensity: 1)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/3C60: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CB/3C62: C0 Set vehicle/entity's event speed to slowest CB/3C63: 81 Move vehicle/entity right 1 tile CB/3C64: FF End queue CB/3C65: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CB/3C67: C0 Set vehicle/entity's event speed to slowest CB/3C68: 81 Move vehicle/entity right 1 tile CB/3C69: FF End queue CB/3C6A: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CB/3C6C: C0 Set vehicle/entity's event speed to slowest CB/3C6D: 81 Move vehicle/entity right 1 tile CB/3C6E: FF End queue CB/3C6F: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CB/3C71: C0 Set vehicle/entity's event speed to slowest CB/3C72: 83 Move vehicle/entity left 1 tile CB/3C73: FF End queue CB/3C74: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/3C76: C0 Set vehicle/entity's event speed to slowest CB/3C77: 83 Move vehicle/entity left 1 tile CB/3C78: FF End queue CB/3C79: 15 Begin action queue for character $15 (NPC $15), 3 bytes long CB/3C7B: C0 Set vehicle/entity's event speed to slowest CB/3C7C: 83 Move vehicle/entity left 1 tile CB/3C7D: FF End queue CB/3C7E: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/3C80: C0 Set vehicle/entity's event speed to slowest CB/3C81: 90 Move vehicle/entity up 5 tiles CB/3C82: FF End queue CB/3C83: 4B Display dialogue message $0671, wait for button press (At bottom of screen) Hey! The gate!!! CB/3C86: F6 Subcommand $81: Change volume of currently playing song to $FF, transition time 0 CB/3C8A: 58 Shake screen ($F6): (Intensity: 2)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/3C8C: 3D Create object $1A CB/3C8E: 45 Refresh objects CB/3C8F: 41 Show object $1A CB/3C91: 78 Enable ability to pass through other objects for object $1A (NPC $1A) CB/3C93: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long CB/3C95: C3 Set vehicle/entity's event speed to fast CB/3C96: A1 Move vehicle/entity right/down 1x1 tiles CB/3C97: A1 Move vehicle/entity right/down 1x1 tiles CB/3C98: A7 Move vehicle/entity right/down 1x2 tiles CB/3C99: FF End queue CB/3C9A: 92 Pause for 30 units CB/3C9B: F4 Play sound effect 240 CB/3C9D: 3D Create object $1F CB/3C9F: 45 Refresh objects CB/3CA0: 41 Show object $1F CB/3CA2: 78 Enable ability to pass through other objects for object $1F (NPC $1F) CB/3CA4: 1F Begin action queue for character $1F (NPC $1F), 5 bytes long CB/3CA6: C3 Set vehicle/entity's event speed to fast CB/3CA7: A8 Move vehicle/entity left/down 1x2 tiles CB/3CA8: 82 Move vehicle/entity down 1 tile CB/3CA9: 82 Move vehicle/entity down 1 tile CB/3CAA: FF End queue CB/3CAB: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long CB/3CAD: DC Make vehicle/entity jump (low) CB/3CAE: A1 Move vehicle/entity right/down 1x1 tiles CB/3CAF: A7 Move vehicle/entity right/down 1x2 tiles CB/3CB0: 82 Move vehicle/entity down 1 tile CB/3CB1: FF End queue CB/3CB2: 92 Pause for 30 units CB/3CB3: F4 Play sound effect 240 CB/3CB5: 3D Create object $21 CB/3CB7: 45 Refresh objects CB/3CB8: 41 Show object $21 CB/3CBA: 78 Enable ability to pass through other objects for object $21 (NPC $21) CB/3CBC: 21 Begin action queue for character $21 (NPC $21), 5 bytes long CB/3CBE: C3 Set vehicle/entity's event speed to fast CB/3CBF: A2 Move vehicle/entity left/down 1x1 tiles CB/3CC0: A8 Move vehicle/entity left/down 1x2 tiles CB/3CC1: A8 Move vehicle/entity left/down 1x2 tiles CB/3CC2: FF End queue CB/3CC3: 1F Begin action queue for character $1F (NPC $1F), 4 bytes long CB/3CC5: DC Make vehicle/entity jump (low) CB/3CC6: A2 Move vehicle/entity left/down 1x1 tiles CB/3CC7: 8A Move vehicle/entity down 3 tiles CB/3CC8: FF End queue CB/3CC9: 92 Pause for 30 units CB/3CCA: F4 Play sound effect 240 CB/3CCC: 3D Create object $1D CB/3CCE: 45 Refresh objects CB/3CCF: 41 Show object $1D CB/3CD1: 78 Enable ability to pass through other objects for object $1D (NPC $1D) CB/3CD3: 1D Begin action queue for character $1D (NPC $1D), 5 bytes long CB/3CD5: C3 Set vehicle/entity's event speed to fast CB/3CD6: A8 Move vehicle/entity left/down 1x2 tiles CB/3CD7: 82 Move vehicle/entity down 1 tile CB/3CD8: 82 Move vehicle/entity down 1 tile CB/3CD9: FF End queue CB/3CDA: 21 Begin action queue for character $21 (NPC $21), 4 bytes long CB/3CDC: DC Make vehicle/entity jump (low) CB/3CDD: A2 Move vehicle/entity left/down 1x1 tiles CB/3CDE: A8 Move vehicle/entity left/down 1x2 tiles CB/3CDF: FF End queue CB/3CE0: 92 Pause for 30 units CB/3CE1: F4 Play sound effect 240 CB/3CE3: 3D Create object $20 CB/3CE5: 45 Refresh objects CB/3CE6: 41 Show object $20 CB/3CE8: 78 Enable ability to pass through other objects for object $20 (NPC $20) CB/3CEA: 20 Begin action queue for character $20 (NPC $20), 5 bytes long CB/3CEC: C3 Set vehicle/entity's event speed to fast CB/3CED: A9 Move vehicle/entity left/down 2x1 tiles CB/3CEE: A2 Move vehicle/entity left/down 1x1 tiles CB/3CEF: A8 Move vehicle/entity left/down 1x2 tiles CB/3CF0: FF End queue CB/3CF1: 1D Begin action queue for character $1D (NPC $1D), 4 bytes long CB/3CF3: DD Make vehicle/entity jump (high) CB/3CF4: A7 Move vehicle/entity right/down 1x2 tiles CB/3CF5: 86 Move vehicle/entity down 2 tiles CB/3CF6: FF End queue CB/3CF7: 92 Pause for 30 units CB/3CF8: F4 Play sound effect 240 CB/3CFA: 3D Create object $1C CB/3CFC: 45 Refresh objects CB/3CFD: 41 Show object $1C CB/3CFF: 78 Enable ability to pass through other objects for object $1C (NPC $1C) CB/3D01: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long CB/3D03: C3 Set vehicle/entity's event speed to fast CB/3D04: A1 Move vehicle/entity right/down 1x1 tiles CB/3D05: 82 Move vehicle/entity down 1 tile CB/3D06: 82 Move vehicle/entity down 1 tile CB/3D07: FF End queue CB/3D08: 20 Begin action queue for character $20 (NPC $20), 4 bytes long CB/3D0A: DC Make vehicle/entity jump (low) CB/3D0B: A1 Move vehicle/entity right/down 1x1 tiles CB/3D0C: 8A Move vehicle/entity down 3 tiles CB/3D0D: FF End queue CB/3D0E: 92 Pause for 30 units CB/3D0F: F4 Play sound effect 240 CB/3D11: 3D Create object $1E CB/3D13: 45 Refresh objects CB/3D14: 41 Show object $1E CB/3D16: 78 Enable ability to pass through other objects for object $1E (NPC $1E) CB/3D18: 1E Begin action queue for character $1E (NPC $1E), 5 bytes long CB/3D1A: C3 Set vehicle/entity's event speed to fast CB/3D1B: A2 Move vehicle/entity left/down 1x1 tiles CB/3D1C: A8 Move vehicle/entity left/down 1x2 tiles CB/3D1D: 82 Move vehicle/entity down 1 tile CB/3D1E: FF End queue CB/3D1F: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long CB/3D21: DC Make vehicle/entity jump (low) CB/3D22: A1 Move vehicle/entity right/down 1x1 tiles CB/3D23: 8E Move vehicle/entity down 4 tiles CB/3D24: FF End queue CB/3D25: 93 Pause for 45 units CB/3D26: F4 Play sound effect 240 CB/3D28: 3D Create object $24 CB/3D2A: 45 Refresh objects CB/3D2B: 41 Show object $24 CB/3D2D: 78 Enable ability to pass through other objects for object $24 (NPC $24) CB/3D2F: 24 Begin action queue for character $24 (NPC $24), 5 bytes long CB/3D31: C3 Set vehicle/entity's event speed to fast CB/3D32: A8 Move vehicle/entity left/down 1x2 tiles CB/3D33: A8 Move vehicle/entity left/down 1x2 tiles CB/3D34: A8 Move vehicle/entity left/down 1x2 tiles CB/3D35: FF End queue CB/3D36: 1E Begin action queue for character $1E (NPC $1E), 5 bytes long CB/3D38: DC Make vehicle/entity jump (low) CB/3D39: A8 Move vehicle/entity left/down 1x2 tiles CB/3D3A: DC Make vehicle/entity jump (low) CB/3D3B: A1 Move vehicle/entity right/down 1x1 tiles CB/3D3C: FF End queue CB/3D3D: 93 Pause for 45 units CB/3D3E: F4 Play sound effect 240 CB/3D40: 3D Create object $22 CB/3D42: 45 Refresh objects CB/3D43: 41 Show object $22 CB/3D45: 78 Enable ability to pass through other objects for object $22 (NPC $22) CB/3D47: 22 Begin action queue for character $22 (NPC $22), 5 bytes long CB/3D49: C3 Set vehicle/entity's event speed to fast CB/3D4A: A6 Move vehicle/entity right/down 2x1 tiles CB/3D4B: A1 Move vehicle/entity right/down 1x1 tiles CB/3D4C: A7 Move vehicle/entity right/down 1x2 tiles CB/3D4D: FF End queue CB/3D4E: 24 Begin action queue for character $24 (NPC $24), 3 bytes long CB/3D50: DC Make vehicle/entity jump (low) CB/3D51: A9 Move vehicle/entity left/down 2x1 tiles CB/3D52: FF End queue CB/3D53: 92 Pause for 30 units CB/3D54: F4 Play sound effect 240 CB/3D56: 3D Create object $1B CB/3D58: 45 Refresh objects CB/3D59: 41 Show object $1B CB/3D5B: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CB/3D5D: 1B Begin action queue for character $1B (NPC $1B), 5 bytes long CB/3D5F: C3 Set vehicle/entity's event speed to fast CB/3D60: A1 Move vehicle/entity right/down 1x1 tiles CB/3D61: A1 Move vehicle/entity right/down 1x1 tiles CB/3D62: 82 Move vehicle/entity down 1 tile CB/3D63: FF End queue CB/3D64: 22 Begin action queue for character $22 (NPC $22), 5 bytes long CB/3D66: DC Make vehicle/entity jump (low) CB/3D67: A6 Move vehicle/entity right/down 2x1 tiles CB/3D68: A1 Move vehicle/entity right/down 1x1 tiles CB/3D69: 82 Move vehicle/entity down 1 tile CB/3D6A: FF End queue CB/3D6B: 92 Pause for 30 units CB/3D6C: F4 Play sound effect 240 CB/3D6E: 3D Create object $23 CB/3D70: 45 Refresh objects CB/3D71: 41 Show object $23 CB/3D73: 78 Enable ability to pass through other objects for object $23 (NPC $23) CB/3D75: 23 Begin action queue for character $23 (NPC $23), 5 bytes long CB/3D77: C3 Set vehicle/entity's event speed to fast CB/3D78: A6 Move vehicle/entity right/down 2x1 tiles CB/3D79: A1 Move vehicle/entity right/down 1x1 tiles CB/3D7A: A7 Move vehicle/entity right/down 1x2 tiles CB/3D7B: FF End queue CB/3D7C: 1B Begin action queue for character $1B (NPC $1B), 6 bytes long CB/3D7E: DC Make vehicle/entity jump (low) CB/3D7F: A6 Move vehicle/entity right/down 2x1 tiles CB/3D80: DC Make vehicle/entity jump (low) CB/3D81: A8 Move vehicle/entity left/down 1x2 tiles CB/3D82: 82 Move vehicle/entity down 1 tile CB/3D83: FF End queue CB/3D84: 92 Pause for 30 units CB/3D85: F4 Play sound effect 240 CB/3D87: 3D Create object $25 CB/3D89: 45 Refresh objects CB/3D8A: 41 Show object $25 CB/3D8C: 78 Enable ability to pass through other objects for object $25 (NPC $25) CB/3D8E: 25 Begin action queue for character $25 (NPC $25), 6 bytes long CB/3D90: C3 Set vehicle/entity's event speed to fast CB/3D91: A2 Move vehicle/entity left/down 1x1 tiles CB/3D92: A2 Move vehicle/entity left/down 1x1 tiles CB/3D93: A2 Move vehicle/entity left/down 1x1 tiles CB/3D94: A8 Move vehicle/entity left/down 1x2 tiles CB/3D95: FF End queue CB/3D96: 23 Begin action queue for character $23 (NPC $23), 3 bytes long CB/3D98: DC Make vehicle/entity jump (low) CB/3D99: 8A Move vehicle/entity down 3 tiles CB/3D9A: FF End queue CB/3D9B: 92 Pause for 30 units CB/3D9C: F4 Play sound effect 240 CB/3D9E: 3D Create object $26 CB/3DA0: 45 Refresh objects CB/3DA1: 41 Show object $26 CB/3DA3: 78 Enable ability to pass through other objects for object $26 (NPC $26) CB/3DA5: 26 Begin action queue for character $26 (NPC $26), 6 bytes long CB/3DA7: C3 Set vehicle/entity's event speed to fast CB/3DA8: A6 Move vehicle/entity right/down 2x1 tiles CB/3DA9: A6 Move vehicle/entity right/down 2x1 tiles CB/3DAA: A1 Move vehicle/entity right/down 1x1 tiles CB/3DAB: A7 Move vehicle/entity right/down 1x2 tiles CB/3DAC: FF End queue CB/3DAD: 25 Begin action queue for character $25 (NPC $25), 7 bytes long CB/3DAF: DC Make vehicle/entity jump (low) CB/3DB0: A2 Move vehicle/entity left/down 1x1 tiles CB/3DB1: DC Make vehicle/entity jump (low) CB/3DB2: A2 Move vehicle/entity left/down 1x1 tiles CB/3DB3: E0 Pause for 4 * 4 (16) frames CB/3DB5: FF End queue CB/3DB6: 93 Pause for 45 units CB/3DB7: F4 Play sound effect 240 CB/3DB9: 26 Begin action queue for character $26 (NPC $26), 3 bytes long CB/3DBB: DC Make vehicle/entity jump (low) CB/3DBC: A6 Move vehicle/entity right/down 2x1 tiles CB/3DBD: FF End queue CB/3DBE: 93 Pause for 45 units CB/3DBF: F2 Fade out current song with transition time 64 CB/3DC1: 58 Shake screen ($F5): (Intensity: 1)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/3DC3: B5 Pause for 15 * 6 (90) units CB/3DC5: F1 Fade in song 57 (Wind) (high bit clear) with transition time 32 CB/3DC8: 58 Shake screen ($F4): (Intensity: 0)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/3DCA: FE Return CB/3DCB: 4B Display dialogue message $0676, wait for button press Anyway, let's return to the airship. CB/3DCE: FE Return CB/3DCF: 78 Enable ability to pass through other objects for object $1A (NPC $1A) CB/3DD1: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CB/3DD3: 78 Enable ability to pass through other objects for object $1C (NPC $1C) CB/3DD5: 78 Enable ability to pass through other objects for object $1D (NPC $1D) CB/3DD7: 78 Enable ability to pass through other objects for object $1E (NPC $1E) CB/3DD9: 78 Enable ability to pass through other objects for object $1F (NPC $1F) CB/3DDB: 78 Enable ability to pass through other objects for object $20 (NPC $20) CB/3DDD: 78 Enable ability to pass through other objects for object $21 (NPC $21) CB/3DDF: 78 Enable ability to pass through other objects for object $22 (NPC $22) CB/3DE1: 78 Enable ability to pass through other objects for object $23 (NPC $23) CB/3DE3: 78 Enable ability to pass through other objects for object $24 (NPC $24) CB/3DE5: 78 Enable ability to pass through other objects for object $25 (NPC $25) CB/3DE7: 78 Enable ability to pass through other objects for object $26 (NPC $26) CB/3DE9: FE Return CB/3DEA: 27 Begin action queue for character $27 (NPC $27), 4 bytes long (Wait until complete) CB/3DEC: C1 Set vehicle/entity's event speed to slow CB/3DED: DC Make vehicle/entity jump (low) CB/3DEE: 82 Move vehicle/entity down 1 tile CB/3DEF: FF End queue CB/3DF0: F4 Play sound effect 243 CB/3DF2: 27 Begin action queue for character $27 (NPC $27), 4 bytes long (Wait until complete) CB/3DF4: C0 Set vehicle/entity's event speed to slowest CB/3DF5: DC Make vehicle/entity jump (low) CB/3DF6: A1 Move vehicle/entity right/down 1x1 tiles CB/3DF7: FF End queue CB/3DF8: F4 Play sound effect 243 CB/3DFA: FB Apply a special effect (wow effect?) to the currently playing sound effect CB/3DFB: B5 Pause for 15 * 10 (150) units CB/3DFD: 38 Hold screen CB/3DFE: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/3E00: C0 Set vehicle/entity's event speed to slowest CB/3E01: 94 Move vehicle/entity up 6 tiles CB/3E02: FF End queue CB/3E03: 58 Shake screen ($F6): (Intensity: 2)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/3E05: 95 Pause for 120 units CB/3E06: F6 Subcommand $10: Play song $48 (Fire!) at volume $FF (may have other effects) CB/3E0A: 58 Shake screen ($F7): (Intensity: 3)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/3E0C: B5 Pause for 15 * 16 (240) units CB/3E0E: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CB/3E10: 3E Delete object $10 CB/3E12: 3E Delete object $11 CB/3E14: 3E Delete object $12 CB/3E16: 3E Delete object $13 CB/3E18: 3E Delete object $14 CB/3E1A: 3E Delete object $15 CB/3E1C: 45 Refresh objects CB/3E1D: 42 Hide object $10 CB/3E1F: 42 Hide object $11 CB/3E21: 42 Hide object $12 CB/3E23: 42 Hide object $13 CB/3E25: 42 Hide object $14 CB/3E27: 42 Hide object $15 CB/3E29: F4 Play sound effect 240 CB/3E2B: 26 Begin action queue for character $26 (NPC $26), 8 bytes long CB/3E2D: C5 Set vehicle/entity's event speed to fastest CB/3E2E: AB Move vehicle/entity left/up 1x2 tiles CB/3E2F: AB Move vehicle/entity left/up 1x2 tiles CB/3E30: DC Make vehicle/entity jump (low) CB/3E31: A3 Move vehicle/entity left/up 1x1 tiles CB/3E32: A3 Move vehicle/entity left/up 1x1 tiles CB/3E33: D1 Make vehicle/entity disappear CB/3E34: FF End queue CB/3E35: 25 Begin action queue for character $25 (NPC $25), 10 bytes long CB/3E37: C5 Set vehicle/entity's event speed to fastest CB/3E38: A0 Move vehicle/entity right/up 1x1 tiles CB/3E39: A0 Move vehicle/entity right/up 1x1 tiles CB/3E3A: A0 Move vehicle/entity right/up 1x1 tiles CB/3E3B: A0 Move vehicle/entity right/up 1x1 tiles CB/3E3C: A0 Move vehicle/entity right/up 1x1 tiles CB/3E3D: A0 Move vehicle/entity right/up 1x1 tiles CB/3E3E: A0 Move vehicle/entity right/up 1x1 tiles CB/3E3F: D1 Make vehicle/entity disappear CB/3E40: FF End queue CB/3E41: 1B Begin action queue for character $1B (NPC $1B), 8 bytes long CB/3E43: C5 Set vehicle/entity's event speed to fastest CB/3E44: E0 Pause for 4 * 2 (8) frames CB/3E46: A4 Move vehicle/entity right/up 1x2 tiles CB/3E47: A4 Move vehicle/entity right/up 1x2 tiles CB/3E48: A4 Move vehicle/entity right/up 1x2 tiles CB/3E49: D1 Make vehicle/entity disappear CB/3E4A: FF End queue CB/3E4B: 23 Begin action queue for character $23 (NPC $23), 10 bytes long (Wait until complete) CB/3E4D: C5 Set vehicle/entity's event speed to fastest CB/3E4E: AB Move vehicle/entity left/up 1x2 tiles CB/3E4F: A3 Move vehicle/entity left/up 1x1 tiles CB/3E50: DD Make vehicle/entity jump (high) CB/3E51: AA Move vehicle/entity left/up 2x1 tiles CB/3E52: DD Make vehicle/entity jump (high) CB/3E53: A9 Move vehicle/entity left/down 2x1 tiles CB/3E54: A2 Move vehicle/entity left/down 1x1 tiles CB/3E55: D1 Make vehicle/entity disappear CB/3E56: FF End queue CB/3E57: B5 Pause for 15 * 10 (150) units CB/3E59: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CB/3E5B: F4 Play sound effect 240 CB/3E5D: 1E Begin action queue for character $1E (NPC $1E), 10 bytes long CB/3E5F: C5 Set vehicle/entity's event speed to fastest CB/3E60: DD Make vehicle/entity jump (high) CB/3E61: A3 Move vehicle/entity left/up 1x1 tiles CB/3E62: A3 Move vehicle/entity left/up 1x1 tiles CB/3E63: AA Move vehicle/entity left/up 2x1 tiles CB/3E64: DD Make vehicle/entity jump (high) CB/3E65: 87 Move vehicle/entity left 2 tiles CB/3E66: A2 Move vehicle/entity left/down 1x1 tiles CB/3E67: D1 Make vehicle/entity disappear CB/3E68: FF End queue CB/3E69: 24 Begin action queue for character $24 (NPC $24), 9 bytes long CB/3E6B: C5 Set vehicle/entity's event speed to fastest CB/3E6C: DD Make vehicle/entity jump (high) CB/3E6D: AB Move vehicle/entity left/up 1x2 tiles CB/3E6E: AB Move vehicle/entity left/up 1x2 tiles CB/3E6F: DD Make vehicle/entity jump (high) CB/3E70: AB Move vehicle/entity left/up 1x2 tiles CB/3E71: A3 Move vehicle/entity left/up 1x1 tiles CB/3E72: D1 Make vehicle/entity disappear CB/3E73: FF End queue CB/3E74: 22 Begin action queue for character $22 (NPC $22), 8 bytes long CB/3E76: C5 Set vehicle/entity's event speed to fastest CB/3E77: DD Make vehicle/entity jump (high) CB/3E78: A0 Move vehicle/entity right/up 1x1 tiles CB/3E79: A0 Move vehicle/entity right/up 1x1 tiles CB/3E7A: A5 Move vehicle/entity right/up 2x1 tiles CB/3E7B: A5 Move vehicle/entity right/up 2x1 tiles CB/3E7C: D1 Make vehicle/entity disappear CB/3E7D: FF End queue CB/3E7E: 1D Begin action queue for character $1D (NPC $1D), 11 bytes long CB/3E80: C5 Set vehicle/entity's event speed to fastest CB/3E81: E0 Pause for 4 * 2 (8) frames CB/3E83: DD Make vehicle/entity jump (high) CB/3E84: AA Move vehicle/entity left/up 2x1 tiles CB/3E85: AA Move vehicle/entity left/up 2x1 tiles CB/3E86: DD Make vehicle/entity jump (high) CB/3E87: A9 Move vehicle/entity left/down 2x1 tiles CB/3E88: A2 Move vehicle/entity left/down 1x1 tiles CB/3E89: D1 Make vehicle/entity disappear CB/3E8A: FF End queue CB/3E8B: 1A Begin action queue for character $1A (NPC $1A), 11 bytes long CB/3E8D: C5 Set vehicle/entity's event speed to fastest CB/3E8E: E0 Pause for 4 * 2 (8) frames CB/3E90: DD Make vehicle/entity jump (high) CB/3E91: A0 Move vehicle/entity right/up 1x1 tiles CB/3E92: A0 Move vehicle/entity right/up 1x1 tiles CB/3E93: A5 Move vehicle/entity right/up 2x1 tiles CB/3E94: DD Make vehicle/entity jump (high) CB/3E95: A6 Move vehicle/entity right/down 2x1 tiles CB/3E96: D1 Make vehicle/entity disappear CB/3E97: FF End queue CB/3E98: 21 Begin action queue for character $21 (NPC $21), 12 bytes long CB/3E9A: C5 Set vehicle/entity's event speed to fastest CB/3E9B: E0 Pause for 4 * 4 (16) frames CB/3E9D: DD Make vehicle/entity jump (high) CB/3E9E: AB Move vehicle/entity left/up 1x2 tiles CB/3E9F: AB Move vehicle/entity left/up 1x2 tiles CB/3EA0: AB Move vehicle/entity left/up 1x2 tiles CB/3EA1: DD Make vehicle/entity jump (high) CB/3EA2: A3 Move vehicle/entity left/up 1x1 tiles CB/3EA3: A3 Move vehicle/entity left/up 1x1 tiles CB/3EA4: D1 Make vehicle/entity disappear CB/3EA5: FF End queue CB/3EA6: 1C Begin action queue for character $1C (NPC $1C), 10 bytes long CB/3EA8: C5 Set vehicle/entity's event speed to fastest CB/3EA9: E0 Pause for 4 * 4 (16) frames CB/3EAB: DD Make vehicle/entity jump (high) CB/3EAC: A6 Move vehicle/entity right/down 2x1 tiles CB/3EAD: A6 Move vehicle/entity right/down 2x1 tiles CB/3EAE: A6 Move vehicle/entity right/down 2x1 tiles CB/3EAF: A1 Move vehicle/entity right/down 1x1 tiles CB/3EB0: D1 Make vehicle/entity disappear CB/3EB1: FF End queue CB/3EB2: 20 Begin action queue for character $20 (NPC $20), 10 bytes long CB/3EB4: C5 Set vehicle/entity's event speed to fastest CB/3EB5: E0 Pause for 4 * 4 (16) frames CB/3EB7: DD Make vehicle/entity jump (high) CB/3EB8: A4 Move vehicle/entity right/up 1x2 tiles CB/3EB9: A4 Move vehicle/entity right/up 1x2 tiles CB/3EBA: A4 Move vehicle/entity right/up 1x2 tiles CB/3EBB: A4 Move vehicle/entity right/up 1x2 tiles CB/3EBC: D1 Make vehicle/entity disappear CB/3EBD: FF End queue CB/3EBE: 1F Begin action queue for character $1F (NPC $1F), 13 bytes long (Wait until complete) CB/3EC0: C5 Set vehicle/entity's event speed to fastest CB/3EC1: E0 Pause for 4 * 6 (24) frames CB/3EC3: DD Make vehicle/entity jump (high) CB/3EC4: A8 Move vehicle/entity left/down 1x2 tiles CB/3EC5: A8 Move vehicle/entity left/down 1x2 tiles CB/3EC6: A8 Move vehicle/entity left/down 1x2 tiles CB/3EC7: DC Make vehicle/entity jump (low) CB/3EC8: 82 Move vehicle/entity down 1 tile CB/3EC9: D1 Make vehicle/entity disappear CB/3ECA: E0 Pause for 4 * 5 (20) frames CB/3ECC: FF End queue CB/3ECD: B2 Call subroutine $CB3ED2 CB/3ED1: FE Return CB/3ED2: 3E Delete object $1A CB/3ED4: 3E Delete object $1B CB/3ED6: 3E Delete object $1C CB/3ED8: 3E Delete object $1D CB/3EDA: 3E Delete object $1E CB/3EDC: 3E Delete object $1F CB/3EDE: 3E Delete object $20 CB/3EE0: 3E Delete object $21 CB/3EE2: 3E Delete object $22 CB/3EE4: 3E Delete object $23 CB/3EE6: 3E Delete object $24 CB/3EE8: 3E Delete object $25 CB/3EEA: 3E Delete object $26 CB/3EEC: 45 Refresh objects CB/3EED: 42 Hide object $1A CB/3EEF: 42 Hide object $1B CB/3EF1: 42 Hide object $1C CB/3EF3: 42 Hide object $1D CB/3EF5: 42 Hide object $1E CB/3EF7: 42 Hide object $1F CB/3EF9: 42 Hide object $20 CB/3EFB: 42 Hide object $21 CB/3EFD: 42 Hide object $22 CB/3EFF: 42 Hide object $23 CB/3F01: 42 Hide object $24 CB/3F03: 42 Hide object $25 CB/3F05: 42 Hide object $26 CB/3F07: FE Return CB/3F08: F2 Fade out current song with transition time 64 CB/3F0A: D8 Set event bit $1E80($4FE) [$1F1F, bit 6] CB/3F0C: D8 Set event bit $1E80($4FB) [$1F1F, bit 3] CB/3F0E: 6B Load map $0187 (Cave to the Sealed Gate, sealed gate room) instantly, (upper bits $0000), place party at (8, 14), facing up CB/3F14: F6 Subcommand $10: Play song $39 (Wind) at volume $00 (may have other effects) CB/3F18: F6 Subcommand $81: Change volume of currently playing song to $78, transition time 40 CB/3F1C: B2 Call subroutine $CB3DCF CB/3F20: 1A Begin action queue for character $1A (NPC $1A), 4 bytes long (Wait until complete) CB/3F22: D5 Set vehicle/entity's position to (9, 8) CB/3F25: FF End queue CB/3F26: 1B Begin action queue for character $1B (NPC $1B), 4 bytes long (Wait until complete) CB/3F28: D5 Set vehicle/entity's position to (8, 7) CB/3F2B: FF End queue CB/3F2C: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CB/3F2E: D5 Set vehicle/entity's position to (8, 8) CB/3F31: FF End queue CB/3F32: 1D Begin action queue for character $1D (NPC $1D), 4 bytes long (Wait until complete) CB/3F34: D5 Set vehicle/entity's position to (7, 8) CB/3F37: FF End queue CB/3F38: 1E Begin action queue for character $1E (NPC $1E), 4 bytes long (Wait until complete) CB/3F3A: D5 Set vehicle/entity's position to (7, 7) CB/3F3D: FF End queue CB/3F3E: 1F Begin action queue for character $1F (NPC $1F), 4 bytes long (Wait until complete) CB/3F40: D5 Set vehicle/entity's position to (8, 8) CB/3F43: FF End queue CB/3F44: 20 Begin action queue for character $20 (NPC $20), 4 bytes long (Wait until complete) CB/3F46: D5 Set vehicle/entity's position to (8, 8) CB/3F49: FF End queue CB/3F4A: 21 Begin action queue for character $21 (NPC $21), 4 bytes long (Wait until complete) CB/3F4C: D5 Set vehicle/entity's position to (7, 8) CB/3F4F: FF End queue CB/3F50: 22 Begin action queue for character $22 (NPC $22), 4 bytes long (Wait until complete) CB/3F52: D5 Set vehicle/entity's position to (9, 7) CB/3F55: FF End queue CB/3F56: 23 Begin action queue for character $23 (NPC $23), 4 bytes long (Wait until complete) CB/3F58: D5 Set vehicle/entity's position to (7, 7) CB/3F5B: FF End queue CB/3F5C: 24 Begin action queue for character $24 (NPC $24), 4 bytes long (Wait until complete) CB/3F5E: D5 Set vehicle/entity's position to (8, 7) CB/3F61: FF End queue CB/3F62: 25 Begin action queue for character $25 (NPC $25), 4 bytes long (Wait until complete) CB/3F64: D5 Set vehicle/entity's position to (8, 7) CB/3F67: FF End queue CB/3F68: 26 Begin action queue for character $26 (NPC $26), 4 bytes long (Wait until complete) CB/3F6A: D5 Set vehicle/entity's position to (8, 6) CB/3F6D: FF End queue CB/3F6E: B2 Call subroutine $CB39AC CB/3F72: 59 Unfade screen at speed $04 CB/3F74: 5C Pause execution until fade in or fade out is complete CB/3F75: 94 Pause for 60 units CB/3F76: B5 Pause for 15 * 6 (90) units CB/3F78: B2 Call subroutine $CB3DEA CB/3F7C: B5 Pause for 15 * 6 (90) units CB/3F7E: 58 Shake screen ($F4): (Intensity: 0)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/3F80: F6 Subcommand $82: Change volume of currently playing sound effect to $00, transition time 40 CB/3F84: B5 Pause for 15 * 6 (90) units CB/3F86: B2 Call subroutine $CB38AC CB/3F8A: 97 Fade screen to black CB/3F8B: 5C Pause execution until fade in or fade out is complete CB/3F8C: 39 Free screen CB/3F8D: F0 Play song 31 (Metamorphosis), (high bit clear), full volume CB/3F8F: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CB/3F91: D9 Clear event bit $1E80($4FE) [$1F1F, bit 6] CB/3F93: D9 Clear event bit $1E80($4FB) [$1F1F, bit 3] CB/3F95: B2 Call subroutine $CB3995 CB/3F99: FE Return CB/3F9A: DE Load CaseWord with the characters in the currently active party? CB/3F9B: C0 If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CB3FAC CB/3FA1: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CB/3FA3: 21 Do vehicle/entity graphical action $21 CB/3FA4: E0 Pause for 4 * 2 (8) frames CB/3FA6: CC Turn vehicle/entity up CB/3FA7: FF End queue CB/3FA8: 4B Display dialogue message $0666, wait for button press LOCKE: Beyond is the Esper World… CB/3FAB: 92 Pause for 30 units CB/3FAC: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CB3FBD CB/3FB2: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long CB/3FB4: 21 Do vehicle/entity graphical action $21 CB/3FB5: E0 Pause for 4 * 2 (8) frames CB/3FB7: CC Turn vehicle/entity up CB/3FB8: FF End queue CB/3FB9: 4B Display dialogue message $0667, wait for button press CYAN: What an eerie place… CB/3FBC: 92 Pause for 30 units CB/3FBD: C0 If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CB3FCE CB/3FC3: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CB/3FC5: 21 Do vehicle/entity graphical action $21 CB/3FC6: E0 Pause for 4 * 2 (8) frames CB/3FC8: CC Turn vehicle/entity up CB/3FC9: FF End queue CB/3FCA: 4B Display dialogue message $0668, wait for button press EDGAR: From here on, it's all up to TERRA… CB/3FCD: 92 Pause for 30 units CB/3FCE: C0 If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CB3FDF CB/3FD4: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long CB/3FD6: 21 Do vehicle/entity graphical action $21 CB/3FD7: E0 Pause for 4 * 2 (8) frames CB/3FD9: CC Turn vehicle/entity up CB/3FDA: FF End queue CB/3FDB: 4B Display dialogue message $0669, wait for button press SABIN: We're counting on you, TERRA… CB/3FDE: 92 Pause for 30 units CB/3FDF: C0 If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CB3FF0 CB/3FE5: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long CB/3FE7: 21 Do vehicle/entity graphical action $21 CB/3FE8: E0 Pause for 4 * 2 (8) frames CB/3FEA: CC Turn vehicle/entity up CB/3FEB: FF End queue CB/3FEC: 4B Display dialogue message $066A, wait for button press SETZER: Why'd you bring me to such an awful place!? CB/3FEF: 92 Pause for 30 units CB/3FF0: FE Return CB/3FF1: 6B Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")) instantly, (upper bits $3000), place party at (20, 6), facing left CB/3FF7: D4 Set event bit $1E80($246) [$1EC8, bit 6] CB/3FF9: 39 Free screen CB/3FFA: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long CB/3FFC: C2 Set vehicle/entity's event speed to normal CB/3FFD: 93 Move vehicle/entity left 5 tiles CB/3FFE: CE Turn vehicle/entity down CB/3FFF: FF End queue CB/4000: 59 Unfade screen at speed $08 CB/4002: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/4004: 47 Make character in slot 0 the lead character CB/4005: B2 Call subroutine $CAC6AC CB/4009: 3C Set up the party as follows: $01 (Actor in stot 1), $09 (Actor in stot 9), $FF (), $FF () CB/400E: B2 Call subroutine $CB2E34 CB/4012: 09 Begin action queue for character $09 (Actor in stot 9), 6 bytes long CB/4014: C2 Set vehicle/entity's event speed to normal CB/4015: C7 Set vehicle/entity to stay still when moving CB/4016: CD Turn vehicle/entity right CB/4017: 83 Move vehicle/entity left 1 tile CB/4018: C6 Set vehicle/entity to walk when moving CB/4019: FF End queue CB/401A: 33 Begin action queue for character $33 (Party Character 2), 6 bytes long CB/401C: C2 Set vehicle/entity's event speed to normal CB/401D: C7 Set vehicle/entity to stay still when moving CB/401E: CC Turn vehicle/entity up CB/401F: 82 Move vehicle/entity down 1 tile CB/4020: C6 Set vehicle/entity to walk when moving CB/4021: FF End queue CB/4022: 34 Begin action queue for character $34 (Party Character 3), 6 bytes long CB/4024: C2 Set vehicle/entity's event speed to normal CB/4025: C7 Set vehicle/entity to stay still when moving CB/4026: CF Turn vehicle/entity left CB/4027: 81 Move vehicle/entity right 1 tile CB/4028: C6 Set vehicle/entity to walk when moving CB/4029: FF End queue CB/402A: 01 Begin action queue for character $01 (Actor in stot 1), 8 bytes long (Wait until complete) CB/402C: C2 Set vehicle/entity's event speed to normal CB/402D: C7 Set vehicle/entity to stay still when moving CB/402E: CE Turn vehicle/entity down CB/402F: 80 Move vehicle/entity up 1 tile CB/4030: C6 Set vehicle/entity to walk when moving CB/4031: E0 Pause for 4 * 1 (4) frames CB/4033: FF End queue CB/4034: 94 Pause for 60 units CB/4035: 01 Begin action queue for character $01 (Actor in stot 1), 8 bytes long CB/4037: 20 Do vehicle/entity graphical action $20 CB/4038: E0 Pause for 4 * 1 (4) frames CB/403A: CE Turn vehicle/entity down CB/403B: E0 Pause for 4 * 3 (12) frames CB/403D: 23 Do vehicle/entity graphical action $23 CB/403E: FF End queue CB/403F: 4B Display dialogue message $052B, wait for button press (At bottom of screen) LOCKE: Let's not overstay our visit. We're outta here on the double! CB/4042: 35 Pause execution until action queue for object $01 (Actor in stot 1) is complete CB/4044: 33 Begin action queue for character $33 (Party Character 2), 11 bytes long CB/4046: 21 Do vehicle/entity graphical action $21 CB/4047: E0 Pause for 4 * 1 (4) frames CB/4049: CC Turn vehicle/entity up CB/404A: E0 Pause for 4 * 1 (4) frames CB/404C: 21 Do vehicle/entity graphical action $21 CB/404D: E0 Pause for 4 * 1 (4) frames CB/404F: CC Turn vehicle/entity up CB/4050: FF End queue CB/4051: 34 Begin action queue for character $34 (Party Character 3), 11 bytes long CB/4053: 22 Do vehicle/entity graphical action $22 CB/4054: E0 Pause for 4 * 1 (4) frames CB/4056: CF Turn vehicle/entity left CB/4057: E0 Pause for 4 * 1 (4) frames CB/4059: 22 Do vehicle/entity graphical action $22 CB/405A: E0 Pause for 4 * 1 (4) frames CB/405C: CF Turn vehicle/entity left CB/405D: FF End queue CB/405E: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CB/4060: E0 Pause for 4 * 8 (32) frames CB/4062: FF End queue CB/4063: B5 Pause for 15 * 3 (45) units CB/4065: 09 Begin action queue for character $09 (Actor in stot 9), 8 bytes long CB/4067: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/4068: E0 Pause for 4 * 2 (8) frames CB/406A: CD Turn vehicle/entity right CB/406B: E0 Pause for 4 * 15 (60) frames CB/406D: CE Turn vehicle/entity down CB/406E: FF End queue CB/406F: 4B Display dialogue message $052C, wait for button press (At bottom of screen) SETZER: Right. Speaking of which… Maybe we should be leaving. CB/4072: 35 Pause execution until action queue for object $09 (Actor in stot 9) is complete CB/4074: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CB/4076: C3 Set vehicle/entity's event speed to fast CB/4077: 82 Move vehicle/entity down 1 tile CB/4078: FF End queue CB/4079: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CB/407B: E0 Pause for 4 * 4 (16) frames CB/407D: CE Turn vehicle/entity down CB/407E: FF End queue CB/407F: 94 Pause for 60 units CB/4080: B0 Execute the following commands until $B1 3 times CB/4082: 50 Tint screen (cumulative) with color $9F CB/4084: 92 Pause for 30 units CB/4085: B1 End block of repeating commands CB/4086: 33 Begin action queue for character $33 (Party Character 2), 11 bytes long CB/4088: 13 Do vehicle/entity graphical action $13 CB/4089: E0 Pause for 4 * 1 (4) frames CB/408B: CE Turn vehicle/entity down CB/408C: E0 Pause for 4 * 1 (4) frames CB/408E: 13 Do vehicle/entity graphical action $13 CB/408F: E0 Pause for 4 * 1 (4) frames CB/4091: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/4092: FF End queue CB/4093: 93 Pause for 45 units CB/4094: 33 Begin action queue for character $33 (Party Character 2), 5 bytes long CB/4096: 1F Do vehicle/entity graphical action $1F CB/4097: E0 Pause for 4 * 1 (4) frames CB/4099: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/409A: FF End queue CB/409B: B2 Call subroutine $CB40F2 CB/409F: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CB/40A1: C3 Set vehicle/entity's event speed to fast CB/40A2: 86 Move vehicle/entity down 2 tiles CB/40A3: FF End queue CB/40A4: 94 Pause for 60 units CB/40A5: 92 Pause for 30 units CB/40A6: B0 Execute the following commands until $B1 3 times CB/40A8: 50 Tint screen (cumulative) with color $9F CB/40AA: 92 Pause for 30 units CB/40AB: B1 End block of repeating commands CB/40AC: 34 Begin action queue for character $34 (Party Character 3), 11 bytes long CB/40AE: 13 Do vehicle/entity graphical action $13 CB/40AF: E0 Pause for 4 * 1 (4) frames CB/40B1: CE Turn vehicle/entity down CB/40B2: E0 Pause for 4 * 1 (4) frames CB/40B4: 13 Do vehicle/entity graphical action $13 CB/40B5: E0 Pause for 4 * 1 (4) frames CB/40B7: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/40B8: FF End queue CB/40B9: 94 Pause for 60 units CB/40BA: 92 Pause for 30 units CB/40BB: 34 Begin action queue for character $34 (Party Character 3), 5 bytes long CB/40BD: 1F Do vehicle/entity graphical action $1F CB/40BE: E0 Pause for 4 * 2 (8) frames CB/40C0: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/40C1: FF End queue CB/40C2: B2 Call subroutine $CB4132 CB/40C6: 09 Begin action queue for character $09 (Actor in stot 9), 4 bytes long CB/40C8: C3 Set vehicle/entity's event speed to fast CB/40C9: 86 Move vehicle/entity down 2 tiles CB/40CA: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/40CB: FF End queue CB/40CC: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete) CB/40CE: C3 Set vehicle/entity's event speed to fast CB/40CF: 86 Move vehicle/entity down 2 tiles CB/40D0: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/40D1: E0 Pause for 4 * 1 (4) frames CB/40D3: FF End queue CB/40D4: B2 Call subroutine $CB2E2B CB/40D8: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CB/40DA: 97 Fade screen to black CB/40DB: 5C Pause execution until fade in or fade out is complete CB/40DC: B2 Call subroutine $CACB95 CB/40E0: 3B Position character in a "ready-to-go" stance CB/40E1: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CB/40E5: 4D Invoke battle, enemy set $47, background $25 (Airship, World of Balance, centered), (mosaic effect enabled), (swoosh sound enabled) CB/40E8: B2 Call subroutine $CA5EA9 CB/40EC: B0 Execute the following commands until $B1 6 times CB/40EE: 50 Tint screen (cumulative) with color $FF CB/40F0: B1 End block of repeating commands CB/40F1: FE Return CB/40F2: DE Load CaseWord with the characters in the currently active party? CB/40F3: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CB40FE CB/40F9: 4B Display dialogue message $052D, wait for button press (At bottom of screen) CYAN: Whoa! What IS that?! CB/40FC: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CB/40FE: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CB4131 CB/4104: C0 If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CB410F CB/410A: 4B Display dialogue message $052E, wait for button press (At bottom of screen) EDGAR: Something horrible's coming!! CB/410D: D2 Set event bit $1E80($1F1) [$1EBE, bit 1] CB/410F: C0 If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CB4131 CB/4115: C0 If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CB4120 CB/411B: 4B Display dialogue message $052F, wait for button press (At bottom of screen) SABIN: Uwaaoo! What in the…? CB/411E: D2 Set event bit $1E80($1F2) [$1EBE, bit 2] CB/4120: C0 If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CB4131 CB/4126: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CB4131 CB/412C: 4B Display dialogue message $0530, wait for button press (At bottom of screen) GAU: Gau! GAU go!! CB/412F: D2 Set event bit $1E80($1F3) [$1EBE, bit 3] CB/4131: FE Return CB/4132: DE Load CaseWord with the characters in the currently active party? CB/4133: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CB4144 CB/4139: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CB4144 CB/413F: 4B Display dialogue message $052D, wait for button press (At bottom of screen) CYAN: Whoa! What IS that?! CB/4142: D2 Set event bit $1E80($1F4) [$1EBE, bit 4] CB/4144: C0 If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CB415B CB/414A: C0 If ($1E80($1F4) [$1EBE, bit 4] is set), branch to $CB415B CB/4150: C0 If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CB415B CB/4156: 4B Display dialogue message $052E, wait for button press (At bottom of screen) EDGAR: Something horrible's coming!! CB/4159: D2 Set event bit $1E80($1F5) [$1EBE, bit 5] CB/415B: C0 If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CB4172 CB/4161: C0 If ($1E80($1F5) [$1EBE, bit 5] is set), branch to $CB4172 CB/4167: C0 If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CB4172 CB/416D: 4B Display dialogue message $052F, wait for button press (At bottom of screen) SABIN: Uwaaoo! What in the…? CB/4170: D2 Set event bit $1E80($1F6) [$1EBE, bit 6] CB/4172: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CB4187 CB/4178: C0 If ($1E80($1F6) [$1EBE, bit 6] is set), branch to $CB4187 CB/417E: C0 If ($1E80($1F3) [$1EBE, bit 3] is set), branch to $CB4187 CB/4184: 4B Display dialogue message $0530, wait for button press (At bottom of screen) GAU: Gau! GAU go!! CB/4187: FE Return CB/4188: D9 Clear event bit $1E80($477) [$1F0E, bit 7] CB/418A: D9 Clear event bit $1E80($478) [$1F0F, bit 0] CB/418C: D9 Clear event bit $1E80($479) [$1F0F, bit 1] CB/418E: D9 Clear event bit $1E80($47A) [$1F0F, bit 2] CB/4190: D9 Clear event bit $1E80($47B) [$1F0F, bit 3] CB/4192: D9 Clear event bit $1E80($47C) [$1F0F, bit 4] CB/4194: D9 Clear event bit $1E80($47D) [$1F0F, bit 5] CB/4196: D9 Clear event bit $1E80($47E) [$1F0F, bit 6] CB/4198: D9 Clear event bit $1E80($47F) [$1F0F, bit 7] CB/419A: D9 Clear event bit $1E80($480) [$1F10, bit 0] CB/419C: D9 Clear event bit $1E80($481) [$1F10, bit 1] CB/419E: D9 Clear event bit $1E80($482) [$1F10, bit 2] CB/41A0: D9 Clear event bit $1E80($483) [$1F10, bit 3] CB/41A2: D9 Clear event bit $1E80($484) [$1F10, bit 4] CB/41A4: FE Return CB/41A5: C0 If ($1E80($070) [$1E8E, bit 0] is clear), branch to $CB4188 CB/41AB: C1 If ($1E80($07D) [$1E8F, bit 5] is clear) or ($1E80($09D) [$1E93, bit 5] is set), branch to $CB41B9 CB/41B3: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB4188 CB/41B9: B2 Call subroutine $CB4188 CB/41BD: DE Load CaseWord with the characters in the currently active party? CB/41BE: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CB41C6 CB/41C4: D8 Set event bit $1E80($477) [$1F0E, bit 7] CB/41C6: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CB41CE CB/41CC: D8 Set event bit $1E80($478) [$1F0F, bit 0] CB/41CE: C0 If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CB41D6 CB/41D4: D8 Set event bit $1E80($479) [$1F0F, bit 1] CB/41D6: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB41DE CB/41DC: D8 Set event bit $1E80($47A) [$1F0F, bit 2] CB/41DE: C0 If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CB41E6 CB/41E4: D8 Set event bit $1E80($47B) [$1F0F, bit 3] CB/41E6: C0 If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CB41EE CB/41EC: D8 Set event bit $1E80($47C) [$1F0F, bit 4] CB/41EE: C0 If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CB41F6 CB/41F4: D8 Set event bit $1E80($47D) [$1F0F, bit 5] CB/41F6: C0 If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CB41FE CB/41FC: D8 Set event bit $1E80($47E) [$1F0F, bit 6] CB/41FE: C0 If ($1E80($1A8) [$1EB5, bit 0] is set), branch to $CB4206 CB/4204: D8 Set event bit $1E80($47F) [$1F0F, bit 7] CB/4206: C0 If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB420E CB/420C: D8 Set event bit $1E80($480) [$1F10, bit 0] CB/420E: C0 If ($1E80($1AA) [$1EB5, bit 2] is set), branch to $CB4216 CB/4214: D8 Set event bit $1E80($481) [$1F10, bit 1] CB/4216: C0 If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CB421E CB/421C: D8 Set event bit $1E80($482) [$1F10, bit 2] CB/421E: C0 If ($1E80($1AC) [$1EB5, bit 4] is set), branch to $CB4226 CB/4224: D8 Set event bit $1E80($483) [$1F10, bit 3] CB/4226: C0 If ($1E80($1AD) [$1EB5, bit 5] is set), branch to $CB422E CB/422C: D8 Set event bit $1E80($484) [$1F10, bit 4] CB/422E: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CB/422F: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CB4237 CB/4235: D9 Clear event bit $1E80($477) [$1F0E, bit 7] CB/4237: C0 If ($1E80($2F1) [$1EDE, bit 1] is set), branch to $CB423F CB/423D: D9 Clear event bit $1E80($478) [$1F0F, bit 0] CB/423F: C0 If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CB4247 CB/4245: D9 Clear event bit $1E80($479) [$1F0F, bit 1] CB/4247: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB424F CB/424D: D9 Clear event bit $1E80($47A) [$1F0F, bit 2] CB/424F: C0 If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CB4257 CB/4255: D9 Clear event bit $1E80($47B) [$1F0F, bit 3] CB/4257: C0 If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CB425F CB/425D: D9 Clear event bit $1E80($47C) [$1F0F, bit 4] CB/425F: C0 If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CB4267 CB/4265: D9 Clear event bit $1E80($47D) [$1F0F, bit 5] CB/4267: C0 If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CB426F CB/426D: D9 Clear event bit $1E80($47E) [$1F0F, bit 6] CB/426F: C0 If ($1E80($1A8) [$1EB5, bit 0] is set), branch to $CB4277 CB/4275: D9 Clear event bit $1E80($47F) [$1F0F, bit 7] CB/4277: C0 If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB427F CB/427D: D9 Clear event bit $1E80($480) [$1F10, bit 0] CB/427F: C0 If ($1E80($1AA) [$1EB5, bit 2] is set), branch to $CB4287 CB/4285: D9 Clear event bit $1E80($481) [$1F10, bit 1] CB/4287: C0 If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CB428F CB/428D: D9 Clear event bit $1E80($482) [$1F10, bit 2] CB/428F: C0 If ($1E80($1AC) [$1EB5, bit 4] is set), branch to $CB4297 CB/4295: D9 Clear event bit $1E80($483) [$1F10, bit 3] CB/4297: C0 If ($1E80($1AD) [$1EB5, bit 5] is set), branch to $CB429F CB/429D: D9 Clear event bit $1E80($484) [$1F10, bit 4] CB/429F: C1 If ($1E80($05C) [$1E8B, bit 4] is clear) or ($1E80($06A) [$1E8D, bit 2] is set), branch to $CB42A9 CB/42A7: D9 Clear event bit $1E80($480) [$1F10, bit 0] CB/42A9: C1 If ($1E80($07D) [$1E8F, bit 5] is clear) or ($1E80($09D) [$1E93, bit 5] is set), branch to $CB42B3 CB/42B1: D9 Clear event bit $1E80($480) [$1F10, bit 0] CB/42B3: FE Return CB/42B4: C1 If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($07D) [$1E8F, bit 5] is set), branch to $CB42C4 CB/42BC: 4B Display dialogue message $0691, wait for button press TERRA: …the Espers… Something happened… CB/42BF: B2 Call subroutine $CAF59D CB/42C3: FE Return CB/42C4: 4B Display dialogue message $0678, wait for button press TERRA: I'm all right. I'm sure peace is within our grasp! CB/42C7: B2 Call subroutine $CAF59D CB/42CB: FE Return CB/42CC: C1 If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($07D) [$1E8F, bit 5] is set), branch to $CB42DC CB/42D4: 4B Display dialogue message $067A, wait for button press LOCKE: I'm sure the Espers were headed for Vector… CB/42D7: B2 Call subroutine $CAF59D CB/42DB: FE Return CB/42DC: 4B Display dialogue message $0679, wait for button press LOCKE: I can't believe we played a major role in it all! CB/42DF: B2 Call subroutine $CAF59D CB/42E3: FE Return CB/42E4: C1 If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($07D) [$1E8F, bit 5] is set), branch to $CB42F4 CB/42EC: 4B Display dialogue message $067C, wait for button press CYAN: I could feel the warrior spirits of those Espers! CB/42EF: B2 Call subroutine $CAF59D CB/42F3: FE Return CB/42F4: 4B Display dialogue message $067B, wait for button press CYAN: The Empire deserves the worst! CB/42F7: B2 Call subroutine $CAF59D CB/42FB: FE Return CB/42FC: C1 If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($07D) [$1E8F, bit 5] is set), branch to $CB430C CB/4304: 4B Display dialogue message $067E, wait for button press SHADOW: I think Kefka's out for General Leo's hide! CB/4307: B2 Call subroutine $CAF59D CB/430B: FE Return CB/430C: 4B Display dialogue message $067D, wait for button press SHADOW: …… Why am I here…? For the money, I guess. CB/430F: B2 Call subroutine $CAF59D CB/4313: FE Return CB/4314: C1 If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($07D) [$1E8F, bit 5] is set), branch to $CB4324 CB/431C: 4B Display dialogue message $0680, wait for button press EDGAR: Somehow we need to tap in to the power of those Espers… CB/431F: B2 Call subroutine $CAF59D CB/4323: FE Return CB/4324: 4B Display dialogue message $067F, wait for button press EDGAR: We can't be smug. We must be thinking of our strategy. CB/4327: B2 Call subroutine $CAF59D CB/432B: FE Return CB/432C: C1 If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($07D) [$1E8F, bit 5] is set), branch to $CB433C CB/4334: 4B Display dialogue message $0682, wait for button press SABIN: Let's see what's become of the Empire! Hurry! CB/4337: B2 Call subroutine $CAF59D CB/433B: FE Return CB/433C: 4B Display dialogue message $0681, wait for button press SABIN: Let me at the Empire! CB/433F: B2 Call subroutine $CAF59D CB/4343: FE Return CB/4344: C1 If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($07D) [$1E8F, bit 5] is set), branch to $CB4354 CB/434C: 4B Display dialogue message $0684, wait for button press CELES: Kefka's sure to come up with another demented plan. We need to do something FAST! CB/434F: B2 Call subroutine $CAF59D CB/4353: FE Return CB/4354: 4B Display dialogue message $0683, wait for button press CELES: I was one of the Empire's generals, but I still know evil when I see it. CB/4357: B2 Call subroutine $CAF59D CB/435B: FE Return CB/435C: C1 If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($07D) [$1E8F, bit 5] is set), branch to $CB436C CB/4364: 4B Display dialogue message $0686, wait for button press STRAGO: …I've never seen anyone so sleazy as Kefka. CB/4367: B2 Call subroutine $CAF59D CB/436B: FE Return CB/436C: 4B Display dialogue message $0685, wait for button press STRAGO: In all my travels, and in all my years… CB/436F: B2 Call subroutine $CAF59D CB/4373: FE Return CB/4374: C1 If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($07D) [$1E8F, bit 5] is set), branch to $CB4384 CB/437C: 4B Display dialogue message $0688, wait for button press RELM: I'm sure those Espers are all very kind! CB/437F: B2 Call subroutine $CAF59D CB/4383: FE Return CB/4384: 4B Display dialogue message $0687, wait for button press RELM: I know. Let me draw their portraits! CB/4387: B2 Call subroutine $CAF59D CB/438B: FE Return CB/438C: C1 If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($07D) [$1E8F, bit 5] is set), branch to $CB439C CB/4394: 4B Display dialogue message $068A, wait for button press SETZER: Urghh! For the time being, I don't own the skies… CB/4397: B2 Call subroutine $CAF59D CB/439B: FE Return CB/439C: 4B Display dialogue message $0689, wait for button press SETZER: What's the most important thing in life? Being free of obligations! Otherwise, you lose the ability to gamble… CB/439F: B2 Call subroutine $CAF59D CB/43A3: FE Return CB/43A4: C1 If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($07D) [$1E8F, bit 5] is set), branch to $CB43B4 CB/43AC: 4B Display dialogue message $068C, wait for button press MOG: …puuh… CB/43AF: B2 Call subroutine $CAF59D CB/43B3: FE Return CB/43B4: 4B Display dialogue message $068B, wait for button press MOG: Kupoppo!! CB/43B7: B2 Call subroutine $CAF59D CB/43BB: FE Return CB/43BC: C1 If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($07D) [$1E8F, bit 5] is set), branch to $CB43CC CB/43C4: 4B Display dialogue message $068E, wait for button press GAU: …ooh… GAU…high place… Not good…don't like… CB/43C7: B2 Call subroutine $CAF59D CB/43CB: FE Return CB/43CC: 4B Display dialogue message $068D, wait for button press GAU: GAU become stronger on the Veldt. CB/43CF: B2 Call subroutine $CAF59D CB/43D3: FE Return CB/43D4: 4B Display dialogue message $068F, wait for button press GOGO: …… CB/43D7: B2 Call subroutine $CAF59D CB/43DB: FE Return CB/43DC: 4B Display dialogue message $0690, wait for button press UMARO: Uhhhh… CB/43DF: B2 Call subroutine $CAF59D CB/43E3: FE Return CB/43E4: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CB/43EA: B2 Call subroutine $CB441D CB/43EE: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CB4408 CB/43F4: B2 Call subroutine $CB4456 CB/43F8: F6 Subcommand $81: Change volume of currently playing song to $FF, transition time 0 CB/43FC: 50 Tint screen (cumulative) with color $FF CB/43FE: B2 Call subroutine $CB4601 CB/4402: D8 Set event bit $1E80($486) [$1F10, bit 6] CB/4404: B2 Call subroutine $CB4409 CB/4408: FE Return CB/4409: C0 If ($1E80($253) [$1ECA, bit 3] is set), branch to $CB441A CB/440F: C9 If ($1E80($0A3) [$1E94, bit 3] is set) and ($1E80($19F) [$1EB3, bit 7] is clear), branch to $CA5EB3 (simply returns) CB/4417: D4 Set event bit $1E80($25F) [$1ECB, bit 7] CB/4419: FE Return CB/441A: D5 Clear event bit $1E80($25F) [$1ECB, bit 7] CB/441C: FE Return CB/441D: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB4426 CB/4423: F0 Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume CB/4425: FE Return CB/4426: F0 Play song 55 (The Magic House), (high bit clear), full volume CB/4428: FE Return CB/4429: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CB/442F: B2 Call subroutine $CB441D CB/4433: FE Return CB/4434: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CB/443A: B2 Call subroutine $CB441D CB/443E: FE Return CB/443F: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CB/4445: B2 Call subroutine $CB441D CB/4449: FE Return CB/444A: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CB/4450: B2 Call subroutine $CB441D CB/4454: FE Return CB/4455: FE Return CB/4456: 3D Create object $19 CB/4458: 3D Create object $18 CB/445A: 45 Refresh objects CB/445B: 41 Show object $19 CB/445D: 41 Show object $18 CB/445F: FE Return CB/4460: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB4469 CB/4466: 9B Invoke shop $16 CB/4468: FE Return CB/4469: 9B Invoke shop $4E CB/446B: FE Return CB/446C: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB4475 CB/4472: 9B Invoke shop $14 CB/4474: FE Return CB/4475: 9B Invoke shop $4C CB/4477: FE Return CB/4478: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB4481 CB/447E: 9B Invoke shop $15 CB/4480: FE Return CB/4481: 9B Invoke shop $4D CB/4483: FE Return CB/4484: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB448D CB/448A: 9B Invoke shop $17 CB/448C: FE Return CB/448D: 9B Invoke shop $4F CB/448F: FE Return CB/4490: 4B Display dialogue message $0112, wait for button press 250 GP per night. Lights out? ^ Yes ^ No CB/4493: B6 Indexed branch based on prior dialogue selection [$CB449B, $CA5EB3] CB/449A: FE Return CB/449B: 85 Take 250 GP from party CB/449E: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF CB/44A4: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/44A6: C3 Set vehicle/entity's event speed to fast CB/44A7: 8D Move vehicle/entity right 4 tiles CB/44A8: 84 Move vehicle/entity up 2 tiles CB/44A9: FF End queue CB/44AA: 73 Replace current map's Layer 1 at (18, 51) with the following (2 x 1) chunk, refresh immediately CB/44AF: $06, $16 CB/44B1: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/44B3: 94 Move vehicle/entity up 6 tiles CB/44B4: 93 Move vehicle/entity left 5 tiles CB/44B5: 8C Move vehicle/entity up 4 tiles CB/44B6: FF End queue CB/44B7: B2 Call subroutine $CACD3C CB/44BB: 6B Load map $00CE (Jidoor, inn (always)) instantly, (upper bits $2400), place party at (13, 43), facing down CB/44C1: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/44C3: D5 Set vehicle/entity's position to (15, 41) CB/44C6: CE Turn vehicle/entity down CB/44C7: FF End queue CB/44C8: B2 Call subroutine $CACF96 CB/44CC: FE Return CB/44CD: 4B Display dialogue message $0113, wait for button press 250 GP for a Chocobo ride! Well? ^ Yes ^ No CB/44D0: B6 Indexed branch based on prior dialogue selection [$CB44D8, $CA5EB3] CB/44D7: FE Return CB/44D8: C0 If ($1E80($134) [$1EA6, bit 4] is set), branch to $CB44E2 CB/44DE: B2 Call subroutine $CCD2E4 CB/44E2: 85 Take 250 GP from party CB/44E5: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF CB/44EB: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/44ED: A1 Move vehicle/entity right/down 1x1 tiles CB/44EE: 82 Move vehicle/entity down 1 tile CB/44EF: FF End queue CB/44F0: 6A Load map $00C6 (Jidoor, outdoors (both worlds)) after fade out, (upper bits $2400), place party at (24, 56), facing down CB/44F6: 44 Place character $31 (Party Character 0) on vehicle $20 (Chocobo) (Character is shown) CB/44F9: 96 Restore screen from fade CB/44FA: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/44FC: C3 Set vehicle/entity's event speed to fast CB/44FD: 9A Move vehicle/entity down 7 tiles CB/44FE: FF End queue CB/44FF: 97 Fade screen to black CB/4500: 5C Pause execution until fade in or fade out is complete CB/4501: 44 Place character $31 (Party Character 0) on vehicle $00 (No vehicle) (Character is not shown) CB/4504: 3A Enable player to move while event commands execute CB/4505: 6B Load map $01FF (world map) instantly, (upper bits $2400), place party at (0, 0), facing down, party is in overworld chocobo mode CB/450B: FF End vehicle script CB/450C: 4B Display dialogue message $0405, wait for button press This is Jidoor, the western most town on the world map! CB/450F: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CB4518 CB/4515: 4B Display dialogue message $0A8B, wait for button press The world's so different now… CB/4518: FE Return CB/4519: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB452D CB/451F: C0 If ($1E80($054) [$1E8A, bit 4] is set), branch to $CB4529 CB/4525: 4B Display dialogue message $0406, wait for button press This region is very class-conscious. In the south part of town live the middle classes. The rich folks live to the north. CB/4528: FE Return CB/4529: 4B Display dialogue message $0481, wait for button press Only way to reach the Empire's by air. Of course you realize you'd need an airship! CB/452C: FE Return CB/452D: 4B Display dialogue message $0A7A, wait for button press The house to the north belongs to Owzer. He's a collector of fine paintings. CB/4530: FE Return CB/4531: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB453B CB/4537: 4B Display dialogue message $0407, wait for button press The poor people have all left here for the mountains to the north. There they've built a town. CB/453A: FE Return CB/453B: 4B Display dialogue message $0A76, wait for button press In a world like this you have to keep an open mind. CB/453E: FE Return CB/453F: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB4554 CB/4545: DE Load CaseWord with the characters in the currently active party? CB/4546: C0 If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CB4550 CB/454C: 4B Display dialogue message $0408, wait for button press Maria, the opera singer, is gorgeous! CB/454F: FE Return CB/4550: 4B Display dialogue message $0A77, wait for button press This is the Auction House. Bunch of rich yokels inside… CB/4553: FE Return CB/4554: 4B Display dialogue message $0A3F, wait for button press Art that evokes the end of the world is popular now. CB/4557: FE Return CB/4558: C0 If ($1E80($253) [$1ECA, bit 3] is set), branch to $CB456C CB/455E: C0 If ($1E80($25F) [$1ECB, bit 7] is set), branch to $CB4568 CB/4564: 4B Display dialogue message $0409, wait for button press I wanna be an opera singer when I grow up! Opera house? It's far to the south. CB/4567: FE Return CB/4568: 4B Display dialogue message $0A88, wait for button press A while ago a little girl entered the art-collector's house… CB/456B: FE Return CB/456C: 4B Display dialogue message $0A78, wait for button press Yes! Now I'll be able to go play at the art-lover's house again! CB/456F: FE Return CB/4570: C0 If ($1E80($253) [$1ECA, bit 3] is set), branch to $CB458E CB/4576: C0 If ($1E80($25F) [$1ECB, bit 7] is set), branch to $CB458A CB/457C: C0 If ($1E80($054) [$1E8A, bit 4] is set), branch to $CB4586 CB/4582: 4B Display dialogue message $040A, wait for button press A girl wrapped in fire sped off to the north, into the mountains. CB/4585: FE Return CB/4586: 4B Display dialogue message $0480, wait for button press Ain't no easy way to make the Imperial lands…! CB/4589: FE Return CB/458A: 4B Display dialogue message $0A87, wait for button press The other day I read Owzer's diary. It was just laying there! CB/458D: FE Return CB/458E: 4B Display dialogue message $0A89, wait for button press T…that was a spirit! CB/4591: FE Return CB/4592: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB459C CB/4598: 4B Display dialogue message $040B, wait for button press To the north is the town of Zozo. Watch out for the people there. CB/459B: FE Return CB/459C: 4B Display dialogue message $0A85, wait for button press The people here love the opera! CB/459F: FE Return CB/45A0: 4B Display dialogue message $0A86, wait for button press Lately I've seen a lot of carrier pigeons flying towards Maranda. Who can be sending all the letters? CB/45A3: FE Return CB/45A4: 4B Display dialogue message $0A84, wait for button press I saw the Emperor recently! A painting of him, that is… It's in Owzer's house. CB/45A7: FE Return CB/45A8: C0 If ($1E80($054) [$1E8A, bit 4] is set), branch to $CB45B2 CB/45AE: 4B Display dialogue message $040C, wait for button press Bunch o' liars up in Zozo! Never can trust 'em. CB/45B1: FE Return CB/45B2: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB45BB CB/45B8: 4B Display dialogue message $0483, wait for button press The gambler likes flashy shows. He's always at the opera. I think he likes the beautiful divas… CB/45BB: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CB45C4 CB/45C1: 4B Display dialogue message $0AA5, wait for button press You're gonna love this! Doom Gaze can't restore his HP after battle! Just keep fighting him, and in time you'll defeat him! CB/45C4: FE Return CB/45C5: 4B Display dialogue message $040F, wait for button press Hey…you're not from around here! You look…ah…dorky! CB/45C8: FE Return CB/45C9: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB45D3 CB/45CF: 4B Display dialogue message $0412, wait for button press I need something that will bring back wayward spirits. I heard only in the Imperial capital of Vector does such a thing exist. CB/45D2: FE Return CB/45D3: 4B Display dialogue message $0A79, wait for button press Every once in a while something very rare is sold here… CB/45D6: FE Return CB/45D7: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB45E1 CB/45DD: 4B Display dialogue message $0410, wait for button press You like art? No?! Philistines! CB/45E0: FE Return CB/45E1: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CB45EB CB/45E7: 4B Display dialogue message $0A42, wait for button press If you want to participate in the bidding, talk to the man near the entrance. CB/45EA: FE Return CB/45EB: 4B Display dialogue message $0A43, wait for button press Didn't get anything today, eh?! CB/45EE: FE Return CB/45EF: 4B Display dialogue message $0411, wait for button press You can get some priceless things at this auction. Whether you can appreciate them or not, who knows! CB/45F2: FE Return CB/45F3: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB45FD CB/45F9: 4B Display dialogue message $040E, wait for button press Once in a while one of the idiots from Zozo'll wander down here, lookin' for an easy mark. Watch your wallet! CB/45FC: FE Return CB/45FD: 4B Display dialogue message $0A83, wait for button press Owzer sought out a highly skilled artist to come and paint for him. CB/4600: FE Return CB/4601: A1 Reset timer 0 CB/4603: FE Return CB/4604: 3D Create object $10 CB/4606: 41 Show object $10 CB/4608: 45 Refresh objects CB/4609: C9 If ($1E80($243) [$1EC8, bit 3] is set) and ($1E80($253) [$1ECA, bit 3] is clear), branch to $CB4611 CB/4611: D8 Set event bit $1E80($488) [$1F11, bit 0] CB/4613: C0 If ($1E80($253) [$1ECA, bit 3] is set), branch to $CB4629 CB/4619: 50 Tint screen (cumulative) with color $FF CB/461B: 52 Tint characters (cumulative) with color $FF CB/461D: B2 Call subroutine $CB4928 CB/4621: D8 Set event bit $1E80($487) [$1F10, bit 7] CB/4623: D8 Set event bit $1E80($48F) [$1F11, bit 7] CB/4625: D8 Set event bit $1E80($490) [$1F12, bit 0] CB/4627: D8 Set event bit $1E80($491) [$1F12, bit 1] CB/4629: C0 If ($1E80($24C) [$1EC9, bit 4] is clear), branch to $CB4633 CB/462F: B2 Call subroutine $CB4920 CB/4633: C0 If ($1E80($254) [$1ECA, bit 4] is clear), branch to $CB463D CB/4639: B2 Call subroutine $CB4C1D CB/463D: C0 If ($1E80($1FC) [$1EBF, bit 4] is clear), branch to $CB4647 CB/4643: B2 Call subroutine $CB4987 CB/4647: C0 If ($1E80($1FD) [$1EBF, bit 5] is clear), branch to $CB4651 CB/464D: B2 Call subroutine $CB49AB CB/4651: C0 If ($1E80($1FE) [$1EBF, bit 6] is clear), branch to $CB465B CB/4657: B2 Call subroutine $CB49CF CB/465B: C2 If ($1E80($1FC) [$1EBF, bit 4] is set) or ($1E80($1FD) [$1EBF, bit 5] is set) or ($1E80($1FE) [$1EBF, bit 6] is set), branch to $CB4669 CB/4665: B2 Call subroutine $CB2CAA CB/4669: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CB46B7 CB/466F: C0 If ($1E80($259) [$1ECB, bit 1] is set), branch to $CB4681 CB/4675: 16 Begin action queue for character $16 (NPC $16), 10 bytes long CB/4677: C0 Set vehicle/entity's event speed to slowest CB/4678: 80 Move vehicle/entity up 1 tile CB/4679: E0 Pause for 4 * 4 (16) frames CB/467B: 82 Move vehicle/entity down 1 tile CB/467C: E0 Pause for 4 * 4 (16) frames CB/467E: FC Branch 6 bytes backwards ($CB4678) CB/4680: FF End queue CB/4681: C0 If ($1E80($25A) [$1ECB, bit 2] is set), branch to $CB4693 CB/4687: 17 Begin action queue for character $17 (NPC $17), 10 bytes long CB/4689: C0 Set vehicle/entity's event speed to slowest CB/468A: 82 Move vehicle/entity down 1 tile CB/468B: E0 Pause for 4 * 4 (16) frames CB/468D: 80 Move vehicle/entity up 1 tile CB/468E: E0 Pause for 4 * 4 (16) frames CB/4690: FC Branch 6 bytes backwards ($CB468A) CB/4692: FF End queue CB/4693: C0 If ($1E80($25B) [$1ECB, bit 3] is set), branch to $CB46A5 CB/4699: 18 Begin action queue for character $18 (NPC $18), 10 bytes long CB/469B: C0 Set vehicle/entity's event speed to slowest CB/469C: 80 Move vehicle/entity up 1 tile CB/469D: E0 Pause for 4 * 4 (16) frames CB/469F: 82 Move vehicle/entity down 1 tile CB/46A0: E0 Pause for 4 * 4 (16) frames CB/46A2: FC Branch 6 bytes backwards ($CB469C) CB/46A4: FF End queue CB/46A5: C0 If ($1E80($25C) [$1ECB, bit 4] is set), branch to $CB46B7 CB/46AB: 19 Begin action queue for character $19 (NPC $19), 10 bytes long CB/46AD: C0 Set vehicle/entity's event speed to slowest CB/46AE: 82 Move vehicle/entity down 1 tile CB/46AF: E0 Pause for 4 * 4 (16) frames CB/46B1: 80 Move vehicle/entity up 1 tile CB/46B2: E0 Pause for 4 * 4 (16) frames CB/46B4: FC Branch 6 bytes backwards ($CB46AE) CB/46B6: FF End queue CB/46B7: B2 Call subroutine $CB46D7 CB/46BB: 60 Change background layer $0F to palette $11 CB/46BE: B2 Call subroutine $CB441D CB/46C2: FE Return CB/46C3: D9 Clear event bit $1E80($494) [$1F12, bit 4] CB/46C5: D9 Clear event bit $1E80($495) [$1F12, bit 5] CB/46C7: D9 Clear event bit $1E80($496) [$1F12, bit 6] CB/46C9: 3E Delete object $12 CB/46CB: 3E Delete object $13 CB/46CD: 3E Delete object $14 CB/46CF: 45 Refresh objects CB/46D0: 42 Hide object $12 CB/46D2: 42 Hide object $13 CB/46D4: 42 Hide object $14 CB/46D6: FE Return CB/46D7: C0 If ($1E80($259) [$1ECB, bit 1] is clear), branch to $CB46E9 CB/46DD: 73 Replace current map's Layer 1 at (73, 54) with the following (1 x 1) chunk, refresh immediately CB/46E2: $12 CB/46E3: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB46EB CB/46E9: D8 Set event bit $1E80($4AD) [$1F15, bit 5] CB/46EB: C0 If ($1E80($25A) [$1ECB, bit 2] is clear), branch to $CB46FD CB/46F1: 73 Replace current map's Layer 1 at (75, 55) with the following (1 x 1) chunk, refresh immediately CB/46F6: $12 CB/46F7: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB46FF CB/46FD: D8 Set event bit $1E80($4AE) [$1F15, bit 6] CB/46FF: C0 If ($1E80($25B) [$1ECB, bit 3] is clear), branch to $CB4711 CB/4705: 73 Replace current map's Layer 1 at (77, 54) with the following (1 x 1) chunk, refresh immediately CB/470A: $12 CB/470B: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB4713 CB/4711: D8 Set event bit $1E80($4AF) [$1F15, bit 7] CB/4713: C0 If ($1E80($25C) [$1ECB, bit 4] is clear), branch to $CB4725 CB/4719: 73 Replace current map's Layer 1 at (79, 55) with the following (1 x 1) chunk, refresh immediately CB/471E: $12 CB/471F: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB4727 CB/4725: D8 Set event bit $1E80($4B0) [$1F16, bit 0] CB/4727: FE Return CB/4728: 74 Replace current map's Layer 2 at (98, 26) with the following (4 x 3) chunk CB/472D: $DF, $34, $DC, $EF CB/4731: $F2, $EC, $EF, $05 CB/4735: $EC, $6C, $15, $68 CB/4739: 74 Replace current map's Layer 2 at (98, 90) with the following (4 x 3) chunk CB/473E: $00, $00, $00, $00 CB/4742: $F9, $00, $00, $BC CB/4746: $00, $8A, $DA, $8A CB/474A: 75 Refresh map after alteration CB/474B: FE Return CB/474C: D8 Set event bit $1E80($494) [$1F12, bit 4] CB/474E: 3D Create object $12 CB/4750: 41 Show object $12 CB/4752: FE Return CB/4753: D8 Set event bit $1E80($495) [$1F12, bit 5] CB/4755: 3D Create object $13 CB/4757: 41 Show object $13 CB/4759: FE Return CB/475A: D8 Set event bit $1E80($496) [$1F12, bit 6] CB/475C: 3D Create object $14 CB/475E: 41 Show object $14 CB/4760: FE Return CB/4761: D9 Clear event bit $1E80($494) [$1F12, bit 4] CB/4763: 3E Delete object $12 CB/4765: 42 Hide object $12 CB/4767: FE Return CB/4768: D9 Clear event bit $1E80($495) [$1F12, bit 5] CB/476A: 3E Delete object $13 CB/476C: 42 Hide object $13 CB/476E: FE Return CB/476F: D9 Clear event bit $1E80($496) [$1F12, bit 6] CB/4771: 3E Delete object $14 CB/4773: 42 Hide object $14 CB/4775: FE Return CB/4776: C0 If ($1E80($253) [$1ECA, bit 3] is set), branch to $CA5EB3 (simply returns) CB/477C: C0 If ($1E80($1B3) [$1EB6, bit 3] is clear), branch to $CA5EB3 (simply returns) CB/4782: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/4788: C0 If ($1E80($243) [$1EC8, bit 3] is set), branch to $CA5EB3 (simply returns) CB/478E: C0 If ($1E80($25F) [$1ECB, bit 7] is set), branch to $CB479A CB/4794: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CA5EB3 (simply returns) CB/479A: 48 Display dialogue message $0A8F, continue executing commands (Show text only) Stay…away… CB/479D: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/479F: C1 Set vehicle/entity's event speed to slow CB/47A0: C7 Set vehicle/entity to stay still when moving CB/47A1: A1 Move vehicle/entity right/down 1x1 tiles CB/47A2: A1 Move vehicle/entity right/down 1x1 tiles CB/47A3: A1 Move vehicle/entity right/down 1x1 tiles CB/47A4: C6 Set vehicle/entity to walk when moving CB/47A5: 81 Move vehicle/entity right 1 tile CB/47A6: FF End queue CB/47A7: B2 Call subroutine $CB488C CB/47AB: D4 Set event bit $1E80($24A) [$1EC9, bit 2] CB/47AD: FE Return CB/47AE: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/47B6: C0 If ($1E80($252) [$1ECA, bit 2] is set), branch to $CA5EB3 (simply returns) CB/47BC: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CB482C CB/47C2: C0 If ($1E80($25F) [$1ECB, bit 7] is set), branch to $CB47CE CB/47C8: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB482C CB/47CE: 4B Display dialogue message $0A82, wait for button press (At bottom of screen) Picture of a lovely lady. CB/47D1: F4 Play sound effect 61 CB/47D3: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/47D5: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/47D7: C7 Set vehicle/entity to stay still when moving CB/47D8: 82 Move vehicle/entity down 1 tile CB/47D9: C6 Set vehicle/entity to walk when moving CB/47DA: FF End queue CB/47DB: 4D Invoke battle, enemy set $92, background $20 (Owzer's House), (mosaic effect enabled), (swoosh sound enabled) CB/47DE: B2 Call subroutine $CA5EA9 CB/47E2: B2 Call subroutine $CB4728 CB/47E6: F4 Play sound effect 45 CB/47E8: 96 Restore screen from fade CB/47E9: D4 Set event bit $1E80($252) [$1ECA, bit 2] CB/47EB: D8 Set event bit $1E80($4AD) [$1F15, bit 5] CB/47ED: D8 Set event bit $1E80($4AE) [$1F15, bit 6] CB/47EF: D8 Set event bit $1E80($4AF) [$1F15, bit 7] CB/47F1: D8 Set event bit $1E80($4B0) [$1F16, bit 0] CB/47F3: FE Return CB/47F4: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/47FC: C0 If ($1E80($253) [$1ECA, bit 3] is set), branch to $CB4838 CB/4802: C0 If ($1E80($156) [$1EAA, bit 6] is set), branch to $CB4838 CB/4808: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CB4838 CB/480E: C0 If ($1E80($25F) [$1ECB, bit 7] is set), branch to $CB481A CB/4814: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB4838 CB/481A: 4B Display dialogue message $0A7B, wait for button press (At bottom of screen) A still-life of flowers. They almost look alive… CB/481D: F4 Play sound effect 61 CB/481F: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/4821: 4D Invoke battle, enemy set $93, background $20 (Owzer's House), (mosaic effect enabled), (swoosh sound enabled) CB/4824: B2 Call subroutine $CA5EA9 CB/4828: D2 Set event bit $1E80($156) [$1EAA, bit 6] CB/482A: 96 Restore screen from fade CB/482B: FE Return CB/482C: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/4834: 4B Display dialogue message $0A82, wait for button press (At bottom of screen) Picture of a lovely lady. CB/4837: FE Return CB/4838: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/4840: 4B Display dialogue message $0A7B, wait for button press (At bottom of screen) A still-life of flowers. They almost look alive… CB/4843: FE Return CB/4844: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/484C: 4B Display dialogue message $0A7F, wait for button press (At bottom of screen) This looks ancient… CB/484F: FE Return CB/4850: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/4858: 4B Display dialogue message $0A80, wait for button press (At bottom of screen) Ah! Some armor. CB/485B: FE Return CB/485C: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/4864: 4B Display dialogue message $0A7E, wait for button press (At bottom of screen) A lamp, maybe? CB/4867: FE Return CB/4868: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/4870: 4B Display dialogue message $0A7D, wait for button press (At bottom of screen) Looks like a treasure chest. CB/4873: FE Return CB/4874: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/487C: 4B Display dialogue message $0A7C, wait for button press (At bottom of screen) Picture of an old urn. CB/487F: FE Return CB/4880: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/4888: 4B Display dialogue message $0A81, wait for button press (At bottom of screen) Emperor Gestahl's portrait. CB/488B: FE Return CB/488C: 73 Replace current map's Layer 1 at (116, 16) with the following (1 x 1) chunk, refresh immediately CB/4891: $21 CB/4892: FE Return CB/4893: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/489B: C0 If ($1E80($24A) [$1EC9, bit 2] is clear), branch to $CA5EB3 (simply returns) CB/48A1: C0 If ($1E80($1F5) [$1EBE, bit 5] is set), branch to $CB48B3 CB/48A7: A1 Reset timer 0 CB/48A9: 4B Display dialogue message $0A91, wait for button press It's Owzer's diary… Read it? ^ Yes ^ No CB/48AC: B6 Indexed branch based on prior dialogue selection [$CB48B3, $CA5EB3] CB/48B3: C0 If ($1E80($1F5) [$1EBE, bit 5] is set), branch to $CB48C8 CB/48B9: 4B Display dialogue message $0A93, wait for button press Just spent an absolute fortune. It's my largest painting yet, so I won't be able to put it with the others. I'll decide later where to display it. CB/48BC: D2 Set event bit $1E80($1F5) [$1EBE, bit 5] CB/48BE: 4B Display dialogue message $0A92, wait for button press ^ (Read the next page.) ^ (Read it later.) CB/48C1: B6 Indexed branch based on prior dialogue selection [$CB48C8, $CA5EB3] CB/48C8: C0 If ($1E80($1F6) [$1EBE, bit 6] is set), branch to $CB48DD CB/48CE: 4B Display dialogue message $0A94, wait for button press An artist came from Zozo today. He wanted me to see his work. What a waste of time. CB/48D1: D2 Set event bit $1E80($1F6) [$1EBE, bit 6] CB/48D3: 4B Display dialogue message $0A92, wait for button press ^ (Read the next page.) ^ (Read it later.) CB/48D6: B6 Indexed branch based on prior dialogue selection [$CB48DD, $CA5EB3] CB/48DD: C0 If ($1E80($1F7) [$1EBE, bit 7] is set), branch to $CB48F2 CB/48E3: 4B Display dialogue message $0A95, wait for button press Bought a new stairway lamp at the Item Shop. Expensive, but one flip of the switch and everything's bright and cheery. CB/48E6: D2 Set event bit $1E80($1F7) [$1EBE, bit 7] CB/48E8: 4B Display dialogue message $0A92, wait for button press ^ (Read the next page.) ^ (Read it later.) CB/48EB: B6 Indexed branch based on prior dialogue selection [$CB48F2, $CA5EB3] CB/48F2: C0 If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CB4907 CB/48F8: 4B Display dialogue message $0A96, wait for button press I invited over an artist from Kohlingen. About as talented as a bucket… CB/48FB: D2 Set event bit $1E80($1F8) [$1EBF, bit 0] CB/48FD: 4B Display dialogue message $0A92, wait for button press ^ (Read the next page.) ^ (Read it later.) CB/4900: B6 Indexed branch based on prior dialogue selection [$CB4907, $CA5EB3] CB/4907: C0 If ($1E80($1F9) [$1EBF, bit 1] is set), branch to $CB48B3 CB/490D: 4B Display dialogue message $0A97, wait for button press Something's happening to me. It started when I had that picture painted… And I've started hearing odd noises coming from downstairs. CB/4910: D2 Set event bit $1E80($1F9) [$1EBF, bit 1] CB/4912: 4B Display dialogue message $0A98, wait for button press The diary ends here… CB/4915: D3 Clear event bit $1E80($1F5) [$1EBE, bit 5] CB/4917: D3 Clear event bit $1E80($1F6) [$1EBE, bit 6] CB/4919: D3 Clear event bit $1E80($1F7) [$1EBE, bit 7] CB/491B: D3 Clear event bit $1E80($1F8) [$1EBF, bit 0] CB/491D: D3 Clear event bit $1E80($1F9) [$1EBF, bit 1] CB/491F: FE Return CB/4920: 50 Tint screen (cumulative) with color $FF CB/4922: B0 Execute the following commands until $B1 5 times CB/4924: 50 Tint screen (cumulative) with color $9B CB/4926: B1 End block of repeating commands CB/4927: FE Return CB/4928: 50 Tint screen (cumulative) with color $FF CB/492A: B0 Execute the following commands until $B1 12 times CB/492C: 50 Tint screen (cumulative) with color $9B CB/492E: B1 End block of repeating commands CB/492F: FE Return CB/4930: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/4936: C0 If ($1E80($253) [$1ECA, bit 3] is set), branch to $CA5EB3 (simply returns) CB/493C: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/4944: C0 If ($1E80($251) [$1ECA, bit 1] is set), branch to $CB4956 CB/494A: F4 Play sound effect 150 CB/494C: D4 Set event bit $1E80($243) [$1EC8, bit 3] CB/494E: 91 Pause for 15 units CB/494F: 50 Tint screen (cumulative) with color $FF CB/4951: A1 Reset timer 0 CB/4953: D4 Set event bit $1E80($251) [$1ECA, bit 1] CB/4955: FE Return CB/4956: F4 Play sound effect 150 CB/4958: D5 Clear event bit $1E80($243) [$1EC8, bit 3] CB/495A: 91 Pause for 15 units CB/495B: B2 Call subroutine $CB4928 CB/495F: D5 Clear event bit $1E80($251) [$1ECA, bit 1] CB/4961: FE Return CB/4962: C0 If ($1E80($253) [$1ECA, bit 3] is set), branch to $CA5EB3 (simply returns) CB/4968: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CB/496E: CA If ($1E80($1FC) [$1EBF, bit 4] is clear) and ($1E80($1FD) [$1EBF, bit 5] is clear) and ($1E80($1FE) [$1EBF, bit 6] is clear), branch to $CB497E CB/4978: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB4984 CB/497E: A0 Set timer 0 to $0001 [0m: 00s: 01j], jump to subroutine $CB49AB if it expires. Flags: (Countdown continues in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CB/4984: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/4986: FE Return CB/4987: 74 Replace current map's Layer 2 at (92, 49) with the following (2 x 1) chunk CB/498C: $05, $15 CB/498E: 74 Replace current map's Layer 2 at (88, 49) with the following (2 x 1) chunk CB/4993: $06, $16 CB/4995: 75 Refresh map after alteration CB/4996: B2 Call subroutine $CB4761 CB/499A: B2 Call subroutine $CB475A CB/499E: F4 Play sound effect 152 CB/49A0: D2 Set event bit $1E80($1FC) [$1EBF, bit 4] CB/49A2: D3 Clear event bit $1E80($1FE) [$1EBF, bit 6] CB/49A4: A0 Set timer 1 to $00A0 [0m: 02s: 40j], jump to subroutine $CB49AB if it expires. Flags: (Countdown continues in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CB/49AA: FE Return CB/49AB: 74 Replace current map's Layer 2 at (88, 49) with the following (2 x 1) chunk CB/49B0: $05, $15 CB/49B2: 74 Replace current map's Layer 2 at (90, 49) with the following (2 x 1) chunk CB/49B7: $06, $16 CB/49B9: 75 Refresh map after alteration CB/49BA: B2 Call subroutine $CB4768 CB/49BE: B2 Call subroutine $CB474C CB/49C2: F4 Play sound effect 152 CB/49C4: D2 Set event bit $1E80($1FD) [$1EBF, bit 5] CB/49C6: D3 Clear event bit $1E80($1FC) [$1EBF, bit 4] CB/49C8: A0 Set timer 2 to $00A0 [0m: 02s: 40j], jump to subroutine $CB49CF if it expires. Flags: (Countdown continues in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CB/49CE: FE Return CB/49CF: 74 Replace current map's Layer 2 at (90, 49) with the following (2 x 1) chunk CB/49D4: $05, $15 CB/49D6: 74 Replace current map's Layer 2 at (92, 49) with the following (2 x 1) chunk CB/49DB: $06, $16 CB/49DD: 75 Refresh map after alteration CB/49DE: B2 Call subroutine $CB476F CB/49E2: B2 Call subroutine $CB4753 CB/49E6: F4 Play sound effect 152 CB/49E8: D2 Set event bit $1E80($1FE) [$1EBF, bit 6] CB/49EA: D3 Clear event bit $1E80($1FD) [$1EBF, bit 5] CB/49EC: A0 Set timer 3 to $00A0 [0m: 02s: 40j], jump to subroutine $CB4987 if it expires. Flags: (Countdown continues in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CB/49F2: FE Return CB/49F3: C0 If ($1E80($258) [$1ECB, bit 0] is set), branch to $CA5EB3 (simply returns) CB/49F9: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete) CB/49FB: C0 Set vehicle/entity's event speed to slowest CB/49FC: 20 Do vehicle/entity graphical action $20 CB/49FD: C8 Set object layering priority to 2 (low nibble 2) CB/49FF: C7 Set vehicle/entity to stay still when moving CB/4A00: 88 Move vehicle/entity up 3 tiles CB/4A01: C3 Set vehicle/entity's event speed to fast CB/4A02: DC Make vehicle/entity jump (low) CB/4A03: C6 Set vehicle/entity to walk when moving CB/4A04: FF End queue CB/4A05: F4 Play sound effect 199 CB/4A07: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/4A09: 1F Do vehicle/entity graphical action $1F CB/4A0A: E0 Pause for 4 * 2 (8) frames CB/4A0C: CE Turn vehicle/entity down CB/4A0D: FF End queue CB/4A0E: 3D Create object $1A CB/4A10: 45 Refresh objects CB/4A11: 41 Show object $1A CB/4A13: 78 Enable ability to pass through other objects for object $1A (NPC $1A) CB/4A15: 1A Begin action queue for character $1A (NPC $1A), 3 bytes long (Wait until complete) CB/4A17: C0 Set vehicle/entity's event speed to slowest CB/4A18: 82 Move vehicle/entity down 1 tile CB/4A19: FF End queue CB/4A1A: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CB/4A1C: 23 Do vehicle/entity graphical action $23 CB/4A1D: E0 Pause for 4 * 2 (8) frames CB/4A1F: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/4A20: E0 Pause for 4 * 2 (8) frames CB/4A22: 23 Do vehicle/entity graphical action $23 CB/4A23: E0 Pause for 4 * 2 (8) frames CB/4A25: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/4A26: FF End queue CB/4A27: 4D Invoke battle, enemy set $97, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/4A2A: B2 Call subroutine $CA5EA9 CB/4A2E: D4 Set event bit $1E80($258) [$1ECB, bit 0] CB/4A30: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete) CB/4A32: C3 Set vehicle/entity's event speed to fast CB/4A33: 82 Move vehicle/entity down 1 tile CB/4A34: C8 Set object layering priority to 2 (low nibble 2) CB/4A36: FF End queue CB/4A37: 96 Restore screen from fade CB/4A38: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/4A3A: C3 Set vehicle/entity's event speed to fast CB/4A3B: 28 Do vehicle/entity graphical action $28 CB/4A3C: C7 Set vehicle/entity to stay still when moving CB/4A3D: 8A Move vehicle/entity down 3 tiles CB/4A3E: C8 Set object layering priority to 0 (low nibble 0) CB/4A40: C6 Set vehicle/entity to walk when moving CB/4A41: FF End queue CB/4A42: F4 Play sound effect 199 CB/4A44: 92 Pause for 30 units CB/4A45: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/4A47: 09 Do vehicle/entity graphical action $09 (kneeling) CB/4A48: E0 Pause for 4 * 1 (4) frames CB/4A4A: CF Turn vehicle/entity left CB/4A4B: FF End queue CB/4A4C: 3A Enable player to move while event commands execute CB/4A4D: FE Return CB/4A4E: C0 If ($1E80($259) [$1ECB, bit 1] is set), branch to $CA5EB3 (simply returns) CB/4A54: 78 Enable ability to pass through other objects for object $16 (NPC $16) CB/4A56: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CB/4A58: C3 Set vehicle/entity's event speed to fast CB/4A59: C7 Set vehicle/entity to stay still when moving CB/4A5A: CC Turn vehicle/entity up CB/4A5B: 82 Move vehicle/entity down 1 tile CB/4A5C: C6 Set vehicle/entity to walk when moving CB/4A5D: FF End queue CB/4A5E: 16 Begin action queue for character $16 (NPC $16), 5 bytes long (Wait until complete) CB/4A60: C3 Set vehicle/entity's event speed to fast CB/4A61: 8E Move vehicle/entity down 4 tiles CB/4A62: C8 Set object layering priority to 0 (low nibble 0) CB/4A64: FF End queue CB/4A65: 4D Invoke battle, enemy set $97, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/4A68: B2 Call subroutine $CA5EA9 CB/4A6C: D9 Clear event bit $1E80($4AD) [$1F15, bit 5] CB/4A6E: 3E Delete object $16 CB/4A70: 45 Refresh objects CB/4A71: 42 Hide object $16 CB/4A73: 73 Replace current map's Layer 1 at (73, 54) with the following (1 x 1) chunk, refresh immediately CB/4A78: $13 CB/4A79: 96 Restore screen from fade CB/4A7A: 5C Pause execution until fade in or fade out is complete CB/4A7B: 93 Pause for 45 units CB/4A7C: F4 Play sound effect 166 CB/4A7E: 73 Replace current map's Layer 1 at (73, 54) with the following (1 x 1) chunk, refresh immediately CB/4A83: $12 CB/4A84: 84 Give 293 GP to party CB/4A87: 4B Display dialogue message $011E, wait for button press 2000 GP inside! CB/4A8A: D4 Set event bit $1E80($259) [$1ECB, bit 1] CB/4A8C: 3A Enable player to move while event commands execute CB/4A8D: FE Return CB/4A8E: C0 If ($1E80($25A) [$1ECB, bit 2] is set), branch to $CA5EB3 (simply returns) CB/4A94: 78 Enable ability to pass through other objects for object $17 (NPC $17) CB/4A96: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CB/4A98: C3 Set vehicle/entity's event speed to fast CB/4A99: C7 Set vehicle/entity to stay still when moving CB/4A9A: CC Turn vehicle/entity up CB/4A9B: 82 Move vehicle/entity down 1 tile CB/4A9C: C6 Set vehicle/entity to walk when moving CB/4A9D: FF End queue CB/4A9E: 17 Begin action queue for character $17 (NPC $17), 5 bytes long (Wait until complete) CB/4AA0: C3 Set vehicle/entity's event speed to fast CB/4AA1: 8E Move vehicle/entity down 4 tiles CB/4AA2: C8 Set object layering priority to 0 (low nibble 0) CB/4AA4: FF End queue CB/4AA5: 4D Invoke battle, enemy set $97, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/4AA8: B2 Call subroutine $CA5EA9 CB/4AAC: D9 Clear event bit $1E80($4AE) [$1F15, bit 6] CB/4AAE: 3E Delete object $17 CB/4AB0: 45 Refresh objects CB/4AB1: 42 Hide object $17 CB/4AB3: 73 Replace current map's Layer 1 at (75, 55) with the following (1 x 1) chunk, refresh immediately CB/4AB8: $13 CB/4AB9: 96 Restore screen from fade CB/4ABA: 5C Pause execution until fade in or fade out is complete CB/4ABB: 93 Pause for 45 units CB/4ABC: F4 Play sound effect 166 CB/4ABE: 73 Replace current map's Layer 1 at (75, 55) with the following (1 x 1) chunk, refresh immediately CB/4AC3: $12 CB/4AC4: 80 Add item $E8 ( Tonic ) to inventory CB/4AC6: 4B Display dialogue message $011F, wait for button press Found Potion! CB/4AC9: D4 Set event bit $1E80($25A) [$1ECB, bit 2] CB/4ACB: 3A Enable player to move while event commands execute CB/4ACC: FE Return CB/4ACD: C0 If ($1E80($25B) [$1ECB, bit 3] is set), branch to $CA5EB3 (simply returns) CB/4AD3: 78 Enable ability to pass through other objects for object $18 (NPC $18) CB/4AD5: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CB/4AD7: C3 Set vehicle/entity's event speed to fast CB/4AD8: C7 Set vehicle/entity to stay still when moving CB/4AD9: CC Turn vehicle/entity up CB/4ADA: 82 Move vehicle/entity down 1 tile CB/4ADB: C6 Set vehicle/entity to walk when moving CB/4ADC: FF End queue CB/4ADD: 18 Begin action queue for character $18 (NPC $18), 5 bytes long (Wait until complete) CB/4ADF: C3 Set vehicle/entity's event speed to fast CB/4AE0: 8E Move vehicle/entity down 4 tiles CB/4AE1: C8 Set object layering priority to 0 (low nibble 0) CB/4AE3: FF End queue CB/4AE4: 4D Invoke battle, enemy set $97, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/4AE7: B2 Call subroutine $CA5EA9 CB/4AEB: D9 Clear event bit $1E80($4AF) [$1F15, bit 7] CB/4AED: 3E Delete object $18 CB/4AEF: 45 Refresh objects CB/4AF0: 42 Hide object $18 CB/4AF2: 73 Replace current map's Layer 1 at (77, 54) with the following (1 x 1) chunk, refresh immediately CB/4AF7: $13 CB/4AF8: 96 Restore screen from fade CB/4AF9: 5C Pause execution until fade in or fade out is complete CB/4AFA: 93 Pause for 45 units CB/4AFB: F4 Play sound effect 166 CB/4AFD: 73 Replace current map's Layer 1 at (77, 54) with the following (1 x 1) chunk, refresh immediately CB/4B02: $12 CB/4B03: 80 Add item $EB ( Tincture ) to inventory CB/4B05: 4B Display dialogue message $0120, wait for button press Found Ether! CB/4B08: D4 Set event bit $1E80($25B) [$1ECB, bit 3] CB/4B0A: 3A Enable player to move while event commands execute CB/4B0B: FE Return CB/4B0C: C0 If ($1E80($25C) [$1ECB, bit 4] is set), branch to $CA5EB3 (simply returns) CB/4B12: 78 Enable ability to pass through other objects for object $19 (NPC $19) CB/4B14: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CB/4B16: C3 Set vehicle/entity's event speed to fast CB/4B17: C7 Set vehicle/entity to stay still when moving CB/4B18: CC Turn vehicle/entity up CB/4B19: 82 Move vehicle/entity down 1 tile CB/4B1A: C6 Set vehicle/entity to walk when moving CB/4B1B: FF End queue CB/4B1C: 19 Begin action queue for character $19 (NPC $19), 5 bytes long (Wait until complete) CB/4B1E: C3 Set vehicle/entity's event speed to fast CB/4B1F: 8E Move vehicle/entity down 4 tiles CB/4B20: C8 Set object layering priority to 0 (low nibble 0) CB/4B22: FF End queue CB/4B23: 4D Invoke battle, enemy set $97, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/4B26: B2 Call subroutine $CA5EA9 CB/4B2A: D9 Clear event bit $1E80($4B0) [$1F16, bit 0] CB/4B2C: 3E Delete object $19 CB/4B2E: 45 Refresh objects CB/4B2F: 42 Hide object $19 CB/4B31: 73 Replace current map's Layer 1 at (79, 55) with the following (1 x 1) chunk, refresh immediately CB/4B36: $13 CB/4B37: 96 Restore screen from fade CB/4B38: 5C Pause execution until fade in or fade out is complete CB/4B39: 93 Pause for 45 units CB/4B3A: F4 Play sound effect 166 CB/4B3C: 73 Replace current map's Layer 1 at (79, 55) with the following (1 x 1) chunk, refresh immediately CB/4B41: $12 CB/4B42: 80 Add item $F4 ( Soft ) to inventory CB/4B44: 4B Display dialogue message $0121, wait for button press Found Remedy! CB/4B47: D4 Set event bit $1E80($25C) [$1ECB, bit 4] CB/4B49: 3A Enable player to move while event commands execute CB/4B4A: FE Return CB/4B4B: D9 Clear event bit $1E80($4F2) [$1F1E, bit 2] CB/4B4D: D8 Set event bit $1E80($492) [$1F12, bit 2] CB/4B4F: FE Return CB/4B50: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/4B58: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB4B62 CB/4B5E: 4B Display dialogue message $0A8E, wait for button press (At bottom of screen) Looks awfully familiar… CB/4B61: FE Return CB/4B62: C0 If ($1E80($1DA) [$1EBB, bit 2] is set), branch to $CB4B82 CB/4B68: C0 If ($1E80($1FA) [$1EBF, bit 2] is set), branch to $CB4B74 CB/4B6E: 4B Display dialogue message $0A90, wait for button press (At bottom of screen) Emperor Gestahl's portrait. CB/4B71: D2 Set event bit $1E80($1FA) [$1EBF, bit 2] CB/4B73: FE Return CB/4B74: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CB4B82 CB/4B7A: F4 Play sound effect 27 CB/4B7C: 4B Display dialogue message $0A8C, wait for button press (At bottom of screen) Received the “Emperor's Letter.” The letter reads as follows: The treasure is hidden where the mountains form a star… CB/4B7F: D2 Set event bit $1E80($1DA) [$1EBB, bit 2] CB/4B81: FE Return CB/4B82: 4B Display dialogue message $0A90, wait for button press (At bottom of screen) Emperor Gestahl's portrait. CB/4B85: FE Return CB/4B86: 6A Load map $00CF (Owzer's house, darkened basement rooms) after fade out, (upper bits $2000), place party at (113, 54), facing down CB/4B8C: 42 Hide object $31 CB/4B8E: 96 Restore screen from fade CB/4B8F: 73 Replace current map's Layer 1 at (113, 52) with the following (2 x 1) chunk, refresh immediately CB/4B94: $06, $16 CB/4B96: F4 Play sound effect 44 CB/4B98: 92 Pause for 30 units CB/4B99: 41 Show object $31 CB/4B9B: 31 Begin action queue for character $31 (Party Character 0), 13 bytes long (Wait until complete) CB/4B9D: C3 Set vehicle/entity's event speed to fast CB/4B9E: C8 Set object layering priority to 2 (low nibble 2) CB/4BA0: C7 Set vehicle/entity to stay still when moving CB/4BA1: 86 Move vehicle/entity down 2 tiles CB/4BA2: 28 Do vehicle/entity graphical action $28 CB/4BA3: E0 Pause for 4 * 8 (32) frames CB/4BA5: C8 Set object layering priority to 0 (low nibble 0) CB/4BA7: C6 Set vehicle/entity to walk when moving CB/4BA8: CE Turn vehicle/entity down CB/4BA9: FF End queue CB/4BAA: 73 Replace current map's Layer 1 at (113, 52) with the following (2 x 1) chunk, refresh immediately CB/4BAF: $05, $15 CB/4BB1: F4 Play sound effect 152 CB/4BB3: 3A Enable player to move while event commands execute CB/4BB4: FE Return CB/4BB5: D4 Set event bit $1E80($24C) [$1EC9, bit 4] CB/4BB7: 6A Load map $00CF (Owzer's house, darkened basement rooms) after fade out, (upper bits $2000), place party at (71, 49), facing down CB/4BBD: 42 Hide object $31 CB/4BBF: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/4BC1: CD Turn vehicle/entity right CB/4BC2: FF End queue CB/4BC3: 96 Restore screen from fade CB/4BC4: 73 Replace current map's Layer 1 at (71, 48) with the following (2 x 1) chunk, refresh immediately CB/4BC9: $06, $16 CB/4BCB: F4 Play sound effect 44 CB/4BCD: 92 Pause for 30 units CB/4BCE: 41 Show object $31 CB/4BD0: 31 Begin action queue for character $31 (Party Character 0), 13 bytes long (Wait until complete) CB/4BD2: C3 Set vehicle/entity's event speed to fast CB/4BD3: C8 Set object layering priority to 2 (low nibble 2) CB/4BD5: C7 Set vehicle/entity to stay still when moving CB/4BD6: 8A Move vehicle/entity down 3 tiles CB/4BD7: 28 Do vehicle/entity graphical action $28 CB/4BD8: E0 Pause for 4 * 8 (32) frames CB/4BDA: C8 Set object layering priority to 0 (low nibble 0) CB/4BDC: C6 Set vehicle/entity to walk when moving CB/4BDD: CE Turn vehicle/entity down CB/4BDE: FF End queue CB/4BDF: 73 Replace current map's Layer 1 at (71, 48) with the following (2 x 1) chunk, refresh immediately CB/4BE4: $05, $15 CB/4BE6: F4 Play sound effect 152 CB/4BE8: 3A Enable player to move while event commands execute CB/4BE9: FE Return CB/4BEA: 6A Load map $00CF (Owzer's house, darkened basement rooms) after fade out, (upper bits $2000), place party at (90, 56), facing down CB/4BF0: 42 Hide object $31 CB/4BF2: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/4BF4: CF Turn vehicle/entity left CB/4BF5: FF End queue CB/4BF6: 96 Restore screen from fade CB/4BF7: 73 Replace current map's Layer 1 at (90, 55) with the following (2 x 1) chunk, refresh immediately CB/4BFC: $06, $16 CB/4BFE: F4 Play sound effect 44 CB/4C00: 92 Pause for 30 units CB/4C01: 41 Show object $31 CB/4C03: 31 Begin action queue for character $31 (Party Character 0), 13 bytes long (Wait until complete) CB/4C05: C3 Set vehicle/entity's event speed to fast CB/4C06: C8 Set object layering priority to 2 (low nibble 2) CB/4C08: C7 Set vehicle/entity to stay still when moving CB/4C09: 86 Move vehicle/entity down 2 tiles CB/4C0A: 28 Do vehicle/entity graphical action $28 CB/4C0B: E0 Pause for 4 * 8 (32) frames CB/4C0D: C8 Set object layering priority to 0 (low nibble 0) CB/4C0F: C6 Set vehicle/entity to walk when moving CB/4C10: CE Turn vehicle/entity down CB/4C11: FF End queue CB/4C12: 73 Replace current map's Layer 1 at (90, 55) with the following (2 x 1) chunk, refresh immediately CB/4C17: $05, $15 CB/4C19: F4 Play sound effect 152 CB/4C1B: 3A Enable player to move while event commands execute CB/4C1C: FE Return CB/4C1D: 74 Replace current map's Layer 2 at (75, 47) with the following (5 x 3) chunk CB/4C22: $DF, $34, $DC, $EF, $91 CB/4C27: $EC, $EF, $F2, $EC, $EF CB/4C2C: $05, $EC, $6C, $15, $68 CB/4C31: 74 Replace current map's Layer 2 at (75, 111) with the following (5 x 3) chunk CB/4C36: $00, $00, $00, $F9, $00 CB/4C3B: $00, $F9, $F9, $00, $F9 CB/4C40: $BC, $F9, $8A, $DA, $8A CB/4C45: 75 Refresh map after alteration CB/4C46: FE Return CB/4C47: C0 If ($1E80($254) [$1ECA, bit 4] is set), branch to $CA5EB3 (simply returns) CB/4C4D: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/4C55: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/4C57: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/4C59: C7 Set vehicle/entity to stay still when moving CB/4C5A: 82 Move vehicle/entity down 1 tile CB/4C5B: C6 Set vehicle/entity to walk when moving CB/4C5C: FF End queue CB/4C5D: 4D Invoke battle, enemy set $94, background $20 (Owzer's House), (mosaic effect enabled), (swoosh sound enabled) CB/4C60: B2 Call subroutine $CA5EA9 CB/4C64: 93 Pause for 45 units CB/4C65: 74 Replace current map's Layer 2 at (75, 47) with the following (5 x 3) chunk CB/4C6A: $DF, $34, $DC, $EF, $91 CB/4C6F: $EC, $EF, $F2, $EC, $EF CB/4C74: $05, $EC, $6C, $15, $68 CB/4C79: 74 Replace current map's Layer 2 at (75, 111) with the following (5 x 3) chunk CB/4C7E: $00, $00, $00, $F9, $00 CB/4C83: $00, $F9, $F9, $00, $F9 CB/4C88: $BC, $F9, $8A, $DA, $8A CB/4C8D: 75 Refresh map after alteration CB/4C8E: F4 Play sound effect 45 CB/4C90: 96 Restore screen from fade CB/4C91: D4 Set event bit $1E80($254) [$1ECA, bit 4] CB/4C93: FE Return CB/4C94: 6A Load map $00CF (Owzer's house, darkened basement rooms) after fade out, (upper bits $0000), place party at (85, 46), facing up CB/4C9A: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/4C9C: CE Turn vehicle/entity down CB/4C9D: FF End queue CB/4C9E: 96 Restore screen from fade CB/4C9F: 5C Pause execution until fade in or fade out is complete CB/4CA0: FE Return CB/4CA1: C0 If ($1E80($253) [$1ECA, bit 3] is set), branch to $CB4CBD CB/4CA7: F0 Play song 55 (The Magic House), (high bit clear), full volume CB/4CA9: 13 Begin action queue for character $13 (NPC $13), 14 bytes long CB/4CAB: 1B Do vehicle/entity graphical action $1B CB/4CAC: E0 Pause for 4 * 3 (12) frames CB/4CAE: 1C Do vehicle/entity graphical action $1C CB/4CAF: E0 Pause for 4 * 3 (12) frames CB/4CB1: FA Pseudo-randomly choose to branch 6 bytes backwards ($CB4CAB) with 50 % chance CB/4CB3: 21 Do vehicle/entity graphical action $21 CB/4CB4: E0 Pause for 4 * 12 (48) frames CB/4CB6: FC Branch 11 bytes backwards ($CB4CAB) CB/4CB8: FF End queue CB/4CB9: B2 Call subroutine $CB4928 CB/4CBD: 60 Change background layer $0E to palette $12 CB/4CC0: C0 If ($1E80($253) [$1ECA, bit 3] is clear), branch to $CB4CCA CB/4CC6: F0 Play song 15 (Relm), (high bit clear), full volume CB/4CC8: 50 Tint screen (cumulative) with color $FF CB/4CCA: B2 Call subroutine $CB2CAA CB/4CCE: B2 Call subroutine $CB2DFA (clears general purpose event bits) CB/4CD2: FE Return CB/4CD3: 4B Display dialogue message $0AA1, wait for button press (At bottom of screen) Where is the stone…? OWZER: The stone? Over on that bookshelf. CB/4CD6: FE Return CB/4CD7: C0 If ($1E80($240) [$1EC8, bit 0] is clear), branch to $CB4CD3 CB/4CDD: 4B Display dialogue message $0A99, wait for button press OWZER: RELM… Please, come back soon… cough…wheeze. CB/4CE0: FE Return CB/4CE1: C1 If ($1E80($253) [$1ECA, bit 3] is clear) or ($1E80($240) [$1EC8, bit 0] is set), branch to $CA5EB3 (simply returns) CB/4CE9: 4B Display dialogue message $0A8D, wait for button press (At bottom of screen) RELM: The stone…! Won't you take the stone?! CB/4CEC: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/4CEE: C2 Set vehicle/entity's event speed to normal CB/4CEF: 80 Move vehicle/entity up 1 tile CB/4CF0: FF End queue CB/4CF1: FE Return CB/4CF2: 96 Restore screen from fade CB/4CF3: 5C Pause execution until fade in or fade out is complete CB/4CF4: 4B Display dialogue message $0A9C, wait for button press (At bottom of screen) OWZER: No! Noooo! You can't ruin this painting of my revered goddess! Aim only for the monster!! CB/4CF7: D2 Set event bit $1E80($177) [$1EAE, bit 7] CB/4CF9: FE Return CB/4CFA: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/4D00: C0 If ($1E80($253) [$1ECA, bit 3] is set), branch to $CB4CD7 CB/4D06: 38 Hold screen CB/4D07: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/4D09: C0 Set vehicle/entity's event speed to slowest CB/4D0A: 84 Move vehicle/entity up 2 tiles CB/4D0B: FF End queue CB/4D0C: 94 Pause for 60 units CB/4D0D: 4B Display dialogue message $0A9A, wait for button press (At bottom of screen) OWZER: P…please… Help that painting!! “The painting!?” OWZER: It's…there's a monster hiding in my prized painting of a goddess… “A monster?!” OWZER: Yes… And now it's nearly impossible to get it to show itself… CB/4D10: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CB/4D12: 4B Display dialogue message $0A9D, wait for button press (At bottom of screen) RELM: Ahhhhh!! OWZER: RELM! We can't attack this masterpiece! It would be inexcusable! CB/4D15: 4B Display dialogue message $0A9B, wait for button press (At bottom of screen) CHADARNOOK: G'fu, fu, fu… Who're these numbskulls? No one…NO ONE…is going to remove me from this fine new painting!! CB/4D18: 4D Invoke battle, enemy set $56, background $20 (Owzer's House), (mosaic effect enabled), (swoosh sound enabled) CB/4D1B: B2 Call subroutine $CA5EA9 CB/4D1F: F0 Play song 15 (Relm), (high bit clear), full volume CB/4D21: 50 Tint screen (cumulative) with color $FF CB/4D23: 59 Unfade screen at speed $08 CB/4D25: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/4D27: C1 Set vehicle/entity's event speed to slow CB/4D28: 86 Move vehicle/entity down 2 tiles CB/4D29: FF End queue CB/4D2A: 39 Free screen CB/4D2B: 93 Pause for 45 units CB/4D2C: B2 Call subroutine $CAC6AC CB/4D30: 3C Set up the party as follows: $FF (), $FF (), $FF (), $FF () CB/4D35: 32 Begin action queue for character $32 (Party Character 1), 6 bytes long CB/4D37: CC Turn vehicle/entity up CB/4D38: C2 Set vehicle/entity's event speed to normal CB/4D39: C7 Set vehicle/entity to stay still when moving CB/4D3A: A2 Move vehicle/entity left/down 1x1 tiles CB/4D3B: C6 Set vehicle/entity to walk when moving CB/4D3C: FF End queue CB/4D3D: 33 Begin action queue for character $33 (Party Character 2), 6 bytes long CB/4D3F: CC Turn vehicle/entity up CB/4D40: C2 Set vehicle/entity's event speed to normal CB/4D41: C7 Set vehicle/entity to stay still when moving CB/4D42: A1 Move vehicle/entity right/down 1x1 tiles CB/4D43: C6 Set vehicle/entity to walk when moving CB/4D44: FF End queue CB/4D45: 34 Begin action queue for character $34 (Party Character 3), 6 bytes long CB/4D47: CC Turn vehicle/entity up CB/4D48: C2 Set vehicle/entity's event speed to normal CB/4D49: C7 Set vehicle/entity to stay still when moving CB/4D4A: 82 Move vehicle/entity down 1 tile CB/4D4B: C6 Set vehicle/entity to walk when moving CB/4D4C: FF End queue CB/4D4D: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/4D4F: CC Turn vehicle/entity up CB/4D50: E0 Pause for 4 * 12 (48) frames CB/4D52: FF End queue CB/4D53: 13 Begin action queue for character $13 (NPC $13), 11 bytes long (Wait until complete) CB/4D55: CE Turn vehicle/entity down CB/4D56: E0 Pause for 4 * 2 (8) frames CB/4D58: 1F Do vehicle/entity graphical action $1F CB/4D59: E0 Pause for 4 * 1 (4) frames CB/4D5B: 19 Do vehicle/entity graphical action $19 CB/4D5C: E0 Pause for 4 * 4 (16) frames CB/4D5E: CE Turn vehicle/entity down CB/4D5F: FF End queue CB/4D60: 4B Display dialogue message $0A9E, wait for button press (At bottom of screen) RELM: Hey! Relax! The monster croaked! CB/4D63: 13 Begin action queue for character $13 (NPC $13), 10 bytes long (Wait until complete) CB/4D65: CF Turn vehicle/entity left CB/4D66: E0 Pause for 4 * 2 (8) frames CB/4D68: 22 Do vehicle/entity graphical action $22 CB/4D69: E0 Pause for 4 * 1 (4) frames CB/4D6B: DC Make vehicle/entity jump (low) CB/4D6C: A2 Move vehicle/entity left/down 1x1 tiles CB/4D6D: 09 Do vehicle/entity graphical action $09 (kneeling) CB/4D6E: FF End queue CB/4D6F: F4 Play sound effect 181 CB/4D71: 13 Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete) CB/4D73: C2 Set vehicle/entity's event speed to normal CB/4D74: 82 Move vehicle/entity down 1 tile CB/4D75: 81 Move vehicle/entity right 1 tile CB/4D76: CE Turn vehicle/entity down CB/4D77: FF End queue CB/4D78: 94 Pause for 60 units CB/4D79: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/4D7B: 21 Do vehicle/entity graphical action $21 CB/4D7C: E0 Pause for 4 * 8 (32) frames CB/4D7E: CC Turn vehicle/entity up CB/4D7F: FF End queue CB/4D80: 4B Display dialogue message $0A9F, wait for button press (At bottom of screen) OWZER: Thanks for saving the day! This picture's more precious to me than my own life! RELM: Huh?! What are you talking about? CB/4D83: 92 Pause for 30 units CB/4D84: 33 Begin action queue for character $33 (Party Character 2), 5 bytes long CB/4D86: 21 Do vehicle/entity graphical action $21 CB/4D87: E0 Pause for 4 * 8 (32) frames CB/4D89: CC Turn vehicle/entity up CB/4D8A: FF End queue CB/4D8B: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/4D8D: E0 Pause for 4 * 10 (40) frames CB/4D8F: FF End queue CB/4D90: 4B Display dialogue message $0AA0, wait for button press (At bottom of screen) “Now…what was a monster doing in that picture?!” OWZER: It all started when I bought a stone at the Auction House. I took one look at it and suddenly felt I needed a portrait of Starlet. I asked several artists, but none could muster enough skill. It was then that I heard about RELM's amazing ability. I brought her here, and put her to work. But while she was painting, that thing came along… It must have been enticed here by that stone. CB/4D93: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/4D95: CF Turn vehicle/entity left CB/4D96: E0 Pause for 4 * 4 (16) frames CB/4D98: CD Turn vehicle/entity right CB/4D99: E0 Pause for 4 * 4 (16) frames CB/4D9B: CC Turn vehicle/entity up CB/4D9C: FF End queue CB/4D9D: 4B Display dialogue message $0AA1, wait for button press (At bottom of screen) Where is the stone…? OWZER: The stone? Over on that bookshelf. CB/4DA0: B2 Call subroutine $CB2E34 CB/4DA4: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CB/4DA6: C7 Set vehicle/entity to stay still when moving CB/4DA7: A0 Move vehicle/entity right/up 1x1 tiles CB/4DA8: C6 Set vehicle/entity to walk when moving CB/4DA9: FF End queue CB/4DAA: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CB/4DAC: C7 Set vehicle/entity to stay still when moving CB/4DAD: A3 Move vehicle/entity left/up 1x1 tiles CB/4DAE: C6 Set vehicle/entity to walk when moving CB/4DAF: FF End queue CB/4DB0: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CB/4DB2: C7 Set vehicle/entity to stay still when moving CB/4DB3: 80 Move vehicle/entity up 1 tile CB/4DB4: C6 Set vehicle/entity to walk when moving CB/4DB5: FF End queue CB/4DB6: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/4DB8: E0 Pause for 4 * 8 (32) frames CB/4DBA: FF End queue CB/4DBB: B2 Call subroutine $CB2E2B CB/4DBF: B2 Call subroutine $CACB95 CB/4DC3: D4 Set event bit $1E80($253) [$1ECA, bit 3] CB/4DC5: FE Return CB/4DC6: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/4DCE: C0 If ($1E80($253) [$1ECA, bit 3] is clear), branch to $CA5EB3 (simply returns) CB/4DD4: C0 If ($1E80($240) [$1EC8, bit 0] is set), branch to $CA5EB3 (simply returns) CB/4DDA: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/4DDC: 21 Do vehicle/entity graphical action $21 CB/4DDD: FF End queue CB/4DDE: 4B Display dialogue message $0AA3, wait for button press “This is Magicite…” OWZER: Phew. I don't need any more bad luck. Just take it and go! CB/4DE1: F4 Play sound effect 141 CB/4DE3: 86 Give esper $4F (Starlet ) to party CB/4DE5: 4B Display dialogue message $0AAD, wait for button press Received the Magicite “Starlet.” CB/4DE8: D4 Set event bit $1E80($240) [$1EC8, bit 0] CB/4DEA: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CB/4DEC: CF Turn vehicle/entity left CB/4DED: FF End queue CB/4DEE: 13 Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete) CB/4DF0: CD Turn vehicle/entity right CB/4DF1: E0 Pause for 4 * 2 (8) frames CB/4DF3: 20 Do vehicle/entity graphical action $20 CB/4DF4: FF End queue CB/4DF5: 4B Display dialogue message $0AC2, wait for button press (At bottom of screen) RELM: I have to go! But fear not, I'll be back to finish this painting! OWZER: I'll be waiting for you! CB/4DF8: 5A Fade screen at speed $08 CB/4DFA: 5C Pause execution until fade in or fade out is complete CB/4DFB: D9 Clear event bit $1E80($487) [$1F10, bit 7] CB/4DFD: 94 Pause for 60 units CB/4DFE: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CB/4E02: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB4E0E CB/4E08: 3D Create object $08 CB/4E0A: 3F Assign character $08 (Actor in stot 8) to party 1 CB/4E0D: 45 Refresh objects CB/4E0E: 77 Perform level averaging on character $08 (RELM ) and calculate new maximum HP/MP CB/4E10: 8B For character $08 (Actor in stot 8), take HP and set to maximum CB/4E13: 8C For character $08 (Actor in stot 8), take MP and set to maximum CB/4E16: 88 Remove the following status ailments from character $08 (Actor in stot 8): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CB/4E1A: D4 Set event bit $1E80($2F8) [$1EDF, bit 0] CB/4E1C: 47 Make character in slot 0 the lead character CB/4E1D: D0 Set event bit $1E80($0D9) [$1E9B, bit 1] CB/4E1F: 6B Load map $00C6 (Jidoor, outdoors (both worlds)) instantly, (upper bits $2000), place party at (16, 14), facing down CB/4E25: B2 Call subroutine $CACB95 CB/4E29: FE Return CB/4E2A: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CB/4E30: B2 Call subroutine $CB441D CB/4E34: FE Return CB/4E35: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CB4E3F CB/4E3B: 4B Display dialogue message $0A50, wait for button press Ho, ho, ho… There's nothing I can't buy! CB/4E3E: FE Return CB/4E3F: 4B Display dialogue message $0A5A, wait for button press Arrrgh! I HATE it when that happens! CB/4E42: FE Return CB/4E43: 4B Display dialogue message $0AA6, wait for button press First time I've been here… This ain't the kinda place a poor person usually comes! CB/4E46: FE Return CB/4E47: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CB5EC5 CB/4E4D: C0 If ($1E80($06B) [$1E8D, bit 3] is clear), branch to $CB5EC5 CB/4E53: 4B Display dialogue message $0A41, wait for button press See anything you want? The auction's about to start! ^ (Bid on items!) ^ (Another time.) CB/4E56: B6 Indexed branch based on prior dialogue selection [$CB4E5E, $CA5EB3] CB/4E5D: FE Return CB/4E5E: F0 Play song 61 (Spinach Rag), (high bit clear), full volume CB/4E60: C0 If ($1E80($1B3) [$1EB6, bit 3] is clear), branch to $CB4E72 CB/4E66: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/4E68: C3 Set vehicle/entity's event speed to fast CB/4E69: A3 Move vehicle/entity left/up 1x1 tiles CB/4E6A: A2 Move vehicle/entity left/down 1x1 tiles CB/4E6B: FF End queue CB/4E6C: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB4E8E CB/4E72: C0 If ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CB4E83 CB/4E78: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/4E7A: C3 Set vehicle/entity's event speed to fast CB/4E7B: A2 Move vehicle/entity left/down 1x1 tiles CB/4E7C: FF End queue CB/4E7D: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB4E8E CB/4E83: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CB4E8E CB/4E89: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/4E8B: C3 Set vehicle/entity's event speed to fast CB/4E8C: A3 Move vehicle/entity left/up 1x1 tiles CB/4E8D: FF End queue CB/4E8E: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/4E90: C3 Set vehicle/entity's event speed to fast CB/4E91: 8F Move vehicle/entity left 4 tiles CB/4E92: 94 Move vehicle/entity up 6 tiles CB/4E93: FF End queue CB/4E94: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CB/4E96: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/4E98: 81 Move vehicle/entity right 1 tile CB/4E99: CC Turn vehicle/entity up CB/4E9A: FF End queue CB/4E9B: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CB/4E9D: 38 Hold screen CB/4E9E: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CB/4EA0: C2 Set vehicle/entity's event speed to normal CB/4EA1: AB Move vehicle/entity left/up 1x2 tiles CB/4EA2: 84 Move vehicle/entity up 2 tiles CB/4EA3: FF End queue CB/4EA4: B2 Call subroutine $CB4ECC CB/4EA8: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/4EAA: A7 Move vehicle/entity right/down 1x2 tiles CB/4EAB: 82 Move vehicle/entity down 1 tile CB/4EAC: FF End queue CB/4EAD: 39 Free screen CB/4EAE: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CB/4EB0: FE Return CB/4EB1: F4 Play sound effect 29 CB/4EB3: 73 Replace current map's Layer 1 at (17, 15) with the following (1 x 1) chunk, refresh immediately CB/4EB8: $13 CB/4EB9: FE Return CB/4EBA: F4 Play sound effect 166 CB/4EBC: 73 Replace current map's Layer 1 at (17, 15) with the following (1 x 1) chunk, refresh immediately CB/4EC1: $12 CB/4EC2: FE Return CB/4EC3: 73 Replace current map's Layer 1 at (17, 15) with the following (1 x 1) chunk, refresh immediately CB/4EC8: $51 CB/4EC9: F4 Play sound effect 29 CB/4ECB: FE Return CB/4ECC: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB55B0 CB/4ED2: BD Pseudo-randomly jump to $CB501D 50% of the time CB/4ED6: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/4ED8: CD Turn vehicle/entity right CB/4ED9: FF End queue CB/4EDA: 4B Display dialogue message $0AA7, wait for button press Okay! Here's our next item! CB/4EDD: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CB/4EDF: C2 Set vehicle/entity's event speed to normal CB/4EE0: 81 Move vehicle/entity right 1 tile CB/4EE1: 82 Move vehicle/entity down 1 tile CB/4EE2: FF End queue CB/4EE3: 92 Pause for 30 units CB/4EE4: B2 Call subroutine $CB4EB1 CB/4EE8: B5 Pause for 15 * 6 (90) units CB/4EEA: 4B Display dialogue message $0A44, wait for button press Here's a splendid chest. Inside is… CB/4EED: B2 Call subroutine $CB4EBA CB/4EF1: 4B Display dialogue message $0A45, wait for button press Some “Cherub Down”! Do I hear 500 GP?! CB/4EF4: 94 Pause for 60 units CB/4EF5: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CB/4EF7: CD Turn vehicle/entity right CB/4EF8: E0 Pause for 4 * 3 (12) frames CB/4EFA: CC Turn vehicle/entity up CB/4EFB: FF End queue CB/4EFC: 4B Display dialogue message $0A6F, wait for button press 1000 GP! CB/4EFF: 94 Pause for 60 units CB/4F00: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CB/4F02: CD Turn vehicle/entity right CB/4F03: E0 Pause for 4 * 3 (12) frames CB/4F05: CC Turn vehicle/entity up CB/4F06: FF End queue CB/4F07: 4B Display dialogue message $0A70, wait for button press 1500 GP! CB/4F0A: 94 Pause for 60 units CB/4F0B: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CB/4F0D: CD Turn vehicle/entity right CB/4F0E: E0 Pause for 4 * 3 (12) frames CB/4F10: CC Turn vehicle/entity up CB/4F11: FF End queue CB/4F12: 4B Display dialogue message $0A72, wait for button press 3000 GP! CB/4F15: 92 Pause for 30 units CB/4F16: 14 Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete) CB/4F18: CD Turn vehicle/entity right CB/4F19: E0 Pause for 4 * 2 (8) frames CB/4F1B: CF Turn vehicle/entity left CB/4F1C: E0 Pause for 4 * 2 (8) frames CB/4F1E: CD Turn vehicle/entity right CB/4F1F: E0 Pause for 4 * 2 (8) frames CB/4F21: CF Turn vehicle/entity left CB/4F22: E0 Pause for 4 * 2 (8) frames CB/4F24: CE Turn vehicle/entity down CB/4F25: FF End queue CB/4F26: 4B Display dialogue message $0A4E, wait for button press Well, how 'bout it? CB/4F29: 4B Display dialogue message $0A51, wait for button press ^ Buy it for 5000 GP. ^ I'll pass… CB/4F2C: B6 Indexed branch based on prior dialogue selection [$CB4F33, $CB4F3F] CB/4F33: 92 Pause for 30 units CB/4F34: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/4F36: 1B Do vehicle/entity graphical action $1B CB/4F37: FF End queue CB/4F38: 4B Display dialogue message $0A74, wait for button press 5000 GP! CB/4F3B: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/4F3D: CC Turn vehicle/entity up CB/4F3E: FF End queue CB/4F3F: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/4F41: CD Turn vehicle/entity right CB/4F42: FF End queue CB/4F43: 94 Pause for 60 units CB/4F44: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/4F46: CE Turn vehicle/entity down CB/4F47: FF End queue CB/4F48: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CB/4F4A: CD Turn vehicle/entity right CB/4F4B: E0 Pause for 4 * 3 (12) frames CB/4F4D: CC Turn vehicle/entity up CB/4F4E: FF End queue CB/4F4F: 4B Display dialogue message $0A50, wait for button press Ho, ho, ho… There's nothing I can't buy! CB/4F52: 4B Display dialogue message $0A75, wait for button press 7000 GP! CB/4F55: 92 Pause for 30 units CB/4F56: 14 Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete) CB/4F58: CD Turn vehicle/entity right CB/4F59: E0 Pause for 4 * 2 (8) frames CB/4F5B: CF Turn vehicle/entity left CB/4F5C: E0 Pause for 4 * 2 (8) frames CB/4F5E: CD Turn vehicle/entity right CB/4F5F: E0 Pause for 4 * 2 (8) frames CB/4F61: CF Turn vehicle/entity left CB/4F62: E0 Pause for 4 * 2 (8) frames CB/4F64: CE Turn vehicle/entity down CB/4F65: FF End queue CB/4F66: 4B Display dialogue message $0A4E, wait for button press Well, how 'bout it? CB/4F69: 4B Display dialogue message $0A5B, wait for button press ^ Buy it for 10000 GP. ^ I'll pass… CB/4F6C: B6 Indexed branch based on prior dialogue selection [$CB4FC7, $CB4F73] CB/4F73: B5 Pause for 15 * 6 (90) units CB/4F75: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CB/4F77: C3 Set vehicle/entity's event speed to fast CB/4F78: 83 Move vehicle/entity left 1 tile CB/4F79: CE Turn vehicle/entity down CB/4F7A: FF End queue CB/4F7B: 4B Display dialogue message $0AB7, wait for button press Sold, to this lucky person. Take it away, please! CB/4F7E: F4 Play sound effect 184 CB/4F80: FB Apply a special effect (wow effect?) to the currently playing sound effect CB/4F81: F4 Play sound effect 225 CB/4F83: 16 Begin action queue for character $16 (NPC $16), 13 bytes long (Wait until complete) CB/4F85: C3 Set vehicle/entity's event speed to fast CB/4F86: C8 Set object layering priority to 1 (low nibble 1) CB/4F88: DC Make vehicle/entity jump (low) CB/4F89: E0 Pause for 4 * 4 (16) frames CB/4F8B: DC Make vehicle/entity jump (low) CB/4F8C: E0 Pause for 4 * 4 (16) frames CB/4F8E: DC Make vehicle/entity jump (low) CB/4F8F: E0 Pause for 4 * 4 (16) frames CB/4F91: FF End queue CB/4F92: 16 Begin action queue for character $16 (NPC $16), 6 bytes long (Wait until complete) CB/4F94: 80 Move vehicle/entity up 1 tile CB/4F95: 85 Move vehicle/entity right 2 tiles CB/4F96: 84 Move vehicle/entity up 2 tiles CB/4F97: 89 Move vehicle/entity right 3 tiles CB/4F98: CC Turn vehicle/entity up CB/4F99: FF End queue CB/4F9A: F4 Play sound effect 141 CB/4F9C: B2 Call subroutine $CB4EC3 CB/4FA0: 92 Pause for 30 units CB/4FA1: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/4FA3: 81 Move vehicle/entity right 1 tile CB/4FA4: CE Turn vehicle/entity down CB/4FA5: FF End queue CB/4FA6: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long CB/4FA8: 80 Move vehicle/entity up 1 tile CB/4FA9: 83 Move vehicle/entity left 1 tile CB/4FAA: CE Turn vehicle/entity down CB/4FAB: FF End queue CB/4FAC: 16 Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete) CB/4FAE: 85 Move vehicle/entity right 2 tiles CB/4FAF: 96 Move vehicle/entity down 6 tiles CB/4FB0: D1 Make vehicle/entity disappear CB/4FB1: FF End queue CB/4FB2: F4 Play sound effect 255 CB/4FB4: 4B Display dialogue message $0AB9, wait for button press Well, that's all for today! Come back again real soon! CB/4FB7: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long CB/4FB9: C2 Set vehicle/entity's event speed to normal CB/4FBA: 80 Move vehicle/entity up 1 tile CB/4FBB: FF End queue CB/4FBC: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/4FBE: C1 Set vehicle/entity's event speed to slow CB/4FBF: 80 Move vehicle/entity up 1 tile CB/4FC0: FF End queue CB/4FC1: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CA5EB3 (simply returns) CB/4FC7: 92 Pause for 30 units CB/4FC8: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/4FCA: 1B Do vehicle/entity graphical action $1B CB/4FCB: FF End queue CB/4FCC: 4B Display dialogue message $0A63, wait for button press 10000 GP! CB/4FCF: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/4FD1: CC Turn vehicle/entity up CB/4FD2: FF End queue CB/4FD3: 85 Take 10000 GP from party CB/4FD6: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB52D6 CB/4FDC: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CB/4FDE: C3 Set vehicle/entity's event speed to fast CB/4FDF: 81 Move vehicle/entity right 1 tile CB/4FE0: CE Turn vehicle/entity down CB/4FE1: FF End queue CB/4FE2: 4B Display dialogue message $0AB7, wait for button press Sold, to this lucky person. Take it away, please! CB/4FE5: F4 Play sound effect 225 CB/4FE7: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CB/4FE9: C3 Set vehicle/entity's event speed to fast CB/4FEA: DC Make vehicle/entity jump (low) CB/4FEB: E0 Pause for 4 * 4 (16) frames CB/4FED: DC Make vehicle/entity jump (low) CB/4FEE: E0 Pause for 4 * 4 (16) frames CB/4FF0: DC Make vehicle/entity jump (low) CB/4FF1: E0 Pause for 4 * 4 (16) frames CB/4FF3: FF End queue CB/4FF4: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/4FF6: 83 Move vehicle/entity left 1 tile CB/4FF7: CE Turn vehicle/entity down CB/4FF8: FF End queue CB/4FF9: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long CB/4FFB: 80 Move vehicle/entity up 1 tile CB/4FFC: 83 Move vehicle/entity left 1 tile CB/4FFD: CE Turn vehicle/entity down CB/4FFE: FF End queue CB/4FFF: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/5001: C2 Set vehicle/entity's event speed to normal CB/5002: 85 Move vehicle/entity right 2 tiles CB/5003: FF End queue CB/5004: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/5006: 80 Move vehicle/entity up 1 tile CB/5007: 85 Move vehicle/entity right 2 tiles CB/5008: CC Turn vehicle/entity up CB/5009: FF End queue CB/500A: 35 Pause execution until action queue for object $30 (Camera) is complete CB/500C: F4 Play sound effect 141 CB/500E: B2 Call subroutine $CB4EC3 CB/5012: 80 Add item $BC (Cherub Down ) to inventory CB/5014: 4B Display dialogue message $0A46, wait for button press Bought some “Cherub Down”! CB/5017: F4 Play sound effect 255 CB/5019: 4B Display dialogue message $0AB9, wait for button press Well, that's all for today! Come back again real soon! CB/501C: FE Return CB/501D: BD Pseudo-randomly jump to $CB5197 50% of the time CB/5021: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/5023: CD Turn vehicle/entity right CB/5024: FF End queue CB/5025: 4B Display dialogue message $0AA7, wait for button press Okay! Here's our next item! CB/5028: F4 Play sound effect 29 CB/502A: 3D Create object $17 CB/502C: 45 Refresh objects CB/502D: 41 Show object $17 CB/502F: B5 Pause for 15 * 6 (90) units CB/5031: F4 Play sound effect 217 CB/5033: 4B Display dialogue message $0AAA, wait for button press This is astounding! A real, talking Chocobo!! Do I hear 1000 GP? CB/5036: 94 Pause for 60 units CB/5037: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CB/5039: CE Turn vehicle/entity down CB/503A: FF End queue CB/503B: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CB/503D: CD Turn vehicle/entity right CB/503E: E0 Pause for 4 * 3 (12) frames CB/5040: CC Turn vehicle/entity up CB/5041: FF End queue CB/5042: 4B Display dialogue message $0A74, wait for button press 5000 GP! CB/5045: 92 Pause for 30 units CB/5046: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CB/5048: CD Turn vehicle/entity right CB/5049: E0 Pause for 4 * 3 (12) frames CB/504B: CC Turn vehicle/entity up CB/504C: FF End queue CB/504D: 4B Display dialogue message $0A75, wait for button press 7000 GP! CB/5050: 92 Pause for 30 units CB/5051: 1A Begin action queue for character $1A (NPC $1A), 10 bytes long CB/5053: CD Turn vehicle/entity right CB/5054: E0 Pause for 4 * 2 (8) frames CB/5056: CC Turn vehicle/entity up CB/5057: E0 Pause for 4 * 1 (4) frames CB/5059: CD Turn vehicle/entity right CB/505A: E0 Pause for 4 * 2 (8) frames CB/505C: FF End queue CB/505D: 4B Display dialogue message $0AAE, wait for button press CHILD: Papa!! I want that! Please! CB/5060: 35 Pause execution until action queue for object $1A (NPC $1A) is complete CB/5062: 19 Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete) CB/5064: CF Turn vehicle/entity left CB/5065: FF End queue CB/5066: 4B Display dialogue message $0AAF, wait for button press PAPA: No, you don't! Now, pipe down! CB/5069: 1A Begin action queue for character $1A (NPC $1A), 15 bytes long CB/506B: C3 Set vehicle/entity's event speed to fast CB/506C: DC Make vehicle/entity jump (low) CB/506D: E0 Pause for 4 * 4 (16) frames CB/506F: DC Make vehicle/entity jump (low) CB/5070: E0 Pause for 4 * 4 (16) frames CB/5072: DC Make vehicle/entity jump (low) CB/5073: E0 Pause for 4 * 4 (16) frames CB/5075: DC Make vehicle/entity jump (low) CB/5076: E0 Pause for 4 * 4 (16) frames CB/5078: DC Make vehicle/entity jump (low) CB/5079: FF End queue CB/507A: 4B Display dialogue message $0AB0, wait for button press CHILD: I want it…I want it! Buy it! Pretty please!! CB/507D: 35 Pause execution until action queue for object $1A (NPC $1A) is complete CB/507F: 14 Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete) CB/5081: CD Turn vehicle/entity right CB/5082: E0 Pause for 4 * 2 (8) frames CB/5084: CF Turn vehicle/entity left CB/5085: E0 Pause for 4 * 2 (8) frames CB/5087: CD Turn vehicle/entity right CB/5088: E0 Pause for 4 * 2 (8) frames CB/508A: CF Turn vehicle/entity left CB/508B: E0 Pause for 4 * 2 (8) frames CB/508D: CE Turn vehicle/entity down CB/508E: FF End queue CB/508F: 4B Display dialogue message $0A4E, wait for button press Well, how 'bout it? CB/5092: 4B Display dialogue message $0A5B, wait for button press ^ Buy it for 10000 GP. ^ I'll pass… CB/5095: B6 Indexed branch based on prior dialogue selection [$CB509C, $CB50B2] CB/509C: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long CB/509E: CD Turn vehicle/entity right CB/509F: E0 Pause for 4 * 2 (8) frames CB/50A1: CF Turn vehicle/entity left CB/50A2: E0 Pause for 4 * 2 (8) frames CB/50A4: CD Turn vehicle/entity right CB/50A5: E0 Pause for 4 * 2 (8) frames CB/50A7: 1B Do vehicle/entity graphical action $1B CB/50A8: FF End queue CB/50A9: 4B Display dialogue message $0A63, wait for button press 10000 GP! CB/50AC: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/50AE: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/50B0: CC Turn vehicle/entity up CB/50B1: FF End queue CB/50B2: 94 Pause for 60 units CB/50B3: 14 Begin action queue for character $14 (NPC $14), 8 bytes long CB/50B5: CF Turn vehicle/entity left CB/50B6: E0 Pause for 4 * 3 (12) frames CB/50B8: CD Turn vehicle/entity right CB/50B9: E0 Pause for 4 * 3 (12) frames CB/50BB: CE Turn vehicle/entity down CB/50BC: FF End queue CB/50BD: 4B Display dialogue message $0A5D, wait for button press Are there any more bids? CB/50C0: 35 Pause execution until action queue for object $14 (NPC $14) is complete CB/50C2: 19 Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete) CB/50C4: CC Turn vehicle/entity up CB/50C5: FF End queue CB/50C6: 4B Display dialogue message $0AB3, wait for button press PAPA: 500000 GP! CB/50C9: F4 Play sound effect 225 CB/50CB: 10 Begin action queue for character $10 (NPC $10), 8 bytes long CB/50CD: CD Turn vehicle/entity right CB/50CE: E0 Pause for 4 * 1 (4) frames CB/50D0: CF Turn vehicle/entity left CB/50D1: E0 Pause for 4 * 1 (4) frames CB/50D3: CC Turn vehicle/entity up CB/50D4: FF End queue CB/50D5: 11 Begin action queue for character $11 (NPC $11), 8 bytes long CB/50D7: CF Turn vehicle/entity left CB/50D8: E0 Pause for 4 * 1 (4) frames CB/50DA: CD Turn vehicle/entity right CB/50DB: E0 Pause for 4 * 1 (4) frames CB/50DD: CC Turn vehicle/entity up CB/50DE: FF End queue CB/50DF: 12 Begin action queue for character $12 (NPC $12), 8 bytes long CB/50E1: CD Turn vehicle/entity right CB/50E2: E0 Pause for 4 * 1 (4) frames CB/50E4: CF Turn vehicle/entity left CB/50E5: E0 Pause for 4 * 1 (4) frames CB/50E7: CC Turn vehicle/entity up CB/50E8: FF End queue CB/50E9: 13 Begin action queue for character $13 (NPC $13), 8 bytes long CB/50EB: CF Turn vehicle/entity left CB/50EC: E0 Pause for 4 * 1 (4) frames CB/50EE: CD Turn vehicle/entity right CB/50EF: E0 Pause for 4 * 1 (4) frames CB/50F1: CC Turn vehicle/entity up CB/50F2: FF End queue CB/50F3: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CB/50F5: CF Turn vehicle/entity left CB/50F6: E0 Pause for 4 * 1 (4) frames CB/50F8: CD Turn vehicle/entity right CB/50F9: E0 Pause for 4 * 1 (4) frames CB/50FB: CC Turn vehicle/entity up CB/50FC: FF End queue CB/50FD: 15 Begin action queue for character $15 (NPC $15), 8 bytes long CB/50FF: CF Turn vehicle/entity left CB/5100: E0 Pause for 4 * 1 (4) frames CB/5102: CD Turn vehicle/entity right CB/5103: E0 Pause for 4 * 1 (4) frames CB/5105: CC Turn vehicle/entity up CB/5106: FF End queue CB/5107: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete) CB/5109: DC Make vehicle/entity jump (low) CB/510A: CD Turn vehicle/entity right CB/510B: E0 Pause for 4 * 1 (4) frames CB/510D: CF Turn vehicle/entity left CB/510E: E0 Pause for 4 * 1 (4) frames CB/5110: CD Turn vehicle/entity right CB/5111: FF End queue CB/5112: 4B Display dialogue message $0AB4, wait for button press G'huh?! 500000 GP?! CB/5115: 94 Pause for 60 units CB/5116: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CB/5118: C3 Set vehicle/entity's event speed to fast CB/5119: 81 Move vehicle/entity right 1 tile CB/511A: CE Turn vehicle/entity down CB/511B: FF End queue CB/511C: 4B Display dialogue message $0AB7, wait for button press Sold, to this lucky person. Take it away, please! CB/511F: 35 Pause execution until action queue for object $14 (NPC $14) is complete CB/5121: F4 Play sound effect 255 CB/5123: 1A Begin action queue for character $1A (NPC $1A), 12 bytes long CB/5125: C3 Set vehicle/entity's event speed to fast CB/5126: DC Make vehicle/entity jump (low) CB/5127: E0 Pause for 4 * 4 (16) frames CB/5129: DC Make vehicle/entity jump (low) CB/512A: E0 Pause for 4 * 4 (16) frames CB/512C: DC Make vehicle/entity jump (low) CB/512D: E0 Pause for 4 * 4 (16) frames CB/512F: DC Make vehicle/entity jump (low) CB/5130: FF End queue CB/5131: 4B Display dialogue message $0AB2, wait for button press CHILD: Yahoo!!! Thanks, Papa! Yahoo! CB/5134: 35 Pause execution until action queue for object $1A (NPC $1A) is complete CB/5136: 92 Pause for 30 units CB/5137: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CB/5139: CE Turn vehicle/entity down CB/513A: FF End queue CB/513B: 78 Enable ability to pass through other objects for object $1D (NPC $1D) CB/513D: 1D Begin action queue for character $1D (NPC $1D), 3 bytes long (Wait until complete) CB/513F: C2 Set vehicle/entity's event speed to normal CB/5140: 86 Move vehicle/entity down 2 tiles CB/5141: FF End queue CB/5142: 91 Pause for 15 units CB/5143: 17 Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete) CB/5145: C2 Set vehicle/entity's event speed to normal CB/5146: 82 Move vehicle/entity down 1 tile CB/5147: FF End queue CB/5148: 19 Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete) CB/514A: CF Turn vehicle/entity left CB/514B: FF End queue CB/514C: 4B Display dialogue message $0AB8, wait for button press PAPA: Well, we have our treat for the day. Let's go home! CHILD: Yahoo! Yippy!!!! CB/514F: 19 Begin action queue for character $19 (NPC $19), 4 bytes long CB/5151: C2 Set vehicle/entity's event speed to normal CB/5152: 80 Move vehicle/entity up 1 tile CB/5153: 85 Move vehicle/entity right 2 tiles CB/5154: FF End queue CB/5155: 1A Begin action queue for character $1A (NPC $1A), 6 bytes long (Wait until complete) CB/5157: E0 Pause for 4 * 1 (4) frames CB/5159: C2 Set vehicle/entity's event speed to normal CB/515A: 80 Move vehicle/entity up 1 tile CB/515B: 85 Move vehicle/entity right 2 tiles CB/515C: FF End queue CB/515D: 92 Pause for 30 units CB/515E: F4 Play sound effect 217 CB/5160: FB Apply a special effect (wow effect?) to the currently playing sound effect CB/5161: 17 Begin action queue for character $17 (NPC $17), 4 bytes long (Wait until complete) CB/5163: DD Make vehicle/entity jump (high) CB/5164: 86 Move vehicle/entity down 2 tiles CB/5165: CD Turn vehicle/entity right CB/5166: FF End queue CB/5167: 94 Pause for 60 units CB/5168: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/516A: 83 Move vehicle/entity left 1 tile CB/516B: CE Turn vehicle/entity down CB/516C: FF End queue CB/516D: 1D Begin action queue for character $1D (NPC $1D), 3 bytes long CB/516F: 84 Move vehicle/entity up 2 tiles CB/5170: CE Turn vehicle/entity down CB/5171: FF End queue CB/5172: 19 Begin action queue for character $19 (NPC $19), 5 bytes long CB/5174: 96 Move vehicle/entity down 6 tiles CB/5175: 83 Move vehicle/entity left 1 tile CB/5176: 86 Move vehicle/entity down 2 tiles CB/5177: D1 Make vehicle/entity disappear CB/5178: FF End queue CB/5179: 1A Begin action queue for character $1A (NPC $1A), 6 bytes long CB/517B: 81 Move vehicle/entity right 1 tile CB/517C: 96 Move vehicle/entity down 6 tiles CB/517D: 83 Move vehicle/entity left 1 tile CB/517E: 86 Move vehicle/entity down 2 tiles CB/517F: D1 Make vehicle/entity disappear CB/5180: FF End queue CB/5181: 17 Begin action queue for character $17 (NPC $17), 6 bytes long (Wait until complete) CB/5183: 85 Move vehicle/entity right 2 tiles CB/5184: 96 Move vehicle/entity down 6 tiles CB/5185: 83 Move vehicle/entity left 1 tile CB/5186: 86 Move vehicle/entity down 2 tiles CB/5187: D1 Make vehicle/entity disappear CB/5188: FF End queue CB/5189: 4B Display dialogue message $0AB9, wait for button press Well, that's all for today! Come back again real soon! CB/518C: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long CB/518E: C2 Set vehicle/entity's event speed to normal CB/518F: 80 Move vehicle/entity up 1 tile CB/5190: FF End queue CB/5191: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/5193: C1 Set vehicle/entity's event speed to slow CB/5194: 80 Move vehicle/entity up 1 tile CB/5195: FF End queue CB/5196: FE Return CB/5197: C1 If ($1E80($06B) [$1E8D, bit 3] is clear) or ($1E80($16D) [$1EAD, bit 5] is set), branch to $CB5312 CB/519F: BD Pseudo-randomly jump to $CB5312 50% of the time CB/51A3: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/51A5: CD Turn vehicle/entity right CB/51A6: FF End queue CB/51A7: 4B Display dialogue message $0AA7, wait for button press Okay! Here's our next item! CB/51AA: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CB/51AC: C2 Set vehicle/entity's event speed to normal CB/51AD: 81 Move vehicle/entity right 1 tile CB/51AE: 82 Move vehicle/entity down 1 tile CB/51AF: FF End queue CB/51B0: 92 Pause for 30 units CB/51B1: F4 Play sound effect 29 CB/51B3: 3D Create object $1E CB/51B5: 45 Refresh objects CB/51B6: 41 Show object $1E CB/51B8: B5 Pause for 15 * 6 (90) units CB/51BA: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CB/51BC: CE Turn vehicle/entity down CB/51BD: FF End queue CB/51BE: 4B Display dialogue message $0AA9, wait for button press The Magicite, “Golem”! Who'll give me 1000 GP? CB/51C1: 94 Pause for 60 units CB/51C2: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CB/51C4: CD Turn vehicle/entity right CB/51C5: E0 Pause for 4 * 3 (12) frames CB/51C7: CC Turn vehicle/entity up CB/51C8: FF End queue CB/51C9: 4B Display dialogue message $0A74, wait for button press 5000 GP! CB/51CC: 94 Pause for 60 units CB/51CD: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CB/51CF: CD Turn vehicle/entity right CB/51D0: E0 Pause for 4 * 3 (12) frames CB/51D2: CC Turn vehicle/entity up CB/51D3: FF End queue CB/51D4: 4B Display dialogue message $0A63, wait for button press 10000 GP! CB/51D7: 94 Pause for 60 units CB/51D8: 14 Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete) CB/51DA: CD Turn vehicle/entity right CB/51DB: E0 Pause for 4 * 2 (8) frames CB/51DD: CF Turn vehicle/entity left CB/51DE: E0 Pause for 4 * 2 (8) frames CB/51E0: CD Turn vehicle/entity right CB/51E1: E0 Pause for 4 * 2 (8) frames CB/51E3: CF Turn vehicle/entity left CB/51E4: E0 Pause for 4 * 2 (8) frames CB/51E6: CE Turn vehicle/entity down CB/51E7: FF End queue CB/51E8: 4B Display dialogue message $0A4E, wait for button press Well, how 'bout it? CB/51EB: 4B Display dialogue message $0A58, wait for button press ^ Buy it for 15000 GP. ^ I'll pass… CB/51EE: B6 Indexed branch based on prior dialogue selection [$CB51F5, $CB5201] CB/51F5: 92 Pause for 30 units CB/51F6: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/51F8: 1B Do vehicle/entity graphical action $1B CB/51F9: FF End queue CB/51FA: 4B Display dialogue message $0A61, wait for button press 15000 GP! CB/51FD: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/51FF: CC Turn vehicle/entity up CB/5200: FF End queue CB/5201: 94 Pause for 60 units CB/5202: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CB/5204: CD Turn vehicle/entity right CB/5205: E0 Pause for 4 * 3 (12) frames CB/5207: CC Turn vehicle/entity up CB/5208: FF End queue CB/5209: 4B Display dialogue message $0A62, wait for button press 18000 GP! CB/520C: 92 Pause for 30 units CB/520D: 14 Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete) CB/520F: CD Turn vehicle/entity right CB/5210: E0 Pause for 4 * 2 (8) frames CB/5212: CF Turn vehicle/entity left CB/5213: E0 Pause for 4 * 2 (8) frames CB/5215: CD Turn vehicle/entity right CB/5216: E0 Pause for 4 * 2 (8) frames CB/5218: CF Turn vehicle/entity left CB/5219: E0 Pause for 4 * 2 (8) frames CB/521B: CE Turn vehicle/entity down CB/521C: FF End queue CB/521D: 4B Display dialogue message $0A4E, wait for button press Well, how 'bout it? CB/5220: 4B Display dialogue message $0A5E, wait for button press ^ Buy it for 20000 GP. ^ I'll pass… CB/5223: B6 Indexed branch based on prior dialogue selection [$CB527C, $CB522A] CB/522A: B5 Pause for 15 * 6 (90) units CB/522C: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CB/522E: C3 Set vehicle/entity's event speed to fast CB/522F: 83 Move vehicle/entity left 1 tile CB/5230: CE Turn vehicle/entity down CB/5231: FF End queue CB/5232: 4B Display dialogue message $0AB7, wait for button press Sold, to this lucky person. Take it away, please! CB/5235: F4 Play sound effect 225 CB/5237: 16 Begin action queue for character $16 (NPC $16), 13 bytes long (Wait until complete) CB/5239: C3 Set vehicle/entity's event speed to fast CB/523A: C8 Set object layering priority to 1 (low nibble 1) CB/523C: DC Make vehicle/entity jump (low) CB/523D: E0 Pause for 4 * 4 (16) frames CB/523F: DC Make vehicle/entity jump (low) CB/5240: E0 Pause for 4 * 4 (16) frames CB/5242: DC Make vehicle/entity jump (low) CB/5243: E0 Pause for 4 * 4 (16) frames CB/5245: FF End queue CB/5246: 16 Begin action queue for character $16 (NPC $16), 6 bytes long (Wait until complete) CB/5248: 80 Move vehicle/entity up 1 tile CB/5249: 85 Move vehicle/entity right 2 tiles CB/524A: 84 Move vehicle/entity up 2 tiles CB/524B: 89 Move vehicle/entity right 3 tiles CB/524C: CC Turn vehicle/entity up CB/524D: FF End queue CB/524E: F4 Play sound effect 141 CB/5250: 3E Delete object $1E CB/5252: 45 Refresh objects CB/5253: 42 Hide object $1E CB/5255: 92 Pause for 30 units CB/5256: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/5258: 81 Move vehicle/entity right 1 tile CB/5259: CE Turn vehicle/entity down CB/525A: FF End queue CB/525B: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long CB/525D: 80 Move vehicle/entity up 1 tile CB/525E: 83 Move vehicle/entity left 1 tile CB/525F: CE Turn vehicle/entity down CB/5260: FF End queue CB/5261: 16 Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete) CB/5263: 85 Move vehicle/entity right 2 tiles CB/5264: 96 Move vehicle/entity down 6 tiles CB/5265: D1 Make vehicle/entity disappear CB/5266: FF End queue CB/5267: F4 Play sound effect 255 CB/5269: 4B Display dialogue message $0AB9, wait for button press Well, that's all for today! Come back again real soon! CB/526C: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long CB/526E: C2 Set vehicle/entity's event speed to normal CB/526F: 80 Move vehicle/entity up 1 tile CB/5270: FF End queue CB/5271: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/5273: C1 Set vehicle/entity's event speed to slow CB/5274: 80 Move vehicle/entity up 1 tile CB/5275: FF End queue CB/5276: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CA5EB3 (simply returns) CB/527C: 94 Pause for 60 units CB/527D: 92 Pause for 30 units CB/527E: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/5280: 1B Do vehicle/entity graphical action $1B CB/5281: FF End queue CB/5282: 4B Display dialogue message $0A67, wait for button press 20000 GP! CB/5285: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/5287: CC Turn vehicle/entity up CB/5288: FF End queue CB/5289: 85 Take 20000 GP from party CB/528C: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB52EA CB/5292: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CB/5294: C3 Set vehicle/entity's event speed to fast CB/5295: 81 Move vehicle/entity right 1 tile CB/5296: CE Turn vehicle/entity down CB/5297: FF End queue CB/5298: 4B Display dialogue message $0AB7, wait for button press Sold, to this lucky person. Take it away, please! CB/529B: F4 Play sound effect 225 CB/529D: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CB/529F: C3 Set vehicle/entity's event speed to fast CB/52A0: DC Make vehicle/entity jump (low) CB/52A1: E0 Pause for 4 * 4 (16) frames CB/52A3: DC Make vehicle/entity jump (low) CB/52A4: E0 Pause for 4 * 4 (16) frames CB/52A6: DC Make vehicle/entity jump (low) CB/52A7: E0 Pause for 4 * 4 (16) frames CB/52A9: FF End queue CB/52AA: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/52AC: 83 Move vehicle/entity left 1 tile CB/52AD: CE Turn vehicle/entity down CB/52AE: FF End queue CB/52AF: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long CB/52B1: 80 Move vehicle/entity up 1 tile CB/52B2: 83 Move vehicle/entity left 1 tile CB/52B3: CE Turn vehicle/entity down CB/52B4: FF End queue CB/52B5: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/52B7: C2 Set vehicle/entity's event speed to normal CB/52B8: 85 Move vehicle/entity right 2 tiles CB/52B9: FF End queue CB/52BA: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/52BC: 80 Move vehicle/entity up 1 tile CB/52BD: 85 Move vehicle/entity right 2 tiles CB/52BE: CC Turn vehicle/entity up CB/52BF: FF End queue CB/52C0: 35 Pause execution until action queue for object $30 (Camera) is complete CB/52C2: 3E Delete object $1E CB/52C4: 45 Refresh objects CB/52C5: 42 Hide object $1E CB/52C7: F4 Play sound effect 141 CB/52C9: 86 Give esper $4C (Golem ) to party CB/52CB: 4B Display dialogue message $0AC4, wait for button press Received the Magicite “Golem.” CB/52CE: D2 Set event bit $1E80($16D) [$1EAD, bit 5] CB/52D0: F4 Play sound effect 255 CB/52D2: 4B Display dialogue message $0AB9, wait for button press Well, that's all for today! Come back again real soon! CB/52D5: FE Return CB/52D6: 4B Display dialogue message $0ABC, wait for button press Not enough money… CB/52D9: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB4F73 CB/52DF: FE Return CB/52E0: 4B Display dialogue message $0ABC, wait for button press Not enough money… CB/52E3: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB566A CB/52E9: FE Return CB/52EA: 4B Display dialogue message $0ABC, wait for button press Not enough money… CB/52ED: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB522A CB/52F3: FE Return CB/52F4: 4B Display dialogue message $0ABC, wait for button press Not enough money… CB/52F7: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB5508 CB/52FD: FE Return CB/52FE: 4B Display dialogue message $0ABC, wait for button press Not enough money… CB/5301: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB5AF1 CB/5307: FE Return CB/5308: 4B Display dialogue message $0ABC, wait for button press Not enough money… CB/530B: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB5C1D CB/5311: FE Return CB/5312: C1 If ($1E80($06B) [$1E8D, bit 3] is clear) or ($1E80($16C) [$1EAD, bit 4] is set), branch to $CB5460 CB/531A: BD Pseudo-randomly jump to $CB5460 50% of the time CB/531E: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/5320: CD Turn vehicle/entity right CB/5321: FF End queue CB/5322: 4B Display dialogue message $0AA7, wait for button press Okay! Here's our next item! CB/5325: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CB/5327: C2 Set vehicle/entity's event speed to normal CB/5328: 81 Move vehicle/entity right 1 tile CB/5329: 82 Move vehicle/entity down 1 tile CB/532A: FF End queue CB/532B: 92 Pause for 30 units CB/532C: F4 Play sound effect 29 CB/532E: 3D Create object $1E CB/5330: 45 Refresh objects CB/5331: 41 Show object $1E CB/5333: B5 Pause for 15 * 6 (90) units CB/5335: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CB/5337: CE Turn vehicle/entity down CB/5338: FF End queue CB/5339: 4B Display dialogue message $0AA8, wait for button press The Magicite, “ZoneSeek”! Who'll give me 500 GP? CB/533C: 94 Pause for 60 units CB/533D: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CB/533F: CD Turn vehicle/entity right CB/5340: E0 Pause for 4 * 3 (12) frames CB/5342: CC Turn vehicle/entity up CB/5343: FF End queue CB/5344: 4B Display dialogue message $0A6F, wait for button press 1000 GP! CB/5347: 94 Pause for 60 units CB/5348: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CB/534A: CD Turn vehicle/entity right CB/534B: E0 Pause for 4 * 3 (12) frames CB/534D: CC Turn vehicle/entity up CB/534E: FF End queue CB/534F: 4B Display dialogue message $0A50, wait for button press Ho, ho, ho… There's nothing I can't buy! CB/5352: 4B Display dialogue message $0A71, wait for button press 2000 GP! CB/5355: 94 Pause for 60 units CB/5356: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CB/5358: CF Turn vehicle/entity left CB/5359: E0 Pause for 4 * 3 (12) frames CB/535B: CC Turn vehicle/entity up CB/535C: FF End queue CB/535D: 4B Display dialogue message $0A72, wait for button press 3000 GP! CB/5360: 94 Pause for 60 units CB/5361: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CB/5363: CD Turn vehicle/entity right CB/5364: E0 Pause for 4 * 3 (12) frames CB/5366: CC Turn vehicle/entity up CB/5367: FF End queue CB/5368: 4B Display dialogue message $0A73, wait for button press 4000 GP! CB/536B: 94 Pause for 60 units CB/536C: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CB/536E: CD Turn vehicle/entity right CB/536F: E0 Pause for 4 * 3 (12) frames CB/5371: CC Turn vehicle/entity up CB/5372: FF End queue CB/5373: 4B Display dialogue message $0A74, wait for button press 5000 GP! CB/5376: 94 Pause for 60 units CB/5377: 14 Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete) CB/5379: CD Turn vehicle/entity right CB/537A: E0 Pause for 4 * 2 (8) frames CB/537C: CF Turn vehicle/entity left CB/537D: E0 Pause for 4 * 2 (8) frames CB/537F: CD Turn vehicle/entity right CB/5380: E0 Pause for 4 * 2 (8) frames CB/5382: CF Turn vehicle/entity left CB/5383: E0 Pause for 4 * 2 (8) frames CB/5385: CE Turn vehicle/entity down CB/5386: FF End queue CB/5387: 4B Display dialogue message $0A4E, wait for button press Well, how 'bout it? CB/538A: 4B Display dialogue message $0A55, wait for button press ^ Buy it for 7000 GP. ^ I'll pass… CB/538D: B6 Indexed branch based on prior dialogue selection [$CB5394, $CB53A0] CB/5394: 92 Pause for 30 units CB/5395: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/5397: 1B Do vehicle/entity graphical action $1B CB/5398: FF End queue CB/5399: 4B Display dialogue message $0A75, wait for button press 7000 GP! CB/539C: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/539E: CC Turn vehicle/entity up CB/539F: FF End queue CB/53A0: 92 Pause for 30 units CB/53A1: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CB/53A3: CD Turn vehicle/entity right CB/53A4: E0 Pause for 4 * 3 (12) frames CB/53A6: CC Turn vehicle/entity up CB/53A7: FF End queue CB/53A8: 4B Display dialogue message $0A50, wait for button press Ho, ho, ho… There's nothing I can't buy! CB/53AB: 4B Display dialogue message $0A5F, wait for button press 8000 GP! CB/53AE: 95 Pause for 120 units CB/53AF: 14 Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete) CB/53B1: CD Turn vehicle/entity right CB/53B2: E0 Pause for 4 * 2 (8) frames CB/53B4: CF Turn vehicle/entity left CB/53B5: E0 Pause for 4 * 2 (8) frames CB/53B7: CD Turn vehicle/entity right CB/53B8: E0 Pause for 4 * 2 (8) frames CB/53BA: CF Turn vehicle/entity left CB/53BB: E0 Pause for 4 * 2 (8) frames CB/53BD: CE Turn vehicle/entity down CB/53BE: FF End queue CB/53BF: 4B Display dialogue message $0A4E, wait for button press Well, how 'bout it? CB/53C2: 4B Display dialogue message $0A5B, wait for button press ^ Buy it for 10000 GP. ^ I'll pass… CB/53C5: B6 Indexed branch based on prior dialogue selection [$CB5407, $CB53CC] CB/53CC: B5 Pause for 15 * 6 (90) units CB/53CE: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CB/53D0: C3 Set vehicle/entity's event speed to fast CB/53D1: 83 Move vehicle/entity left 1 tile CB/53D2: CE Turn vehicle/entity down CB/53D3: FF End queue CB/53D4: 4B Display dialogue message $0AB7, wait for button press Sold, to this lucky person. Take it away, please! CB/53D7: F4 Play sound effect 225 CB/53D9: 16 Begin action queue for character $16 (NPC $16), 6 bytes long (Wait until complete) CB/53DB: 80 Move vehicle/entity up 1 tile CB/53DC: 85 Move vehicle/entity right 2 tiles CB/53DD: 84 Move vehicle/entity up 2 tiles CB/53DE: 89 Move vehicle/entity right 3 tiles CB/53DF: CC Turn vehicle/entity up CB/53E0: FF End queue CB/53E1: 3E Delete object $1E CB/53E3: 45 Refresh objects CB/53E4: 42 Hide object $1E CB/53E6: 92 Pause for 30 units CB/53E7: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/53E9: 81 Move vehicle/entity right 1 tile CB/53EA: CE Turn vehicle/entity down CB/53EB: FF End queue CB/53EC: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long CB/53EE: 80 Move vehicle/entity up 1 tile CB/53EF: 83 Move vehicle/entity left 1 tile CB/53F0: CE Turn vehicle/entity down CB/53F1: FF End queue CB/53F2: 16 Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete) CB/53F4: 85 Move vehicle/entity right 2 tiles CB/53F5: 96 Move vehicle/entity down 6 tiles CB/53F6: D1 Make vehicle/entity disappear CB/53F7: FF End queue CB/53F8: F4 Play sound effect 255 CB/53FA: 4B Display dialogue message $0AB9, wait for button press Well, that's all for today! Come back again real soon! CB/53FD: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/53FF: 80 Move vehicle/entity up 1 tile CB/5400: FF End queue CB/5401: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CA5EB3 (simply returns) CB/5407: 94 Pause for 60 units CB/5408: 92 Pause for 30 units CB/5409: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/540B: 1B Do vehicle/entity graphical action $1B CB/540C: FF End queue CB/540D: 4B Display dialogue message $0A63, wait for button press 10000 GP! CB/5410: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/5412: CC Turn vehicle/entity up CB/5413: FF End queue CB/5414: 85 Take 10000 GP from party CB/5417: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB52FE CB/541D: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CB/541F: C3 Set vehicle/entity's event speed to fast CB/5420: 81 Move vehicle/entity right 1 tile CB/5421: CE Turn vehicle/entity down CB/5422: FF End queue CB/5423: 4B Display dialogue message $0AB7, wait for button press Sold, to this lucky person. Take it away, please! CB/5426: F4 Play sound effect 225 CB/5428: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CB/542A: C3 Set vehicle/entity's event speed to fast CB/542B: DC Make vehicle/entity jump (low) CB/542C: E0 Pause for 4 * 4 (16) frames CB/542E: DC Make vehicle/entity jump (low) CB/542F: E0 Pause for 4 * 4 (16) frames CB/5431: DC Make vehicle/entity jump (low) CB/5432: E0 Pause for 4 * 4 (16) frames CB/5434: FF End queue CB/5435: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/5437: 83 Move vehicle/entity left 1 tile CB/5438: CE Turn vehicle/entity down CB/5439: FF End queue CB/543A: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long CB/543C: 80 Move vehicle/entity up 1 tile CB/543D: 83 Move vehicle/entity left 1 tile CB/543E: CE Turn vehicle/entity down CB/543F: FF End queue CB/5440: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/5442: C2 Set vehicle/entity's event speed to normal CB/5443: 85 Move vehicle/entity right 2 tiles CB/5444: FF End queue CB/5445: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/5447: 80 Move vehicle/entity up 1 tile CB/5448: 85 Move vehicle/entity right 2 tiles CB/5449: CC Turn vehicle/entity up CB/544A: FF End queue CB/544B: 3E Delete object $1E CB/544D: 45 Refresh objects CB/544E: 42 Hide object $1E CB/5450: F4 Play sound effect 141 CB/5452: 86 Give esper $48 (ZoneSeek) to party CB/5454: 4B Display dialogue message $0AC3, wait for button press Received the Magicite “ZoneSeek.” CB/5457: D2 Set event bit $1E80($16C) [$1EAD, bit 4] CB/5459: 94 Pause for 60 units CB/545A: F4 Play sound effect 255 CB/545C: 4B Display dialogue message $0AB9, wait for button press Well, that's all for today! Come back again real soon! CB/545F: FE Return CB/5460: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/5462: CD Turn vehicle/entity right CB/5463: FF End queue CB/5464: 4B Display dialogue message $0AA7, wait for button press Okay! Here's our next item! CB/5467: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CB/5469: C2 Set vehicle/entity's event speed to normal CB/546A: 81 Move vehicle/entity right 1 tile CB/546B: 82 Move vehicle/entity down 1 tile CB/546C: FF End queue CB/546D: 92 Pause for 30 units CB/546E: B2 Call subroutine $CB4EB1 CB/5472: B5 Pause for 15 * 6 (90) units CB/5474: 4B Display dialogue message $0A44, wait for button press Here's a splendid chest. Inside is… CB/5477: B2 Call subroutine $CB4EBA CB/547B: 4B Display dialogue message $0A47, wait for button press A “Cure Ring”! Do I hear 1500 GP?! CB/547E: 94 Pause for 60 units CB/547F: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CB/5481: CD Turn vehicle/entity right CB/5482: E0 Pause for 4 * 3 (12) frames CB/5484: CC Turn vehicle/entity up CB/5485: FF End queue CB/5486: 4B Display dialogue message $0A71, wait for button press 2000 GP! CB/5489: 94 Pause for 60 units CB/548A: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CB/548C: CD Turn vehicle/entity right CB/548D: E0 Pause for 4 * 3 (12) frames CB/548F: CC Turn vehicle/entity up CB/5490: FF End queue CB/5491: 4B Display dialogue message $0A72, wait for button press 3000 GP! CB/5494: 92 Pause for 30 units CB/5495: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CB/5497: CD Turn vehicle/entity right CB/5498: E0 Pause for 4 * 3 (12) frames CB/549A: CC Turn vehicle/entity up CB/549B: FF End queue CB/549C: 4B Display dialogue message $0A73, wait for button press 4000 GP! CB/549F: 94 Pause for 60 units CB/54A0: 14 Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete) CB/54A2: CD Turn vehicle/entity right CB/54A3: E0 Pause for 4 * 2 (8) frames CB/54A5: CF Turn vehicle/entity left CB/54A6: E0 Pause for 4 * 2 (8) frames CB/54A8: CD Turn vehicle/entity right CB/54A9: E0 Pause for 4 * 2 (8) frames CB/54AB: CF Turn vehicle/entity left CB/54AC: E0 Pause for 4 * 2 (8) frames CB/54AE: CE Turn vehicle/entity down CB/54AF: FF End queue CB/54B0: 4B Display dialogue message $0A4E, wait for button press Well, how 'bout it? CB/54B3: 4B Display dialogue message $0A51, wait for button press ^ Buy it for 5000 GP. ^ I'll pass… CB/54B6: B6 Indexed branch based on prior dialogue selection [$CB54BD, $CB54C9] CB/54BD: 92 Pause for 30 units CB/54BE: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/54C0: 1B Do vehicle/entity graphical action $1B CB/54C1: FF End queue CB/54C2: 4B Display dialogue message $0A74, wait for button press 5000 GP! CB/54C5: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/54C7: CC Turn vehicle/entity up CB/54C8: FF End queue CB/54C9: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/54CB: CD Turn vehicle/entity right CB/54CC: FF End queue CB/54CD: 94 Pause for 60 units CB/54CE: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/54D0: CE Turn vehicle/entity down CB/54D1: FF End queue CB/54D2: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CB/54D4: CD Turn vehicle/entity right CB/54D5: E0 Pause for 4 * 3 (12) frames CB/54D7: CC Turn vehicle/entity up CB/54D8: FF End queue CB/54D9: 4B Display dialogue message $0A75, wait for button press 7000 GP! CB/54DC: 92 Pause for 30 units CB/54DD: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CB/54DF: CD Turn vehicle/entity right CB/54E0: E0 Pause for 4 * 3 (12) frames CB/54E2: CC Turn vehicle/entity up CB/54E3: FF End queue CB/54E4: 4B Display dialogue message $0A50, wait for button press Ho, ho, ho… There's nothing I can't buy! CB/54E7: 4B Display dialogue message $0A63, wait for button press 10000 GP! CB/54EA: 92 Pause for 30 units CB/54EB: 14 Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete) CB/54ED: CD Turn vehicle/entity right CB/54EE: E0 Pause for 4 * 2 (8) frames CB/54F0: CF Turn vehicle/entity left CB/54F1: E0 Pause for 4 * 2 (8) frames CB/54F3: CD Turn vehicle/entity right CB/54F4: E0 Pause for 4 * 2 (8) frames CB/54F6: CF Turn vehicle/entity left CB/54F7: E0 Pause for 4 * 2 (8) frames CB/54F9: CE Turn vehicle/entity down CB/54FA: FF End queue CB/54FB: 4B Display dialogue message $0A4E, wait for button press Well, how 'bout it? CB/54FE: 4B Display dialogue message $0A5E, wait for button press ^ Buy it for 20000 GP. ^ I'll pass… CB/5501: B6 Indexed branch based on prior dialogue selection [$CB5559, $CB5508] CB/5508: B5 Pause for 15 * 6 (90) units CB/550A: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CB/550C: C3 Set vehicle/entity's event speed to fast CB/550D: 83 Move vehicle/entity left 1 tile CB/550E: CE Turn vehicle/entity down CB/550F: FF End queue CB/5510: 4B Display dialogue message $0AB7, wait for button press Sold, to this lucky person. Take it away, please! CB/5513: F4 Play sound effect 225 CB/5515: 16 Begin action queue for character $16 (NPC $16), 13 bytes long (Wait until complete) CB/5517: C3 Set vehicle/entity's event speed to fast CB/5518: C8 Set object layering priority to 1 (low nibble 1) CB/551A: DC Make vehicle/entity jump (low) CB/551B: E0 Pause for 4 * 4 (16) frames CB/551D: DC Make vehicle/entity jump (low) CB/551E: E0 Pause for 4 * 4 (16) frames CB/5520: DC Make vehicle/entity jump (low) CB/5521: E0 Pause for 4 * 4 (16) frames CB/5523: FF End queue CB/5524: 16 Begin action queue for character $16 (NPC $16), 6 bytes long (Wait until complete) CB/5526: 80 Move vehicle/entity up 1 tile CB/5527: 85 Move vehicle/entity right 2 tiles CB/5528: 84 Move vehicle/entity up 2 tiles CB/5529: 89 Move vehicle/entity right 3 tiles CB/552A: CC Turn vehicle/entity up CB/552B: FF End queue CB/552C: F4 Play sound effect 141 CB/552E: B2 Call subroutine $CB4EC3 CB/5532: 92 Pause for 30 units CB/5533: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/5535: 81 Move vehicle/entity right 1 tile CB/5536: CE Turn vehicle/entity down CB/5537: FF End queue CB/5538: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long CB/553A: 80 Move vehicle/entity up 1 tile CB/553B: 83 Move vehicle/entity left 1 tile CB/553C: CE Turn vehicle/entity down CB/553D: FF End queue CB/553E: 16 Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete) CB/5540: 85 Move vehicle/entity right 2 tiles CB/5541: 96 Move vehicle/entity down 6 tiles CB/5542: D1 Make vehicle/entity disappear CB/5543: FF End queue CB/5544: F4 Play sound effect 255 CB/5546: 4B Display dialogue message $0AB9, wait for button press Well, that's all for today! Come back again real soon! CB/5549: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long CB/554B: C2 Set vehicle/entity's event speed to normal CB/554C: 80 Move vehicle/entity up 1 tile CB/554D: FF End queue CB/554E: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/5550: C1 Set vehicle/entity's event speed to slow CB/5551: 80 Move vehicle/entity up 1 tile CB/5552: FF End queue CB/5553: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CA5EB3 (simply returns) CB/5559: 92 Pause for 30 units CB/555A: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/555C: 1B Do vehicle/entity graphical action $1B CB/555D: FF End queue CB/555E: 4B Display dialogue message $0A67, wait for button press 20000 GP! CB/5561: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/5563: CC Turn vehicle/entity up CB/5564: FF End queue CB/5565: 85 Take 20000 GP from party CB/5568: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB52F4 CB/556E: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CB/5570: C3 Set vehicle/entity's event speed to fast CB/5571: 81 Move vehicle/entity right 1 tile CB/5572: CE Turn vehicle/entity down CB/5573: FF End queue CB/5574: 4B Display dialogue message $0AB7, wait for button press Sold, to this lucky person. Take it away, please! CB/5577: F4 Play sound effect 225 CB/5579: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CB/557B: C3 Set vehicle/entity's event speed to fast CB/557C: DC Make vehicle/entity jump (low) CB/557D: E0 Pause for 4 * 4 (16) frames CB/557F: DC Make vehicle/entity jump (low) CB/5580: E0 Pause for 4 * 4 (16) frames CB/5582: DC Make vehicle/entity jump (low) CB/5583: E0 Pause for 4 * 4 (16) frames CB/5585: FF End queue CB/5586: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/5588: 83 Move vehicle/entity left 1 tile CB/5589: CE Turn vehicle/entity down CB/558A: FF End queue CB/558B: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long CB/558D: 80 Move vehicle/entity up 1 tile CB/558E: 83 Move vehicle/entity left 1 tile CB/558F: CE Turn vehicle/entity down CB/5590: FF End queue CB/5591: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/5593: C2 Set vehicle/entity's event speed to normal CB/5594: 85 Move vehicle/entity right 2 tiles CB/5595: FF End queue CB/5596: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/5598: 80 Move vehicle/entity up 1 tile CB/5599: 85 Move vehicle/entity right 2 tiles CB/559A: CC Turn vehicle/entity up CB/559B: FF End queue CB/559C: 35 Pause execution until action queue for object $30 (Camera) is complete CB/559E: F4 Play sound effect 141 CB/55A0: B2 Call subroutine $CB4EC3 CB/55A4: 80 Add item $BD (Cure Ring ) to inventory CB/55A6: 4B Display dialogue message $0A48, wait for button press Bought a “Cure Ring”! CB/55A9: F4 Play sound effect 255 CB/55AB: 4B Display dialogue message $0AB9, wait for button press Well, that's all for today! Come back again real soon! CB/55AE: FE Return CB/55AF: FE Return CB/55B0: BD Pseudo-randomly jump to $CB570C 50% of the time CB/55B4: C0 If ($1E80($255) [$1ECA, bit 5] is set), branch to $CB570C CB/55BA: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/55BC: CD Turn vehicle/entity right CB/55BD: FF End queue CB/55BE: 4B Display dialogue message $0AA7, wait for button press Okay! Here's our next item! CB/55C1: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CB/55C3: C2 Set vehicle/entity's event speed to normal CB/55C4: 81 Move vehicle/entity right 1 tile CB/55C5: 82 Move vehicle/entity down 1 tile CB/55C6: FF End queue CB/55C7: 92 Pause for 30 units CB/55C8: B2 Call subroutine $CB4EB1 CB/55CC: B5 Pause for 15 * 6 (90) units CB/55CE: 4B Display dialogue message $0A44, wait for button press Here's a splendid chest. Inside is… CB/55D1: B2 Call subroutine $CB4EBA CB/55D5: 4B Display dialogue message $0A49, wait for button press A “Hero Ring”! Do I hear 3000 GP?! CB/55D8: 94 Pause for 60 units CB/55D9: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CB/55DB: CD Turn vehicle/entity right CB/55DC: E0 Pause for 4 * 3 (12) frames CB/55DE: CC Turn vehicle/entity up CB/55DF: FF End queue CB/55E0: 4B Display dialogue message $0A73, wait for button press 4000 GP! CB/55E3: 94 Pause for 60 units CB/55E4: 12 Begin action queue for character $12 (NPC $12), 5 bytes long CB/55E6: CD Turn vehicle/entity right CB/55E7: E0 Pause for 4 * 3 (12) frames CB/55E9: CC Turn vehicle/entity up CB/55EA: FF End queue CB/55EB: 4B Display dialogue message $0A74, wait for button press 5000 GP! CB/55EE: 94 Pause for 60 units CB/55EF: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CB/55F1: CD Turn vehicle/entity right CB/55F2: E0 Pause for 4 * 3 (12) frames CB/55F4: CC Turn vehicle/entity up CB/55F5: FF End queue CB/55F6: 4B Display dialogue message $0A75, wait for button press 7000 GP! CB/55F9: 92 Pause for 30 units CB/55FA: 14 Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete) CB/55FC: CD Turn vehicle/entity right CB/55FD: E0 Pause for 4 * 2 (8) frames CB/55FF: CF Turn vehicle/entity left CB/5600: E0 Pause for 4 * 2 (8) frames CB/5602: CD Turn vehicle/entity right CB/5603: E0 Pause for 4 * 2 (8) frames CB/5605: CF Turn vehicle/entity left CB/5606: E0 Pause for 4 * 2 (8) frames CB/5608: CE Turn vehicle/entity down CB/5609: FF End queue CB/560A: 4B Display dialogue message $0A4E, wait for button press Well, how 'bout it? CB/560D: 4B Display dialogue message $0A5B, wait for button press ^ Buy it for 10000 GP. ^ I'll pass… CB/5610: B6 Indexed branch based on prior dialogue selection [$CB5617, $CB5623] CB/5617: 92 Pause for 30 units CB/5618: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/561A: 1B Do vehicle/entity graphical action $1B CB/561B: FF End queue CB/561C: 4B Display dialogue message $0A63, wait for button press 10000 GP! CB/561F: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/5621: CC Turn vehicle/entity up CB/5622: FF End queue CB/5623: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/5625: CD Turn vehicle/entity right CB/5626: FF End queue CB/5627: 94 Pause for 60 units CB/5628: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/562A: CE Turn vehicle/entity down CB/562B: FF End queue CB/562C: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CB/562E: CD Turn vehicle/entity right CB/562F: E0 Pause for 4 * 3 (12) frames CB/5631: CC Turn vehicle/entity up CB/5632: FF End queue CB/5633: 4B Display dialogue message $0A67, wait for button press 20000 GP! CB/5636: 92 Pause for 30 units CB/5637: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CB/5639: CD Turn vehicle/entity right CB/563A: E0 Pause for 4 * 3 (12) frames CB/563C: CC Turn vehicle/entity up CB/563D: FF End queue CB/563E: 4B Display dialogue message $0A64, wait for button press 30000 GP! CB/5641: 92 Pause for 30 units CB/5642: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CB/5644: CD Turn vehicle/entity right CB/5645: E0 Pause for 4 * 3 (12) frames CB/5647: CC Turn vehicle/entity up CB/5648: FF End queue CB/5649: 4B Display dialogue message $0A65, wait for button press 40000 GP! CB/564C: 94 Pause for 60 units CB/564D: 14 Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete) CB/564F: CD Turn vehicle/entity right CB/5650: E0 Pause for 4 * 2 (8) frames CB/5652: CF Turn vehicle/entity left CB/5653: E0 Pause for 4 * 2 (8) frames CB/5655: CD Turn vehicle/entity right CB/5656: E0 Pause for 4 * 2 (8) frames CB/5658: CF Turn vehicle/entity left CB/5659: E0 Pause for 4 * 2 (8) frames CB/565B: CE Turn vehicle/entity down CB/565C: FF End queue CB/565D: 4B Display dialogue message $0A4E, wait for button press Well, how 'bout it? CB/5660: 4B Display dialogue message $0A5C, wait for button press ^ Buy it for 50000 GP. ^ I'll pass… CB/5663: B6 Indexed branch based on prior dialogue selection [$CB56B4, $CB566A] CB/566A: B5 Pause for 15 * 6 (90) units CB/566C: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CB/566E: C3 Set vehicle/entity's event speed to fast CB/566F: 83 Move vehicle/entity left 1 tile CB/5670: CE Turn vehicle/entity down CB/5671: FF End queue CB/5672: 4B Display dialogue message $0AB7, wait for button press Sold, to this lucky person. Take it away, please! CB/5675: F4 Play sound effect 225 CB/5677: 13 Begin action queue for character $13 (NPC $13), 13 bytes long (Wait until complete) CB/5679: C3 Set vehicle/entity's event speed to fast CB/567A: C8 Set object layering priority to 1 (low nibble 1) CB/567C: DC Make vehicle/entity jump (low) CB/567D: E0 Pause for 4 * 4 (16) frames CB/567F: DC Make vehicle/entity jump (low) CB/5680: E0 Pause for 4 * 4 (16) frames CB/5682: DC Make vehicle/entity jump (low) CB/5683: E0 Pause for 4 * 4 (16) frames CB/5685: FF End queue CB/5686: 13 Begin action queue for character $13 (NPC $13), 4 bytes long (Wait until complete) CB/5688: 80 Move vehicle/entity up 1 tile CB/5689: 8D Move vehicle/entity right 4 tiles CB/568A: CC Turn vehicle/entity up CB/568B: FF End queue CB/568C: F4 Play sound effect 141 CB/568E: B2 Call subroutine $CB4EC3 CB/5692: 92 Pause for 30 units CB/5693: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/5695: 81 Move vehicle/entity right 1 tile CB/5696: CE Turn vehicle/entity down CB/5697: FF End queue CB/5698: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long CB/569A: 80 Move vehicle/entity up 1 tile CB/569B: 83 Move vehicle/entity left 1 tile CB/569C: CE Turn vehicle/entity down CB/569D: FF End queue CB/569E: 13 Begin action queue for character $13 (NPC $13), 4 bytes long (Wait until complete) CB/56A0: 85 Move vehicle/entity right 2 tiles CB/56A1: 96 Move vehicle/entity down 6 tiles CB/56A2: D1 Make vehicle/entity disappear CB/56A3: FF End queue CB/56A4: F4 Play sound effect 255 CB/56A6: 4B Display dialogue message $0AB9, wait for button press Well, that's all for today! Come back again real soon! CB/56A9: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/56AB: C2 Set vehicle/entity's event speed to normal CB/56AC: 80 Move vehicle/entity up 1 tile CB/56AD: FF End queue CB/56AE: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CA5EB3 (simply returns) CB/56B4: 92 Pause for 30 units CB/56B5: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/56B7: 1B Do vehicle/entity graphical action $1B CB/56B8: FF End queue CB/56B9: 4B Display dialogue message $0A68, wait for button press 50000 GP! CB/56BC: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/56BE: CC Turn vehicle/entity up CB/56BF: FF End queue CB/56C0: 85 Take 50000 GP from party CB/56C3: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB52E0 CB/56C9: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CB/56CB: C3 Set vehicle/entity's event speed to fast CB/56CC: 81 Move vehicle/entity right 1 tile CB/56CD: CE Turn vehicle/entity down CB/56CE: FF End queue CB/56CF: 4B Display dialogue message $0AB7, wait for button press Sold, to this lucky person. Take it away, please! CB/56D2: F4 Play sound effect 225 CB/56D4: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CB/56D6: C3 Set vehicle/entity's event speed to fast CB/56D7: DC Make vehicle/entity jump (low) CB/56D8: E0 Pause for 4 * 4 (16) frames CB/56DA: DC Make vehicle/entity jump (low) CB/56DB: E0 Pause for 4 * 4 (16) frames CB/56DD: DC Make vehicle/entity jump (low) CB/56DE: E0 Pause for 4 * 4 (16) frames CB/56E0: FF End queue CB/56E1: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/56E3: 83 Move vehicle/entity left 1 tile CB/56E4: CE Turn vehicle/entity down CB/56E5: FF End queue CB/56E6: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long CB/56E8: 80 Move vehicle/entity up 1 tile CB/56E9: 83 Move vehicle/entity left 1 tile CB/56EA: CE Turn vehicle/entity down CB/56EB: FF End queue CB/56EC: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/56EE: C2 Set vehicle/entity's event speed to normal CB/56EF: 85 Move vehicle/entity right 2 tiles CB/56F0: FF End queue CB/56F1: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/56F3: 80 Move vehicle/entity up 1 tile CB/56F4: 85 Move vehicle/entity right 2 tiles CB/56F5: CC Turn vehicle/entity up CB/56F6: FF End queue CB/56F7: 35 Pause execution until action queue for object $30 (Camera) is complete CB/56F9: F4 Play sound effect 141 CB/56FB: B2 Call subroutine $CB4EC3 CB/56FF: 80 Add item $C9 (Hero Ring ) to inventory CB/5701: 4B Display dialogue message $0A4A, wait for button press Bought a “Hero Ring”! CB/5704: F4 Play sound effect 255 CB/5706: 4B Display dialogue message $0AB9, wait for button press Well, that's all for today! Come back again real soon! CB/5709: D4 Set event bit $1E80($255) [$1ECA, bit 5] CB/570B: FE Return CB/570C: BD Pseudo-randomly jump to $CB58FA 50% of the time CB/5710: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/5712: CD Turn vehicle/entity right CB/5713: FF End queue CB/5714: 4B Display dialogue message $0AA7, wait for button press Okay! Here's our next item! CB/5717: F4 Play sound effect 29 CB/5719: 3D Create object $18 CB/571B: 45 Refresh objects CB/571C: 41 Show object $18 CB/571E: B5 Pause for 15 * 6 (90) units CB/5720: 4B Display dialogue message $0AAB, wait for button press 1/1200 of an airship! Do I hear 5000 GP? CB/5723: 94 Pause for 60 units CB/5724: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CB/5726: CE Turn vehicle/entity down CB/5727: FF End queue CB/5728: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CB/572A: CD Turn vehicle/entity right CB/572B: E0 Pause for 4 * 3 (12) frames CB/572D: CC Turn vehicle/entity up CB/572E: FF End queue CB/572F: 4B Display dialogue message $0A75, wait for button press 7000 GP! CB/5732: 92 Pause for 30 units CB/5733: 14 Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete) CB/5735: CD Turn vehicle/entity right CB/5736: E0 Pause for 4 * 2 (8) frames CB/5738: CF Turn vehicle/entity left CB/5739: E0 Pause for 4 * 2 (8) frames CB/573B: CD Turn vehicle/entity right CB/573C: E0 Pause for 4 * 2 (8) frames CB/573E: CF Turn vehicle/entity left CB/573F: E0 Pause for 4 * 2 (8) frames CB/5741: CE Turn vehicle/entity down CB/5742: FF End queue CB/5743: 4B Display dialogue message $0A4E, wait for button press Well, how 'bout it? CB/5746: 4B Display dialogue message $0A5B, wait for button press ^ Buy it for 10000 GP. ^ I'll pass… CB/5749: B6 Indexed branch based on prior dialogue selection [$CB5750, $CB5766] CB/5750: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long CB/5752: CD Turn vehicle/entity right CB/5753: E0 Pause for 4 * 2 (8) frames CB/5755: CF Turn vehicle/entity left CB/5756: E0 Pause for 4 * 2 (8) frames CB/5758: CD Turn vehicle/entity right CB/5759: E0 Pause for 4 * 2 (8) frames CB/575B: 1B Do vehicle/entity graphical action $1B CB/575C: FF End queue CB/575D: 4B Display dialogue message $0A63, wait for button press 10000 GP! CB/5760: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/5762: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/5764: CC Turn vehicle/entity up CB/5765: FF End queue CB/5766: 94 Pause for 60 units CB/5767: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CB/5769: CD Turn vehicle/entity right CB/576A: E0 Pause for 4 * 3 (12) frames CB/576C: CC Turn vehicle/entity up CB/576D: FF End queue CB/576E: 4B Display dialogue message $0A67, wait for button press 20000 GP! CB/5771: 92 Pause for 30 units CB/5772: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CB/5774: CD Turn vehicle/entity right CB/5775: E0 Pause for 4 * 2 (8) frames CB/5777: CC Turn vehicle/entity up CB/5778: FF End queue CB/5779: 4B Display dialogue message $0A64, wait for button press 30000 GP! CB/577C: 92 Pause for 30 units CB/577D: 14 Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete) CB/577F: CD Turn vehicle/entity right CB/5780: E0 Pause for 4 * 2 (8) frames CB/5782: CF Turn vehicle/entity left CB/5783: E0 Pause for 4 * 2 (8) frames CB/5785: CD Turn vehicle/entity right CB/5786: E0 Pause for 4 * 2 (8) frames CB/5788: CF Turn vehicle/entity left CB/5789: E0 Pause for 4 * 2 (8) frames CB/578B: CE Turn vehicle/entity down CB/578C: FF End queue CB/578D: 4B Display dialogue message $0A4E, wait for button press Well, how 'bout it? CB/5790: 4B Display dialogue message $0A53, wait for button press ^ Buy it for 40000 GP. ^ I'll pass… CB/5793: B6 Indexed branch based on prior dialogue selection [$CB579A, $CB57A5] CB/579A: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/579C: 1B Do vehicle/entity graphical action $1B CB/579D: FF End queue CB/579E: 4B Display dialogue message $0A65, wait for button press 40000 GP! CB/57A1: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/57A3: CC Turn vehicle/entity up CB/57A4: FF End queue CB/57A5: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CB/57A7: CD Turn vehicle/entity right CB/57A8: E0 Pause for 4 * 2 (8) frames CB/57AA: CF Turn vehicle/entity left CB/57AB: E0 Pause for 4 * 2 (8) frames CB/57AD: CD Turn vehicle/entity right CB/57AE: E0 Pause for 4 * 6 (24) frames CB/57B0: CC Turn vehicle/entity up CB/57B1: FF End queue CB/57B2: B5 Pause for 15 * 6 (90) units CB/57B4: 1A Begin action queue for character $1A (NPC $1A), 10 bytes long CB/57B6: CD Turn vehicle/entity right CB/57B7: E0 Pause for 4 * 2 (8) frames CB/57B9: CC Turn vehicle/entity up CB/57BA: E0 Pause for 4 * 1 (4) frames CB/57BC: CD Turn vehicle/entity right CB/57BD: E0 Pause for 4 * 2 (8) frames CB/57BF: FF End queue CB/57C0: 4B Display dialogue message $0AAE, wait for button press CHILD: Papa!! I want that! Please! CB/57C3: 35 Pause execution until action queue for object $1A (NPC $1A) is complete CB/57C5: 19 Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete) CB/57C7: CF Turn vehicle/entity left CB/57C8: FF End queue CB/57C9: 4B Display dialogue message $0AAF, wait for button press PAPA: No, you don't! Now, pipe down! CB/57CC: 1A Begin action queue for character $1A (NPC $1A), 15 bytes long CB/57CE: C3 Set vehicle/entity's event speed to fast CB/57CF: DC Make vehicle/entity jump (low) CB/57D0: E0 Pause for 4 * 4 (16) frames CB/57D2: DC Make vehicle/entity jump (low) CB/57D3: E0 Pause for 4 * 4 (16) frames CB/57D5: DC Make vehicle/entity jump (low) CB/57D6: E0 Pause for 4 * 4 (16) frames CB/57D8: DC Make vehicle/entity jump (low) CB/57D9: E0 Pause for 4 * 4 (16) frames CB/57DB: DC Make vehicle/entity jump (low) CB/57DC: FF End queue CB/57DD: 4B Display dialogue message $0AB0, wait for button press CHILD: I want it…I want it! Buy it! Pretty please!! CB/57E0: 35 Pause execution until action queue for object $1A (NPC $1A) is complete CB/57E2: 19 Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete) CB/57E4: CF Turn vehicle/entity left CB/57E5: FF End queue CB/57E6: 94 Pause for 60 units CB/57E7: 12 Begin action queue for character $12 (NPC $12), 11 bytes long (Wait until complete) CB/57E9: CD Turn vehicle/entity right CB/57EA: E0 Pause for 4 * 2 (8) frames CB/57EC: CC Turn vehicle/entity up CB/57ED: E0 Pause for 4 * 1 (4) frames CB/57EF: CD Turn vehicle/entity right CB/57F0: E0 Pause for 4 * 2 (8) frames CB/57F2: CC Turn vehicle/entity up CB/57F3: FF End queue CB/57F4: 4B Display dialogue message $0A68, wait for button press 50000 GP! CB/57F7: 93 Pause for 45 units CB/57F8: 14 Begin action queue for character $14 (NPC $14), 8 bytes long (Wait until complete) CB/57FA: CD Turn vehicle/entity right CB/57FB: E0 Pause for 4 * 2 (8) frames CB/57FD: CF Turn vehicle/entity left CB/57FE: E0 Pause for 4 * 2 (8) frames CB/5800: CE Turn vehicle/entity down CB/5801: FF End queue CB/5802: 4B Display dialogue message $0A4E, wait for button press Well, how 'bout it? CB/5805: 4B Display dialogue message $0A54, wait for button press ^ Buy it for 60000 GP. ^ I'll pass… CB/5808: B6 Indexed branch based on prior dialogue selection [$CB580F, $CB581A] CB/580F: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/5811: 1B Do vehicle/entity graphical action $1B CB/5812: FF End queue CB/5813: 4B Display dialogue message $0A66, wait for button press 60000 GP! CB/5816: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/5818: CC Turn vehicle/entity up CB/5819: FF End queue CB/581A: 19 Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete) CB/581C: CF Turn vehicle/entity left CB/581D: FF End queue CB/581E: 94 Pause for 60 units CB/581F: 19 Begin action queue for character $19 (NPC $19), 11 bytes long (Wait until complete) CB/5821: CD Turn vehicle/entity right CB/5822: E0 Pause for 4 * 2 (8) frames CB/5824: CC Turn vehicle/entity up CB/5825: E0 Pause for 4 * 1 (4) frames CB/5827: CD Turn vehicle/entity right CB/5828: E0 Pause for 4 * 2 (8) frames CB/582A: CC Turn vehicle/entity up CB/582B: FF End queue CB/582C: 4B Display dialogue message $0AB5, wait for button press PAPA: 1000000 GP! CB/582F: F4 Play sound effect 225 CB/5831: 10 Begin action queue for character $10 (NPC $10), 9 bytes long CB/5833: DC Make vehicle/entity jump (low) CB/5834: CD Turn vehicle/entity right CB/5835: E0 Pause for 4 * 1 (4) frames CB/5837: CF Turn vehicle/entity left CB/5838: E0 Pause for 4 * 1 (4) frames CB/583A: CD Turn vehicle/entity right CB/583B: FF End queue CB/583C: 11 Begin action queue for character $11 (NPC $11), 9 bytes long CB/583E: DC Make vehicle/entity jump (low) CB/583F: CD Turn vehicle/entity right CB/5840: E0 Pause for 4 * 1 (4) frames CB/5842: CF Turn vehicle/entity left CB/5843: E0 Pause for 4 * 1 (4) frames CB/5845: CD Turn vehicle/entity right CB/5846: FF End queue CB/5847: 12 Begin action queue for character $12 (NPC $12), 9 bytes long CB/5849: DC Make vehicle/entity jump (low) CB/584A: CD Turn vehicle/entity right CB/584B: E0 Pause for 4 * 1 (4) frames CB/584D: CF Turn vehicle/entity left CB/584E: E0 Pause for 4 * 1 (4) frames CB/5850: CD Turn vehicle/entity right CB/5851: FF End queue CB/5852: 13 Begin action queue for character $13 (NPC $13), 9 bytes long CB/5854: DC Make vehicle/entity jump (low) CB/5855: CD Turn vehicle/entity right CB/5856: E0 Pause for 4 * 1 (4) frames CB/5858: CF Turn vehicle/entity left CB/5859: E0 Pause for 4 * 1 (4) frames CB/585B: CD Turn vehicle/entity right CB/585C: FF End queue CB/585D: 16 Begin action queue for character $16 (NPC $16), 9 bytes long CB/585F: DC Make vehicle/entity jump (low) CB/5860: CD Turn vehicle/entity right CB/5861: E0 Pause for 4 * 1 (4) frames CB/5863: CF Turn vehicle/entity left CB/5864: E0 Pause for 4 * 1 (4) frames CB/5866: CD Turn vehicle/entity right CB/5867: FF End queue CB/5868: 15 Begin action queue for character $15 (NPC $15), 9 bytes long CB/586A: DC Make vehicle/entity jump (low) CB/586B: CD Turn vehicle/entity right CB/586C: E0 Pause for 4 * 1 (4) frames CB/586E: CF Turn vehicle/entity left CB/586F: E0 Pause for 4 * 1 (4) frames CB/5871: CD Turn vehicle/entity right CB/5872: FF End queue CB/5873: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete) CB/5875: DC Make vehicle/entity jump (low) CB/5876: CD Turn vehicle/entity right CB/5877: E0 Pause for 4 * 1 (4) frames CB/5879: CF Turn vehicle/entity left CB/587A: E0 Pause for 4 * 1 (4) frames CB/587C: CD Turn vehicle/entity right CB/587D: FF End queue CB/587E: 4B Display dialogue message $0AB6, wait for button press WHAT?! 1000000 GP?! CB/5881: 94 Pause for 60 units CB/5882: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CB/5884: C3 Set vehicle/entity's event speed to fast CB/5885: 81 Move vehicle/entity right 1 tile CB/5886: CE Turn vehicle/entity down CB/5887: FF End queue CB/5888: 4B Display dialogue message $0AB7, wait for button press Sold, to this lucky person. Take it away, please! CB/588B: 35 Pause execution until action queue for object $14 (NPC $14) is complete CB/588D: F4 Play sound effect 255 CB/588F: 1A Begin action queue for character $1A (NPC $1A), 8 bytes long CB/5891: CD Turn vehicle/entity right CB/5892: E0 Pause for 4 * 4 (16) frames CB/5894: C3 Set vehicle/entity's event speed to fast CB/5895: DC Make vehicle/entity jump (low) CB/5896: E0 Pause for 4 * 4 (16) frames CB/5898: FF End queue CB/5899: 4B Display dialogue message $0AB2, wait for button press CHILD: Yahoo!!! Thanks, Papa! Yahoo! CB/589C: 35 Pause execution until action queue for object $1A (NPC $1A) is complete CB/589E: 4B Display dialogue message $0AB1, wait for button press PAPA: Ho, ho, ho…All right! But just this once! And… … Keep it a secret from Mama! CB/58A1: 92 Pause for 30 units CB/58A2: 92 Pause for 30 units CB/58A3: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CB/58A5: CE Turn vehicle/entity down CB/58A6: FF End queue CB/58A7: 78 Enable ability to pass through other objects for object $1D (NPC $1D) CB/58A9: 1D Begin action queue for character $1D (NPC $1D), 3 bytes long (Wait until complete) CB/58AB: C2 Set vehicle/entity's event speed to normal CB/58AC: 86 Move vehicle/entity down 2 tiles CB/58AD: FF End queue CB/58AE: 93 Pause for 45 units CB/58AF: 18 Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete) CB/58B1: C2 Set vehicle/entity's event speed to normal CB/58B2: 82 Move vehicle/entity down 1 tile CB/58B3: FF End queue CB/58B4: 19 Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete) CB/58B6: CF Turn vehicle/entity left CB/58B7: FF End queue CB/58B8: 4B Display dialogue message $0AB8, wait for button press PAPA: Well, we have our treat for the day. Let's go home! CHILD: Yahoo! Yippy!!!! CB/58BB: 19 Begin action queue for character $19 (NPC $19), 4 bytes long CB/58BD: C2 Set vehicle/entity's event speed to normal CB/58BE: 80 Move vehicle/entity up 1 tile CB/58BF: 85 Move vehicle/entity right 2 tiles CB/58C0: FF End queue CB/58C1: 1A Begin action queue for character $1A (NPC $1A), 6 bytes long (Wait until complete) CB/58C3: E0 Pause for 4 * 1 (4) frames CB/58C5: C2 Set vehicle/entity's event speed to normal CB/58C6: 80 Move vehicle/entity up 1 tile CB/58C7: 85 Move vehicle/entity right 2 tiles CB/58C8: FF End queue CB/58C9: 92 Pause for 30 units CB/58CA: 18 Begin action queue for character $18 (NPC $18), 4 bytes long (Wait until complete) CB/58CC: DD Make vehicle/entity jump (high) CB/58CD: 86 Move vehicle/entity down 2 tiles CB/58CE: CD Turn vehicle/entity right CB/58CF: FF End queue CB/58D0: 94 Pause for 60 units CB/58D1: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/58D3: 83 Move vehicle/entity left 1 tile CB/58D4: CE Turn vehicle/entity down CB/58D5: FF End queue CB/58D6: 1D Begin action queue for character $1D (NPC $1D), 3 bytes long CB/58D8: 84 Move vehicle/entity up 2 tiles CB/58D9: CE Turn vehicle/entity down CB/58DA: FF End queue CB/58DB: 19 Begin action queue for character $19 (NPC $19), 5 bytes long CB/58DD: 96 Move vehicle/entity down 6 tiles CB/58DE: 83 Move vehicle/entity left 1 tile CB/58DF: 86 Move vehicle/entity down 2 tiles CB/58E0: D1 Make vehicle/entity disappear CB/58E1: FF End queue CB/58E2: 1A Begin action queue for character $1A (NPC $1A), 6 bytes long CB/58E4: 81 Move vehicle/entity right 1 tile CB/58E5: 96 Move vehicle/entity down 6 tiles CB/58E6: 83 Move vehicle/entity left 1 tile CB/58E7: 86 Move vehicle/entity down 2 tiles CB/58E8: D1 Make vehicle/entity disappear CB/58E9: FF End queue CB/58EA: 18 Begin action queue for character $18 (NPC $18), 6 bytes long (Wait until complete) CB/58EC: 85 Move vehicle/entity right 2 tiles CB/58ED: 96 Move vehicle/entity down 6 tiles CB/58EE: 83 Move vehicle/entity left 1 tile CB/58EF: 86 Move vehicle/entity down 2 tiles CB/58F0: D1 Make vehicle/entity disappear CB/58F1: FF End queue CB/58F2: 4B Display dialogue message $0AB9, wait for button press Well, that's all for today! Come back again real soon! CB/58F5: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/58F7: 80 Move vehicle/entity up 1 tile CB/58F8: FF End queue CB/58F9: FE Return CB/58FA: C1 If ($1E80($06B) [$1E8D, bit 3] is clear) or ($1E80($16D) [$1EAD, bit 5] is set), branch to $CB5A39 CB/5902: BD Pseudo-randomly jump to $CB5A39 50% of the time CB/5906: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/5908: CD Turn vehicle/entity right CB/5909: FF End queue CB/590A: 4B Display dialogue message $0AA7, wait for button press Okay! Here's our next item! CB/590D: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CB/590F: C2 Set vehicle/entity's event speed to normal CB/5910: 81 Move vehicle/entity right 1 tile CB/5911: 82 Move vehicle/entity down 1 tile CB/5912: FF End queue CB/5913: 92 Pause for 30 units CB/5914: F4 Play sound effect 29 CB/5916: 3D Create object $1E CB/5918: 45 Refresh objects CB/5919: 41 Show object $1E CB/591B: B5 Pause for 15 * 6 (90) units CB/591D: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CB/591F: CE Turn vehicle/entity down CB/5920: FF End queue CB/5921: 4B Display dialogue message $0AA9, wait for button press The Magicite, “Golem”! Who'll give me 1000 GP? CB/5924: 94 Pause for 60 units CB/5925: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CB/5927: CD Turn vehicle/entity right CB/5928: E0 Pause for 4 * 3 (12) frames CB/592A: CC Turn vehicle/entity up CB/592B: FF End queue CB/592C: 4B Display dialogue message $0A73, wait for button press 4000 GP! CB/592F: 94 Pause for 60 units CB/5930: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CB/5932: CD Turn vehicle/entity right CB/5933: E0 Pause for 4 * 3 (12) frames CB/5935: CC Turn vehicle/entity up CB/5936: FF End queue CB/5937: 4B Display dialogue message $0A5F, wait for button press 8000 GP! CB/593A: 94 Pause for 60 units CB/593B: 14 Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete) CB/593D: CD Turn vehicle/entity right CB/593E: E0 Pause for 4 * 2 (8) frames CB/5940: CF Turn vehicle/entity left CB/5941: E0 Pause for 4 * 2 (8) frames CB/5943: CD Turn vehicle/entity right CB/5944: E0 Pause for 4 * 2 (8) frames CB/5946: CF Turn vehicle/entity left CB/5947: E0 Pause for 4 * 2 (8) frames CB/5949: CE Turn vehicle/entity down CB/594A: FF End queue CB/594B: 4B Display dialogue message $0A4E, wait for button press Well, how 'bout it? CB/594E: 4B Display dialogue message $0A57, wait for button press ^ Buy it for 12000 GP. ^ I'll pass… CB/5951: B6 Indexed branch based on prior dialogue selection [$CB5958, $CB5964] CB/5958: 92 Pause for 30 units CB/5959: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/595B: 1B Do vehicle/entity graphical action $1B CB/595C: FF End queue CB/595D: 4B Display dialogue message $0A60, wait for button press 12000 GP! CB/5960: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/5962: CC Turn vehicle/entity up CB/5963: FF End queue CB/5964: 94 Pause for 60 units CB/5965: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CB/5967: CD Turn vehicle/entity right CB/5968: E0 Pause for 4 * 3 (12) frames CB/596A: CC Turn vehicle/entity up CB/596B: FF End queue CB/596C: 4B Display dialogue message $0A61, wait for button press 15000 GP! CB/596F: 92 Pause for 30 units CB/5970: 14 Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete) CB/5972: CD Turn vehicle/entity right CB/5973: E0 Pause for 4 * 2 (8) frames CB/5975: CF Turn vehicle/entity left CB/5976: E0 Pause for 4 * 2 (8) frames CB/5978: CD Turn vehicle/entity right CB/5979: E0 Pause for 4 * 2 (8) frames CB/597B: CF Turn vehicle/entity left CB/597C: E0 Pause for 4 * 2 (8) frames CB/597E: CE Turn vehicle/entity down CB/597F: FF End queue CB/5980: 4B Display dialogue message $0A4E, wait for button press Well, how 'bout it? CB/5983: 4B Display dialogue message $0A5E, wait for button press ^ Buy it for 20000 GP. ^ I'll pass… CB/5986: B6 Indexed branch based on prior dialogue selection [$CB59DF, $CB598D] CB/598D: B5 Pause for 15 * 6 (90) units CB/598F: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CB/5991: C3 Set vehicle/entity's event speed to fast CB/5992: 83 Move vehicle/entity left 1 tile CB/5993: CE Turn vehicle/entity down CB/5994: FF End queue CB/5995: 4B Display dialogue message $0AB7, wait for button press Sold, to this lucky person. Take it away, please! CB/5998: F4 Play sound effect 225 CB/599A: 16 Begin action queue for character $16 (NPC $16), 13 bytes long (Wait until complete) CB/599C: C3 Set vehicle/entity's event speed to fast CB/599D: C8 Set object layering priority to 1 (low nibble 1) CB/599F: DC Make vehicle/entity jump (low) CB/59A0: E0 Pause for 4 * 4 (16) frames CB/59A2: DC Make vehicle/entity jump (low) CB/59A3: E0 Pause for 4 * 4 (16) frames CB/59A5: DC Make vehicle/entity jump (low) CB/59A6: E0 Pause for 4 * 4 (16) frames CB/59A8: FF End queue CB/59A9: 16 Begin action queue for character $16 (NPC $16), 6 bytes long (Wait until complete) CB/59AB: 80 Move vehicle/entity up 1 tile CB/59AC: 85 Move vehicle/entity right 2 tiles CB/59AD: 84 Move vehicle/entity up 2 tiles CB/59AE: 89 Move vehicle/entity right 3 tiles CB/59AF: CC Turn vehicle/entity up CB/59B0: FF End queue CB/59B1: F4 Play sound effect 141 CB/59B3: 3E Delete object $1E CB/59B5: 45 Refresh objects CB/59B6: 42 Hide object $1E CB/59B8: 92 Pause for 30 units CB/59B9: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/59BB: 81 Move vehicle/entity right 1 tile CB/59BC: CE Turn vehicle/entity down CB/59BD: FF End queue CB/59BE: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long CB/59C0: 80 Move vehicle/entity up 1 tile CB/59C1: 83 Move vehicle/entity left 1 tile CB/59C2: CE Turn vehicle/entity down CB/59C3: FF End queue CB/59C4: 16 Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete) CB/59C6: 85 Move vehicle/entity right 2 tiles CB/59C7: 96 Move vehicle/entity down 6 tiles CB/59C8: D1 Make vehicle/entity disappear CB/59C9: FF End queue CB/59CA: F4 Play sound effect 255 CB/59CC: 4B Display dialogue message $0AB9, wait for button press Well, that's all for today! Come back again real soon! CB/59CF: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long CB/59D1: C2 Set vehicle/entity's event speed to normal CB/59D2: 80 Move vehicle/entity up 1 tile CB/59D3: FF End queue CB/59D4: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/59D6: C1 Set vehicle/entity's event speed to slow CB/59D7: 80 Move vehicle/entity up 1 tile CB/59D8: FF End queue CB/59D9: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CA5EB3 (simply returns) CB/59DF: 94 Pause for 60 units CB/59E0: 92 Pause for 30 units CB/59E1: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/59E3: 1B Do vehicle/entity graphical action $1B CB/59E4: FF End queue CB/59E5: 4B Display dialogue message $0A67, wait for button press 20000 GP! CB/59E8: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/59EA: CC Turn vehicle/entity up CB/59EB: FF End queue CB/59EC: 85 Take 20000 GP from party CB/59EF: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB52EA CB/59F5: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CB/59F7: C3 Set vehicle/entity's event speed to fast CB/59F8: 81 Move vehicle/entity right 1 tile CB/59F9: CE Turn vehicle/entity down CB/59FA: FF End queue CB/59FB: 4B Display dialogue message $0AB7, wait for button press Sold, to this lucky person. Take it away, please! CB/59FE: F4 Play sound effect 225 CB/5A00: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CB/5A02: C3 Set vehicle/entity's event speed to fast CB/5A03: DC Make vehicle/entity jump (low) CB/5A04: E0 Pause for 4 * 4 (16) frames CB/5A06: DC Make vehicle/entity jump (low) CB/5A07: E0 Pause for 4 * 4 (16) frames CB/5A09: DC Make vehicle/entity jump (low) CB/5A0A: E0 Pause for 4 * 4 (16) frames CB/5A0C: FF End queue CB/5A0D: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/5A0F: 83 Move vehicle/entity left 1 tile CB/5A10: CE Turn vehicle/entity down CB/5A11: FF End queue CB/5A12: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long CB/5A14: 80 Move vehicle/entity up 1 tile CB/5A15: 83 Move vehicle/entity left 1 tile CB/5A16: CE Turn vehicle/entity down CB/5A17: FF End queue CB/5A18: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/5A1A: C2 Set vehicle/entity's event speed to normal CB/5A1B: 85 Move vehicle/entity right 2 tiles CB/5A1C: FF End queue CB/5A1D: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/5A1F: 80 Move vehicle/entity up 1 tile CB/5A20: 85 Move vehicle/entity right 2 tiles CB/5A21: CC Turn vehicle/entity up CB/5A22: FF End queue CB/5A23: 35 Pause execution until action queue for object $30 (Camera) is complete CB/5A25: 3E Delete object $1E CB/5A27: 45 Refresh objects CB/5A28: 42 Hide object $1E CB/5A2A: F4 Play sound effect 141 CB/5A2C: 86 Give esper $4C (Golem ) to party CB/5A2E: 4B Display dialogue message $0AC4, wait for button press Received the Magicite “Golem.” CB/5A31: D2 Set event bit $1E80($16D) [$1EAD, bit 5] CB/5A33: F4 Play sound effect 255 CB/5A35: 4B Display dialogue message $0AB9, wait for button press Well, that's all for today! Come back again real soon! CB/5A38: FE Return CB/5A39: C0 If ($1E80($16C) [$1EAD, bit 4] is set), branch to $CB5B85 CB/5A3F: BD Pseudo-randomly jump to $CB5B85 50% of the time CB/5A43: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/5A45: CD Turn vehicle/entity right CB/5A46: FF End queue CB/5A47: 4B Display dialogue message $0AA7, wait for button press Okay! Here's our next item! CB/5A4A: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CB/5A4C: C2 Set vehicle/entity's event speed to normal CB/5A4D: 81 Move vehicle/entity right 1 tile CB/5A4E: 82 Move vehicle/entity down 1 tile CB/5A4F: FF End queue CB/5A50: 92 Pause for 30 units CB/5A51: F4 Play sound effect 29 CB/5A53: 3D Create object $1E CB/5A55: 45 Refresh objects CB/5A56: 41 Show object $1E CB/5A58: B5 Pause for 15 * 6 (90) units CB/5A5A: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CB/5A5C: CE Turn vehicle/entity down CB/5A5D: FF End queue CB/5A5E: 4B Display dialogue message $0AA8, wait for button press The Magicite, “ZoneSeek”! Who'll give me 500 GP? CB/5A61: 94 Pause for 60 units CB/5A62: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CB/5A64: CD Turn vehicle/entity right CB/5A65: E0 Pause for 4 * 3 (12) frames CB/5A67: CC Turn vehicle/entity up CB/5A68: FF End queue CB/5A69: 4B Display dialogue message $0A6F, wait for button press 1000 GP! CB/5A6C: 94 Pause for 60 units CB/5A6D: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CB/5A6F: CD Turn vehicle/entity right CB/5A70: E0 Pause for 4 * 3 (12) frames CB/5A72: CC Turn vehicle/entity up CB/5A73: FF End queue CB/5A74: 4B Display dialogue message $0A50, wait for button press Ho, ho, ho… There's nothing I can't buy! CB/5A77: 4B Display dialogue message $0A70, wait for button press 1500 GP! CB/5A7A: 94 Pause for 60 units CB/5A7B: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CB/5A7D: CF Turn vehicle/entity left CB/5A7E: E0 Pause for 4 * 3 (12) frames CB/5A80: CC Turn vehicle/entity up CB/5A81: FF End queue CB/5A82: 4B Display dialogue message $0A71, wait for button press 2000 GP! CB/5A85: 94 Pause for 60 units CB/5A86: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CB/5A88: CD Turn vehicle/entity right CB/5A89: E0 Pause for 4 * 3 (12) frames CB/5A8B: CC Turn vehicle/entity up CB/5A8C: FF End queue CB/5A8D: 4B Display dialogue message $0A72, wait for button press 3000 GP! CB/5A90: 94 Pause for 60 units CB/5A91: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CB/5A93: CD Turn vehicle/entity right CB/5A94: E0 Pause for 4 * 3 (12) frames CB/5A96: CC Turn vehicle/entity up CB/5A97: FF End queue CB/5A98: 4B Display dialogue message $0A74, wait for button press 5000 GP! CB/5A9B: 94 Pause for 60 units CB/5A9C: 14 Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete) CB/5A9E: CD Turn vehicle/entity right CB/5A9F: E0 Pause for 4 * 2 (8) frames CB/5AA1: CF Turn vehicle/entity left CB/5AA2: E0 Pause for 4 * 2 (8) frames CB/5AA4: CD Turn vehicle/entity right CB/5AA5: E0 Pause for 4 * 2 (8) frames CB/5AA7: CF Turn vehicle/entity left CB/5AA8: E0 Pause for 4 * 2 (8) frames CB/5AAA: CE Turn vehicle/entity down CB/5AAB: FF End queue CB/5AAC: 4B Display dialogue message $0A4E, wait for button press Well, how 'bout it? CB/5AAF: 4B Display dialogue message $0A55, wait for button press ^ Buy it for 7000 GP. ^ I'll pass… CB/5AB2: B6 Indexed branch based on prior dialogue selection [$CB5AB9, $CB5AC5] CB/5AB9: 92 Pause for 30 units CB/5ABA: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/5ABC: 1B Do vehicle/entity graphical action $1B CB/5ABD: FF End queue CB/5ABE: 4B Display dialogue message $0A75, wait for button press 7000 GP! CB/5AC1: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/5AC3: CC Turn vehicle/entity up CB/5AC4: FF End queue CB/5AC5: 92 Pause for 30 units CB/5AC6: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CB/5AC8: CD Turn vehicle/entity right CB/5AC9: E0 Pause for 4 * 3 (12) frames CB/5ACB: CC Turn vehicle/entity up CB/5ACC: FF End queue CB/5ACD: 4B Display dialogue message $0A50, wait for button press Ho, ho, ho… There's nothing I can't buy! CB/5AD0: 4B Display dialogue message $0A5F, wait for button press 8000 GP! CB/5AD3: 95 Pause for 120 units CB/5AD4: 14 Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete) CB/5AD6: CD Turn vehicle/entity right CB/5AD7: E0 Pause for 4 * 2 (8) frames CB/5AD9: CF Turn vehicle/entity left CB/5ADA: E0 Pause for 4 * 2 (8) frames CB/5ADC: CD Turn vehicle/entity right CB/5ADD: E0 Pause for 4 * 2 (8) frames CB/5ADF: CF Turn vehicle/entity left CB/5AE0: E0 Pause for 4 * 2 (8) frames CB/5AE2: CE Turn vehicle/entity down CB/5AE3: FF End queue CB/5AE4: 4B Display dialogue message $0A4E, wait for button press Well, how 'bout it? CB/5AE7: 4B Display dialogue message $0A5B, wait for button press ^ Buy it for 10000 GP. ^ I'll pass… CB/5AEA: B6 Indexed branch based on prior dialogue selection [$CB5B2C, $CB5AF1] CB/5AF1: B5 Pause for 15 * 6 (90) units CB/5AF3: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CB/5AF5: C3 Set vehicle/entity's event speed to fast CB/5AF6: 83 Move vehicle/entity left 1 tile CB/5AF7: CE Turn vehicle/entity down CB/5AF8: FF End queue CB/5AF9: 4B Display dialogue message $0AB7, wait for button press Sold, to this lucky person. Take it away, please! CB/5AFC: F4 Play sound effect 225 CB/5AFE: 16 Begin action queue for character $16 (NPC $16), 6 bytes long (Wait until complete) CB/5B00: C3 Set vehicle/entity's event speed to fast CB/5B01: 85 Move vehicle/entity right 2 tiles CB/5B02: 88 Move vehicle/entity up 3 tiles CB/5B03: 89 Move vehicle/entity right 3 tiles CB/5B04: CC Turn vehicle/entity up CB/5B05: FF End queue CB/5B06: 3E Delete object $1E CB/5B08: 45 Refresh objects CB/5B09: 42 Hide object $1E CB/5B0B: 92 Pause for 30 units CB/5B0C: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/5B0E: 81 Move vehicle/entity right 1 tile CB/5B0F: CE Turn vehicle/entity down CB/5B10: FF End queue CB/5B11: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long CB/5B13: 80 Move vehicle/entity up 1 tile CB/5B14: 83 Move vehicle/entity left 1 tile CB/5B15: CE Turn vehicle/entity down CB/5B16: FF End queue CB/5B17: 16 Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete) CB/5B19: 85 Move vehicle/entity right 2 tiles CB/5B1A: 96 Move vehicle/entity down 6 tiles CB/5B1B: D1 Make vehicle/entity disappear CB/5B1C: FF End queue CB/5B1D: F4 Play sound effect 255 CB/5B1F: 4B Display dialogue message $0AB9, wait for button press Well, that's all for today! Come back again real soon! CB/5B22: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/5B24: 80 Move vehicle/entity up 1 tile CB/5B25: FF End queue CB/5B26: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CA5EB3 (simply returns) CB/5B2C: 94 Pause for 60 units CB/5B2D: 92 Pause for 30 units CB/5B2E: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/5B30: 1B Do vehicle/entity graphical action $1B CB/5B31: FF End queue CB/5B32: 4B Display dialogue message $0A63, wait for button press 10000 GP! CB/5B35: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/5B37: CC Turn vehicle/entity up CB/5B38: FF End queue CB/5B39: 85 Take 10000 GP from party CB/5B3C: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB52FE CB/5B42: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CB/5B44: C3 Set vehicle/entity's event speed to fast CB/5B45: 81 Move vehicle/entity right 1 tile CB/5B46: CE Turn vehicle/entity down CB/5B47: FF End queue CB/5B48: 4B Display dialogue message $0AB7, wait for button press Sold, to this lucky person. Take it away, please! CB/5B4B: F4 Play sound effect 225 CB/5B4D: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CB/5B4F: C3 Set vehicle/entity's event speed to fast CB/5B50: DC Make vehicle/entity jump (low) CB/5B51: E0 Pause for 4 * 4 (16) frames CB/5B53: DC Make vehicle/entity jump (low) CB/5B54: E0 Pause for 4 * 4 (16) frames CB/5B56: DC Make vehicle/entity jump (low) CB/5B57: E0 Pause for 4 * 4 (16) frames CB/5B59: FF End queue CB/5B5A: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/5B5C: 83 Move vehicle/entity left 1 tile CB/5B5D: CE Turn vehicle/entity down CB/5B5E: FF End queue CB/5B5F: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long CB/5B61: 80 Move vehicle/entity up 1 tile CB/5B62: 83 Move vehicle/entity left 1 tile CB/5B63: CE Turn vehicle/entity down CB/5B64: FF End queue CB/5B65: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/5B67: C2 Set vehicle/entity's event speed to normal CB/5B68: 85 Move vehicle/entity right 2 tiles CB/5B69: FF End queue CB/5B6A: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/5B6C: 80 Move vehicle/entity up 1 tile CB/5B6D: 85 Move vehicle/entity right 2 tiles CB/5B6E: CC Turn vehicle/entity up CB/5B6F: FF End queue CB/5B70: 3E Delete object $1E CB/5B72: 45 Refresh objects CB/5B73: 42 Hide object $1E CB/5B75: F4 Play sound effect 141 CB/5B77: 86 Give esper $48 (ZoneSeek) to party CB/5B79: 4B Display dialogue message $0AC3, wait for button press Received the Magicite “ZoneSeek.” CB/5B7C: D2 Set event bit $1E80($16C) [$1EAD, bit 4] CB/5B7E: 94 Pause for 60 units CB/5B7F: F4 Play sound effect 255 CB/5B81: 4B Display dialogue message $0AB9, wait for button press Well, that's all for today! Come back again real soon! CB/5B84: FE Return CB/5B85: C0 If ($1E80($25D) [$1ECB, bit 5] is set), branch to $CB5CAD CB/5B8B: BD Pseudo-randomly jump to $CB5CAD 50% of the time CB/5B8F: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/5B91: CD Turn vehicle/entity right CB/5B92: FF End queue CB/5B93: 4B Display dialogue message $0AA7, wait for button press Okay! Here's our next item! CB/5B96: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CB/5B98: C2 Set vehicle/entity's event speed to normal CB/5B99: 81 Move vehicle/entity right 1 tile CB/5B9A: 82 Move vehicle/entity down 1 tile CB/5B9B: FF End queue CB/5B9C: 92 Pause for 30 units CB/5B9D: F4 Play sound effect 29 CB/5B9F: B2 Call subroutine $CB4EB1 CB/5BA3: B5 Pause for 15 * 6 (90) units CB/5BA5: B2 Call subroutine $CB4EBA CB/5BA9: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CB/5BAB: CE Turn vehicle/entity down CB/5BAC: FF End queue CB/5BAD: 4B Display dialogue message $0A4B, wait for button press A “Zephyr Cape”! Do I hear 3000 GP?! CB/5BB0: 94 Pause for 60 units CB/5BB1: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CB/5BB3: CD Turn vehicle/entity right CB/5BB4: E0 Pause for 4 * 3 (12) frames CB/5BB6: CC Turn vehicle/entity up CB/5BB7: FF End queue CB/5BB8: 4B Display dialogue message $0A73, wait for button press 4000 GP! CB/5BBB: 94 Pause for 60 units CB/5BBC: 14 Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete) CB/5BBE: CD Turn vehicle/entity right CB/5BBF: E0 Pause for 4 * 2 (8) frames CB/5BC1: CF Turn vehicle/entity left CB/5BC2: E0 Pause for 4 * 2 (8) frames CB/5BC4: CD Turn vehicle/entity right CB/5BC5: E0 Pause for 4 * 2 (8) frames CB/5BC7: CF Turn vehicle/entity left CB/5BC8: E0 Pause for 4 * 2 (8) frames CB/5BCA: CE Turn vehicle/entity down CB/5BCB: FF End queue CB/5BCC: 4B Display dialogue message $0A4E, wait for button press Well, how 'bout it? CB/5BCF: 4B Display dialogue message $0A51, wait for button press ^ Buy it for 5000 GP. ^ I'll pass… CB/5BD2: B6 Indexed branch based on prior dialogue selection [$CB5BD9, $CB5BE5] CB/5BD9: 92 Pause for 30 units CB/5BDA: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/5BDC: 1B Do vehicle/entity graphical action $1B CB/5BDD: FF End queue CB/5BDE: 4B Display dialogue message $0A74, wait for button press 5000 GP! CB/5BE1: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/5BE3: CC Turn vehicle/entity up CB/5BE4: FF End queue CB/5BE5: 92 Pause for 30 units CB/5BE6: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CB/5BE8: CD Turn vehicle/entity right CB/5BE9: E0 Pause for 4 * 3 (12) frames CB/5BEB: CC Turn vehicle/entity up CB/5BEC: FF End queue CB/5BED: 4B Display dialogue message $0A50, wait for button press Ho, ho, ho… There's nothing I can't buy! CB/5BF0: 4B Display dialogue message $0A75, wait for button press 7000 GP! CB/5BF3: B5 Pause for 15 * 6 (90) units CB/5BF5: 12 Begin action queue for character $12 (NPC $12), 5 bytes long CB/5BF7: CD Turn vehicle/entity right CB/5BF8: E0 Pause for 4 * 3 (12) frames CB/5BFA: CC Turn vehicle/entity up CB/5BFB: FF End queue CB/5BFC: 4B Display dialogue message $0A5F, wait for button press 8000 GP! CB/5BFF: 94 Pause for 60 units CB/5C00: 14 Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete) CB/5C02: CD Turn vehicle/entity right CB/5C03: E0 Pause for 4 * 2 (8) frames CB/5C05: CF Turn vehicle/entity left CB/5C06: E0 Pause for 4 * 2 (8) frames CB/5C08: CD Turn vehicle/entity right CB/5C09: E0 Pause for 4 * 2 (8) frames CB/5C0B: CF Turn vehicle/entity left CB/5C0C: E0 Pause for 4 * 2 (8) frames CB/5C0E: CE Turn vehicle/entity down CB/5C0F: FF End queue CB/5C10: 4B Display dialogue message $0A4E, wait for button press Well, how 'bout it? CB/5C13: 4B Display dialogue message $0A5B, wait for button press ^ Buy it for 10000 GP. ^ I'll pass… CB/5C16: B6 Indexed branch based on prior dialogue selection [$CB5C57, $CB5C1D] CB/5C1D: B5 Pause for 15 * 6 (90) units CB/5C1F: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CB/5C21: C3 Set vehicle/entity's event speed to fast CB/5C22: 83 Move vehicle/entity left 1 tile CB/5C23: CE Turn vehicle/entity down CB/5C24: FF End queue CB/5C25: 4B Display dialogue message $0AB7, wait for button press Sold, to this lucky person. Take it away, please! CB/5C28: F4 Play sound effect 225 CB/5C2A: 12 Begin action queue for character $12 (NPC $12), 6 bytes long (Wait until complete) CB/5C2C: C3 Set vehicle/entity's event speed to fast CB/5C2D: 83 Move vehicle/entity left 1 tile CB/5C2E: 88 Move vehicle/entity up 3 tiles CB/5C2F: 9D Move vehicle/entity right 8 tiles CB/5C30: CC Turn vehicle/entity up CB/5C31: FF End queue CB/5C32: B2 Call subroutine $CB4EC3 CB/5C36: 92 Pause for 30 units CB/5C37: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/5C39: 81 Move vehicle/entity right 1 tile CB/5C3A: CE Turn vehicle/entity down CB/5C3B: FF End queue CB/5C3C: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long CB/5C3E: 80 Move vehicle/entity up 1 tile CB/5C3F: 83 Move vehicle/entity left 1 tile CB/5C40: CE Turn vehicle/entity down CB/5C41: FF End queue CB/5C42: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CB/5C44: 85 Move vehicle/entity right 2 tiles CB/5C45: 96 Move vehicle/entity down 6 tiles CB/5C46: D1 Make vehicle/entity disappear CB/5C47: FF End queue CB/5C48: F4 Play sound effect 255 CB/5C4A: 4B Display dialogue message $0AB9, wait for button press Well, that's all for today! Come back again real soon! CB/5C4D: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/5C4F: 80 Move vehicle/entity up 1 tile CB/5C50: FF End queue CB/5C51: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CA5EB3 (simply returns) CB/5C57: 94 Pause for 60 units CB/5C58: 92 Pause for 30 units CB/5C59: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/5C5B: 1B Do vehicle/entity graphical action $1B CB/5C5C: FF End queue CB/5C5D: 4B Display dialogue message $0A63, wait for button press 10000 GP! CB/5C60: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/5C62: CC Turn vehicle/entity up CB/5C63: FF End queue CB/5C64: 85 Take 10000 GP from party CB/5C67: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB5308 CB/5C6D: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CB/5C6F: C3 Set vehicle/entity's event speed to fast CB/5C70: 81 Move vehicle/entity right 1 tile CB/5C71: CE Turn vehicle/entity down CB/5C72: FF End queue CB/5C73: 4B Display dialogue message $0AB7, wait for button press Sold, to this lucky person. Take it away, please! CB/5C76: F4 Play sound effect 225 CB/5C78: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CB/5C7A: C3 Set vehicle/entity's event speed to fast CB/5C7B: DC Make vehicle/entity jump (low) CB/5C7C: E0 Pause for 4 * 4 (16) frames CB/5C7E: DC Make vehicle/entity jump (low) CB/5C7F: E0 Pause for 4 * 4 (16) frames CB/5C81: DC Make vehicle/entity jump (low) CB/5C82: E0 Pause for 4 * 4 (16) frames CB/5C84: FF End queue CB/5C85: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/5C87: 83 Move vehicle/entity left 1 tile CB/5C88: CE Turn vehicle/entity down CB/5C89: FF End queue CB/5C8A: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long CB/5C8C: 80 Move vehicle/entity up 1 tile CB/5C8D: 83 Move vehicle/entity left 1 tile CB/5C8E: CE Turn vehicle/entity down CB/5C8F: FF End queue CB/5C90: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/5C92: C2 Set vehicle/entity's event speed to normal CB/5C93: 85 Move vehicle/entity right 2 tiles CB/5C94: FF End queue CB/5C95: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/5C97: 80 Move vehicle/entity up 1 tile CB/5C98: 85 Move vehicle/entity right 2 tiles CB/5C99: CC Turn vehicle/entity up CB/5C9A: FF End queue CB/5C9B: B2 Call subroutine $CB4EC3 CB/5C9F: 80 Add item $C0 (Zephyr Cape ) to inventory CB/5CA1: 4B Display dialogue message $0A4C, wait for button press Bought a “Zephyr Cape”! CB/5CA4: 94 Pause for 60 units CB/5CA5: F4 Play sound effect 255 CB/5CA7: 4B Display dialogue message $0AB9, wait for button press Well, that's all for today! Come back again real soon! CB/5CAA: D4 Set event bit $1E80($25D) [$1ECB, bit 5] CB/5CAC: FE Return CB/5CAD: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/5CAF: CD Turn vehicle/entity right CB/5CB0: FF End queue CB/5CB1: 4B Display dialogue message $0AA7, wait for button press Okay! Here's our next item! CB/5CB4: F4 Play sound effect 29 CB/5CB6: 3D Create object $1F CB/5CB8: 45 Refresh objects CB/5CB9: 41 Show object $1F CB/5CBB: B5 Pause for 15 * 6 (90) units CB/5CBD: 1F Begin action queue for character $1F (NPC $1F), 17 bytes long CB/5CBF: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/5CC0: E0 Pause for 4 * 8 (32) frames CB/5CC2: CE Turn vehicle/entity down CB/5CC3: E0 Pause for 4 * 2 (8) frames CB/5CC5: 13 Do vehicle/entity graphical action $13 CB/5CC6: E0 Pause for 4 * 2 (8) frames CB/5CC8: CE Turn vehicle/entity down CB/5CC9: E0 Pause for 4 * 1 (4) frames CB/5CCB: 13 Do vehicle/entity graphical action $13 CB/5CCC: E0 Pause for 4 * 2 (8) frames CB/5CCE: CE Turn vehicle/entity down CB/5CCF: FF End queue CB/5CD0: 4B Display dialogue message $0AAC, wait for button press You're not gonna believe this! Quality, high-tech merchandise! An “Imp Robot”!! Do I hear 5 GP? CB/5CD3: 35 Pause execution until action queue for object $1F (NPC $1F) is complete CB/5CD5: 94 Pause for 60 units CB/5CD6: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CB/5CD8: CE Turn vehicle/entity down CB/5CD9: FF End queue CB/5CDA: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CB/5CDC: CD Turn vehicle/entity right CB/5CDD: E0 Pause for 4 * 3 (12) frames CB/5CDF: CC Turn vehicle/entity up CB/5CE0: FF End queue CB/5CE1: 4B Display dialogue message $0A6B, wait for button press 10 GP! CB/5CE4: 92 Pause for 30 units CB/5CE5: 15 Begin action queue for character $15 (NPC $15), 7 bytes long CB/5CE7: DC Make vehicle/entity jump (low) CB/5CE8: E0 Pause for 4 * 4 (16) frames CB/5CEA: DC Make vehicle/entity jump (low) CB/5CEB: E0 Pause for 4 * 4 (16) frames CB/5CED: FF End queue CB/5CEE: 4B Display dialogue message $0A6C, wait for button press 50 GP! CB/5CF1: 1F Begin action queue for character $1F (NPC $1F), 5 bytes long (Wait until complete) CB/5CF3: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/5CF4: E0 Pause for 4 * 4 (16) frames CB/5CF6: 18 Do vehicle/entity graphical action $18 CB/5CF7: FF End queue CB/5CF8: 1F Begin action queue for character $1F (NPC $1F), 2 bytes long CB/5CFA: CE Turn vehicle/entity down CB/5CFB: FF End queue CB/5CFC: 92 Pause for 30 units CB/5CFD: 12 Begin action queue for character $12 (NPC $12), 5 bytes long CB/5CFF: CD Turn vehicle/entity right CB/5D00: E0 Pause for 4 * 3 (12) frames CB/5D02: CC Turn vehicle/entity up CB/5D03: FF End queue CB/5D04: 4B Display dialogue message $0A6E, wait for button press 500 GP! CB/5D07: 92 Pause for 30 units CB/5D08: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CB/5D0A: CD Turn vehicle/entity right CB/5D0B: E0 Pause for 4 * 3 (12) frames CB/5D0D: CC Turn vehicle/entity up CB/5D0E: FF End queue CB/5D0F: 4B Display dialogue message $0A71, wait for button press 2000 GP! CB/5D12: 1F Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete) CB/5D14: 1D Do vehicle/entity graphical action $1D CB/5D15: FF End queue CB/5D16: 1F Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete) CB/5D18: CE Turn vehicle/entity down CB/5D19: FF End queue CB/5D1A: 92 Pause for 30 units CB/5D1B: 4B Display dialogue message $0A4E, wait for button press Well, how 'bout it? CB/5D1E: 4B Display dialogue message $0A51, wait for button press ^ Buy it for 5000 GP. ^ I'll pass… CB/5D21: B6 Indexed branch based on prior dialogue selection [$CB5D28, $CB5D49] CB/5D28: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long CB/5D2A: CD Turn vehicle/entity right CB/5D2B: E0 Pause for 4 * 2 (8) frames CB/5D2D: CF Turn vehicle/entity left CB/5D2E: E0 Pause for 4 * 2 (8) frames CB/5D30: CD Turn vehicle/entity right CB/5D31: E0 Pause for 4 * 2 (8) frames CB/5D33: 1B Do vehicle/entity graphical action $1B CB/5D34: FF End queue CB/5D35: 4B Display dialogue message $0A74, wait for button press 5000 GP! CB/5D38: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/5D3A: 1F Begin action queue for character $1F (NPC $1F), 5 bytes long (Wait until complete) CB/5D3C: 23 Do vehicle/entity graphical action $23 CB/5D3D: E0 Pause for 4 * 4 (16) frames CB/5D3F: 1D Do vehicle/entity graphical action $1D CB/5D40: FF End queue CB/5D41: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/5D43: CC Turn vehicle/entity up CB/5D44: FF End queue CB/5D45: 1F Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete) CB/5D47: CE Turn vehicle/entity down CB/5D48: FF End queue CB/5D49: B5 Pause for 15 * 6 (90) units CB/5D4B: 1A Begin action queue for character $1A (NPC $1A), 12 bytes long CB/5D4D: C3 Set vehicle/entity's event speed to fast CB/5D4E: DC Make vehicle/entity jump (low) CB/5D4F: E0 Pause for 4 * 4 (16) frames CB/5D51: DC Make vehicle/entity jump (low) CB/5D52: E0 Pause for 4 * 4 (16) frames CB/5D54: DC Make vehicle/entity jump (low) CB/5D55: E0 Pause for 4 * 4 (16) frames CB/5D57: DC Make vehicle/entity jump (low) CB/5D58: FF End queue CB/5D59: 4B Display dialogue message $0AAE, wait for button press CHILD: Papa!! I want that! Please! CB/5D5C: 35 Pause execution until action queue for object $1A (NPC $1A) is complete CB/5D5E: 19 Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete) CB/5D60: CF Turn vehicle/entity left CB/5D61: FF End queue CB/5D62: 4B Display dialogue message $0AAF, wait for button press PAPA: No, you don't! Now, pipe down! CB/5D65: 94 Pause for 60 units CB/5D66: 12 Begin action queue for character $12 (NPC $12), 5 bytes long CB/5D68: CD Turn vehicle/entity right CB/5D69: E0 Pause for 4 * 3 (12) frames CB/5D6B: CC Turn vehicle/entity up CB/5D6C: FF End queue CB/5D6D: 4B Display dialogue message $0A63, wait for button press 10000 GP! CB/5D70: 92 Pause for 30 units CB/5D71: 1A Begin action queue for character $1A (NPC $1A), 15 bytes long CB/5D73: C3 Set vehicle/entity's event speed to fast CB/5D74: DC Make vehicle/entity jump (low) CB/5D75: E0 Pause for 4 * 4 (16) frames CB/5D77: DC Make vehicle/entity jump (low) CB/5D78: E0 Pause for 4 * 4 (16) frames CB/5D7A: DC Make vehicle/entity jump (low) CB/5D7B: E0 Pause for 4 * 4 (16) frames CB/5D7D: DC Make vehicle/entity jump (low) CB/5D7E: E0 Pause for 4 * 4 (16) frames CB/5D80: DC Make vehicle/entity jump (low) CB/5D81: FF End queue CB/5D82: 1F Begin action queue for character $1F (NPC $1F), 15 bytes long CB/5D84: C3 Set vehicle/entity's event speed to fast CB/5D85: DC Make vehicle/entity jump (low) CB/5D86: E0 Pause for 4 * 4 (16) frames CB/5D88: DC Make vehicle/entity jump (low) CB/5D89: E0 Pause for 4 * 4 (16) frames CB/5D8B: DC Make vehicle/entity jump (low) CB/5D8C: E0 Pause for 4 * 4 (16) frames CB/5D8E: DC Make vehicle/entity jump (low) CB/5D8F: E0 Pause for 4 * 4 (16) frames CB/5D91: DC Make vehicle/entity jump (low) CB/5D92: FF End queue CB/5D93: 4B Display dialogue message $0AB0, wait for button press CHILD: I want it…I want it! Buy it! Pretty please!! CB/5D96: 35 Pause execution until action queue for object $1A (NPC $1A) is complete CB/5D98: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CB/5D9A: CD Turn vehicle/entity right CB/5D9B: E0 Pause for 4 * 3 (12) frames CB/5D9D: CC Turn vehicle/entity up CB/5D9E: FF End queue CB/5D9F: 4B Display dialogue message $0A67, wait for button press 20000 GP! CB/5DA2: 92 Pause for 30 units CB/5DA3: 14 Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete) CB/5DA5: CD Turn vehicle/entity right CB/5DA6: E0 Pause for 4 * 2 (8) frames CB/5DA8: CF Turn vehicle/entity left CB/5DA9: E0 Pause for 4 * 2 (8) frames CB/5DAB: CD Turn vehicle/entity right CB/5DAC: E0 Pause for 4 * 2 (8) frames CB/5DAE: CF Turn vehicle/entity left CB/5DAF: E0 Pause for 4 * 2 (8) frames CB/5DB1: CE Turn vehicle/entity down CB/5DB2: FF End queue CB/5DB3: 4B Display dialogue message $0A4E, wait for button press Well, how 'bout it? CB/5DB6: 4B Display dialogue message $0A52, wait for button press ^ Buy it for 30000 GP. ^ I'll pass… CB/5DB9: B6 Indexed branch based on prior dialogue selection [$CB5DC0, $CB5DCB] CB/5DC0: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/5DC2: 1B Do vehicle/entity graphical action $1B CB/5DC3: FF End queue CB/5DC4: 4B Display dialogue message $0A64, wait for button press 30000 GP! CB/5DC7: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/5DC9: CC Turn vehicle/entity up CB/5DCA: FF End queue CB/5DCB: 94 Pause for 60 units CB/5DCC: 14 Begin action queue for character $14 (NPC $14), 8 bytes long CB/5DCE: CF Turn vehicle/entity left CB/5DCF: E0 Pause for 4 * 3 (12) frames CB/5DD1: CD Turn vehicle/entity right CB/5DD2: E0 Pause for 4 * 3 (12) frames CB/5DD4: CE Turn vehicle/entity down CB/5DD5: FF End queue CB/5DD6: 4B Display dialogue message $0A5D, wait for button press Are there any more bids? CB/5DD9: 35 Pause execution until action queue for object $14 (NPC $14) is complete CB/5DDB: 19 Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete) CB/5DDD: CC Turn vehicle/entity up CB/5DDE: FF End queue CB/5DDF: 4B Display dialogue message $0AB5, wait for button press PAPA: 1000000 GP! CB/5DE2: F4 Play sound effect 225 CB/5DE4: 1F Begin action queue for character $1F (NPC $1F), 2 bytes long CB/5DE6: 1F Do vehicle/entity graphical action $1F CB/5DE7: FF End queue CB/5DE8: 10 Begin action queue for character $10 (NPC $10), 9 bytes long CB/5DEA: DC Make vehicle/entity jump (low) CB/5DEB: CD Turn vehicle/entity right CB/5DEC: E0 Pause for 4 * 1 (4) frames CB/5DEE: CF Turn vehicle/entity left CB/5DEF: E0 Pause for 4 * 1 (4) frames CB/5DF1: CD Turn vehicle/entity right CB/5DF2: FF End queue CB/5DF3: 11 Begin action queue for character $11 (NPC $11), 9 bytes long CB/5DF5: DC Make vehicle/entity jump (low) CB/5DF6: CD Turn vehicle/entity right CB/5DF7: E0 Pause for 4 * 1 (4) frames CB/5DF9: CF Turn vehicle/entity left CB/5DFA: E0 Pause for 4 * 1 (4) frames CB/5DFC: CD Turn vehicle/entity right CB/5DFD: FF End queue CB/5DFE: 12 Begin action queue for character $12 (NPC $12), 9 bytes long CB/5E00: DC Make vehicle/entity jump (low) CB/5E01: CD Turn vehicle/entity right CB/5E02: E0 Pause for 4 * 1 (4) frames CB/5E04: CF Turn vehicle/entity left CB/5E05: E0 Pause for 4 * 1 (4) frames CB/5E07: CD Turn vehicle/entity right CB/5E08: FF End queue CB/5E09: 13 Begin action queue for character $13 (NPC $13), 9 bytes long CB/5E0B: DC Make vehicle/entity jump (low) CB/5E0C: CD Turn vehicle/entity right CB/5E0D: E0 Pause for 4 * 1 (4) frames CB/5E0F: CF Turn vehicle/entity left CB/5E10: E0 Pause for 4 * 1 (4) frames CB/5E12: CD Turn vehicle/entity right CB/5E13: FF End queue CB/5E14: 16 Begin action queue for character $16 (NPC $16), 9 bytes long CB/5E16: DC Make vehicle/entity jump (low) CB/5E17: CD Turn vehicle/entity right CB/5E18: E0 Pause for 4 * 1 (4) frames CB/5E1A: CF Turn vehicle/entity left CB/5E1B: E0 Pause for 4 * 1 (4) frames CB/5E1D: CD Turn vehicle/entity right CB/5E1E: FF End queue CB/5E1F: 15 Begin action queue for character $15 (NPC $15), 9 bytes long CB/5E21: DC Make vehicle/entity jump (low) CB/5E22: CD Turn vehicle/entity right CB/5E23: E0 Pause for 4 * 1 (4) frames CB/5E25: CF Turn vehicle/entity left CB/5E26: E0 Pause for 4 * 1 (4) frames CB/5E28: CD Turn vehicle/entity right CB/5E29: FF End queue CB/5E2A: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete) CB/5E2C: DC Make vehicle/entity jump (low) CB/5E2D: CD Turn vehicle/entity right CB/5E2E: E0 Pause for 4 * 1 (4) frames CB/5E30: CF Turn vehicle/entity left CB/5E31: E0 Pause for 4 * 1 (4) frames CB/5E33: CD Turn vehicle/entity right CB/5E34: FF End queue CB/5E35: 1F Begin action queue for character $1F (NPC $1F), 2 bytes long CB/5E37: CE Turn vehicle/entity down CB/5E38: FF End queue CB/5E39: 4B Display dialogue message $0AB6, wait for button press WHAT?! 1000000 GP?! CB/5E3C: 94 Pause for 60 units CB/5E3D: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CB/5E3F: C3 Set vehicle/entity's event speed to fast CB/5E40: 81 Move vehicle/entity right 1 tile CB/5E41: CE Turn vehicle/entity down CB/5E42: FF End queue CB/5E43: 4B Display dialogue message $0AB7, wait for button press Sold, to this lucky person. Take it away, please! CB/5E46: 35 Pause execution until action queue for object $14 (NPC $14) is complete CB/5E48: F4 Play sound effect 255 CB/5E4A: 1A Begin action queue for character $1A (NPC $1A), 12 bytes long CB/5E4C: C3 Set vehicle/entity's event speed to fast CB/5E4D: DC Make vehicle/entity jump (low) CB/5E4E: E0 Pause for 4 * 4 (16) frames CB/5E50: DC Make vehicle/entity jump (low) CB/5E51: E0 Pause for 4 * 4 (16) frames CB/5E53: DC Make vehicle/entity jump (low) CB/5E54: E0 Pause for 4 * 4 (16) frames CB/5E56: DC Make vehicle/entity jump (low) CB/5E57: FF End queue CB/5E58: 4B Display dialogue message $0AB2, wait for button press CHILD: Yahoo!!! Thanks, Papa! Yahoo! CB/5E5B: 35 Pause execution until action queue for object $1A (NPC $1A) is complete CB/5E5D: 4B Display dialogue message $0AB1, wait for button press PAPA: Ho, ho, ho…All right! But just this once! And… … Keep it a secret from Mama! CB/5E60: 92 Pause for 30 units CB/5E61: 1F Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete) CB/5E63: CE Turn vehicle/entity down CB/5E64: FF End queue CB/5E65: 78 Enable ability to pass through other objects for object $1D (NPC $1D) CB/5E67: 1D Begin action queue for character $1D (NPC $1D), 3 bytes long (Wait until complete) CB/5E69: C2 Set vehicle/entity's event speed to normal CB/5E6A: 86 Move vehicle/entity down 2 tiles CB/5E6B: FF End queue CB/5E6C: 93 Pause for 45 units CB/5E6D: 1F Begin action queue for character $1F (NPC $1F), 3 bytes long (Wait until complete) CB/5E6F: C2 Set vehicle/entity's event speed to normal CB/5E70: 82 Move vehicle/entity down 1 tile CB/5E71: FF End queue CB/5E72: 19 Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete) CB/5E74: CF Turn vehicle/entity left CB/5E75: FF End queue CB/5E76: 4B Display dialogue message $0AB8, wait for button press PAPA: Well, we have our treat for the day. Let's go home! CHILD: Yahoo! Yippy!!!! CB/5E79: 19 Begin action queue for character $19 (NPC $19), 4 bytes long CB/5E7B: C2 Set vehicle/entity's event speed to normal CB/5E7C: 80 Move vehicle/entity up 1 tile CB/5E7D: 85 Move vehicle/entity right 2 tiles CB/5E7E: FF End queue CB/5E7F: 1A Begin action queue for character $1A (NPC $1A), 6 bytes long (Wait until complete) CB/5E81: E0 Pause for 4 * 1 (4) frames CB/5E83: C2 Set vehicle/entity's event speed to normal CB/5E84: 80 Move vehicle/entity up 1 tile CB/5E85: 85 Move vehicle/entity right 2 tiles CB/5E86: FF End queue CB/5E87: 92 Pause for 30 units CB/5E88: 1F Begin action queue for character $1F (NPC $1F), 3 bytes long (Wait until complete) CB/5E8A: DD Make vehicle/entity jump (high) CB/5E8B: 86 Move vehicle/entity down 2 tiles CB/5E8C: FF End queue CB/5E8D: F4 Play sound effect 199 CB/5E8F: 1F Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete) CB/5E91: 28 Do vehicle/entity graphical action $28 CB/5E92: FF End queue CB/5E93: 92 Pause for 30 units CB/5E94: F4 Play sound effect 57 CB/5E96: FB Apply a special effect (wow effect?) to the currently playing sound effect CB/5E97: 92 Pause for 30 units CB/5E98: 1F Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete) CB/5E9A: CE Turn vehicle/entity down CB/5E9B: FF End queue CB/5E9C: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/5E9E: 83 Move vehicle/entity left 1 tile CB/5E9F: CE Turn vehicle/entity down CB/5EA0: FF End queue CB/5EA1: 1D Begin action queue for character $1D (NPC $1D), 3 bytes long CB/5EA3: 84 Move vehicle/entity up 2 tiles CB/5EA4: CE Turn vehicle/entity down CB/5EA5: FF End queue CB/5EA6: 19 Begin action queue for character $19 (NPC $19), 5 bytes long CB/5EA8: 96 Move vehicle/entity down 6 tiles CB/5EA9: 83 Move vehicle/entity left 1 tile CB/5EAA: 86 Move vehicle/entity down 2 tiles CB/5EAB: D1 Make vehicle/entity disappear CB/5EAC: FF End queue CB/5EAD: 1A Begin action queue for character $1A (NPC $1A), 6 bytes long CB/5EAF: 81 Move vehicle/entity right 1 tile CB/5EB0: 96 Move vehicle/entity down 6 tiles CB/5EB1: 83 Move vehicle/entity left 1 tile CB/5EB2: 86 Move vehicle/entity down 2 tiles CB/5EB3: D1 Make vehicle/entity disappear CB/5EB4: FF End queue CB/5EB5: 1F Begin action queue for character $1F (NPC $1F), 6 bytes long (Wait until complete) CB/5EB7: 85 Move vehicle/entity right 2 tiles CB/5EB8: 96 Move vehicle/entity down 6 tiles CB/5EB9: 83 Move vehicle/entity left 1 tile CB/5EBA: 86 Move vehicle/entity down 2 tiles CB/5EBB: D1 Make vehicle/entity disappear CB/5EBC: FF End queue CB/5EBD: 4B Display dialogue message $0AB9, wait for button press Well, that's all for today! Come back again real soon! CB/5EC0: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/5EC2: 80 Move vehicle/entity up 1 tile CB/5EC3: FF End queue CB/5EC4: FE Return CB/5EC5: 4B Display dialogue message $0A4D, wait for button press Today's auction is over. CB/5EC8: FE Return CB/5EC9: 19 Begin action queue for character $19 (NPC $19), 5 bytes long (Wait until complete) CB/5ECB: CF Turn vehicle/entity left CB/5ECC: E0 Pause for 4 * 2 (8) frames CB/5ECE: CC Turn vehicle/entity up CB/5ECF: FF End queue CB/5ED0: 4B Display dialogue message $0ABB, wait for button press Oh, how could I refuse those cute little eyes?! Ho, ho, ho… CB/5ED3: FE Return CB/5ED4: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long CB/5ED6: CD Turn vehicle/entity right CB/5ED7: FF End queue CB/5ED8: 19 Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete) CB/5EDA: E0 Pause for 4 * 4 (16) frames CB/5EDC: CF Turn vehicle/entity left CB/5EDD: FF End queue CB/5EDE: 4B Display dialogue message $0ABA, wait for button press Papa! Let's buy lot's of stuff today, too! CB/5EE1: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long CB/5EE3: CC Turn vehicle/entity up CB/5EE4: FF End queue CB/5EE5: 19 Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete) CB/5EE7: E0 Pause for 4 * 1 (4) frames CB/5EE9: CC Turn vehicle/entity up CB/5EEA: FF End queue CB/5EEB: FE Return CB/5EEC: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB5F05 CB/5EF2: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CB5EFF CB/5EF8: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CB/5EFA: 81 Move vehicle/entity right 1 tile CB/5EFB: 83 Move vehicle/entity left 1 tile CB/5EFC: FC Branch 2 bytes backwards ($CB5EFA) CB/5EFE: FF End queue CB/5EFF: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB5F2E CB/5F05: 3E Delete object $11 CB/5F07: 42 Hide object $11 CB/5F09: 45 Refresh objects CB/5F0A: C0 If ($1E80($25F) [$1ECB, bit 7] is set), branch to $CB5F16 CB/5F10: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB5F40 CB/5F16: D8 Set event bit $1E80($488) [$1F11, bit 0] CB/5F18: C0 If ($1E80($253) [$1ECA, bit 3] is set), branch to $CB5F40 CB/5F1E: 50 Tint screen (cumulative) with color $FF CB/5F20: 52 Tint characters (cumulative) with color $FF CB/5F22: B2 Call subroutine $CB4928 CB/5F26: D8 Set event bit $1E80($487) [$1F10, bit 7] CB/5F28: D8 Set event bit $1E80($48F) [$1F11, bit 7] CB/5F2A: D8 Set event bit $1E80($490) [$1F12, bit 0] CB/5F2C: D8 Set event bit $1E80($491) [$1F12, bit 1] CB/5F2E: C0 If ($1E80($24A) [$1EC9, bit 2] is clear), branch to $CB5F38 CB/5F34: B2 Call subroutine $CB488C CB/5F38: C0 If ($1E80($251) [$1ECA, bit 1] is clear), branch to $CB5F40 CB/5F3E: 50 Tint screen (cumulative) with color $FF CB/5F40: C0 If ($1E80($252) [$1ECA, bit 2] is clear), branch to $CB5F4A CB/5F46: B2 Call subroutine $CB4728 CB/5F4A: B2 Call subroutine $CB2CAA CB/5F4E: C0 If ($1E80($253) [$1ECA, bit 3] is clear), branch to $CB5F60 CB/5F54: D9 Clear event bit $1E80($4AD) [$1F15, bit 5] CB/5F56: D9 Clear event bit $1E80($4AE) [$1F15, bit 6] CB/5F58: D9 Clear event bit $1E80($4AF) [$1F15, bit 7] CB/5F5A: D9 Clear event bit $1E80($4B0) [$1F16, bit 0] CB/5F5C: B2 Call subroutine $CB46D7 CB/5F60: B2 Call subroutine $CB441D CB/5F64: FE Return CB/5F65: F0 Play song 43 (???, Crazy Old Man's House), (high bit clear), full volume CB/5F67: FE Return CB/5F68: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CB/5F6E: F0 Play song 43 (???, Crazy Old Man's House), (high bit clear), full volume CB/5F70: C1 If ($1E80($245) [$1EC8, bit 5] is clear) or ($1E80($247) [$1EC8, bit 7] is set), branch to $CA5EB3 (simply returns) CB/5F78: F0 Play song 9 (Gau), (high bit clear), full volume CB/5F7A: FE Return CB/5F7B: C0 If ($1E80($1B0) [$1EB6, bit 0] is set), branch to $CA5EB3 (simply returns) CB/5F81: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/5F87: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/5F89: CE Turn vehicle/entity down CB/5F8A: FF End queue CB/5F8B: 6A Load map $0083 (Gau's father's house, outdoors (WoR)) after fade out, (upper bits $2000), place party at (7, 7), facing down CB/5F91: FE Return CB/5F92: B0 Execute the following commands until $B1 5 times CB/5F94: 50 Tint screen (cumulative) with color $9F CB/5F96: B4 Pause for 8 units CB/5F98: B1 End block of repeating commands CB/5F99: FE Return CB/5F9A: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long CB/5F9C: 1B Do vehicle/entity graphical action $1B CB/5F9D: E0 Pause for 4 * 2 (8) frames CB/5F9F: CC Turn vehicle/entity up CB/5FA0: E0 Pause for 4 * 4 (16) frames CB/5FA2: 1B Do vehicle/entity graphical action $1B CB/5FA3: E0 Pause for 4 * 2 (8) frames CB/5FA5: CC Turn vehicle/entity up CB/5FA6: FF End queue CB/5FA7: F4 Play sound effect 154 CB/5FA9: 92 Pause for 30 units CB/5FAA: F4 Play sound effect 154 CB/5FAC: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/5FAE: FE Return CB/5FAF: 6B Load map $00CE (Jidoor, inn (always)) instantly, (upper bits $2000), place party at (19, 40), facing down CB/5FB5: F0 Play song 21 (Johnny C. Bad), (high bit clear), full volume CB/5FB7: B2 Call subroutine $CAC6AC CB/5FBB: 3C Set up the party as follows: $0B (Actor in stot 11), $05 (Actor in stot 5), $FF (), $FF () CB/5FC0: B2 Call subroutine $CB39B5 CB/5FC4: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CB/5FC6: D5 Set vehicle/entity's position to (19, 42) CB/5FC9: CC Turn vehicle/entity up CB/5FCA: FF End queue CB/5FCB: 33 Begin action queue for character $33 (Party Character 2), 5 bytes long CB/5FCD: D5 Set vehicle/entity's position to (18, 40) CB/5FD0: CD Turn vehicle/entity right CB/5FD1: FF End queue CB/5FD2: 34 Begin action queue for character $34 (Party Character 3), 5 bytes long CB/5FD4: D5 Set vehicle/entity's position to (20, 40) CB/5FD7: CF Turn vehicle/entity left CB/5FD8: FF End queue CB/5FD9: 0B Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete) CB/5FDB: 20 Do vehicle/entity graphical action $20 CB/5FDC: E0 Pause for 4 * 8 (32) frames CB/5FDE: FF End queue CB/5FDF: B2 Call subroutine $CB62B3 CB/5FE3: 96 Restore screen from fade CB/5FE4: 5C Pause execution until fade in or fade out is complete CB/5FE5: B0 Execute the following commands until $B1 3 times CB/5FE7: 0B Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete) CB/5FE9: 24 Do vehicle/entity graphical action $24 CB/5FEA: E0 Pause for 4 * 2 (8) frames CB/5FEC: CE Turn vehicle/entity down CB/5FED: FF End queue CB/5FEE: F4 Play sound effect 147 CB/5FF0: B4 Pause for 8 units CB/5FF2: B1 End block of repeating commands CB/5FF3: 94 Pause for 60 units CB/5FF4: B0 Execute the following commands until $B1 4 times CB/5FF6: 0B Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete) CB/5FF8: 25 Do vehicle/entity graphical action $25 CB/5FF9: E0 Pause for 4 * 2 (8) frames CB/5FFB: CE Turn vehicle/entity down CB/5FFC: FF End queue CB/5FFD: F4 Play sound effect 147 CB/5FFF: B4 Pause for 8 units CB/6001: B1 End block of repeating commands CB/6002: B5 Pause for 15 * 6 (90) units CB/6004: B0 Execute the following commands until $B1 2 times CB/6006: 0B Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete) CB/6008: 23 Do vehicle/entity graphical action $23 CB/6009: E0 Pause for 4 * 1 (4) frames CB/600B: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/600C: FF End queue CB/600D: B1 End block of repeating commands CB/600E: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CB/6010: CE Turn vehicle/entity down CB/6011: FF End queue CB/6012: 93 Pause for 45 units CB/6013: F4 Play sound effect 219 CB/6015: 0B Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete) CB/6017: 20 Do vehicle/entity graphical action $20 CB/6018: 08 Do vehicle/entity graphical action $08 CB/6019: CE Turn vehicle/entity down CB/601A: FF End queue CB/601B: 32 Begin action queue for character $32 (Party Character 1), 8 bytes long CB/601D: 1B Do vehicle/entity graphical action $1B CB/601E: E0 Pause for 4 * 2 (8) frames CB/6020: CC Turn vehicle/entity up CB/6021: E0 Pause for 4 * 1 (4) frames CB/6023: 1B Do vehicle/entity graphical action $1B CB/6024: FF End queue CB/6025: 4B Display dialogue message $0AF6, wait for button press SABIN: No, GAU! Don't eat with your fingers! CB/6028: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CB/602A: CC Turn vehicle/entity up CB/602B: FF End queue CB/602C: 92 Pause for 30 units CB/602D: 0B Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete) CB/602F: CE Turn vehicle/entity down CB/6030: E0 Pause for 4 * 12 (48) frames CB/6032: FF End queue CB/6033: 0B Begin action queue for character $0B (Actor in stot 11), 5 bytes long CB/6035: 20 Do vehicle/entity graphical action $20 CB/6036: E0 Pause for 4 * 6 (24) frames CB/6038: CE Turn vehicle/entity down CB/6039: FF End queue CB/603A: 4B Display dialogue message $0AF7, wait for button press GAU: Yaoooo… CB/603D: 32 Begin action queue for character $32 (Party Character 1), 11 bytes long CB/603F: 17 Do vehicle/entity graphical action $17 CB/6040: E0 Pause for 4 * 2 (8) frames CB/6042: CC Turn vehicle/entity up CB/6043: E0 Pause for 4 * 2 (8) frames CB/6045: 17 Do vehicle/entity graphical action $17 CB/6046: E0 Pause for 4 * 1 (4) frames CB/6048: CC Turn vehicle/entity up CB/6049: FF End queue CB/604A: 4B Display dialogue message $0AF8, wait for button press SABIN: Don't say “Yaoooo” when you mean “Yes!” CB/604D: 0B Begin action queue for character $0B (Actor in stot 11), 5 bytes long CB/604F: 20 Do vehicle/entity graphical action $20 CB/6050: E0 Pause for 4 * 3 (12) frames CB/6052: 19 Do vehicle/entity graphical action $19 CB/6053: FF End queue CB/6054: 4B Display dialogue message $0AF9, wait for button press GAU: Ho! CB/6057: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CB/6059: 21 Do vehicle/entity graphical action $21 CB/605A: FF End queue CB/605B: 4B Display dialogue message $0AFA, wait for button press SABIN: …… CB/605E: 97 Fade screen to black CB/605F: 5C Pause execution until fade in or fade out is complete CB/6060: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CB/6062: B2 Call subroutine $CACB95 CB/6066: B2 Call subroutine $CB6288 CB/606A: FE Return CB/606B: 6B Load map $00C9 (Jidoor, item shop (always)) instantly, (upper bits $2000), place party at (34, 16), facing down CB/6071: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/6073: D5 Set vehicle/entity's position to (36, 17) CB/6076: CC Turn vehicle/entity up CB/6077: FF End queue CB/6078: 10 Begin action queue for character $10 (NPC $10), 29 bytes long CB/607A: C3 Set vehicle/entity's event speed to fast CB/607B: 81 Move vehicle/entity right 1 tile CB/607C: E0 Pause for 4 * 1 (4) frames CB/607E: 81 Move vehicle/entity right 1 tile CB/607F: E0 Pause for 4 * 2 (8) frames CB/6081: 83 Move vehicle/entity left 1 tile CB/6082: E0 Pause for 4 * 1 (4) frames CB/6084: 83 Move vehicle/entity left 1 tile CB/6085: E0 Pause for 4 * 2 (8) frames CB/6087: FA Pseudo-randomly choose to branch 12 bytes backwards ($CB607B) with 50 % chance CB/6089: CC Turn vehicle/entity up CB/608A: E0 Pause for 4 * 16 (64) frames CB/608C: CF Turn vehicle/entity left CB/608D: E0 Pause for 4 * 3 (12) frames CB/608F: CD Turn vehicle/entity right CB/6090: E0 Pause for 4 * 3 (12) frames CB/6092: CC Turn vehicle/entity up CB/6093: E0 Pause for 4 * 4 (16) frames CB/6095: FC Branch 26 bytes backwards ($CB607B) CB/6097: B2 Call subroutine $CAC6AC CB/609B: 3C Set up the party as follows: $0B (Actor in stot 11), $05 (Actor in stot 5), $FF (), $FF () CB/60A0: B2 Call subroutine $CB39B5 CB/60A4: DE Load CaseWord with the characters in the currently active party? CB/60A5: C1 If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CB60B2 CB/60AD: 3C Set up the party as follows: $0B (Actor in stot 11), $05 (Actor in stot 5), $01 (Actor in stot 1), $04 (Actor in stot 4) CB/60B2: 34 Begin action queue for character $34 (Party Character 3), 5 bytes long CB/60B4: D5 Set vehicle/entity's position to (35, 18) CB/60B7: CF Turn vehicle/entity left CB/60B8: FF End queue CB/60B9: 33 Begin action queue for character $33 (Party Character 2), 5 bytes long CB/60BB: D5 Set vehicle/entity's position to (33, 18) CB/60BE: CD Turn vehicle/entity right CB/60BF: FF End queue CB/60C0: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long CB/60C2: D5 Set vehicle/entity's position to (34, 17) CB/60C5: CE Turn vehicle/entity down CB/60C6: FF End queue CB/60C7: 0B Begin action queue for character $0B (Actor in stot 11), 7 bytes long (Wait until complete) CB/60C9: D5 Set vehicle/entity's position to (34, 18) CB/60CC: 20 Do vehicle/entity graphical action $20 CB/60CD: E0 Pause for 4 * 8 (32) frames CB/60CF: FF End queue CB/60D0: B2 Call subroutine $CB637C CB/60D4: 38 Hold screen CB/60D5: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/60D7: C3 Set vehicle/entity's event speed to fast CB/60D8: 84 Move vehicle/entity up 2 tiles CB/60D9: FF End queue CB/60DA: 96 Restore screen from fade CB/60DB: 5C Pause execution until fade in or fade out is complete CB/60DC: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CB/60DD: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CB6119 CB/60E3: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CB/60E5: 21 Do vehicle/entity graphical action $21 CB/60E6: E0 Pause for 4 * 2 (8) frames CB/60E8: CE Turn vehicle/entity down CB/60E9: FF End queue CB/60EA: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/60EC: CC Turn vehicle/entity up CB/60ED: FF End queue CB/60EE: 0B Begin action queue for character $0B (Actor in stot 11), 4 bytes long CB/60F0: E0 Pause for 4 * 4 (16) frames CB/60F2: CF Turn vehicle/entity left CB/60F3: FF End queue CB/60F4: 4B Display dialogue message $0AFB, wait for button press TERRA: How do you like these? Wait! What about those? Hm…oh well… CB/60F7: 35 Pause execution until action queue for object $0B (Actor in stot 11) is complete CB/60F9: 11 Begin action queue for character $11 (NPC $11), 9 bytes long CB/60FB: 1F Do vehicle/entity graphical action $1F CB/60FC: E0 Pause for 4 * 1 (4) frames CB/60FE: CE Turn vehicle/entity down CB/60FF: 1F Do vehicle/entity graphical action $1F CB/6100: E0 Pause for 4 * 1 (4) frames CB/6102: 18 Do vehicle/entity graphical action $18 CB/6103: FF End queue CB/6104: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long CB/6106: 1F Do vehicle/entity graphical action $1F CB/6107: E0 Pause for 4 * 3 (12) frames CB/6109: 09 Do vehicle/entity graphical action $09 (kneeling) CB/610A: FF End queue CB/610B: F4 Play sound effect 195 CB/610D: 4B Display dialogue message $0AFC, wait for button press TERRA: Did you say something? “N…no! Nothing… …Uh huh…” CB/6110: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/6112: CE Turn vehicle/entity down CB/6113: FF End queue CB/6114: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CB/6116: 21 Do vehicle/entity graphical action $21 CB/6117: FF End queue CB/6118: 92 Pause for 30 units CB/6119: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CB/611A: C0 If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CB615D CB/6120: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CB/6122: 21 Do vehicle/entity graphical action $21 CB/6123: E0 Pause for 4 * 2 (8) frames CB/6125: CE Turn vehicle/entity down CB/6126: FF End queue CB/6127: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/6129: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/612A: FF End queue CB/612B: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long CB/612D: CD Turn vehicle/entity right CB/612E: FF End queue CB/612F: 4B Display dialogue message $0AFD, wait for button press CELES: Which is it gonna be? Oh! This is nice…but… Do you think it becomes GAU? Well… CB/6132: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CB/6134: 21 Do vehicle/entity graphical action $21 CB/6135: E0 Pause for 4 * 1 (4) frames CB/6137: CC Turn vehicle/entity up CB/6138: FF End queue CB/6139: 93 Pause for 45 units CB/613A: 16 Begin action queue for character $16 (NPC $16), 10 bytes long CB/613C: C3 Set vehicle/entity's event speed to fast CB/613D: 1F Do vehicle/entity graphical action $1F CB/613E: E0 Pause for 4 * 1 (4) frames CB/6140: CE Turn vehicle/entity down CB/6141: 1F Do vehicle/entity graphical action $1F CB/6142: E0 Pause for 4 * 1 (4) frames CB/6144: 18 Do vehicle/entity graphical action $18 CB/6145: FF End queue CB/6146: 05 Begin action queue for character $05 (Actor in stot 5), 7 bytes long CB/6148: 1F Do vehicle/entity graphical action $1F CB/6149: E0 Pause for 4 * 3 (12) frames CB/614B: 09 Do vehicle/entity graphical action $09 (kneeling) CB/614C: E0 Pause for 4 * 2 (8) frames CB/614E: FF End queue CB/614F: 4B Display dialogue message $0AFE, wait for button press CELES: What?! “…Nothing…” CB/6152: 35 Pause execution until action queue for object $05 (Actor in stot 5) is complete CB/6154: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/6156: CE Turn vehicle/entity down CB/6157: FF End queue CB/6158: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CB/615A: CC Turn vehicle/entity up CB/615B: FF End queue CB/615C: 92 Pause for 30 units CB/615D: DE Load CaseWord with the characters in the currently active party? CB/615E: C0 If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CB619B CB/6164: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CB/6165: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CB619B CB/616B: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CB/616D: 09 Do vehicle/entity graphical action $09 (kneeling) CB/616E: E0 Pause for 4 * 2 (8) frames CB/6170: CE Turn vehicle/entity down CB/6171: FF End queue CB/6172: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long CB/6174: CC Turn vehicle/entity up CB/6175: FF End queue CB/6176: 4B Display dialogue message $0AFF, wait for button press CYAN: What a jaunty hat! “Not at…” CB/6179: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CB/617B: 21 Do vehicle/entity graphical action $21 CB/617C: E0 Pause for 4 * 1 (4) frames CB/617E: CC Turn vehicle/entity up CB/617F: FF End queue CB/6180: 93 Pause for 45 units CB/6181: 13 Begin action queue for character $13 (NPC $13), 9 bytes long CB/6183: 1F Do vehicle/entity graphical action $1F CB/6184: E0 Pause for 4 * 1 (4) frames CB/6186: CE Turn vehicle/entity down CB/6187: 1F Do vehicle/entity graphical action $1F CB/6188: E0 Pause for 4 * 1 (4) frames CB/618A: 18 Do vehicle/entity graphical action $18 CB/618B: FF End queue CB/618C: 4B Display dialogue message $0B00, wait for button press CYAN: Wait a minute! Where's the hat? “……” CB/618F: 13 Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete) CB/6191: CF Turn vehicle/entity left CB/6192: E0 Pause for 4 * 4 (16) frames CB/6194: 09 Do vehicle/entity graphical action $09 (kneeling) CB/6195: FF End queue CB/6196: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/6198: CE Turn vehicle/entity down CB/6199: FF End queue CB/619A: 93 Pause for 45 units CB/619B: 42 Hide object $0B CB/619D: 3D Create object $1A CB/619F: 45 Refresh objects CB/61A0: 41 Show object $1A CB/61A2: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long CB/61A4: 20 Do vehicle/entity graphical action $20 CB/61A5: E0 Pause for 4 * 2 (8) frames CB/61A7: CE Turn vehicle/entity down CB/61A8: FF End queue CB/61A9: 4B Display dialogue message $0B01, wait for button press SABIN: This is it! Me go to funeral? SABIN: Perfect! Functional yet sporty! Done! “I don't think…” CB/61AC: 93 Pause for 45 units CB/61AD: DE Load CaseWord with the characters in the currently active party? CB/61AE: C0 If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB61C8 CB/61B4: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CB/61B5: C0 If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CB61C8 CB/61BB: 19 Begin action queue for character $19 (NPC $19), 5 bytes long CB/61BD: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/61BE: E0 Pause for 4 * 3 (12) frames CB/61C0: CD Turn vehicle/entity right CB/61C1: FF End queue CB/61C2: 4B Display dialogue message $0B02, wait for button press SETZER: Phew! Completely lacking in fashion… SETZER: Excuse me, sir. Could you order some clothes like the ones I'm wearing? Impossible! SETZER! How dare you think of sticking him in that kinda getup?! CB/61C5: 35 Pause execution until action queue for object $19 (NPC $19) is complete CB/61C7: 93 Pause for 45 units CB/61C8: DE Load CaseWord with the characters in the currently active party? CB/61C9: C1 If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CB6275 CB/61D1: 42 Hide object $1A CB/61D3: 3E Delete object $1A CB/61D5: 45 Refresh objects CB/61D6: 37 Assign graphics $20 to object $0B (Actor in stot 11) CB/61D9: 41 Show object $0B CB/61DB: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CB/61DD: 1F Do vehicle/entity graphical action $1F CB/61DE: E0 Pause for 4 * 4 (16) frames CB/61E0: CE Turn vehicle/entity down CB/61E1: FF End queue CB/61E2: 92 Pause for 30 units CB/61E3: F4 Play sound effect 220 CB/61E5: 0B Begin action queue for character $0B (Actor in stot 11), 8 bytes long (Wait until complete) CB/61E7: CF Turn vehicle/entity left CB/61E8: E0 Pause for 4 * 4 (16) frames CB/61EA: CD Turn vehicle/entity right CB/61EB: E0 Pause for 4 * 4 (16) frames CB/61ED: CE Turn vehicle/entity down CB/61EE: FF End queue CB/61EF: F4 Play sound effect 220 CB/61F1: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/61F3: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/61F4: FF End queue CB/61F5: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CB/61F7: 22 Do vehicle/entity graphical action $22 CB/61F8: E0 Pause for 4 * 3 (12) frames CB/61FA: CF Turn vehicle/entity left CB/61FB: FF End queue CB/61FC: 4B Display dialogue message $0B03, wait for button press EDGAR: I got it! A tuxedo, silk hat…and… …a rose in his teeth! CB/61FF: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/6201: 23 Do vehicle/entity graphical action $23 CB/6202: FF End queue CB/6203: 01 Begin action queue for character $01 (Actor in stot 1), 11 bytes long CB/6205: 24 Do vehicle/entity graphical action $24 CB/6206: E0 Pause for 4 * 2 (8) frames CB/6208: 25 Do vehicle/entity graphical action $25 CB/6209: E0 Pause for 4 * 2 (8) frames CB/620B: 24 Do vehicle/entity graphical action $24 CB/620C: E0 Pause for 4 * 2 (8) frames CB/620E: 25 Do vehicle/entity graphical action $25 CB/620F: FF End queue CB/6210: 4B Display dialogue message $0B04, wait for button press LOCKE: I think that's overdoing it just a bit… He should have a bandana on his head! CB/6213: 35 Pause execution until action queue for object $01 (Actor in stot 1) is complete CB/6215: 42 Hide object $0B CB/6217: 3D Create object $1B CB/6219: 45 Refresh objects CB/621A: 41 Show object $1B CB/621C: 94 Pause for 60 units CB/621D: 04 Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete) CB/621F: 1D Do vehicle/entity graphical action $1D CB/6220: E0 Pause for 4 * 2 (8) frames CB/6222: 1E Do vehicle/entity graphical action $1E CB/6223: E0 Pause for 4 * 4 (16) frames CB/6225: CF Turn vehicle/entity left CB/6226: FF End queue CB/6227: 4B Display dialogue message $0B05, wait for button press EDGAR: What's so great about a bandana? Most of the time I see 'em tied around dogs at the beach! CB/622A: 01 Begin action queue for character $01 (Actor in stot 1), 11 bytes long (Wait until complete) CB/622C: 1F Do vehicle/entity graphical action $1F CB/622D: E0 Pause for 4 * 1 (4) frames CB/622F: CE Turn vehicle/entity down CB/6230: E0 Pause for 4 * 2 (8) frames CB/6232: 1F Do vehicle/entity graphical action $1F CB/6233: E0 Pause for 4 * 1 (4) frames CB/6235: 18 Do vehicle/entity graphical action $18 CB/6236: FF End queue CB/6237: F4 Play sound effect 195 CB/6239: 4B Display dialogue message $0B06, wait for button press LOCKE: HEY! What do you mean by that? CB/623C: 92 Pause for 30 units CB/623D: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CB/623F: C3 Set vehicle/entity's event speed to fast CB/6240: 82 Move vehicle/entity down 1 tile CB/6241: FF End queue CB/6242: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CB/6244: 1F Do vehicle/entity graphical action $1F CB/6245: FF End queue CB/6246: 01 Begin action queue for character $01 (Actor in stot 1), 8 bytes long (Wait until complete) CB/6248: 85 Move vehicle/entity right 2 tiles CB/6249: E0 Pause for 4 * 2 (8) frames CB/624B: 1B Do vehicle/entity graphical action $1B CB/624C: C7 Set vehicle/entity to stay still when moving CB/624D: DC Make vehicle/entity jump (low) CB/624E: C6 Set vehicle/entity to walk when moving CB/624F: FF End queue CB/6250: 97 Fade screen to black CB/6251: F4 Play sound effect 51 CB/6253: 91 Pause for 15 units CB/6254: B0 Execute the following commands until $B1 2 times CB/6256: F4 Play sound effect 120 CB/6258: 91 Pause for 15 units CB/6259: F4 Play sound effect 148 CB/625B: 92 Pause for 30 units CB/625C: B1 End block of repeating commands CB/625D: B0 Execute the following commands until $B1 3 times CB/625F: F4 Play sound effect 51 CB/6261: B4 Pause for 8 units CB/6263: B1 End block of repeating commands CB/6264: 92 Pause for 30 units CB/6265: F4 Play sound effect 57 CB/6267: 94 Pause for 60 units CB/6268: F4 Play sound effect 199 CB/626A: 42 Hide object $1B CB/626C: 3E Delete object $1B CB/626E: 45 Refresh objects CB/626F: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB6277 CB/6275: 97 Fade screen to black CB/6276: 5C Pause execution until fade in or fade out is complete CB/6277: F2 Fade out current song with transition time 64 CB/6279: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/627B: C3 Set vehicle/entity's event speed to fast CB/627C: 86 Move vehicle/entity down 2 tiles CB/627D: FF End queue CB/627E: 39 Free screen CB/627F: B2 Call subroutine $CACB95 CB/6283: B2 Call subroutine $CB6288 CB/6287: FE Return CB/6288: 3E Delete object $11 CB/628A: 3E Delete object $12 CB/628C: 3E Delete object $13 CB/628E: 3E Delete object $14 CB/6290: 3E Delete object $15 CB/6292: 3E Delete object $16 CB/6294: 3E Delete object $17 CB/6296: 3E Delete object $18 CB/6298: 3E Delete object $19 CB/629A: 45 Refresh objects CB/629B: 42 Hide object $11 CB/629D: 42 Hide object $12 CB/629F: 42 Hide object $13 CB/62A1: 42 Hide object $14 CB/62A3: 42 Hide object $15 CB/62A5: 42 Hide object $16 CB/62A7: 42 Hide object $17 CB/62A9: 42 Hide object $18 CB/62AB: 42 Hide object $19 CB/62AD: FE Return CB/62AE: B2 Call subroutine $CB441D CB/62B2: FE Return CB/62B3: DE Load CaseWord with the characters in the currently active party? CB/62B4: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CB62BF CB/62BA: 3D Create object $12 CB/62BC: 45 Refresh objects CB/62BD: 41 Show object $12 CB/62BF: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CB62CA CB/62C5: 3D Create object $13 CB/62C7: 45 Refresh objects CB/62C8: 41 Show object $13 CB/62CA: C0 If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CB62D5 CB/62D0: 3D Create object $14 CB/62D2: 45 Refresh objects CB/62D3: 41 Show object $14 CB/62D5: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB62E0 CB/62DB: 3D Create object $15 CB/62DD: 45 Refresh objects CB/62DE: 41 Show object $15 CB/62E0: C0 If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CB62EB CB/62E6: 3D Create object $16 CB/62E8: 45 Refresh objects CB/62E9: 41 Show object $16 CB/62EB: C0 If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CB62F6 CB/62F1: 3D Create object $17 CB/62F3: 45 Refresh objects CB/62F4: 41 Show object $17 CB/62F6: C0 If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CB6301 CB/62FC: 3D Create object $18 CB/62FE: 45 Refresh objects CB/62FF: 41 Show object $18 CB/6301: C0 If ($1E80($1A8) [$1EB5, bit 0] is set), branch to $CB630C CB/6307: 3D Create object $19 CB/6309: 45 Refresh objects CB/630A: 41 Show object $19 CB/630C: C0 If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB6317 CB/6312: 3D Create object $1A CB/6314: 45 Refresh objects CB/6315: 41 Show object $1A CB/6317: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CB/6318: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CB6323 CB/631E: 3E Delete object $12 CB/6320: 45 Refresh objects CB/6321: 42 Hide object $12 CB/6323: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CB632E CB/6329: 3E Delete object $13 CB/632B: 45 Refresh objects CB/632C: 42 Hide object $13 CB/632E: C0 If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CB6339 CB/6334: 3E Delete object $14 CB/6336: 45 Refresh objects CB/6337: 42 Hide object $14 CB/6339: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB6344 CB/633F: 3E Delete object $15 CB/6341: 45 Refresh objects CB/6342: 42 Hide object $15 CB/6344: C0 If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CB634F CB/634A: 3E Delete object $16 CB/634C: 45 Refresh objects CB/634D: 42 Hide object $16 CB/634F: C0 If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CB635A CB/6355: 3E Delete object $17 CB/6357: 45 Refresh objects CB/6358: 42 Hide object $17 CB/635A: C0 If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CB6365 CB/6360: 3E Delete object $18 CB/6362: 45 Refresh objects CB/6363: 42 Hide object $18 CB/6365: C0 If ($1E80($1A8) [$1EB5, bit 0] is set), branch to $CB6370 CB/636B: 3E Delete object $19 CB/636D: 45 Refresh objects CB/636E: 42 Hide object $19 CB/6370: C0 If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB637B CB/6376: 3E Delete object $1A CB/6378: 45 Refresh objects CB/6379: 42 Hide object $1A CB/637B: FE Return CB/637C: DE Load CaseWord with the characters in the currently active party? CB/637D: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CB6388 CB/6383: 3D Create object $11 CB/6385: 45 Refresh objects CB/6386: 41 Show object $11 CB/6388: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CB6393 CB/638E: 3D Create object $12 CB/6390: 45 Refresh objects CB/6391: 41 Show object $12 CB/6393: C0 If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CB639E CB/6399: 3D Create object $13 CB/639B: 45 Refresh objects CB/639C: 41 Show object $13 CB/639E: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB63A9 CB/63A4: 3D Create object $14 CB/63A6: 45 Refresh objects CB/63A7: 41 Show object $14 CB/63A9: C0 If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CB63B4 CB/63AF: 3D Create object $15 CB/63B1: 45 Refresh objects CB/63B2: 41 Show object $15 CB/63B4: C0 If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CB63BF CB/63BA: 3D Create object $16 CB/63BC: 45 Refresh objects CB/63BD: 41 Show object $16 CB/63BF: C0 If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CB63CA CB/63C5: 3D Create object $17 CB/63C7: 45 Refresh objects CB/63C8: 41 Show object $17 CB/63CA: C0 If ($1E80($1A8) [$1EB5, bit 0] is set), branch to $CB63D5 CB/63D0: 3D Create object $18 CB/63D2: 45 Refresh objects CB/63D3: 41 Show object $18 CB/63D5: C0 If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB63E0 CB/63DB: 3D Create object $19 CB/63DD: 45 Refresh objects CB/63DE: 41 Show object $19 CB/63E0: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CB/63E1: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CB63EC CB/63E7: 3E Delete object $11 CB/63E9: 45 Refresh objects CB/63EA: 42 Hide object $11 CB/63EC: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CB63F7 CB/63F2: 3E Delete object $12 CB/63F4: 45 Refresh objects CB/63F5: 42 Hide object $12 CB/63F7: C0 If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CB6402 CB/63FD: 3E Delete object $13 CB/63FF: 45 Refresh objects CB/6400: 42 Hide object $13 CB/6402: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB640D CB/6408: 3E Delete object $14 CB/640A: 45 Refresh objects CB/640B: 42 Hide object $14 CB/640D: C0 If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CB6418 CB/6413: 3E Delete object $15 CB/6415: 45 Refresh objects CB/6416: 42 Hide object $15 CB/6418: C0 If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CB6423 CB/641E: 3E Delete object $16 CB/6420: 45 Refresh objects CB/6421: 42 Hide object $16 CB/6423: C0 If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CB642E CB/6429: 3E Delete object $17 CB/642B: 45 Refresh objects CB/642C: 42 Hide object $17 CB/642E: C0 If ($1E80($1A8) [$1EB5, bit 0] is set), branch to $CB6439 CB/6434: 3E Delete object $18 CB/6436: 45 Refresh objects CB/6437: 42 Hide object $18 CB/6439: C0 If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB6444 CB/643F: 3E Delete object $19 CB/6441: 45 Refresh objects CB/6442: 42 Hide object $19 CB/6444: FE Return CB/6445: C1 If ($1E80($245) [$1EC8, bit 5] is clear) or ($1E80($247) [$1EC8, bit 7] is set), branch to $CA5EB3 (simply returns) CB/644D: DE Load CaseWord with the characters in the currently active party? CB/644E: C1 If ($1E80($1A5) [$1EB4, bit 5] is clear) or ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CA5EB3 (simply returns) CB/6456: B2 Call subroutine $CB65A8 CB/645A: FE Return CB/645B: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/6461: C0 If ($1E80($247) [$1EC8, bit 7] is set), branch to $CB67FE CB/6467: DE Load CaseWord with the characters in the currently active party? CB/6468: C1 If ($1E80($1A5) [$1EB4, bit 5] is set) or ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CB6478 CB/6470: 4B Display dialogue message $033F, wait for button press AGED MAN: Go, unless you're a repair person! CB/6473: 94 Pause for 60 units CB/6474: 4B Display dialogue message $0341, wait for button press AGED MAN: Haven't seen any skilled repair people in ages… CB/6477: FE Return CB/6478: C1 If ($1E80($1AB) [$1EB5, bit 3] is clear) or ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CB648A CB/6480: 4B Display dialogue message $033F, wait for button press AGED MAN: Go, unless you're a repair person! CB/6483: 4B Display dialogue message $0340, wait for button press GAU: W…what…? CB/6486: 4B Display dialogue message $0341, wait for button press AGED MAN: Haven't seen any skilled repair people in ages… CB/6489: FE Return CB/648A: C1 If ($1E80($1A5) [$1EB4, bit 5] is clear) or ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CB6527 CB/6492: C0 If ($1E80($24B) [$1EC9, bit 3] is set), branch to $CB67FE CB/6498: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/649A: C2 Set vehicle/entity's event speed to normal CB/649B: 82 Move vehicle/entity down 1 tile CB/649C: FF End queue CB/649D: B2 Call subroutine $CB2E34 CB/64A1: B2 Call subroutine $CAC6AC CB/64A5: 3C Set up the party as follows: $05 (Actor in stot 5), $FF (), $FF (), $FF () CB/64AA: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CB/64AC: C2 Set vehicle/entity's event speed to normal CB/64AD: 83 Move vehicle/entity left 1 tile CB/64AE: CC Turn vehicle/entity up CB/64AF: FF End queue CB/64B0: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CB/64B2: C2 Set vehicle/entity's event speed to normal CB/64B3: 81 Move vehicle/entity right 1 tile CB/64B4: CC Turn vehicle/entity up CB/64B5: FF End queue CB/64B6: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CB/64B8: C2 Set vehicle/entity's event speed to normal CB/64B9: 85 Move vehicle/entity right 2 tiles CB/64BA: CC Turn vehicle/entity up CB/64BB: FF End queue CB/64BC: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete) CB/64BE: E0 Pause for 4 * 6 (24) frames CB/64C0: CC Turn vehicle/entity up CB/64C1: FF End queue CB/64C2: 4B Display dialogue message $0342, wait for button press AGED MAN: Oh, hello again! Yep, you were tops! SABIN: That's why we… AGED MAN: Quick! Fix that chair! Then you can use it to reach the roof. CB/64C5: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CB/64C7: 87 Move vehicle/entity left 2 tiles CB/64C8: FF End queue CB/64C9: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CB/64CB: 83 Move vehicle/entity left 1 tile CB/64CC: FF End queue CB/64CD: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CB/64CF: 81 Move vehicle/entity right 1 tile CB/64D0: FF End queue CB/64D1: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete) CB/64D3: E0 Pause for 4 * 6 (24) frames CB/64D5: FF End queue CB/64D6: B2 Call subroutine $CACB95 CB/64DA: 47 Make character in slot 0 the lead character CB/64DB: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/64DD: 81 Move vehicle/entity right 1 tile CB/64DE: 8A Move vehicle/entity down 3 tiles CB/64DF: FF End queue CB/64E0: 6A Load map $0083 (Gau's father's house, outdoors (WoR)) after fade out, (upper bits $2000), place party at (7, 7), facing down CB/64E6: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/64E8: 8A Move vehicle/entity down 3 tiles CB/64E9: FF End queue CB/64EA: B2 Call subroutine $CAC6AC CB/64EE: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CB/64F0: C2 Set vehicle/entity's event speed to normal CB/64F1: A2 Move vehicle/entity left/down 1x1 tiles CB/64F2: CD Turn vehicle/entity right CB/64F3: FF End queue CB/64F4: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CB/64F6: C2 Set vehicle/entity's event speed to normal CB/64F7: A1 Move vehicle/entity right/down 1x1 tiles CB/64F8: CF Turn vehicle/entity left CB/64F9: FF End queue CB/64FA: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CB/64FC: C2 Set vehicle/entity's event speed to normal CB/64FD: 86 Move vehicle/entity down 2 tiles CB/64FE: CC Turn vehicle/entity up CB/64FF: FF End queue CB/6500: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/6502: C2 Set vehicle/entity's event speed to normal CB/6503: CE Turn vehicle/entity down CB/6504: E0 Pause for 4 * 6 (24) frames CB/6506: FF End queue CB/6507: 4B Display dialogue message $0343, wait for button press SABIN: You don't suppose… Can this be GAU's father? CB/650A: 94 Pause for 60 units CB/650B: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CB/650D: A0 Move vehicle/entity right/up 1x1 tiles CB/650E: FF End queue CB/650F: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CB/6511: A3 Move vehicle/entity left/up 1x1 tiles CB/6512: FF End queue CB/6513: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CB/6515: 84 Move vehicle/entity up 2 tiles CB/6516: FF End queue CB/6517: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/6519: E0 Pause for 4 * 6 (24) frames CB/651B: FF End queue CB/651C: D4 Set event bit $1E80($24B) [$1EC9, bit 3] CB/651E: B2 Call subroutine $CB2E2B CB/6522: B2 Call subroutine $CACB95 CB/6526: FE Return CB/6527: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/6529: C2 Set vehicle/entity's event speed to normal CB/652A: 82 Move vehicle/entity down 1 tile CB/652B: FF End queue CB/652C: B2 Call subroutine $CB2E34 CB/6530: B2 Call subroutine $CAC6AC CB/6534: 3C Set up the party as follows: $05 (Actor in stot 5), $0B (Actor in stot 11), $FF (), $FF () CB/6539: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CB/653B: C2 Set vehicle/entity's event speed to normal CB/653C: 83 Move vehicle/entity left 1 tile CB/653D: CC Turn vehicle/entity up CB/653E: FF End queue CB/653F: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CB/6541: C2 Set vehicle/entity's event speed to normal CB/6542: 81 Move vehicle/entity right 1 tile CB/6543: CC Turn vehicle/entity up CB/6544: FF End queue CB/6545: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CB/6547: C2 Set vehicle/entity's event speed to normal CB/6548: 85 Move vehicle/entity right 2 tiles CB/6549: CC Turn vehicle/entity up CB/654A: FF End queue CB/654B: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CB/654D: C2 Set vehicle/entity's event speed to normal CB/654E: E0 Pause for 4 * 6 (24) frames CB/6550: CC Turn vehicle/entity up CB/6551: FF End queue CB/6552: 4B Display dialogue message $0342, wait for button press AGED MAN: Oh, hello again! Yep, you were tops! SABIN: That's why we… AGED MAN: Quick! Fix that chair! Then you can use it to reach the roof. CB/6555: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CB/6557: 87 Move vehicle/entity left 2 tiles CB/6558: FF End queue CB/6559: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CB/655B: 83 Move vehicle/entity left 1 tile CB/655C: FF End queue CB/655D: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CB/655F: 81 Move vehicle/entity right 1 tile CB/6560: FF End queue CB/6561: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete) CB/6563: E0 Pause for 4 * 6 (24) frames CB/6565: FF End queue CB/6566: B2 Call subroutine $CACB95 CB/656A: 47 Make character in slot 0 the lead character CB/656B: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/656D: 81 Move vehicle/entity right 1 tile CB/656E: 8A Move vehicle/entity down 3 tiles CB/656F: FF End queue CB/6570: 6A Load map $0083 (Gau's father's house, outdoors (WoR)) after fade out, (upper bits $2000), place party at (7, 7), facing down CB/6576: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/6578: 8A Move vehicle/entity down 3 tiles CB/6579: FF End queue CB/657A: B2 Call subroutine $CAC6AC CB/657E: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CB/6580: A2 Move vehicle/entity left/down 1x1 tiles CB/6581: CD Turn vehicle/entity right CB/6582: FF End queue CB/6583: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CB/6585: A1 Move vehicle/entity right/down 1x1 tiles CB/6586: CF Turn vehicle/entity left CB/6587: FF End queue CB/6588: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CB/658A: 86 Move vehicle/entity down 2 tiles CB/658B: CC Turn vehicle/entity up CB/658C: FF End queue CB/658D: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/658F: CE Turn vehicle/entity down CB/6590: E0 Pause for 4 * 6 (24) frames CB/6592: FF End queue CB/6593: 4B Display dialogue message $0AF2, wait for button press SABIN: You don't suppose… GAU, could this be your father? GAU: Uooo… CB/6596: 93 Pause for 45 units CB/6597: 4B Display dialogue message $0AF3, wait for button press SABIN: Come on, GAU. It's true, right? GAU: …fffatherrr…? SABIN: Yes. This is definitely your father. GAU: ……??? …GAU's…father?! Oooogauooooo! CB/659A: 92 Pause for 30 units CB/659B: 4B Display dialogue message $0AF4, wait for button press SABIN: Right!! Let's go tell your father the news! He needs to know you're his son! CB/659E: 94 Pause for 60 units CB/659F: D4 Set event bit $1E80($245) [$1EC8, bit 5] CB/65A1: C0 If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB65CC CB/65A7: FE Return CB/65A8: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/65AA: C1 Set vehicle/entity's event speed to slow CB/65AB: 86 Move vehicle/entity down 2 tiles CB/65AC: FF End queue CB/65AD: B2 Call subroutine $CAC6AC CB/65B1: 3C Set up the party as follows: $0B (Actor in stot 11), $05 (Actor in stot 5), $FF (), $FF () CB/65B6: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CB/65B8: CE Turn vehicle/entity down CB/65B9: FF End queue CB/65BA: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CB/65BC: C2 Set vehicle/entity's event speed to normal CB/65BD: 83 Move vehicle/entity left 1 tile CB/65BE: CE Turn vehicle/entity down CB/65BF: FF End queue CB/65C0: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CB/65C2: C2 Set vehicle/entity's event speed to normal CB/65C3: 81 Move vehicle/entity right 1 tile CB/65C4: CE Turn vehicle/entity down CB/65C5: FF End queue CB/65C6: 0B Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete) CB/65C8: C1 Set vehicle/entity's event speed to slow CB/65C9: 86 Move vehicle/entity down 2 tiles CB/65CA: FF End queue CB/65CB: 94 Pause for 60 units CB/65CC: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CB/65CE: CF Turn vehicle/entity left CB/65CF: E0 Pause for 4 * 3 (12) frames CB/65D1: CC Turn vehicle/entity up CB/65D2: FF End queue CB/65D3: 4B Display dialogue message $0AF5, wait for button press SABIN: Just a minute… We can't just go there with you looking like this. SABIN: I know! Let's go to Jidoor and give you a make-over! CB/65D6: 97 Fade screen to black CB/65D7: 5C Pause execution until fade in or fade out is complete CB/65D8: B2 Call subroutine $CACB95 CB/65DC: 3B Position character in a "ready-to-go" stance CB/65DD: B2 Call subroutine $CB2E2B CB/65E1: B2 Call subroutine $CB5FAF CB/65E5: B2 Call subroutine $CB606B CB/65E9: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CB/65EB: 6B Load map $0083 (Gau's father's house, outdoors (WoR)) instantly, (upper bits $0000), place party at (7, 12), facing up CB/65F1: 37 Assign graphics $20 to object $0B (Actor in stot 11) CB/65F4: B2 Call subroutine $CAC6AC CB/65F8: 3C Set up the party as follows: $0B (Actor in stot 11), $05 (Actor in stot 5), $FF (), $FF () CB/65FD: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long CB/65FF: CC Turn vehicle/entity up CB/6600: FF End queue CB/6601: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CB/6603: C2 Set vehicle/entity's event speed to normal CB/6604: A3 Move vehicle/entity left/up 1x1 tiles CB/6605: CE Turn vehicle/entity down CB/6606: FF End queue CB/6607: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CB/6609: C2 Set vehicle/entity's event speed to normal CB/660A: A0 Move vehicle/entity right/up 1x1 tiles CB/660B: CE Turn vehicle/entity down CB/660C: FF End queue CB/660D: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete) CB/660F: C2 Set vehicle/entity's event speed to normal CB/6610: 80 Move vehicle/entity up 1 tile CB/6611: CE Turn vehicle/entity down CB/6612: E0 Pause for 4 * 3 (12) frames CB/6614: FF End queue CB/6615: 96 Restore screen from fade CB/6616: 5C Pause execution until fade in or fade out is complete CB/6617: 92 Pause for 30 units CB/6618: 4B Display dialogue message $0B07, wait for button press SABIN: Okay, GAU? Now, any father'd be glad to have a son like you! GAU: Hooo… CB/661B: 93 Pause for 45 units CB/661C: B2 Call subroutine $CB2E34 CB/6620: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CB/6622: A1 Move vehicle/entity right/down 1x1 tiles CB/6623: FF End queue CB/6624: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CB/6626: A2 Move vehicle/entity left/down 1x1 tiles CB/6627: FF End queue CB/6628: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete) CB/662A: 82 Move vehicle/entity down 1 tile CB/662B: E0 Pause for 4 * 2 (8) frames CB/662D: FF End queue CB/662E: B2 Call subroutine $CACB95 CB/6632: 3B Position character in a "ready-to-go" stance CB/6633: B2 Call subroutine $CB2E2B CB/6637: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/6639: C2 Set vehicle/entity's event speed to normal CB/663A: 90 Move vehicle/entity up 5 tiles CB/663B: FF End queue CB/663C: 73 Replace current map's Layer 1 at (7, 6) with the following (2 x 1) chunk, refresh immediately CB/6641: $14, $23 CB/6643: 91 Pause for 15 units CB/6644: 6A Load map $0074 (Gau's father's house, indoors (always)) after fade out, (upper bits $0000), place party at (116, 14), facing up CB/664A: F0 Play song 9 (Gau), (high bit clear), full volume CB/664C: 92 Pause for 30 units CB/664D: 96 Restore screen from fade CB/664E: 5C Pause execution until fade in or fade out is complete CB/664F: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/6651: 88 Move vehicle/entity up 3 tiles CB/6652: 83 Move vehicle/entity left 1 tile CB/6653: FF End queue CB/6654: B2 Call subroutine $CAC6AC CB/6658: 3C Set up the party as follows: $05 (Actor in stot 5), $0B (Actor in stot 11), $FF (), $FF () CB/665D: B2 Call subroutine $CB2E34 CB/6661: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/6663: CC Turn vehicle/entity up CB/6664: FF End queue CB/6665: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CB/6667: C2 Set vehicle/entity's event speed to normal CB/6668: 85 Move vehicle/entity right 2 tiles CB/6669: CC Turn vehicle/entity up CB/666A: FF End queue CB/666B: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CB/666D: C2 Set vehicle/entity's event speed to normal CB/666E: 81 Move vehicle/entity right 1 tile CB/666F: CC Turn vehicle/entity up CB/6670: FF End queue CB/6671: 0B Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete) CB/6673: C1 Set vehicle/entity's event speed to slow CB/6674: 83 Move vehicle/entity left 1 tile CB/6675: E0 Pause for 4 * 8 (32) frames CB/6677: CC Turn vehicle/entity up CB/6678: FF End queue CB/6679: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/667B: CE Turn vehicle/entity down CB/667C: FF End queue CB/667D: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CB/667E: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CB66A1 CB/6684: C0 If ($1E80($256) [$1ECA, bit 6] is set), branch to $CB66A1 CB/668A: C0 If ($1E80($1DA) [$1EBB, bit 2] is clear), branch to $CB669B CB/6690: D4 Set event bit $1E80($256) [$1ECA, bit 6] CB/6692: 4B Display dialogue message $0B14, wait for button press (At bottom of screen) AGED MAN: The repairman, at last! “Uh, no. I was wondering if you knew anything about Emperor Gestahl's map…” AGED MAN: Map…?! Everyone's askin' 'bout that map! Pardon?! AGED MAN: Little while ago, some guy wearin' a bandana asked for the map. So I told him! W…where is it? CB/6695: 4B Display dialogue message $0B15, wait for button press (At bottom of screen) AGED MAN: It's where the mountains form a star-shape! You should have just come out and asked me. No need to be shy! CB/6698: 4B Display dialogue message $0B09, wait for button press (At bottom of screen) SABIN: Now, Sir… AGED MAN: Oh! Yes! I'd like you to make those repairs on the double! SABIN: Sir… You…had a son, right? You with me!? CB/669B: C0 If ($1E80($1DA) [$1EBB, bit 2] is set), branch to $CB66A4 CB/66A1: 4B Display dialogue message $0B08, wait for button press (At bottom of screen) SABIN: Excuse me, Sir. AGED MAN: Who'n blazes 'r you? Oh! The repairman! SABIN: Sir… You…had a son, right? You with me!? CB/66A4: 4B Display dialogue message $0B0A, wait for button press (At bottom of screen) AGED MAN: …son? SABIN: Right. The truth is, he's alive! Come here, GAU! CB/66A7: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long CB/66A9: 22 Do vehicle/entity graphical action $22 CB/66AA: E0 Pause for 4 * 2 (8) frames CB/66AC: CF Turn vehicle/entity left CB/66AD: FF End queue CB/66AE: 0B Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete) CB/66B0: CD Turn vehicle/entity right CB/66B1: E0 Pause for 4 * 12 (48) frames CB/66B3: CC Turn vehicle/entity up CB/66B4: FF End queue CB/66B5: 4B Display dialogue message $0B0B, wait for button press (At bottom of screen) GAU: Fffatherrr… CB/66B8: 10 Begin action queue for character $10 (NPC $10), 11 bytes long (Wait until complete) CB/66BA: CF Turn vehicle/entity left CB/66BB: E0 Pause for 4 * 2 (8) frames CB/66BD: CE Turn vehicle/entity down CB/66BE: E0 Pause for 4 * 4 (16) frames CB/66C0: CD Turn vehicle/entity right CB/66C1: E0 Pause for 4 * 2 (8) frames CB/66C3: CE Turn vehicle/entity down CB/66C4: FF End queue CB/66C5: 4B Display dialogue message $0B0C, wait for button press (At bottom of screen) AGED MAN: What is this?! What's with this “son” business? I never had a son! CB/66C8: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/66CA: CC Turn vehicle/entity up CB/66CB: FF End queue CB/66CC: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/66CE: CC Turn vehicle/entity up CB/66CF: FF End queue CB/66D0: B5 Pause for 15 * 6 (90) units CB/66D2: B2 Call subroutine $CB5F92 CB/66D6: 4B Display dialogue message $0B0D, wait for button press (At bottom of screen) AGED MAN: But now that you mention it, I once had a terrible dream. In it, a demon-child was born! I grabbed the creature, and rushed off to the Veldt with it… It was crying like crazy when I arrived on the Veldt. SABIN: But, Sir…! CB/66D9: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CB/66DB: 21 Do vehicle/entity graphical action $21 CB/66DC: E0 Pause for 4 * 2 (8) frames CB/66DE: CC Turn vehicle/entity up CB/66DF: FF End queue CB/66E0: 94 Pause for 60 units CB/66E1: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/66E3: CD Turn vehicle/entity right CB/66E4: FF End queue CB/66E5: 4B Display dialogue message $0B0E, wait for button press (At bottom of screen) AGED MAN: I left the child there… And without looking back, I turned and started to run. SABIN: I'm trying to tell you… CB/66E8: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/66EA: 21 Do vehicle/entity graphical action $21 CB/66EB: FF End queue CB/66EC: 94 Pause for 60 units CB/66ED: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CB/66EF: CE Turn vehicle/entity down CB/66F0: FF End queue CB/66F1: 05 Begin action queue for character $05 (Actor in stot 5), 8 bytes long CB/66F3: CF Turn vehicle/entity left CB/66F4: E0 Pause for 4 * 2 (8) frames CB/66F6: CE Turn vehicle/entity down CB/66F7: E0 Pause for 4 * 12 (48) frames CB/66F9: 20 Do vehicle/entity graphical action $20 CB/66FA: FF End queue CB/66FB: 4B Display dialogue message $0B0F, wait for button press (At bottom of screen) AGED MAN: Suddenly the crying stopped. I turned around and saw a frightful monster… Hideous! Still gives me the shakes. SABIN: I give up… CB/66FE: 35 Pause execution until action queue for object $05 (Actor in stot 5) is complete CB/6700: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CB/6702: CD Turn vehicle/entity right CB/6703: FF End queue CB/6704: 4B Display dialogue message $0B10, wait for button press (At bottom of screen) AGED MAN: But you, young man, your parents must be proud of you! I still have dreams of that demon child… Frightening… CB/6707: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CB/6709: CE Turn vehicle/entity down CB/670A: FF End queue CB/670B: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long CB/670D: CC Turn vehicle/entity up CB/670E: FF End queue CB/670F: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long CB/6711: 1F Do vehicle/entity graphical action $1F CB/6712: E0 Pause for 4 * 2 (8) frames CB/6714: CC Turn vehicle/entity up CB/6715: FF End queue CB/6716: 4B Display dialogue message $0B11, wait for button press (At bottom of screen) SABIN: Why! You old… He's completely lost his mind! GAU, I'm gonna clobber him!! CB/6719: 35 Pause execution until action queue for object $05 (Actor in stot 5) is complete CB/671B: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/671D: 1B Do vehicle/entity graphical action $1B CB/671E: FF End queue CB/671F: 93 Pause for 45 units CB/6720: 0B Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete) CB/6722: C3 Set vehicle/entity's event speed to fast CB/6723: 80 Move vehicle/entity up 1 tile CB/6724: 81 Move vehicle/entity right 1 tile CB/6725: CE Turn vehicle/entity down CB/6726: FF End queue CB/6727: B5 Pause for 15 * 6 (90) units CB/6729: 4B Display dialogue message $0B12, wait for button press (At bottom of screen) GAU: Uwaooo…ooooo… CB/672C: 35 Pause execution until action queue for object $0B (Actor in stot 11) is complete CB/672E: 93 Pause for 45 units CB/672F: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/6731: 21 Do vehicle/entity graphical action $21 CB/6732: FF End queue CB/6733: 0B Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete) CB/6735: C1 Set vehicle/entity's event speed to slow CB/6736: 83 Move vehicle/entity left 1 tile CB/6737: 86 Move vehicle/entity down 2 tiles CB/6738: 85 Move vehicle/entity right 2 tiles CB/6739: CE Turn vehicle/entity down CB/673A: FF End queue CB/673B: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CB/673D: CF Turn vehicle/entity left CB/673E: E0 Pause for 4 * 2 (8) frames CB/6740: CE Turn vehicle/entity down CB/6741: FF End queue CB/6742: 33 Begin action queue for character $33 (Party Character 2), 5 bytes long CB/6744: CF Turn vehicle/entity left CB/6745: E0 Pause for 4 * 2 (8) frames CB/6747: CE Turn vehicle/entity down CB/6748: FF End queue CB/6749: 34 Begin action queue for character $34 (Party Character 3), 5 bytes long CB/674B: CF Turn vehicle/entity left CB/674C: E0 Pause for 4 * 2 (8) frames CB/674E: CE Turn vehicle/entity down CB/674F: FF End queue CB/6750: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CB/6752: 86 Move vehicle/entity down 2 tiles CB/6753: FF End queue CB/6754: 42 Hide object $0B CB/6756: 94 Pause for 60 units CB/6757: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CB/6759: C2 Set vehicle/entity's event speed to normal CB/675A: 83 Move vehicle/entity left 1 tile CB/675B: FF End queue CB/675C: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CB/675E: C2 Set vehicle/entity's event speed to normal CB/675F: E0 Pause for 4 * 2 (8) frames CB/6761: 81 Move vehicle/entity right 1 tile CB/6762: FF End queue CB/6763: 3F Remove character $0B (Actor in stot 11) from the party CB/6766: 3E Delete object $0B CB/6768: 45 Refresh objects CB/6769: B2 Call subroutine $CB0E1C CB/676D: B2 Call subroutine $CACB95 CB/6771: 3B Position character in a "ready-to-go" stance CB/6772: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/6774: 8A Move vehicle/entity down 3 tiles CB/6775: FF End queue CB/6776: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CB/6778: D8 Set event bit $1E80($48E) [$1F11, bit 6] CB/677A: 6A Load map $0083 (Gau's father's house, outdoors (WoR)) after fade out, (upper bits $2000), place party at (7, 7), facing down CB/6780: B2 Call subroutine $CB2E2B CB/6784: 3A Enable player to move while event commands execute CB/6785: D4 Set event bit $1E80($247) [$1EC8, bit 7] CB/6787: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/6789: 82 Move vehicle/entity down 1 tile CB/678A: FF End queue CB/678B: B2 Call subroutine $CAC6AC CB/678F: 3C Set up the party as follows: $05 (Actor in stot 5), $FF (), $FF (), $FF () CB/6794: 32 Begin action queue for character $32 (Party Character 1), 6 bytes long CB/6796: C1 Set vehicle/entity's event speed to slow CB/6797: CE Turn vehicle/entity down CB/6798: C7 Set vehicle/entity to stay still when moving CB/6799: 82 Move vehicle/entity down 1 tile CB/679A: C6 Set vehicle/entity to walk when moving CB/679B: FF End queue CB/679C: 33 Begin action queue for character $33 (Party Character 2), 6 bytes long CB/679E: C1 Set vehicle/entity's event speed to slow CB/679F: CE Turn vehicle/entity down CB/67A0: C7 Set vehicle/entity to stay still when moving CB/67A1: A1 Move vehicle/entity right/down 1x1 tiles CB/67A2: C6 Set vehicle/entity to walk when moving CB/67A3: FF End queue CB/67A4: 05 Begin action queue for character $05 (Actor in stot 5), 8 bytes long (Wait until complete) CB/67A6: C1 Set vehicle/entity's event speed to slow CB/67A7: CE Turn vehicle/entity down CB/67A8: C7 Set vehicle/entity to stay still when moving CB/67A9: A2 Move vehicle/entity left/down 1x1 tiles CB/67AA: C6 Set vehicle/entity to walk when moving CB/67AB: E0 Pause for 4 * 4 (16) frames CB/67AD: FF End queue CB/67AE: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/67B0: 86 Move vehicle/entity down 2 tiles CB/67B1: FF End queue CB/67B2: 92 Pause for 30 units CB/67B3: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/67B5: 20 Do vehicle/entity graphical action $20 CB/67B6: FF End queue CB/67B7: 4B Display dialogue message $0B17, wait for button press SABIN: I…I'm sorry… CB/67BA: 94 Pause for 60 units CB/67BB: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CB/67BF: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CB67D3 CB/67C5: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CB/67C7: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/67C8: E0 Pause for 4 * 12 (48) frames CB/67CA: CE Turn vehicle/entity down CB/67CB: FF End queue CB/67CC: 33 Begin action queue for character $33 (Party Character 2), 5 bytes long CB/67CE: 23 Do vehicle/entity graphical action $23 CB/67CF: E0 Pause for 4 * 12 (48) frames CB/67D1: CE Turn vehicle/entity down CB/67D2: FF End queue CB/67D3: B5 Pause for 15 * 6 (90) units CB/67D5: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/67D7: CE Turn vehicle/entity down CB/67D8: FF End queue CB/67D9: 92 Pause for 30 units CB/67DA: 4B Display dialogue message $0B18, wait for button press GAU: Fffatherrr…alive… H… a… p… p… y… CB/67DD: 95 Pause for 120 units CB/67DE: 5A Fade screen at speed $04 CB/67E0: 5C Pause execution until fade in or fade out is complete CB/67E1: D9 Clear event bit $1E80($48E) [$1F11, bit 6] CB/67E3: 37 Assign graphics $0B to object $0B (Actor in stot 11) CB/67E6: 3D Create object $0B CB/67E8: 45 Refresh objects CB/67E9: 3F Assign character $0B (Actor in stot 11) to party 1 CB/67EC: B2 Call subroutine $CACB95 CB/67F0: D4 Set event bit $1E80($249) [$1EC9, bit 1] CB/67F2: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CB/67F4: F2 Fade out current song with transition time 160 CB/67F6: FA Stop temporarily played song CB/67F7: 6B Load map $01FF (world map) instantly, (upper bits $2000), place party at (0, 0), facing down, flags $00 CB/67FD: FF End map script CB/67FE: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CB/67FF: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CB6824 CB/6805: C0 If ($1E80($256) [$1ECA, bit 6] is set), branch to $CB681D CB/680B: C0 If ($1E80($1DA) [$1EBB, bit 2] is clear), branch to $CB6819 CB/6811: 4B Display dialogue message $0B14, wait for button press (At bottom of screen) AGED MAN: The repairman, at last! “Uh, no. I was wondering if you knew anything about Emperor Gestahl's map…” AGED MAN: Map…?! Everyone's askin' 'bout that map! Pardon?! AGED MAN: Little while ago, some guy wearin' a bandana asked for the map. So I told him! W…where is it? CB/6814: 4B Display dialogue message $0B15, wait for button press (At bottom of screen) AGED MAN: It's where the mountains form a star-shape! You should have just come out and asked me. No need to be shy! CB/6817: D4 Set event bit $1E80($256) [$1ECA, bit 6] CB/6819: 4B Display dialogue message $0B13, wait for button press (At bottom of screen) AGED MAN: Eh? Say, is everything fixed yet? CB/681C: FE Return CB/681D: 4B Display dialogue message $0B16, wait for button press (At bottom of screen) AGED MAN: Got it?! Where the mountains form the shape of a star! CB/6820: 4B Display dialogue message $0B13, wait for button press (At bottom of screen) AGED MAN: Eh? Say, is everything fixed yet? CB/6823: FE Return CB/6824: 4B Display dialogue message $0B13, wait for button press (At bottom of screen) AGED MAN: Eh? Say, is everything fixed yet? CB/6827: FE Return CB/6828: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB645B CB/682E: E2 Set bit in CaseWord for the lead character in the current party CB/682F: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CB689C CB/6835: E2 Set bit in CaseWord for the lead character in the current party CB/6836: C0 If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CB689C CB/683C: E2 Set bit in CaseWord for the lead character in the current party CB/683D: C0 If ($1E80($1A8) [$1EB5, bit 0] is set), branch to $CB689C CB/6843: E2 Set bit in CaseWord for the lead character in the current party CB/6844: C0 If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CB689C CB/684A: E2 Set bit in CaseWord for the lead character in the current party CB/684B: C0 If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CB689C CB/6851: E2 Set bit in CaseWord for the lead character in the current party CB/6852: C0 If ($1E80($1AA) [$1EB5, bit 2] is set), branch to $CB689C CB/6858: E2 Set bit in CaseWord for the lead character in the current party CB/6859: C0 If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CB689C CB/685F: E2 Set bit in CaseWord for the lead character in the current party CB/6860: C0 If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CB689C CB/6866: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CB68D2 CB/686C: C0 If ($1E80($1B0) [$1EB6, bit 0] is set), branch to $CB68A0 CB/6872: 4B Display dialogue message $01B0, wait for button press AGED MAN: Hey!!? CB/6875: 10 Begin action queue for character $10 (NPC $10), 9 bytes long (Wait until complete) CB/6877: C3 Set vehicle/entity's event speed to fast CB/6878: 92 Move vehicle/entity down 5 tiles CB/6879: E0 Pause for 4 * 2 (8) frames CB/687B: CF Turn vehicle/entity left CB/687C: E0 Pause for 4 * 1 (4) frames CB/687E: CC Turn vehicle/entity up CB/687F: FF End queue CB/6880: 4B Display dialogue message $01AD, wait for button press AGED MAN: You the clock maker? I been waitin' for ages! CB/6883: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CB/6885: CE Turn vehicle/entity down CB/6886: FF End queue CB/6887: 4B Display dialogue message $01AE, wait for button press Uh…no. I'm not the clock maker. CB/688A: 10 Begin action queue for character $10 (NPC $10), 8 bytes long CB/688C: 90 Move vehicle/entity up 5 tiles CB/688D: E0 Pause for 4 * 1 (4) frames CB/688F: CF Turn vehicle/entity left CB/6890: E0 Pause for 4 * 1 (4) frames CB/6892: CE Turn vehicle/entity down CB/6893: FF End queue CB/6894: 4B Display dialogue message $01AF, wait for button press AGED MAN: There it is, on the wall. Ain't been tickin' for 1, 5, shucks, maybe even 10 years! CB/6897: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CB/6899: D3 Clear event bit $1E80($1F1) [$1EBE, bit 1] CB/689B: FE Return CB/689C: 4B Display dialogue message $01B8, wait for button press (At bottom of screen) AGED MAN: You've come to fix the door!? CB/689F: FE Return CB/68A0: 4B Display dialogue message $01B0, wait for button press AGED MAN: Hey!!? CB/68A3: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CB/68A5: C2 Set vehicle/entity's event speed to normal CB/68A6: C7 Set vehicle/entity to stay still when moving CB/68A7: 83 Move vehicle/entity left 1 tile CB/68A8: C6 Set vehicle/entity to walk when moving CB/68A9: CD Turn vehicle/entity right CB/68AA: FF End queue CB/68AB: 10 Begin action queue for character $10 (NPC $10), 9 bytes long (Wait until complete) CB/68AD: C3 Set vehicle/entity's event speed to fast CB/68AE: 8E Move vehicle/entity down 4 tiles CB/68AF: E0 Pause for 4 * 2 (8) frames CB/68B1: CF Turn vehicle/entity left CB/68B2: E0 Pause for 4 * 1 (4) frames CB/68B4: CC Turn vehicle/entity up CB/68B5: FF End queue CB/68B6: 4B Display dialogue message $01AD, wait for button press AGED MAN: You the clock maker? I been waitin' for ages! CB/68B9: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CB/68BB: CE Turn vehicle/entity down CB/68BC: FF End queue CB/68BD: 4B Display dialogue message $01AE, wait for button press Uh…no. I'm not the clock maker. CB/68C0: 10 Begin action queue for character $10 (NPC $10), 8 bytes long CB/68C2: 8C Move vehicle/entity up 4 tiles CB/68C3: E0 Pause for 4 * 1 (4) frames CB/68C5: CF Turn vehicle/entity left CB/68C6: E0 Pause for 4 * 1 (4) frames CB/68C8: CE Turn vehicle/entity down CB/68C9: FF End queue CB/68CA: 4B Display dialogue message $01AF, wait for button press AGED MAN: There it is, on the wall. Ain't been tickin' for 1, 5, shucks, maybe even 10 years! CB/68CD: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CB/68CF: D3 Clear event bit $1E80($1F1) [$1EBE, bit 1] CB/68D1: FE Return CB/68D2: C0 If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CB68E3 CB/68D8: 4B Display dialogue message $01B4, wait for button press AGED MAN: Got it! CB/68DB: 4B Display dialogue message $01B3, wait for button press AGED MAN: Lawnmower repairman, eh? Couldn't provide worse service! Grass's 25 feet high out back! CB/68DE: D2 Set event bit $1E80($1F1) [$1EBE, bit 1] CB/68E0: D3 Clear event bit $1E80($1F2) [$1EBE, bit 2] CB/68E2: FE Return CB/68E3: C0 If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CB68F1 CB/68E9: 4B Display dialogue message $01B6, wait for button press AGED MAN: No more lip, repairman! Fix that stove, on the double!!! CB/68EC: D2 Set event bit $1E80($1F2) [$1EBE, bit 2] CB/68EE: D3 Clear event bit $1E80($1F3) [$1EBE, bit 3] CB/68F0: FE Return CB/68F1: C0 If ($1E80($1F3) [$1EBE, bit 3] is set), branch to $CB6828 CB/68F7: 4B Display dialogue message $01B7, wait for button press AGED MAN: Goodness! Then you must be… CB/68FA: 4B Display dialogue message $01B5, wait for button press AGED MAN: You're here to fix my bed! It's squeakin' like all git-out! CB/68FD: D2 Set event bit $1E80($1F3) [$1EBE, bit 3] CB/68FF: D3 Clear event bit $1E80($1F0) [$1EBE, bit 0] CB/6901: FE Return CB/6902: F4 Play sound effect 247 CB/6904: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/6906: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CB/6908: C7 Set vehicle/entity to stay still when moving CB/6909: C3 Set vehicle/entity's event speed to fast CB/690A: DC Make vehicle/entity jump (low) CB/690B: 82 Move vehicle/entity down 1 tile CB/690C: C6 Set vehicle/entity to walk when moving CB/690D: FF End queue CB/690E: 4B Display dialogue message $01BA, wait for button press Yaaaouch!!!! CB/6911: FE Return CB/6912: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/691A: E2 Set bit in CaseWord for the lead character in the current party CB/691B: C9 If ($1E80($1A5) [$1EB4, bit 5] is clear) and ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CB6902 CB/6923: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB6902 CB/6929: C0 If ($1E80($022) [$1E84, bit 2] is set), branch to $CB6902 CB/692F: B2 Call subroutine $CB6902 CB/6933: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/6935: CD Turn vehicle/entity right CB/6936: FF End queue CB/6937: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/6939: 21 Do vehicle/entity graphical action $21 CB/693A: E0 Pause for 4 * 2 (8) frames CB/693C: CC Turn vehicle/entity up CB/693D: E0 Pause for 4 * 2 (8) frames CB/693F: CF Turn vehicle/entity left CB/6940: FF End queue CB/6941: 4B Display dialogue message $01B9, wait for button press Phew! No child could be this mischievious! CB/6944: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/6946: CC Turn vehicle/entity up CB/6947: FF End queue CB/6948: 4B Display dialogue message $01BC, wait for button press AGED MAN: Child…? Ain't no child 'round here! Bolderdash! I'm ready for you to leave! Go on, git! I'm tossin' ya out onta the Veldt! ??? I'd rather take a stick in the eye than deal with that guy again… CB/694B: D0 Set event bit $1E80($022) [$1E84, bit 2] CB/694D: 6A Load map $0073 (Gau's father's house, outdoors (WoB)) after fade out, (upper bits $2000), place party at (7, 7), facing down CB/6953: FE Return CB/6954: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CB/695A: 4B Display dialogue message $01BB, wait for button press Take a nap? ^ (Snooze) ^ (No thanks) CB/695D: B6 Indexed branch based on prior dialogue selection [$CB6965, $CB69AB] CB/6964: FE Return CB/6965: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CB/6967: F2 Fade out current song with transition time 96 CB/6969: 5A Fade screen at speed $08 CB/696B: 5C Pause execution until fade in or fade out is complete CB/696C: B5 Pause for 15 * 4 (60) units CB/696E: 88 Remove the following status ailments from character $31 (Party Character 0): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CB/6972: 88 Remove the following status ailments from character $32 (Party Character 1): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CB/6976: 88 Remove the following status ailments from character $33 (Party Character 2): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CB/697A: 88 Remove the following status ailments from character $34 (Party Character 3): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CB/697E: 8B For character $31 (Party Character 0), take HP and set to maximum CB/6981: 8B For character $32 (Party Character 1), take HP and set to maximum CB/6984: 8B For character $33 (Party Character 2), take HP and set to maximum CB/6987: 8B For character $34 (Party Character 3), take HP and set to maximum CB/698A: 8C For character $31 (Party Character 0), take MP and set to maximum CB/698D: 8C For character $32 (Party Character 1), take MP and set to maximum CB/6990: 8C For character $33 (Party Character 2), take MP and set to maximum CB/6993: 8C For character $34 (Party Character 3), take MP and set to maximum CB/6996: F0 Play song 56 (Nighty Night), (high bit set), full volume CB/6998: FA Stop temporarily played song CB/6999: F3 Fade in previously faded out song with transition time 128 CB/699B: 59 Unfade screen at speed $08 CB/699D: 95 Pause for 120 units CB/699E: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CB/69A0: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/69A2: C1 Set vehicle/entity's event speed to slow CB/69A3: 81 Move vehicle/entity right 1 tile CB/69A4: FF End queue CB/69A5: B2 Call subroutine $CB0E1C CB/69A9: 3A Enable player to move while event commands execute CB/69AA: FE Return CB/69AB: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/69AD: C2 Set vehicle/entity's event speed to normal CB/69AE: 81 Move vehicle/entity right 1 tile CB/69AF: FF End queue CB/69B0: B2 Call subroutine $CB0E1C CB/69B4: FE Return CB/69B5: DB Clear event bit $1E80($501) [$1F20, bit 1] CB/69B7: DB Clear event bit $1E80($502) [$1F20, bit 2] CB/69B9: DB Clear event bit $1E80($506) [$1F20, bit 6] CB/69BB: DB Clear event bit $1E80($507) [$1F20, bit 7] CB/69BD: DB Clear event bit $1E80($508) [$1F21, bit 0] CB/69BF: DB Clear event bit $1E80($509) [$1F21, bit 1] CB/69C1: DB Clear event bit $1E80($512) [$1F22, bit 2] CB/69C3: DB Clear event bit $1E80($518) [$1F23, bit 0] CB/69C5: DB Clear event bit $1E80($55A) [$1F2B, bit 2] CB/69C7: DA Set event bit $1E80($564) [$1F2C, bit 4] CB/69C9: DB Clear event bit $1E80($568) [$1F2D, bit 0] CB/69CB: D3 Clear event bit $1E80($178) [$1EAF, bit 0] CB/69CD: D3 Clear event bit $1E80($187) [$1EB0, bit 7] CB/69CF: D3 Clear event bit $1E80($18A) [$1EB1, bit 2] CB/69D1: D3 Clear event bit $1E80($18F) [$1EB1, bit 7] CB/69D3: D3 Clear event bit $1E80($17E) [$1EAF, bit 6] CB/69D5: D3 Clear event bit $1E80($180) [$1EB0, bit 0] CB/69D7: FE Return CB/69D8: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CB/69DA: D7 Center screen on vehicle/entity CB/69DB: FF End queue CB/69DC: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CB/69DE: D7 Center screen on vehicle/entity CB/69DF: FF End queue CB/69E0: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CB/69E2: D7 Center screen on vehicle/entity CB/69E3: FF End queue CB/69E4: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/69E6: D7 Center screen on vehicle/entity CB/69E7: FF End queue CB/69E8: FE Return CB/69E9: 10 Begin action queue for character $10 (NPC $10), 19 bytes long CB/69EB: C0 Set vehicle/entity's event speed to slowest CB/69EC: 81 Move vehicle/entity right 1 tile CB/69ED: CE Turn vehicle/entity down CB/69EE: 86 Move vehicle/entity down 2 tiles CB/69EF: CD Turn vehicle/entity right CB/69F0: 85 Move vehicle/entity right 2 tiles CB/69F1: CE Turn vehicle/entity down CB/69F2: 82 Move vehicle/entity down 1 tile CB/69F3: CF Turn vehicle/entity left CB/69F4: 8F Move vehicle/entity left 4 tiles CB/69F5: CC Turn vehicle/entity up CB/69F6: 80 Move vehicle/entity up 1 tile CB/69F7: CD Turn vehicle/entity right CB/69F8: 81 Move vehicle/entity right 1 tile CB/69F9: CC Turn vehicle/entity up CB/69FA: 84 Move vehicle/entity up 2 tiles CB/69FB: FC Branch 15 bytes backwards ($CB69EC) CB/69FD: FF End queue CB/69FE: FE Return CB/69FF: 4B Display dialogue message $0B19, wait for button press (At bottom of screen) ……Not enough money. CB/6A02: FE Return CB/6A03: B0 Execute the following commands until $B1 8 times CB/6A05: 50 Tint screen (cumulative) with color $9B CB/6A07: B1 End block of repeating commands CB/6A08: FE Return CB/6A09: 92 Pause for 30 units CB/6A0A: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/6A0C: 09 Do vehicle/entity graphical action $09 (kneeling) CB/6A0D: E0 Pause for 4 * 3 (12) frames CB/6A0F: CE Turn vehicle/entity down CB/6A10: FF End queue CB/6A11: B0 Execute the following commands until $B1 3 times CB/6A13: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/6A15: 23 Do vehicle/entity graphical action $23 CB/6A16: FF End queue CB/6A17: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/6A19: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/6A1A: FF End queue CB/6A1B: B1 End block of repeating commands CB/6A1C: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/6A1E: CE Turn vehicle/entity down CB/6A1F: FF End queue CB/6A20: 3A Enable player to move while event commands execute CB/6A21: FE Return CB/6A22: 41 Show object $10 CB/6A24: 91 Pause for 15 units CB/6A25: 42 Hide object $10 CB/6A27: 91 Pause for 15 units CB/6A28: 41 Show object $10 CB/6A2A: 91 Pause for 15 units CB/6A2B: 42 Hide object $10 CB/6A2D: 91 Pause for 15 units CB/6A2E: FE Return CB/6A2F: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CB/6A35: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CB/6A37: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CB/6A39: C8 Set object layering priority to 0 (low nibble 0) CB/6A3B: FF End queue CB/6A3C: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CB/6A3E: C8 Set object layering priority to 0 (low nibble 0) CB/6A40: FF End queue CB/6A41: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CB/6A43: C8 Set object layering priority to 0 (low nibble 0) CB/6A45: FF End queue CB/6A46: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/6A48: C8 Set object layering priority to 0 (low nibble 0) CB/6A4A: FF End queue CB/6A4B: FE Return CB/6A4C: 61 Colorize color range [$04, $77] to color $03 CB/6A50: 61 Colorize color range [$E0, $FF] to color $03 CB/6A54: FE Return CB/6A55: 61 Colorize color range [$04, $77] to color $03 CB/6A59: 61 Colorize color range [$F0, $FF] to color $03 CB/6A5D: FE Return CB/6A5E: 61 Colorize color range [$04, $77] to color $03 CB/6A62: 61 Colorize color range [$F0, $FF] to color $03 CB/6A66: B0 Execute the following commands until $B1 31 times CB/6A68: 51 Modify background color range from [4B, 4B]: Add (Black) at intensity 3 CB/6A6C: B1 End block of repeating commands CB/6A6D: FE Return CB/6A6E: 61 Colorize color range [$04, $77] to color $07 CB/6A72: 61 Colorize color range [$04, $FF] to color $07 CB/6A76: FE Return CB/6A77: 51 Modify background color range from [01, 0F]: Add (Black) at intensity 3 CB/6A7B: B0 Execute the following commands until $B1 5 times CB/6A7D: 51 Modify background color range from [01, 0F]: Add (Black) at intensity 3 CB/6A81: B1 End block of repeating commands CB/6A82: FE Return CB/6A83: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/6A85: 1F Do vehicle/entity graphical action $1F CB/6A86: C7 Set vehicle/entity to stay still when moving CB/6A87: FF End queue CB/6A88: 92 Pause for 30 units CB/6A89: F4 Play sound effect 186 CB/6A8B: 38 Hold screen CB/6A8C: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long CB/6A8E: C3 Set vehicle/entity's event speed to fast CB/6A8F: 86 Move vehicle/entity down 2 tiles CB/6A90: CE Turn vehicle/entity down CB/6A91: FF End queue CB/6A92: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/6A94: C3 Set vehicle/entity's event speed to fast CB/6A95: 92 Move vehicle/entity down 5 tiles CB/6A96: FF End queue CB/6A97: 5A Fade screen at speed $04 CB/6A99: 5C Pause execution until fade in or fade out is complete CB/6A9A: 35 Pause execution until action queue for object $30 (Camera) is complete CB/6A9C: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/6A9E: FE Return CB/6A9F: 59 Unfade screen at speed $04 CB/6AA1: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/6AA3: C3 Set vehicle/entity's event speed to fast CB/6AA4: 1F Do vehicle/entity graphical action $1F CB/6AA5: 9E Move vehicle/entity down 8 tiles CB/6AA6: FF End queue CB/6AA7: 58 Shake screen ($FB): (Intensity: 3)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/6AA9: F4 Play sound effect 199 CB/6AAB: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long CB/6AAD: 09 Do vehicle/entity graphical action $09 (kneeling) CB/6AAE: DC Make vehicle/entity jump (low) CB/6AAF: 28 Do vehicle/entity graphical action $28 CB/6AB0: C6 Set vehicle/entity to walk when moving CB/6AB1: FF End queue CB/6AB2: 94 Pause for 60 units CB/6AB3: 58 Shake screen ($38): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 unaffected) (Sprite layer unaffected) CB/6AB5: 5C Pause execution until fade in or fade out is complete CB/6AB6: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/6AB8: 93 Pause for 45 units CB/6AB9: 39 Free screen CB/6ABA: B2 Call subroutine $CB6A09 CB/6ABE: FE Return CB/6ABF: F4 Play sound effect 151 CB/6AC1: 92 Pause for 30 units CB/6AC2: FE Return CB/6AC3: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/6AC5: 1B Do vehicle/entity graphical action $1B CB/6AC6: E0 Pause for 4 * 6 (24) frames CB/6AC8: CC Turn vehicle/entity up CB/6AC9: FF End queue CB/6ACA: F4 Play sound effect 150 CB/6ACC: FE Return CB/6ACD: 58 Shake screen ($FB): (Intensity: 3)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/6ACF: 91 Pause for 15 units CB/6AD0: F4 Play sound effect 187 CB/6AD2: FE Return CB/6AD3: 65 Command $65, $00, $00 CB/6AD6: 65 Command $65, $01, $00 CB/6AD9: 65 Command $65, $02, $00 CB/6ADC: 65 Command $65, $03, $00 CB/6ADF: 65 Command $65, $04, $00 CB/6AE2: FE Return CB/6AE3: 74 Replace current map's Layer 2 at (3, 8) with the following (8 x 5) chunk CB/6AE8: $96, $96, $96, $96, $96, $35, $96, $96 CB/6AF0: $96, $96, $35, $56, $57, $96, $33, $45 CB/6AF8: $66, $67, $52, $33, $65, $66, $67, $62 CB/6B00: $43, $75, $76, $77, $62, $63, $85, $86 CB/6B08: $87, $72, $73, $95, $96, $96, $82, $83 CB/6B10: 74 Replace current map's Layer 2 at (3, 72) with the following (2 x 5) chunk CB/6B15: $B4, $11 CB/6B17: $11, $11 CB/6B19: $11, $11 CB/6B1B: $11, $11 CB/6B1D: $11, $B2 CB/6B1F: 75 Refresh map after alteration CB/6B20: FE Return CB/6B21: 74 Replace current map's Layer 2 at (2, 19) with the following (8 x 6) chunk CB/6B26: $66, $67, $96, $92, $96, $96, $76, $77 CB/6B2E: $92, $96, $96, $33, $37, $96, $96, $92 CB/6B36: $52, $43, $01, $35, $92, $96, $62, $63 CB/6B3E: $EB, $45, $56, $57, $72, $73, $35, $65 CB/6B46: $66, $67, $82, $83, $45, $75, $76, $77 CB/6B4E: $92, $93, $65, $85, $86, $87, $96, $92 CB/6B56: 74 Replace current map's Layer 2 at (3, 83) with the following (3 x 5) chunk CB/6B5B: $11, $11, $11 CB/6B5E: $11, $B2, $11 CB/6B61: $11, $11, $11 CB/6B64: $11, $B4, $11 CB/6B67: $11, $11, $11 CB/6B6A: 75 Refresh map after alteration CB/6B6B: FE Return CB/6B6C: 74 Replace current map's Layer 2 at (9, 3) with the following (7 x 5) chunk CB/6B71: $55, $43, $44, $44, $45, $65, $63 CB/6B78: $64, $64, $65, $84, $73, $74, $74 CB/6B7F: $75, $82, $83, $84, $84, $85, $92 CB/6B86: $93, $94, $94, $95, $96, $96, $96 CB/6B8D: $96, $96, $11, $E9, $E8, $11, $11 CB/6B94: 74 Replace current map's Layer 2 at (14, 7) with the following (1 x 1) chunk CB/6B99: $96 CB/6B9A: 74 Replace current map's Layer 2 at (9, 71) with the following (2 x 5) chunk CB/6B9F: $11, $11 CB/6BA1: $11, $11 CB/6BA3: $11, $B3 CB/6BA5: $B4, $B2 CB/6BA7: $B3, $B3 CB/6BA9: 75 Refresh map after alteration CB/6BAA: FE Return CB/6BAB: 74 Replace current map's Layer 2 at (8, 11) with the following (8 x 5) chunk CB/6BB0: $01, $01, $01, $EB, $45, $44, $44, $44 CB/6BB8: $45, $65, $64, $64, $64, $65, $75, $74 CB/6BC0: $74, $74, $75, $68, $84, $84, $84, $85 CB/6BC8: $86, $94, $94, $94, $95, $96, $92, $96 CB/6BD0: $96, $96, $E8, $96, $E8, $11, $11, $EB CB/6BD8: 74 Replace current map's Layer 2 at (8, 80) with the following (3 x 5) chunk CB/6BDD: $11, $11, $11 CB/6BE0: $11, $B2, $11 CB/6BE3: $B2, $B3, $B3 CB/6BE6: $11, $B2, $11 CB/6BE9: $11, $11, $11 CB/6BEC: 75 Refresh map after alteration CB/6BED: FE Return CB/6BEE: 74 Replace current map's Layer 2 at (8, 23) with the following (8 x 5) chunk CB/6BF3: $74, $43, $44, $44, $45, $84, $63, $64 CB/6BFB: $64, $65, $62, $73, $74, $74, $75, $82 CB/6C03: $61, $84, $84, $68, $96, $93, $94, $94 CB/6C0B: $95, $96, $96, $96, $96, $96, $11, $11 CB/6C13: $11, $11, $E9, $01, $01, $01, $01, $01 CB/6C1B: 74 Replace current map's Layer 2 at (6, 27) with the following (4 x 2) chunk CB/6C20: $96, $96, $96, $96 CB/6C24: $96, $E8, $11, $01 CB/6C28: 74 Replace current map's Layer 2 at (6, 92) with the following (2 x 6) chunk CB/6C2D: $11, $B2 CB/6C2F: $B3, $B3 CB/6C31: $B3, $B3 CB/6C33: $B3, $11 CB/6C35: $11, $11 CB/6C37: $11, $11 CB/6C39: 75 Refresh map after alteration CB/6C3A: FE Return CB/6C3B: 74 Replace current map's Layer 2 at (14, 8) with the following (7 x 3) chunk CB/6C40: $96, $96, $33, $35, $92, $33, $45 CB/6C47: $57, $43, $66, $67, $72, $76, $77 CB/6C4E: $62, $86, $87, $72, $96, $96, $82 CB/6C55: 74 Replace current map's Layer 2 at (14, 71) with the following (2 x 3) chunk CB/6C5A: $11, $11 CB/6C5C: $B2, $B4 CB/6C5E: $11, $11 CB/6C60: 75 Refresh map after alteration CB/6C61: FE Return CB/6C62: 74 Replace current map's Layer 2 at (13, 16) with the following (5 x 5) chunk CB/6C67: $96, $96, $92, $92, $96 CB/6C6C: $35, $92, $92, $96, $92 CB/6C71: $45, $56, $57, $92, $96 CB/6C76: $65, $66, $67, $96, $E8 CB/6C7B: $75, $76, $77, $33, $01 CB/6C80: 74 Replace current map's Layer 2 at (13, 21) with the following (4 x 3) chunk CB/6C85: $85, $86, $87, $86 CB/6C89: $96, $52, $56, $57 CB/6C8D: $72, $66, $67, $82 CB/6C91: 74 Replace current map's Layer 2 at (13, 80) with the following (4 x 5) chunk CB/6C96: $B4, $11, $11, $11 CB/6C9A: $11, $11, $11, $11 CB/6C9E: $11, $11, $11, $11 CB/6CA2: $11, $11, $B2, $11 CB/6CA6: $11, $11, $B2, $11 CB/6CAA: 75 Refresh map after alteration CB/6CAB: FE Return CB/6CAC: 74 Replace current map's Layer 2 at (17, 2) with the following (8 x 6) chunk CB/6CB1: $64, $43, $44, $44, $45, $64, $74, $63 CB/6CB9: $64, $64, $65, $65, $61, $73, $74, $74 CB/6CC1: $75, $76, $82, $83, $84, $84, $85, $86 CB/6CC9: $92, $93, $94, $94, $95, $96, $96, $96 CB/6CD1: $96, $96, $96, $92, $11, $11, $11, $E9 CB/6CD9: $96, $96, $01, $01, $01, $01, $35, $96 CB/6CE1: 74 Replace current map's Layer 2 at (23, 7) with the following (2 x 1) chunk CB/6CE6: $92, $96 CB/6CE8: 74 Replace current map's Layer 2 at (17, 71) with the following (3 x 6) chunk CB/6CED: $B3, $B3, $B3 CB/6CF0: $B4, $11, $11 CB/6CF3: $11, $11, $11 CB/6CF6: $11, $B4, $11 CB/6CF9: $11, $11, $11 CB/6CFC: $11, $11, $B2 CB/6CFF: 75 Refresh map after alteration CB/6D00: FE Return CB/6D01: 74 Replace current map's Layer 2 at (19, 12) with the following (10 x 6) chunk CB/6D06: $43, $44, $EA, $01, $01, $35, $63, $64, $43, $44 CB/6D10: $44, $45, $73, $74, $63, $64, $64, $65, $83, $84 CB/6D1A: $73, $74, $74, $75, $93, $82, $83, $84, $84, $85 CB/6D24: $96, $92, $93, $94, $94, $95, $96, $96, $96, $96 CB/6D2E: $92, $96, $11, $11, $11, $35, $56, $57, $01, $01 CB/6D38: $01, $35, $36, $96, $01, $01, $01, $E9, $E8, $11 CB/6D42: 74 Replace current map's Layer 2 at (19, 81) with the following (4 x 6) chunk CB/6D47: $11, $11, $11, $11 CB/6D4B: $11, $11, $B3, $B3 CB/6D4F: $B3, $B4, $11, $11 CB/6D53: $11, $11, $11, $11 CB/6D57: $11, $11, $11, $11 CB/6D5B: $11, $11, $11, $B3 CB/6D5F: 75 Refresh map after alteration CB/6D60: FE Return CB/6D61: 74 Replace current map's Layer 2 at (16, 24) with the following (7 x 5) chunk CB/6D66: $83, $43, $44, $45, $65, $62, $63 CB/6D6D: $64, $65, $75, $72, $73, $74, $75 CB/6D74: $85, $82, $83, $84, $85, $86, $92 CB/6D7B: $93, $94, $95, $92, $96, $96, $96 CB/6D82: $92, $96, $11, $11, $E9, $96, $E8 CB/6D89: 74 Replace current map's Layer 2 at (15, 27) with the following (3 x 1) chunk CB/6D8E: $92, $96, $96 CB/6D91: 74 Replace current map's Layer 2 at (19, 31) with the following (1 x 1) chunk CB/6D96: $11 CB/6D97: 74 Replace current map's Layer 2 at (15, 91) with the following (4 x 6) chunk CB/6D9C: $11, $11, $11, $11 CB/6DA0: $11, $11, $11, $11 CB/6DA4: $11, $11, $11, $11 CB/6DA8: $B2, $B3, $B3, $B4 CB/6DAC: $11, $B2, $11, $11 CB/6DB0: $11, $11, $B3, $11 CB/6DB4: 75 Refresh map after alteration CB/6DB5: FE Return CB/6DB6: 74 Replace current map's Layer 2 at (25, 8) with the following (9 x 5) chunk CB/6DBB: $96, $92, $92, $92, $33, $92, $96, $96, $96 CB/6DC4: $E8, $96, $92, $92, $33, $01, $56, $57, $52 CB/6DCD: $43, $EA, $66, $67, $62, $63, $43, $76, $77 CB/6DD6: $72, $73, $63, $66, $67, $72, $83, $73, $76 CB/6DDF: $77, $82, $62, $83, $86, $87, $96, $72, $36 CB/6DE8: 74 Replace current map's Layer 2 at (24, 9) with the following (3 x 1) chunk CB/6DED: $96, $35, $35 CB/6DF0: 74 Replace current map's Layer 2 at (24, 72) with the following (2 x 5) chunk CB/6DF5: $11, $11 CB/6DF7: $11, $11 CB/6DF9: $11, $B4 CB/6DFB: $11, $11 CB/6DFD: $11, $B2 CB/6DFF: 75 Refresh map after alteration CB/6E00: FE Return CB/6E01: 74 Replace current map's Layer 2 at (25, 18) with the following (9 x 6) chunk CB/6E06: $57, $96, $52, $43, $EA, $01, $96, $92, $62 CB/6E0F: $63, $43, $EA, $96, $92, $72, $73, $53, $33 CB/6E18: $35, $57, $82, $83, $36, $E8, $45, $56, $57 CB/6E21: $72, $33, $01, $65, $66, $67, $62, $43, $EA CB/6E2A: $75, $76, $77, $72, $64, $43, $68, $86, $87 CB/6E33: $62, $74, $63, $95, $96, $92, $82, $84, $73 CB/6E3C: 74 Replace current map's Layer 2 at (27, 27) with the following (1 x 1) chunk CB/6E41: $96 CB/6E42: 74 Replace current map's Layer 2 at (25, 84) with the following (1 x 2) chunk CB/6E47: $B4 CB/6E48: $11 CB/6E49: 75 Refresh map after alteration CB/6E4A: FE Return CB/6E4B: 63 Create spotlight effect with radius 0 CB/6E4D: 97 Fade screen to black CB/6E4E: B4 Pause for 24 units CB/6E50: 5C Pause execution until fade in or fade out is complete CB/6E51: 6B Load map $0001 (World of Ruin) instantly, (upper bits $2400), place party at (249, 224), facing down CB/6E57: FF End map script CB/6E58: 73 Replace current map's Layer 1 at (3, 6) with the following (1 x 1) chunk, refresh immediately CB/6E5D: $7A CB/6E5E: B2 Call subroutine $CB6EF9 CB/6E62: FE Return CB/6E63: 73 Replace current map's Layer 1 at (15, 4) with the following (1 x 1) chunk, refresh immediately CB/6E68: $7A CB/6E69: B2 Call subroutine $CB6EF9 CB/6E6D: FE Return CB/6E6E: 73 Replace current map's Layer 1 at (25, 5) with the following (1 x 1) chunk, refresh immediately CB/6E73: $7A CB/6E74: B2 Call subroutine $CB6EF9 CB/6E78: FE Return CB/6E79: 73 Replace current map's Layer 1 at (3, 16) with the following (1 x 1) chunk, refresh immediately CB/6E7E: $7A CB/6E7F: B2 Call subroutine $CB6EF9 CB/6E83: FE Return CB/6E84: 73 Replace current map's Layer 1 at (18, 16) with the following (1 x 1) chunk, refresh immediately CB/6E89: $7A CB/6E8A: B2 Call subroutine $CB6EF9 CB/6E8E: FE Return CB/6E8F: 73 Replace current map's Layer 1 at (26, 17) with the following (1 x 1) chunk, refresh immediately CB/6E94: $7A CB/6E95: B2 Call subroutine $CB6EF9 CB/6E99: FE Return CB/6E9A: 73 Replace current map's Layer 1 at (4, 27) with the following (1 x 1) chunk, refresh immediately CB/6E9F: $7A CB/6EA0: B2 Call subroutine $CB6EF9 CB/6EA4: FE Return CB/6EA5: 73 Replace current map's Layer 1 at (14, 28) with the following (1 x 1) chunk, refresh immediately CB/6EAA: $7A CB/6EAB: B2 Call subroutine $CB6EF9 CB/6EAF: FE Return CB/6EB0: 73 Replace current map's Layer 1 at (28, 27) with the following (1 x 1) chunk, refresh immediately CB/6EB5: $7A CB/6EB6: B2 Call subroutine $CB6EF9 CB/6EBA: FE Return CB/6EBB: 73 Replace current map's Layer 1 at (8, 9) with the following (1 x 1) chunk, refresh immediately CB/6EC0: $7A CB/6EC1: B2 Call subroutine $CB6EF9 CB/6EC5: FE Return CB/6EC6: 73 Replace current map's Layer 1 at (7, 15) with the following (1 x 1) chunk, refresh immediately CB/6ECB: $7A CB/6ECC: C0 If ($1E80($181) [$1EB0, bit 1] is clear), branch to $CB6EE4 CB/6ED2: B2 Call subroutine $CB6EF9 CB/6ED6: FE Return CB/6ED7: 73 Replace current map's Layer 1 at (23, 22) with the following (1 x 1) chunk, refresh immediately CB/6EDC: $7A CB/6EDD: A1 Reset timer 0 CB/6EDF: B2 Call subroutine $CB6EF9 CB/6EE3: FE Return CB/6EE4: F4 Play sound effect 133 CB/6EE6: 63 Create spotlight effect with radius 0 CB/6EE8: 97 Fade screen to black CB/6EE9: B4 Pause for 24 units CB/6EEB: 5C Pause execution until fade in or fade out is complete CB/6EEC: D2 Set event bit $1E80($181) [$1EB0, bit 1] CB/6EEE: 6B Load map $0195 (Ebot's Rock, entrance / hungry chest and Hidon / save point) instantly, (upper bits $2000), place party at (23, 20), facing down CB/6EF4: 63 Create spotlight effect with radius 20 CB/6EF6: 96 Restore screen from fade CB/6EF7: 5C Pause execution until fade in or fade out is complete CB/6EF8: FE Return CB/6EF9: F4 Play sound effect 133 CB/6EFB: 63 Create spotlight effect with radius 0 CB/6EFD: 97 Fade screen to black CB/6EFE: B4 Pause for 24 units CB/6F00: 5C Pause execution until fade in or fade out is complete CB/6F01: B2 Call subroutine $CB6F0E CB/6F05: B2 Call subroutine $CB6FBE CB/6F09: 63 Create spotlight effect with radius 20 CB/6F0B: 96 Restore screen from fade CB/6F0C: 5C Pause execution until fade in or fade out is complete CB/6F0D: FE Return CB/6F0E: BD Pseudo-randomly jump to $CB6F21 50% of the time CB/6F12: BD Pseudo-randomly jump to $CB6F59 50% of the time CB/6F16: BD Pseudo-randomly jump to $CB6FAC 50% of the time CB/6F1A: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB6FA3 CB/6F20: FE Return CB/6F21: BD Pseudo-randomly jump to $CB6F34 50% of the time CB/6F25: BD Pseudo-randomly jump to $CB6F43 50% of the time CB/6F29: BD Pseudo-randomly jump to $CB6F6B 50% of the time CB/6F2D: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB6F64 CB/6F33: FE Return CB/6F34: BD Pseudo-randomly jump to $CB6F4E 50% of the time CB/6F38: BD Pseudo-randomly jump to $CB6F87 50% of the time CB/6F3C: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB6F8E CB/6F42: FE Return CB/6F43: BD Pseudo-randomly jump to $CB6F79 50% of the time CB/6F47: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB6F72 CB/6F4D: FE Return CB/6F4E: BD Pseudo-randomly jump to $CB6F9C 50% of the time CB/6F52: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB6F95 CB/6F58: FE Return CB/6F59: BD Pseudo-randomly jump to $CB6FB5 50% of the time CB/6F5D: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB6F80 CB/6F63: FE Return CB/6F64: 6B Load map $0194 (Ebot's Rock, misc caves) instantly, (upper bits $2000), place party at (7, 7), facing down CB/6F6A: FE Return CB/6F6B: 6B Load map $0194 (Ebot's Rock, misc caves) instantly, (upper bits $2000), place party at (15, 6), facing down CB/6F71: FE Return CB/6F72: 6B Load map $0194 (Ebot's Rock, misc caves) instantly, (upper bits $2000), place party at (24, 7), facing down CB/6F78: FE Return CB/6F79: 6B Load map $0194 (Ebot's Rock, misc caves) instantly, (upper bits $2000), place party at (5, 18), facing down CB/6F7F: FE Return CB/6F80: 6B Load map $0194 (Ebot's Rock, misc caves) instantly, (upper bits $2000), place party at (17, 16), facing down CB/6F86: FE Return CB/6F87: 6B Load map $0194 (Ebot's Rock, misc caves) instantly, (upper bits $2000), place party at (25, 18), facing down CB/6F8D: FE Return CB/6F8E: 6B Load map $0194 (Ebot's Rock, misc caves) instantly, (upper bits $2000), place party at (6, 28), facing down CB/6F94: FE Return CB/6F95: 6B Load map $0194 (Ebot's Rock, misc caves) instantly, (upper bits $2000), place party at (14, 26), facing down CB/6F9B: FE Return CB/6F9C: 6B Load map $0194 (Ebot's Rock, misc caves) instantly, (upper bits $2000), place party at (25, 27), facing down CB/6FA2: FE Return CB/6FA3: 6B Load map $0195 (Ebot's Rock, entrance / hungry chest and Hidon / save point) instantly, (upper bits $2000), place party at (7, 8), facing down CB/6FA9: D2 Set event bit $1E80($1FF) [$1EBF, bit 7] CB/6FAB: FE Return CB/6FAC: 6B Load map $0195 (Ebot's Rock, entrance / hungry chest and Hidon / save point) instantly, (upper bits $2000), place party at (7, 21), facing down CB/6FB2: D2 Set event bit $1E80($1FF) [$1EBF, bit 7] CB/6FB4: FE Return CB/6FB5: 6B Load map $0195 (Ebot's Rock, entrance / hungry chest and Hidon / save point) instantly, (upper bits $2000), place party at (23, 21), facing down CB/6FBB: D2 Set event bit $1E80($1FF) [$1EBF, bit 7] CB/6FBD: FE Return CB/6FBE: C0 If ($1E80($1FF) [$1EBF, bit 7] is set), branch to $CA5EB3 (simply returns) CB/6FC4: BD Pseudo-randomly jump to $CB6FD7 50% of the time CB/6FC8: BD Pseudo-randomly jump to $CB6FF1 50% of the time CB/6FCC: BD Pseudo-randomly jump to $CB707E 50% of the time CB/6FD0: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB7091 CB/6FD6: FE Return CB/6FD7: BD Pseudo-randomly jump to $CB6FE6 50% of the time CB/6FDB: BD Pseudo-randomly jump to $CB7041 50% of the time CB/6FDF: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB702A CB/6FE5: FE Return CB/6FE6: BD Pseudo-randomly jump to $CB7013 50% of the time CB/6FEA: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB6FFC CB/6FF0: FE Return CB/6FF1: BD Pseudo-randomly jump to $CB706B 50% of the time CB/6FF5: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB7058 CB/6FFB: FE Return CB/6FFC: D2 Set event bit $1E80($1F1) [$1EBE, bit 1] CB/6FFE: B2 Call subroutine $CB6AE3 CB/7002: B2 Call subroutine $CB6BEE CB/7006: B2 Call subroutine $CB6C3B CB/700A: B2 Call subroutine $CB6D61 CB/700E: B2 Call subroutine $CB6DB6 CB/7012: FE Return CB/7013: D2 Set event bit $1E80($1F2) [$1EBE, bit 2] CB/7015: B2 Call subroutine $CB6B21 CB/7019: B2 Call subroutine $CB6B6C CB/701D: B2 Call subroutine $CB6C62 CB/7021: B2 Call subroutine $CB6CAC CB/7025: B2 Call subroutine $CB6E01 CB/7029: FE Return CB/702A: D2 Set event bit $1E80($1F3) [$1EBE, bit 3] CB/702C: B2 Call subroutine $CB6B6C CB/7030: B2 Call subroutine $CB6BAB CB/7034: B2 Call subroutine $CB6BEE CB/7038: B2 Call subroutine $CB6DB6 CB/703C: B2 Call subroutine $CB6E01 CB/7040: FE Return CB/7041: D2 Set event bit $1E80($1F4) [$1EBE, bit 4] CB/7043: B2 Call subroutine $CB6AE3 CB/7047: B2 Call subroutine $CB6B21 CB/704B: B2 Call subroutine $CB6CAC CB/704F: B2 Call subroutine $CB6D01 CB/7053: B2 Call subroutine $CB6D61 CB/7057: FE Return CB/7058: D2 Set event bit $1E80($1F5) [$1EBE, bit 5] CB/705A: B2 Call subroutine $CB6AE3 CB/705E: B2 Call subroutine $CB6B6C CB/7062: B2 Call subroutine $CB6BEE CB/7066: B2 Call subroutine $CB6C62 CB/706A: FE Return CB/706B: D2 Set event bit $1E80($1F6) [$1EBE, bit 6] CB/706D: B2 Call subroutine $CB6AE3 CB/7071: B2 Call subroutine $CB6BAB CB/7075: B2 Call subroutine $CB6CAC CB/7079: B2 Call subroutine $CB6DB6 CB/707D: FE Return CB/707E: D2 Set event bit $1E80($1F7) [$1EBE, bit 7] CB/7080: B2 Call subroutine $CB6B21 CB/7084: B2 Call subroutine $CB6BEE CB/7088: B2 Call subroutine $CB6D01 CB/708C: B2 Call subroutine $CB6E01 CB/7090: FE Return CB/7091: D2 Set event bit $1E80($1F8) [$1EBF, bit 0] CB/7093: B2 Call subroutine $CB6C3B CB/7097: B2 Call subroutine $CB6CAC CB/709B: B2 Call subroutine $CB6D61 CB/709F: B2 Call subroutine $CB6E01 CB/70A3: FE Return CB/70A4: 73 Replace current map's Layer 1 at (23, 17) with the following (1 x 1) chunk, refresh immediately CB/70A9: $13 CB/70AA: B4 Pause for 8 units CB/70AC: 73 Replace current map's Layer 1 at (23, 17) with the following (1 x 1) chunk, refresh immediately CB/70B1: $12 CB/70B2: F4 Play sound effect 166 CB/70B4: B4 Pause for 8 units CB/70B6: 73 Replace current map's Layer 1 at (23, 17) with the following (1 x 1) chunk, refresh immediately CB/70BB: $13 CB/70BC: B4 Pause for 8 units CB/70BE: 73 Replace current map's Layer 1 at (23, 17) with the following (1 x 1) chunk, refresh immediately CB/70C3: $12 CB/70C4: F4 Play sound effect 166 CB/70C6: FE Return CB/70C7: C0 If ($1E80($1F9) [$1EBF, bit 1] is set), branch to $CA5EB3 (simply returns) CB/70CD: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/70CF: CC Turn vehicle/entity up CB/70D0: FF End queue CB/70D1: B2 Call subroutine $CB70A4 CB/70D5: C0 If ($1E80($19B) [$1EB3, bit 3] is set), branch to $CB70E0 CB/70DB: D2 Set event bit $1E80($19B) [$1EB3, bit 3] CB/70DD: 4B Display dialogue message $0B3B, wait for button press (At bottom of screen) TREASURE: I'm hungry! Hungry hungry hungry hungry hungry hungry hungry hungry hungry hungry hungry hungry!! Feed me! Otherwise, I won't let you by! CB/70E0: 4B Display dialogue message $0B41, wait for button press (At bottom of screen) I like to eat “Coral”! Have any? Hand over some “Coral”? ^(Sure.) ^(I don't think so.) CB/70E3: B6 Indexed branch based on prior dialogue selection [$CB70F7, $CB70EB] CB/70EA: FE Return CB/70EB: 4B Display dialogue message $0B3C, wait for button press (At bottom of screen) Skinflint! Git outta here! CB/70EE: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CB/70F0: 0B Do vehicle/entity graphical action $0B CB/70F1: C7 Set vehicle/entity to stay still when moving CB/70F2: 82 Move vehicle/entity down 1 tile CB/70F3: CC Turn vehicle/entity up CB/70F4: C6 Set vehicle/entity to walk when moving CB/70F5: FF End queue CB/70F6: FE Return CB/70F7: EB Compare word $1FC2($07) [$1FD0] to $0000, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CB/70FB: BE If $02 is in the current CaseWord, jump to subroutine $CB711B; else If $00 is in the current CaseWord, jump to subroutine $CB711B; else If $01 is in the current CaseWord, jump to subroutine $CB7107 CB/7106: FE Return CB/7107: EB Compare word $1FC2($07) [$1FD0] to $0015, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CB/710B: BE If $02 is in the current CaseWord, jump to subroutine $CB7127; else If $00 is in the current CaseWord, jump to subroutine $CB7127; else If $01 is in the current CaseWord, jump to subroutine $CB7141 CB/7116: E8 Set word $1FC2($07) [$1FD0] to $0000 CB/711A: FE Return CB/711B: 4B Display dialogue message $0B3D, wait for button press (At bottom of screen) You must have more than one of those! CB/711E: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CB/7120: 0B Do vehicle/entity graphical action $0B CB/7121: C7 Set vehicle/entity to stay still when moving CB/7122: 82 Move vehicle/entity down 1 tile CB/7123: CC Turn vehicle/entity up CB/7124: C6 Set vehicle/entity to walk when moving CB/7125: FF End queue CB/7126: FE Return CB/7127: 4B Display dialogue message $0B3F, wait for button press (At bottom of screen) Munch munch munch Muurp…that was great. Bring me some more!! CB/712A: B2 Call subroutine $CB7137 CB/712E: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CB/7130: 0B Do vehicle/entity graphical action $0B CB/7131: C7 Set vehicle/entity to stay still when moving CB/7132: 82 Move vehicle/entity down 1 tile CB/7133: CC Turn vehicle/entity up CB/7134: C6 Set vehicle/entity to walk when moving CB/7135: FF End queue CB/7136: FE Return CB/7137: C0 If ($1E80($19B) [$1EB3, bit 3] is clear), branch to $CA5EB3 (simply returns) CB/713D: 4B Display dialogue message $0B3E, wait for button press (At bottom of screen) I'm not happy unless I have plenty to eat! CB/7140: FE Return CB/7141: DE Load CaseWord with the characters in the currently active party? CB/7142: C1 If ($1E80($19C) [$1EB3, bit 4] is set) or ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CB714F CB/714A: B2 Call subroutine $CB7127 CB/714E: FE Return CB/714F: B2 Call subroutine $CB70A4 CB/7153: 4B Display dialogue message $0B40, wait for button press (At bottom of screen) Munch munch munch G'nnnaa! What a feast! I'm stuffed. Completely full! CB/7156: F4 Play sound effect 166 CB/7158: 73 Replace current map's Layer 1 at (23, 17) with the following (1 x 1) chunk, refresh immediately CB/715D: $13 CB/715E: B5 Pause for 15 * 15 (225) units CB/7160: 73 Replace current map's Layer 1 at (23, 17) with the following (1 x 1) chunk, refresh immediately CB/7165: $12 CB/7166: 4B Display dialogue message $0B46, wait for button press (At bottom of screen) TREASURE: Bluuurp! Whew! CB/7169: 94 Pause for 60 units CB/716A: B0 Execute the following commands until $B1 3 times CB/716C: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CB/716E: 17 Do vehicle/entity graphical action $17 CB/716F: E0 Pause for 4 * 1 (4) frames CB/7171: CC Turn vehicle/entity up CB/7172: E0 Pause for 4 * 1 (4) frames CB/7174: FF End queue CB/7175: B1 End block of repeating commands CB/7176: 94 Pause for 60 units CB/7177: 73 Replace current map's Layer 1 at (23, 17) with the following (1 x 1) chunk, refresh immediately CB/717C: $13 CB/717D: 4B Display dialogue message $0B47, wait for button press (At bottom of screen) TREASURE: Oh, yeah, you wanna pass through here, right? CB/7180: DA Set event bit $1E80($5F7) [$1F3E, bit 7] CB/7182: 60 Change background layer $0F to palette $11 CB/7185: 3D Create object $11 CB/7187: 45 Refresh objects CB/7188: 41 Show object $11 CB/718A: 42 Hide object $10 CB/718C: 3E Delete object $10 CB/718E: 45 Refresh objects CB/718F: DB Clear event bit $1E80($55D) [$1F2B, bit 5] CB/7191: 73 Replace current map's Layer 1 at (23, 17) with the following (1 x 1) chunk, refresh immediately CB/7196: $0D CB/7197: 94 Pause for 60 units CB/7198: F4 Play sound effect 106 CB/719A: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CB/719C: C2 Set vehicle/entity's event speed to normal CB/719D: DC Make vehicle/entity jump (low) CB/719E: 80 Move vehicle/entity up 1 tile CB/719F: FF End queue CB/71A0: 4B Display dialogue message $0B48, wait for button press (At bottom of screen) TREASURE: Eh!! What the…! CB/71A3: B0 Execute the following commands until $B1 3 times CB/71A5: F4 Play sound effect 106 CB/71A7: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CB/71A9: C2 Set vehicle/entity's event speed to normal CB/71AA: DC Make vehicle/entity jump (low) CB/71AB: 80 Move vehicle/entity up 1 tile CB/71AC: FF End queue CB/71AD: B1 End block of repeating commands CB/71AE: F4 Play sound effect 4 CB/71B0: 42 Hide object $11 CB/71B2: 3E Delete object $11 CB/71B4: 45 Refresh objects CB/71B5: DA Set event bit $1E80($55D) [$1F2B, bit 5] CB/71B7: DB Clear event bit $1E80($5F7) [$1F3E, bit 7] CB/71B9: D2 Set event bit $1E80($1F9) [$1EBF, bit 1] CB/71BB: FE Return CB/71BC: C1 If ($1E80($1FC) [$1EBF, bit 4] is set) or ($1E80($19C) [$1EB3, bit 4] is set), branch to $CA5EB3 (simply returns) CB/71C4: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/71C6: 1F Do vehicle/entity graphical action $1F CB/71C7: FF End queue CB/71C8: 4B Display dialogue message $0B49, wait for button press (At bottom of screen) STRAGO: That's Hidon! CB/71CB: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/71CD: CC Turn vehicle/entity up CB/71CE: FF End queue CB/71CF: D2 Set event bit $1E80($1FC) [$1EBF, bit 4] CB/71D1: FE Return CB/71D2: 4D Invoke battle, enemy set $5E, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/71D5: B2 Call subroutine $CA5EA9 CB/71D9: DB Clear event bit $1E80($55E) [$1F2B, bit 6] CB/71DB: 42 Hide object $13 CB/71DD: 3E Delete object $13 CB/71DF: 45 Refresh objects CB/71E0: C0 If ($1E80($19C) [$1EB3, bit 4] is set), branch to $CB7410 CB/71E6: D2 Set event bit $1E80($19C) [$1EB3, bit 4] CB/71E8: 42 Hide object $31 CB/71EA: DA Set event bit $1E80($55F) [$1F2B, bit 7] CB/71EC: 3D Create object $14 CB/71EE: 45 Refresh objects CB/71EF: 41 Show object $14 CB/71F1: B2 Call subroutine $CB7410 CB/71F5: 14 Begin action queue for character $14 (NPC $14), 9 bytes long CB/71F7: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/71F8: E0 Pause for 4 * 2 (8) frames CB/71FA: CE Turn vehicle/entity down CB/71FB: E0 Pause for 4 * 2 (8) frames CB/71FD: FC Branch 6 bytes backwards ($CB71F7) CB/71FF: FF End queue CB/7200: 4B Display dialogue message $0B4A, wait for button press (At bottom of screen) STRAGO: I did it! I…I… I actually beat Hidon! CB/7203: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CB/7205: CE Turn vehicle/entity down CB/7206: E0 Pause for 4 * 6 (24) frames CB/7208: FF End queue CB/7209: B0 Execute the following commands until $B1 4 times CB/720B: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/720D: 1D Do vehicle/entity graphical action $1D CB/720E: FF End queue CB/720F: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/7211: 1E Do vehicle/entity graphical action $1E CB/7212: FF End queue CB/7213: B1 End block of repeating commands CB/7214: 4B Display dialogue message $0B4B, wait for button press (At bottom of screen) STRAGO: I have to tell Gungho he is avenged! CB/7217: 38 Hold screen CB/7218: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CB/721A: 78 Enable ability to pass through other objects for object $14 (NPC $14) CB/721C: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long CB/721E: C3 Set vehicle/entity's event speed to fast CB/721F: 9E Move vehicle/entity down 8 tiles CB/7220: FF End queue CB/7221: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/7223: C3 Set vehicle/entity's event speed to fast CB/7224: 9E Move vehicle/entity down 8 tiles CB/7225: FF End queue CB/7226: 5A Fade screen at speed $04 CB/7228: 5C Pause execution until fade in or fade out is complete CB/7229: F2 Fade out current song with transition time 10 CB/722B: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CB/722D: 63 Create spotlight effect with radius 0 CB/722F: B4 Pause for 26 units CB/7231: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/7233: 35 Pause execution until action queue for object $14 (NPC $14) is complete CB/7235: FA Stop temporarily played song CB/7236: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CB/7238: 36 Disable ability to pass through other objects for object $14 (NPC $14) CB/723A: 39 Free screen CB/723B: 6B Load map $0001 (World of Ruin) instantly, (upper bits $0400), place party at (251, 231), facing up, party is in the airship CB/7241: C7 Place airship at position (250, 231) CB/7244: D2 Load map $015D (Thamasa, both floors of Strago's house (always)), position (63, 12), mode $40 CB/724A: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CB/724C: F0 Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume CB/724E: B5 Pause for 15 * 6 (90) units CB/7250: 96 Restore screen from fade CB/7251: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CB/7253: 20 Begin action queue for character $20 (NPC $20), 5 bytes long (Wait until complete) CB/7255: C3 Set vehicle/entity's event speed to fast CB/7256: 81 Move vehicle/entity right 1 tile CB/7257: 98 Move vehicle/entity up 7 tiles CB/7258: CD Turn vehicle/entity right CB/7259: FF End queue CB/725A: 20 Begin action queue for character $20 (NPC $20), 9 bytes long CB/725C: 4F Do vehicle/entity graphical action $0F, flipped horizontally CB/725D: E0 Pause for 4 * 1 (4) frames CB/725F: CD Turn vehicle/entity right CB/7260: E0 Pause for 4 * 1 (4) frames CB/7262: FC Branch 6 bytes backwards ($CB725C) CB/7264: FF End queue CB/7265: 4B Display dialogue message $0B4C, wait for button press STRAGO: Gungho…! CB/7268: 20 Begin action queue for character $20 (NPC $20), 6 bytes long (Wait until complete) CB/726A: C3 Set vehicle/entity's event speed to fast CB/726B: 86 Move vehicle/entity down 2 tiles CB/726C: 89 Move vehicle/entity right 3 tiles CB/726D: 84 Move vehicle/entity up 2 tiles CB/726E: CF Turn vehicle/entity left CB/726F: FF End queue CB/7270: 48 Display dialogue message $0B4C, continue executing commands STRAGO: Gungho…! CB/7273: B0 Execute the following commands until $B1 4 times CB/7275: 20 Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete) CB/7277: 0D Do vehicle/entity graphical action $0D CB/7278: FF End queue CB/7279: 20 Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete) CB/727B: 0C Do vehicle/entity graphical action $0C CB/727C: FF End queue CB/727D: B1 End block of repeating commands CB/727E: 49 If dialogue window is up, wait for keypress then dismiss CB/727F: 93 Pause for 45 units CB/7280: 1B Begin action queue for character $1B (NPC $1B), 8 bytes long (Wait until complete) CB/7282: C8 Set object layering priority to 2 (low nibble 2) CB/7284: C2 Set vehicle/entity's event speed to normal CB/7285: 83 Move vehicle/entity left 1 tile CB/7286: E0 Pause for 4 * 3 (12) frames CB/7288: CE Turn vehicle/entity down CB/7289: FF End queue CB/728A: 20 Begin action queue for character $20 (NPC $20), 4 bytes long (Wait until complete) CB/728C: 86 Move vehicle/entity down 2 tiles CB/728D: 8B Move vehicle/entity left 3 tiles CB/728E: CC Turn vehicle/entity up CB/728F: FF End queue CB/7290: 20 Begin action queue for character $20 (NPC $20), 9 bytes long CB/7292: 17 Do vehicle/entity graphical action $17 CB/7293: E0 Pause for 4 * 1 (4) frames CB/7295: CC Turn vehicle/entity up CB/7296: E0 Pause for 4 * 1 (4) frames CB/7298: FC Branch 6 bytes backwards ($CB7292) CB/729A: FF End queue CB/729B: 4B Display dialogue message $0B4D, wait for button press GUNGHO: What's all the hullabaloo?! STRAGO: Listen to me! I DEFEATED Hidon! CB/729E: 1B Begin action queue for character $1B (NPC $1B), 12 bytes long (Wait until complete) CB/72A0: DD Make vehicle/entity jump (high) CB/72A1: CD Turn vehicle/entity right CB/72A2: E0 Pause for 4 * 1 (4) frames CB/72A4: CC Turn vehicle/entity up CB/72A5: E0 Pause for 4 * 1 (4) frames CB/72A7: CF Turn vehicle/entity left CB/72A8: E0 Pause for 4 * 1 (4) frames CB/72AA: CE Turn vehicle/entity down CB/72AB: FF End queue CB/72AC: 1B Begin action queue for character $1B (NPC $1B), 6 bytes long CB/72AE: DC Make vehicle/entity jump (low) CB/72AF: E0 Pause for 4 * 2 (8) frames CB/72B1: FC Branch 3 bytes backwards ($CB72AE) CB/72B3: FF End queue CB/72B4: 4B Display dialogue message $0B4E, wait for button press GUNGHO: You WHAT?! You b…beat Hidon?! You're lying! LYING! CB/72B7: 21 Begin action queue for character $21 (NPC $21), 6 bytes long (Wait until complete) CB/72B9: C2 Set vehicle/entity's event speed to normal CB/72BA: 85 Move vehicle/entity right 2 tiles CB/72BB: 88 Move vehicle/entity up 3 tiles CB/72BC: 85 Move vehicle/entity right 2 tiles CB/72BD: 84 Move vehicle/entity up 2 tiles CB/72BE: FF End queue CB/72BF: 4B Display dialogue message $0B4F, wait for button press RELM: No, he's not! He really defeated Hidon. CB/72C2: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CB/72C4: CF Turn vehicle/entity left CB/72C5: FF End queue CB/72C6: 92 Pause for 30 units CB/72C7: 20 Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete) CB/72C9: CD Turn vehicle/entity right CB/72CA: FF End queue CB/72CB: B5 Pause for 15 * 5 (75) units CB/72CD: 48 Display dialogue message $0B50, continue executing commands STRAGO: Ho, ho, ho! If I didn't know better, I'd say that Hidon wasn't my only enemy! CB/72D0: B0 Execute the following commands until $B1 8 times CB/72D2: 20 Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete) CB/72D4: 1D Do vehicle/entity graphical action $1D CB/72D5: FF End queue CB/72D6: 20 Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete) CB/72D8: 1E Do vehicle/entity graphical action $1E CB/72D9: FF End queue CB/72DA: B1 End block of repeating commands CB/72DB: 49 If dialogue window is up, wait for keypress then dismiss CB/72DC: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete) CB/72DE: CE Turn vehicle/entity down CB/72DF: FF End queue CB/72E0: 20 Begin action queue for character $20 (NPC $20), 2 bytes long CB/72E2: CC Turn vehicle/entity up CB/72E3: FF End queue CB/72E4: 21 Begin action queue for character $21 (NPC $21), 2 bytes long CB/72E6: CC Turn vehicle/entity up CB/72E7: FF End queue CB/72E8: 4B Display dialogue message $0B51, wait for button press GUNGHO: I don't believe this. This has to be a joke! STRAGO: Ho, ho, ho!! STRAGO: …by the way, how are your wounds healing, Gungho? CB/72EB: 1B Begin action queue for character $1B (NPC $1B), 6 bytes long (Wait until complete) CB/72ED: C3 Set vehicle/entity's event speed to fast CB/72EE: C7 Set vehicle/entity to stay still when moving CB/72EF: DC Make vehicle/entity jump (low) CB/72F0: 80 Move vehicle/entity up 1 tile CB/72F1: C6 Set vehicle/entity to walk when moving CB/72F2: FF End queue CB/72F3: 95 Pause for 120 units CB/72F4: 4B Display dialogue message $0B52, wait for button press GUNGHO: Eh? Oh, they're fine… CB/72F7: 93 Pause for 45 units CB/72F8: 5A Fade screen at speed $04 CB/72FA: 5C Pause execution until fade in or fade out is complete CB/72FB: 6B Load map $0157 (Thamasa, outdoors (WoB pre-Espers / Shadow's last dream / "That evening")) instantly, (upper bits $0000), place party at (30, 13), facing up CB/7301: B2 Call subroutine $CB6A03 CB/7305: 59 Unfade screen at speed $04 CB/7307: 5C Pause execution until fade in or fade out is complete CB/7308: 93 Pause for 45 units CB/7309: 4B Display dialogue message $0B53, wait for button press (Show text only) That evening…… CB/730C: 93 Pause for 45 units CB/730D: 5A Fade screen at speed $04 CB/730F: 5C Pause execution until fade in or fade out is complete CB/7310: 6B Load map $015D (Thamasa, both floors of Strago's house (always)) instantly, (upper bits $0000), place party at (44, 22), facing up CB/7316: 23 Begin action queue for character $23 (NPC $23), 9 bytes long CB/7318: 0F Do vehicle/entity graphical action $0F CB/7319: E0 Pause for 4 * 1 (4) frames CB/731B: CF Turn vehicle/entity left CB/731C: E0 Pause for 4 * 1 (4) frames CB/731E: FC Branch 6 bytes backwards ($CB7318) CB/7320: FF End queue CB/7321: 59 Unfade screen at speed $04 CB/7323: 5C Pause execution until fade in or fade out is complete CB/7324: 94 Pause for 60 units CB/7325: 4B Display dialogue message $0B54, wait for button press (At bottom of screen) STRAGO: There I was, in a cave that seemed endless. Then, before I knew it, Hidon appeared! CB/7328: 23 Begin action queue for character $23 (NPC $23), 5 bytes long (Wait until complete) CB/732A: C3 Set vehicle/entity's event speed to fast CB/732B: 88 Move vehicle/entity up 3 tiles CB/732C: 87 Move vehicle/entity left 2 tiles CB/732D: 82 Move vehicle/entity down 1 tile CB/732E: FF End queue CB/732F: 22 Begin action queue for character $22 (NPC $22), 2 bytes long CB/7331: CC Turn vehicle/entity up CB/7332: FF End queue CB/7333: 23 Begin action queue for character $23 (NPC $23), 6 bytes long CB/7335: DC Make vehicle/entity jump (low) CB/7336: E0 Pause for 4 * 3 (12) frames CB/7338: FC Branch 3 bytes backwards ($CB7335) CB/733A: FF End queue CB/733B: 4B Display dialogue message $0B55, wait for button press (At bottom of screen) STRAGO: I stared Hidon straight in the eye, lifted my staff, and let him have it! G'Pow!! Thwack!! Crash!! CB/733E: 23 Begin action queue for character $23 (NPC $23), 7 bytes long CB/7340: C3 Set vehicle/entity's event speed to fast CB/7341: 85 Move vehicle/entity right 2 tiles CB/7342: 8F Move vehicle/entity left 4 tiles CB/7343: 85 Move vehicle/entity right 2 tiles CB/7344: FC Branch 3 bytes backwards ($CB7341) CB/7346: FF End queue CB/7347: 4B Display dialogue message $0B56, wait for button press (At bottom of screen) STRAGO: I wanted to show my enemy the true meaning of the word, “hero”! CB/734A: 23 Begin action queue for character $23 (NPC $23), 2 bytes long (Wait until complete) CB/734C: CE Turn vehicle/entity down CB/734D: FF End queue CB/734E: 48 Display dialogue message $0B57, continue executing commands (At bottom of screen) STRAGO: And then…… CB/7351: 93 Pause for 45 units CB/7352: 5A Fade screen at speed $04 CB/7354: 5C Pause execution until fade in or fade out is complete CB/7355: 49 If dialogue window is up, wait for keypress then dismiss CB/7356: DA Set event bit $1E80($560) [$1F2C, bit 0] CB/7358: DB Clear event bit $1E80($559) [$1F2B, bit 1] CB/735A: B5 Pause for 15 * 5 (75) units CB/735C: 6B Load map $0154 (Thamasa, outdoors (WoB, after Leo dies / WoR, Relm and Gungho talk)) instantly, (upper bits $0000), place party at (26, 17), facing up CB/7362: B2 Call subroutine $CB6A03 CB/7366: 73 Replace current map's Layer 1 at (29, 12) with the following (2 x 1) chunk, refresh immediately CB/736B: $04, $14 CB/736D: F4 Play sound effect 44 CB/736F: 59 Unfade screen at speed $04 CB/7371: 5C Pause execution until fade in or fade out is complete CB/7372: 92 Pause for 30 units CB/7373: 20 Begin action queue for character $20 (NPC $20), 4 bytes long (Wait until complete) CB/7375: C2 Set vehicle/entity's event speed to normal CB/7376: 8E Move vehicle/entity down 4 tiles CB/7377: 83 Move vehicle/entity left 1 tile CB/7378: FF End queue CB/7379: 1F Begin action queue for character $1F (NPC $1F), 4 bytes long (Wait until complete) CB/737B: C3 Set vehicle/entity's event speed to fast CB/737C: 84 Move vehicle/entity up 2 tiles CB/737D: CD Turn vehicle/entity right CB/737E: FF End queue CB/737F: 4B Display dialogue message $0B58, wait for button press RELM: What happened to Grandpa? GUNGHO: Huh? Finally! He nodded off. CB/7382: 48 Display dialogue message $0B59, continue executing commands GUNGHO: However… Let's let him be! He's nice and…quiet… Now, about my “wounds”… CB/7385: 20 Begin action queue for character $20 (NPC $20), 5 bytes long (Wait until complete) CB/7387: C1 Set vehicle/entity's event speed to slow CB/7388: 86 Move vehicle/entity down 2 tiles CB/7389: 83 Move vehicle/entity left 1 tile CB/738A: CC Turn vehicle/entity up CB/738B: FF End queue CB/738C: 49 If dialogue window is up, wait for keypress then dismiss CB/738D: 1F Begin action queue for character $1F (NPC $1F), 7 bytes long (Wait until complete) CB/738F: C3 Set vehicle/entity's event speed to fast CB/7390: DC Make vehicle/entity jump (low) CB/7391: A0 Move vehicle/entity right/up 1x1 tiles CB/7392: CE Turn vehicle/entity down CB/7393: E0 Pause for 4 * 3 (12) frames CB/7395: FF End queue CB/7396: 4B Display dialogue message $0B5A, wait for button press RELM: Wait! First let me thank you. You gave Grandpa a reason to go and defeat something that had tormented him for decades! Even if YOU were faking, that creature meant business! CB/7399: 1F Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete) CB/739B: CE Turn vehicle/entity down CB/739C: FF End queue CB/739D: 94 Pause for 60 units CB/739E: 20 Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete) CB/73A0: CE Turn vehicle/entity down CB/73A1: FF End queue CB/73A2: 93 Pause for 45 units CB/73A3: 4B Display dialogue message $0B5B, wait for button press GUNGHO: What a granddaughter he's raised! Amazing! RELM: And what a terrible actor you are! CB/73A6: 93 Pause for 45 units CB/73A7: 20 Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete) CB/73A9: CC Turn vehicle/entity up CB/73AA: FF End queue CB/73AB: 93 Pause for 45 units CB/73AC: 1F Begin action queue for character $1F (NPC $1F), 9 bytes long CB/73AE: 24 Do vehicle/entity graphical action $24 CB/73AF: E0 Pause for 4 * 1 (4) frames CB/73B1: 25 Do vehicle/entity graphical action $25 CB/73B2: E0 Pause for 4 * 1 (4) frames CB/73B4: FC Branch 6 bytes backwards ($CB73AE) CB/73B6: FF End queue CB/73B7: 4B Display dialogue message $0B5C, wait for button press RELM: Only STRAGO could have been taken in by that performance! CB/73BA: 93 Pause for 45 units CB/73BB: 20 Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete) CB/73BD: CE Turn vehicle/entity down CB/73BE: FF End queue CB/73BF: B5 Pause for 15 * 6 (90) units CB/73C1: 1F Begin action queue for character $1F (NPC $1F), 4 bytes long (Wait until complete) CB/73C3: 0A Do vehicle/entity graphical action $0A CB/73C4: E0 Pause for 4 * 3 (12) frames CB/73C6: FF End queue CB/73C7: 1F Begin action queue for character $1F (NPC $1F), 5 bytes long CB/73C9: C4 Set vehicle/entity's event speed to faster CB/73CA: 82 Move vehicle/entity down 1 tile CB/73CB: 9F Move vehicle/entity left 8 tiles CB/73CC: 9F Move vehicle/entity left 8 tiles CB/73CD: FF End queue CB/73CE: 20 Begin action queue for character $20 (NPC $20), 10 bytes long CB/73D0: E0 Pause for 4 * 5 (20) frames CB/73D2: C2 Set vehicle/entity's event speed to normal CB/73D3: CF Turn vehicle/entity left CB/73D4: DC Make vehicle/entity jump (low) CB/73D5: E0 Pause for 4 * 2 (8) frames CB/73D7: FC Branch 3 bytes backwards ($CB73D4) CB/73D9: FF End queue CB/73DA: 94 Pause for 60 units CB/73DB: 4B Display dialogue message $0B62, wait for button press GUNGHO: What the…! CB/73DE: 5A Fade screen at speed $04 CB/73E0: 5C Pause execution until fade in or fade out is complete CB/73E1: DB Clear event bit $1E80($55C) [$1F2B, bit 4] CB/73E3: DB Clear event bit $1E80($55F) [$1F2B, bit 7] CB/73E5: DB Clear event bit $1E80($560) [$1F2C, bit 0] CB/73E7: DA Set event bit $1E80($559) [$1F2B, bit 1] CB/73E9: DA Set event bit $1E80($561) [$1F2C, bit 1] CB/73EB: D2 Set event bit $1E80($19C) [$1EB3, bit 4] CB/73ED: 41 Show object $31 CB/73EF: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CB/73F1: 94 Pause for 60 units CB/73F2: 6B Load map $015D (Thamasa, both floors of Strago's house (always)) instantly, (upper bits $2000), place party at (37, 20), facing down CB/73F8: 3A Enable player to move while event commands execute CB/73F9: FE Return CB/73FA: 4B Display dialogue message $0B5D, wait for button press GUNGHO: Everything okay? CB/73FD: FE Return CB/73FE: BD Pseudo-randomly jump to $CB73FA 50% of the time CB/7402: BD Pseudo-randomly jump to $CB73FA 50% of the time CB/7406: BD Pseudo-randomly jump to $CB73FA 50% of the time CB/740A: 4B Display dialogue message $0B5E, wait for button press GUNGHO: Hidon's appeared at Ebot's Rock again! CB/740D: DA Set event bit $1E80($55E) [$1F2B, bit 6] CB/740F: FE Return CB/7410: 59 Unfade screen at speed $04 CB/7412: 5C Pause execution until fade in or fade out is complete CB/7413: FE Return CB/7414: 4B Display dialogue message $0B2F, wait for button press (At bottom of screen) GUNGHO: Oooh…cough, cough… CB/7417: FE Return CB/7418: D2 Set event bit $1E80($1D8) [$1EBB, bit 0] CB/741A: BD Pseudo-randomly jump to $CB742A 50% of the time CB/741E: BD Pseudo-randomly jump to $CB743E 50% of the time CB/7422: 4B Display dialogue message $0B45, wait for button press Received 5 pieces of “Coral.” CB/7425: E9 Increment word $1FC2($07) [$1FD0] by $0005 CB/7429: FE Return CB/742A: BD Pseudo-randomly jump to $CB7436 50% of the time CB/742E: 4B Display dialogue message $0B42, wait for button press Received a piece of “Coral.” CB/7431: E9 Increment word $1FC2($07) [$1FD0] by $0001 CB/7435: FE Return CB/7436: 4B Display dialogue message $0B43, wait for button press Received 2 pieces of “Coral.” CB/7439: E9 Increment word $1FC2($07) [$1FD0] by $0002 CB/743D: FE Return CB/743E: 4B Display dialogue message $0B44, wait for button press Received 3 pieces of “Coral.” CB/7441: E9 Increment word $1FC2($07) [$1FD0] by $0003 CB/7445: FE Return CB/7446: C0 If ($1E80($1FA) [$1EBF, bit 2] is set), branch to $CA5EB3 (simply returns) CB/744C: D2 Set event bit $1E80($1FA) [$1EBF, bit 2] CB/744E: F4 Play sound effect 166 CB/7450: B2 Call subroutine $CB752F CB/7454: B2 Call subroutine $CB7418 CB/7458: FE Return CB/7459: C0 If ($1E80($1FB) [$1EBF, bit 3] is set), branch to $CA5EB3 (simply returns) CB/745F: D2 Set event bit $1E80($1FB) [$1EBF, bit 3] CB/7461: F4 Play sound effect 166 CB/7463: B2 Call subroutine $CB7536 CB/7467: B2 Call subroutine $CB7418 CB/746B: FE Return CB/746C: C0 If ($1E80($1FC) [$1EBF, bit 4] is set), branch to $CA5EB3 (simply returns) CB/7472: D2 Set event bit $1E80($1FC) [$1EBF, bit 4] CB/7474: F4 Play sound effect 166 CB/7476: B2 Call subroutine $CB753D CB/747A: B2 Call subroutine $CB7418 CB/747E: FE Return CB/747F: C0 If ($1E80($1FD) [$1EBF, bit 5] is set), branch to $CA5EB3 (simply returns) CB/7485: D2 Set event bit $1E80($1FD) [$1EBF, bit 5] CB/7487: F4 Play sound effect 166 CB/7489: B2 Call subroutine $CB7544 CB/748D: B2 Call subroutine $CB7418 CB/7491: FE Return CB/7492: C0 If ($1E80($1FE) [$1EBF, bit 6] is set), branch to $CA5EB3 (simply returns) CB/7498: D2 Set event bit $1E80($1FE) [$1EBF, bit 6] CB/749A: F4 Play sound effect 166 CB/749C: B2 Call subroutine $CB754B CB/74A0: B2 Call subroutine $CB7418 CB/74A4: FE Return CB/74A5: C0 If ($1E80($1F9) [$1EBF, bit 1] is clear), branch to $CA5EB3 (simply returns) CB/74AB: 73 Replace current map's Layer 1 at (23, 17) with the following (1 x 1) chunk, refresh immediately CB/74B0: $0D CB/74B1: FE Return CB/74B2: 63 Create spotlight effect with radius 20 CB/74B4: B2 Call subroutine $CB750C CB/74B8: B2 Call subroutine $CB7513 CB/74BC: B2 Call subroutine $CB751A CB/74C0: B2 Call subroutine $CB7521 CB/74C4: B2 Call subroutine $CB7528 CB/74C8: B2 Call subroutine $CB74A5 CB/74CC: C0 If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CB6FFC CB/74D2: C0 If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CB7013 CB/74D8: C0 If ($1E80($1F3) [$1EBE, bit 3] is set), branch to $CB702A CB/74DE: C0 If ($1E80($1F4) [$1EBE, bit 4] is set), branch to $CB7041 CB/74E4: C0 If ($1E80($1F5) [$1EBE, bit 5] is set), branch to $CB7058 CB/74EA: C0 If ($1E80($1F6) [$1EBE, bit 6] is set), branch to $CB706B CB/74F0: C0 If ($1E80($1F7) [$1EBE, bit 7] is set), branch to $CB707E CB/74F6: C0 If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CB7091 CB/74FC: FE Return CB/74FD: 63 Create spotlight effect with radius 20 CB/74FF: C0 If ($1E80($1F9) [$1EBF, bit 1] is clear), branch to $CA5EB3 (simply returns) CB/7505: 73 Replace current map's Layer 1 at (23, 17) with the following (1 x 1) chunk, refresh immediately CB/750A: $0D CB/750B: FE Return CB/750C: C0 If ($1E80($1FA) [$1EBF, bit 2] is set), branch to $CB752F CB/7512: FE Return CB/7513: C0 If ($1E80($1FB) [$1EBF, bit 3] is set), branch to $CB7536 CB/7519: FE Return CB/751A: C0 If ($1E80($1FC) [$1EBF, bit 4] is set), branch to $CB753D CB/7520: FE Return CB/7521: C0 If ($1E80($1FD) [$1EBF, bit 5] is set), branch to $CB7544 CB/7527: FE Return CB/7528: C0 If ($1E80($1FE) [$1EBF, bit 6] is set), branch to $CB754B CB/752E: FE Return CB/752F: 73 Replace current map's Layer 1 at (15, 15) with the following (1 x 1) chunk, refresh immediately CB/7534: $12 CB/7535: FE Return CB/7536: 73 Replace current map's Layer 1 at (5, 27) with the following (1 x 1) chunk, refresh immediately CB/753B: $12 CB/753C: FE Return CB/753D: 73 Replace current map's Layer 1 at (22, 28) with the following (1 x 1) chunk, refresh immediately CB/7542: $12 CB/7543: FE Return CB/7544: 73 Replace current map's Layer 1 at (26, 6) with the following (1 x 1) chunk, refresh immediately CB/7549: $12 CB/754A: FE Return CB/754B: 73 Replace current map's Layer 1 at (5, 7) with the following (1 x 1) chunk, refresh immediately CB/7550: $12 CB/7551: FE Return CB/7552: 9B Invoke shop $48 CB/7554: FE Return CB/7555: 9B Invoke shop $49 CB/7557: FE Return CB/7558: 9B Invoke shop $4A CB/755A: FE Return CB/755B: 9B Invoke shop $4B CB/755D: FE Return CB/755E: 4B Display dialogue message $0518, wait for button press Locked… CB/7561: FE Return CB/7562: 4B Display dialogue message $0B21, wait for button press All the fun places are gone now. CB/7565: FE Return CB/7566: 4B Display dialogue message $0B22, wait for button press For the first time in 50 years, Ebot's Rock is above water! Head north of town if you want to see it. CB/7569: FE Return CB/756A: 4B Display dialogue message $0B29, wait for button press MAYOR: It's only been a year since the world changed… But it feels like forever. CB/756D: FE Return CB/756E: B2 Call subroutine $CACA8D CB/7572: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CB/7574: CE Turn vehicle/entity down CB/7575: FF End queue CB/7576: C0 If ($1E80($0DA) [$1E9B, bit 2] is clear), branch to $CB75BB CB/757C: 4B Display dialogue message $0B5F, wait for button press (At bottom of screen) During the past year I've traveled the world over. Wanna hear some of my stories? ^ Yes ^ No CB/757F: B6 Indexed branch based on prior dialogue selection [$CB7587, $CA5EB3] CB/7586: FE Return CB/7587: 4B Display dialogue message $0B60, wait for button press (At bottom of screen) North of the Veldt is a small, triangular island. CB/758A: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CB/758C: 5A Fade screen at speed $04 CB/758E: 5C Pause execution until fade in or fade out is complete CB/758F: 6B Load map $0001 (World of Ruin) instantly, (upper bits $2400), place party at (203, 96), facing down, party is in the airship CB/7595: D1 Hide vehicle CB/7596: DF Show mini-map CB/7597: C1 Set vehicle's facing direction to $014A (330 degrees) (0 is north, goes counter-clockwise) CB/759A: C2 Set vehicle's propulsion direction to $014A (330 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required CB/759D: 20 Move vehicle as follows: (go up), 48 units CB/759F: E0 Pause for 8 units CB/75A1: 04 Move vehicle as follows: (move forward), 16 units CB/75A3: E0 Pause for 48 units CB/75A5: 02 Move vehicle as follows: (decrease speed by $100), 32 units CB/75A7: 08 Move vehicle as follows: (turn right), 48 units CB/75A9: E0 Pause for 32 units CB/75AB: D2 Load map $0158 (Thamasa, outdoors (WoR)), position (10, 22), mode $C0 CB/75B1: 59 Unfade screen at speed $04 CB/75B3: 5C Pause execution until fade in or fade out is complete CB/75B4: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CB/75B6: 92 Pause for 30 units CB/75B7: 4B Display dialogue message $0B61, wait for button press (At bottom of screen) The island is home to a monster that could suck up an entire ocean. What do you suppose might happen if it sucked you inside? That much I don't know! CB/75BA: FE Return CB/75BB: 4B Display dialogue message $0918, wait for button press (At bottom of screen) After the end of the world, I awoke all alone in Doma Castle. When I would try to sleep there, demons would come for me… Oh! I don't want to remember that! CB/75BE: FE Return CB/75BF: DE Load CaseWord with the characters in the currently active party? CB/75C0: C2 If ($1E80($19A) [$1EB3, bit 2] is set) or ($1E80($1A7) [$1EB4, bit 7] is clear) or ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/75CA: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/75CC: 81 Move vehicle/entity right 1 tile CB/75CD: FF End queue CB/75CE: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB75D5 CB/75D4: FE Return CB/75D5: DE Load CaseWord with the characters in the currently active party? CB/75D6: C2 If ($1E80($19A) [$1EB3, bit 2] is set) or ($1E80($1A7) [$1EB4, bit 7] is clear) or ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/75E0: DA Set event bit $1E80($5F7) [$1F3E, bit 7] CB/75E2: 3D Create object $17 CB/75E4: 3D Create object $18 CB/75E6: 45 Refresh objects CB/75E7: 41 Show object $17 CB/75E9: 41 Show object $18 CB/75EB: 42 Hide object $31 CB/75ED: 18 Begin action queue for character $18 (NPC $18), 6 bytes long (Wait until complete) CB/75EF: C2 Set vehicle/entity's event speed to normal CB/75F0: 88 Move vehicle/entity up 3 tiles CB/75F1: CE Turn vehicle/entity down CB/75F2: E0 Pause for 4 * 4 (16) frames CB/75F4: FF End queue CB/75F5: 78 Enable ability to pass through other objects for object $17 (NPC $17) CB/75F7: 78 Enable ability to pass through other objects for object $18 (NPC $18) CB/75F9: 18 Begin action queue for character $18 (NPC $18), 9 bytes long CB/75FB: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/75FC: E0 Pause for 4 * 2 (8) frames CB/75FE: CE Turn vehicle/entity down CB/75FF: E0 Pause for 4 * 2 (8) frames CB/7601: FC Branch 6 bytes backwards ($CB75FB) CB/7603: FF End queue CB/7604: 4B Display dialogue message $0B2A, wait for button press (At bottom of screen) RELM: Yea!! We're back! It's like old times! CB/7607: 18 Begin action queue for character $18 (NPC $18), 6 bytes long (Wait until complete) CB/7609: CE Turn vehicle/entity down CB/760A: E0 Pause for 4 * 2 (8) frames CB/760C: C2 Set vehicle/entity's event speed to normal CB/760D: 90 Move vehicle/entity up 5 tiles CB/760E: FF End queue CB/760F: 17 Begin action queue for character $17 (NPC $17), 7 bytes long (Wait until complete) CB/7611: E0 Pause for 4 * 8 (32) frames CB/7613: CE Turn vehicle/entity down CB/7614: E0 Pause for 4 * 3 (12) frames CB/7616: 20 Do vehicle/entity graphical action $20 CB/7617: FF End queue CB/7618: 4B Display dialogue message $0B2B, wait for button press (At bottom of screen) STRAGO: Time to relax! Home sweet home! CB/761B: 95 Pause for 120 units CB/761C: 4B Display dialogue message $07A9, wait for button press Grandpa! CB/761F: 17 Begin action queue for character $17 (NPC $17), 4 bytes long (Wait until complete) CB/7621: CC Turn vehicle/entity up CB/7622: E0 Pause for 4 * 8 (32) frames CB/7624: FF End queue CB/7625: 18 Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete) CB/7627: C3 Set vehicle/entity's event speed to fast CB/7628: 92 Move vehicle/entity down 5 tiles CB/7629: FF End queue CB/762A: 18 Begin action queue for character $18 (NPC $18), 9 bytes long CB/762C: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/762D: E0 Pause for 4 * 1 (4) frames CB/762F: CE Turn vehicle/entity down CB/7630: E0 Pause for 4 * 1 (4) frames CB/7632: FC Branch 6 bytes backwards ($CB762C) CB/7634: FF End queue CB/7635: 4B Display dialogue message $0B2C, wait for button press (At bottom of screen) RELM: This is terrible! Gungho's hurt! CB/7638: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CB/763A: CE Turn vehicle/entity down CB/763B: FF End queue CB/763C: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CB/763E: 1F Do vehicle/entity graphical action $1F CB/763F: FF End queue CB/7640: 4B Display dialogue message $0B1D, wait for button press (At bottom of screen) STRAGO: G…Gungho?! CB/7643: 18 Begin action queue for character $18 (NPC $18), 3 bytes long CB/7645: C2 Set vehicle/entity's event speed to normal CB/7646: 9C Move vehicle/entity up 8 tiles CB/7647: FF End queue CB/7648: 17 Begin action queue for character $17 (NPC $17), 3 bytes long CB/764A: C2 Set vehicle/entity's event speed to normal CB/764B: 9C Move vehicle/entity up 8 tiles CB/764C: FF End queue CB/764D: 93 Pause for 45 units CB/764E: 5A Fade screen at speed $04 CB/7650: 5C Pause execution until fade in or fade out is complete CB/7651: 35 Pause execution until action queue for object $17 (NPC $17) is complete CB/7653: DA Set event bit $1E80($55C) [$1F2B, bit 4] CB/7655: 94 Pause for 60 units CB/7656: 6B Load map $015D (Thamasa, both floors of Strago's house (always)) instantly, (upper bits $0000), place party at (63, 12), facing up CB/765C: B5 Pause for 15 * 6 (90) units CB/765E: 4B Display dialogue message $0B2D, wait for button press STRAGO: Gungho, wake up! CB/7661: 1B Begin action queue for character $1B (NPC $1B), 6 bytes long (Wait until complete) CB/7663: E0 Pause for 4 * 10 (40) frames CB/7665: CF Turn vehicle/entity left CB/7666: E0 Pause for 4 * 5 (20) frames CB/7668: FF End queue CB/7669: 4B Display dialogue message $0B2E, wait for button press STRAGO: Who did this to you? GUNGHO: It was…Hidon, the beast you and I used to hunt. I almost had it… CB/766C: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long CB/766E: 1F Do vehicle/entity graphical action $1F CB/766F: FF End queue CB/7670: 4B Display dialogue message $0B31, wait for button press STRAGO: You took on Hidon…? CB/7673: 1B Begin action queue for character $1B (NPC $1B), 4 bytes long (Wait until complete) CB/7675: E0 Pause for 4 * 5 (20) frames CB/7677: CD Turn vehicle/entity right CB/7678: FF End queue CB/7679: 4B Display dialogue message $0B2F, wait for button press GUNGHO: Oooh…cough, cough… CB/767C: 1D Begin action queue for character $1D (NPC $1D), 9 bytes long CB/767E: 4F Do vehicle/entity graphical action $0F, flipped horizontally CB/767F: E0 Pause for 4 * 2 (8) frames CB/7681: CD Turn vehicle/entity right CB/7682: E0 Pause for 4 * 2 (8) frames CB/7684: FC Branch 6 bytes backwards ($CB767E) CB/7686: FF End queue CB/7687: 4B Display dialogue message $0B1D, wait for button press STRAGO: G…Gungho?! CB/768A: 94 Pause for 60 units CB/768B: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete) CB/768D: CF Turn vehicle/entity left CB/768E: FF End queue CB/768F: 4B Display dialogue message $0B30, wait for button press GUNGHO: STRAGO… Please…you must avenge me… CB/7692: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete) CB/7694: CD Turn vehicle/entity right CB/7695: FF End queue CB/7696: 1B Begin action queue for character $1B (NPC $1B), 4 bytes long (Wait until complete) CB/7698: E0 Pause for 4 * 6 (24) frames CB/769A: CD Turn vehicle/entity right CB/769B: FF End queue CB/769C: 4B Display dialogue message $0B2F, wait for button press GUNGHO: Oooh…cough, cough… CB/769F: 1D Begin action queue for character $1D (NPC $1D), 15 bytes long (Wait until complete) CB/76A1: C0 Set vehicle/entity's event speed to slowest CB/76A2: E0 Pause for 4 * 10 (40) frames CB/76A4: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/76A5: E0 Pause for 4 * 18 (72) frames CB/76A7: 83 Move vehicle/entity left 1 tile CB/76A8: 22 Do vehicle/entity graphical action $22 CB/76A9: E0 Pause for 4 * 15 (60) frames CB/76AB: CE Turn vehicle/entity down CB/76AC: E0 Pause for 4 * 8 (32) frames CB/76AE: 20 Do vehicle/entity graphical action $20 CB/76AF: FF End queue CB/76B0: 95 Pause for 120 units CB/76B1: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete) CB/76B3: C2 Set vehicle/entity's event speed to normal CB/76B4: 82 Move vehicle/entity down 1 tile CB/76B5: FF End queue CB/76B6: B0 Execute the following commands until $B1 3 times CB/76B8: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CB/76BA: 4D Do vehicle/entity graphical action $0D, flipped horizontally CB/76BB: FF End queue CB/76BC: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CB/76BE: 4C Do vehicle/entity graphical action $0C, flipped horizontally CB/76BF: FF End queue CB/76C0: B1 End block of repeating commands CB/76C1: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CB/76C3: 58 Do vehicle/entity graphical action $18, flipped horizontally CB/76C4: FF End queue CB/76C5: 4B Display dialogue message $0B32, wait for button press RELM: Gramps! Why are you hesitating! CB/76C8: B5 Pause for 15 * 10 (150) units CB/76CA: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete) CB/76CC: CE Turn vehicle/entity down CB/76CD: FF End queue CB/76CE: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long CB/76D0: E0 Pause for 4 * 15 (60) frames CB/76D2: CD Turn vehicle/entity right CB/76D3: FF End queue CB/76D4: 4B Display dialogue message $0B33, wait for button press STRAGO: Well… I spent my youth chasing that creature. To do it again at this age is more than I bargained for. CB/76D7: 1D Begin action queue for character $1D (NPC $1D), 4 bytes long (Wait until complete) CB/76D9: E0 Pause for 4 * 6 (24) frames CB/76DB: CD Turn vehicle/entity right CB/76DC: FF End queue CB/76DD: 4B Display dialogue message $0B34, wait for button press STRAGO: Gungho… rest easy, I'll do it for you! CB/76E0: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long CB/76E2: E0 Pause for 4 * 5 (20) frames CB/76E4: CE Turn vehicle/entity down CB/76E5: FF End queue CB/76E6: 1D Begin action queue for character $1D (NPC $1D), 6 bytes long (Wait until complete) CB/76E8: C2 Set vehicle/entity's event speed to normal CB/76E9: 96 Move vehicle/entity down 6 tiles CB/76EA: 83 Move vehicle/entity left 1 tile CB/76EB: A2 Move vehicle/entity left/down 1x1 tiles CB/76EC: D1 Make vehicle/entity disappear CB/76ED: FF End queue CB/76EE: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long CB/76F0: C3 Set vehicle/entity's event speed to fast CB/76F1: 81 Move vehicle/entity right 1 tile CB/76F2: 9A Move vehicle/entity down 7 tiles CB/76F3: FF End queue CB/76F4: 5A Fade screen at speed $04 CB/76F6: 35 Pause execution until action queue for object $1C (NPC $1C) is complete CB/76F8: 6B Load map $015D (Thamasa, both floors of Strago's house (always)) instantly, (upper bits $0000), place party at (39, 10), facing up CB/76FE: DA Set event bit $1E80($5F6) [$1F3E, bit 6] CB/7700: 3D Create object $1F CB/7702: 38 Hold screen CB/7703: 1E Begin action queue for character $1E (NPC $1E), 5 bytes long CB/7705: C2 Set vehicle/entity's event speed to normal CB/7706: A2 Move vehicle/entity left/down 1x1 tiles CB/7707: 83 Move vehicle/entity left 1 tile CB/7708: 92 Move vehicle/entity down 5 tiles CB/7709: FF End queue CB/770A: 30 Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete) CB/770C: C2 Set vehicle/entity's event speed to normal CB/770D: A2 Move vehicle/entity left/down 1x1 tiles CB/770E: 83 Move vehicle/entity left 1 tile CB/770F: 92 Move vehicle/entity down 5 tiles CB/7710: FF End queue CB/7711: F4 Play sound effect 44 CB/7713: 73 Replace current map's Layer 1 at (37, 16) with the following (2 x 1) chunk, refresh immediately CB/7718: $04, $14 CB/771A: 1E Begin action queue for character $1E (NPC $1E), 3 bytes long CB/771C: C2 Set vehicle/entity's event speed to normal CB/771D: 92 Move vehicle/entity down 5 tiles CB/771E: FF End queue CB/771F: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/7721: C2 Set vehicle/entity's event speed to normal CB/7722: 92 Move vehicle/entity down 5 tiles CB/7723: FF End queue CB/7724: 4B Display dialogue message $07A9, wait for button press (At bottom of screen) Grandpa! CB/7727: 41 Show object $1F CB/7729: 1F Begin action queue for character $1F (NPC $1F), 7 bytes long (Wait until complete) CB/772B: C3 Set vehicle/entity's event speed to fast CB/772C: A2 Move vehicle/entity left/down 1x1 tiles CB/772D: 83 Move vehicle/entity left 1 tile CB/772E: 9E Move vehicle/entity down 8 tiles CB/772F: E0 Pause for 4 * 6 (24) frames CB/7731: FF End queue CB/7732: 1E Begin action queue for character $1E (NPC $1E), 4 bytes long (Wait until complete) CB/7734: CC Turn vehicle/entity up CB/7735: E0 Pause for 4 * 6 (24) frames CB/7737: FF End queue CB/7738: 4B Display dialogue message $0B35, wait for button press (At bottom of screen) RELM: Just a minute! You don't think you're going alone, do you? CB/773B: 95 Pause for 120 units CB/773C: 1E Begin action queue for character $1E (NPC $1E), 4 bytes long (Wait until complete) CB/773E: CE Turn vehicle/entity down CB/773F: E0 Pause for 4 * 10 (40) frames CB/7741: FF End queue CB/7742: 4B Display dialogue message $0B36, wait for button press (At bottom of screen) STRAGO: I spent too many years of my life hunting that thing. It is my obsession, not yours. CB/7745: 1F Begin action queue for character $1F (NPC $1F), 6 bytes long (Wait until complete) CB/7747: E0 Pause for 4 * 6 (24) frames CB/7749: 81 Move vehicle/entity right 1 tile CB/774A: 86 Move vehicle/entity down 2 tiles CB/774B: CF Turn vehicle/entity left CB/774C: FF End queue CB/774D: 1E Begin action queue for character $1E (NPC $1E), 4 bytes long (Wait until complete) CB/774F: E0 Pause for 4 * 8 (32) frames CB/7751: CD Turn vehicle/entity right CB/7752: FF End queue CB/7753: 1F Begin action queue for character $1F (NPC $1F), 4 bytes long (Wait until complete) CB/7755: E0 Pause for 4 * 15 (60) frames CB/7757: CF Turn vehicle/entity left CB/7758: FF End queue CB/7759: 4B Display dialogue message $0B37, wait for button press (At bottom of screen) RELM: But Grandpa! This “obsession” of yours could easily slay you! You're my Grandfather. I can't just sit idly by and watch you go. CB/775C: B5 Pause for 15 * 10 (150) units CB/775E: 1E Begin action queue for character $1E (NPC $1E), 11 bytes long (Wait until complete) CB/7760: CE Turn vehicle/entity down CB/7761: E0 Pause for 4 * 5 (20) frames CB/7763: 20 Do vehicle/entity graphical action $20 CB/7764: E0 Pause for 4 * 21 (84) frames CB/7766: CE Turn vehicle/entity down CB/7767: E0 Pause for 4 * 16 (64) frames CB/7769: CD Turn vehicle/entity right CB/776A: FF End queue CB/776B: 4B Display dialogue message $0B38, wait for button press (At bottom of screen) STRAGO: Sorry, RELM. I'm so grateful that you care! But as its name implies, the Hidon is extremely difficult to find. Unless I go alone, it will not show itself. CB/776E: 1F Begin action queue for character $1F (NPC $1F), 9 bytes long CB/7770: 22 Do vehicle/entity graphical action $22 CB/7771: E0 Pause for 4 * 2 (8) frames CB/7773: CF Turn vehicle/entity left CB/7774: E0 Pause for 4 * 2 (8) frames CB/7776: FC Branch 6 bytes backwards ($CB7770) CB/7778: FF End queue CB/7779: B5 Pause for 15 * 6 (90) units CB/777B: 1F Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete) CB/777D: CF Turn vehicle/entity left CB/777E: FF End queue CB/777F: 1E Begin action queue for character $1E (NPC $1E), 2 bytes long (Wait until complete) CB/7781: CE Turn vehicle/entity down CB/7782: FF End queue CB/7783: 4B Display dialogue message $0B39, wait for button press (At bottom of screen) STRAGO: Next stop, Ebot's Rock. CB/7786: 1F Begin action queue for character $1F (NPC $1F), 2 bytes long CB/7788: CE Turn vehicle/entity down CB/7789: FF End queue CB/778A: 1E Begin action queue for character $1E (NPC $1E), 6 bytes long (Wait until complete) CB/778C: E0 Pause for 4 * 6 (24) frames CB/778E: C2 Set vehicle/entity's event speed to normal CB/778F: 8A Move vehicle/entity down 3 tiles CB/7790: D1 Make vehicle/entity disappear CB/7791: FF End queue CB/7792: B5 Pause for 15 * 6 (90) units CB/7794: 1F Begin action queue for character $1F (NPC $1F), 7 bytes long (Wait until complete) CB/7796: C1 Set vehicle/entity's event speed to slow CB/7797: 83 Move vehicle/entity left 1 tile CB/7798: CE Turn vehicle/entity down CB/7799: E0 Pause for 4 * 6 (24) frames CB/779B: 20 Do vehicle/entity graphical action $20 CB/779C: FF End queue CB/779D: 4B Display dialogue message $0B3A, wait for button press (At bottom of screen) RELM: Phew… CB/77A0: 94 Pause for 60 units CB/77A1: 1F Begin action queue for character $1F (NPC $1F), 7 bytes long CB/77A3: 1F Do vehicle/entity graphical action $1F CB/77A4: E0 Pause for 4 * 5 (20) frames CB/77A6: C3 Set vehicle/entity's event speed to fast CB/77A7: 8A Move vehicle/entity down 3 tiles CB/77A8: D1 Make vehicle/entity disappear CB/77A9: FF End queue CB/77AA: 94 Pause for 60 units CB/77AB: 5A Fade screen at speed $04 CB/77AD: 5C Pause execution until fade in or fade out is complete CB/77AE: 41 Show object $31 CB/77B0: D2 Set event bit $1E80($19A) [$1EB3, bit 2] CB/77B2: DB Clear event bit $1E80($5F6) [$1F3E, bit 6] CB/77B4: DB Clear event bit $1E80($5F7) [$1F3E, bit 7] CB/77B6: 36 Disable ability to pass through other objects for object $17 (NPC $17) CB/77B8: 36 Disable ability to pass through other objects for object $18 (NPC $18) CB/77BA: 39 Free screen CB/77BB: E8 Set word $1FC2($07) [$1FD0] to $0000 CB/77BF: DA Set event bit $1E80($55E) [$1F2B, bit 6] CB/77C1: 6B Load map $0158 (Thamasa, outdoors (WoR)) instantly, (upper bits $2000), place party at (29, 15), facing down CB/77C7: FE Return CB/77C8: C0 If ($1E80($178) [$1EAF, bit 0] is set), branch to $CB7850 CB/77CE: 4B Display dialogue message $0B1C, wait for button press (At bottom of screen) I am Gungho. Warrior extraordinaire from the town of Thamasa. CB/77D1: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB77DA CB/77D7: 4B Display dialogue message $0B1B, wait for button press (At bottom of screen) First time I've been back in a while, and the village looks trashed. What on earth happened? CB/77DA: DE Load CaseWord with the characters in the currently active party? CB/77DB: C0 If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CB77E8 CB/77E1: 4B Display dialogue message $0B24, wait for button press (At bottom of screen) I've got STRAGO on my side now, but what a monumental bag of hot air! CB/77E4: 4B Display dialogue message $0B26, wait for button press (At bottom of screen) When you were younger you hunted Hidon, the legendary monster. But you quit before you found it… CB/77E7: FE Return CB/77E8: B2 Call subroutine $CACA8D CB/77EC: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete) CB/77EE: D7 Center screen on vehicle/entity CB/77EF: FF End queue CB/77F0: 41 Show object $07 CB/77F2: B2 Call subroutine $CB2E34 CB/77F6: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long (Wait until complete) CB/77F8: C2 Set vehicle/entity's event speed to normal CB/77F9: 87 Move vehicle/entity left 2 tiles CB/77FA: 80 Move vehicle/entity up 1 tile CB/77FB: CD Turn vehicle/entity right CB/77FC: FF End queue CB/77FD: 4B Display dialogue message $0B1D, wait for button press (At bottom of screen) STRAGO: G…Gungho?! CB/7800: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CB/7802: CF Turn vehicle/entity left CB/7803: FF End queue CB/7804: 4B Display dialogue message $0B23, wait for button press (At bottom of screen) GUNGHO: Is that you, STRAGO? Have you come back to hunt Hidon? CB/7807: 07 Begin action queue for character $07 (Actor in stot 7), 9 bytes long (Wait until complete) CB/7809: E0 Pause for 4 * 8 (32) frames CB/780B: CE Turn vehicle/entity down CB/780C: E0 Pause for 4 * 7 (28) frames CB/780E: 20 Do vehicle/entity graphical action $20 CB/780F: E0 Pause for 4 * 16 (64) frames CB/7811: FF End queue CB/7812: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete) CB/7814: C1 Set vehicle/entity's event speed to slow CB/7815: 83 Move vehicle/entity left 1 tile CB/7816: E0 Pause for 4 * 8 (32) frames CB/7818: FF End queue CB/7819: 4B Display dialogue message $0B25, wait for button press (At bottom of screen) GUNGHO: He'll never change. That's who he is! CB/781C: 4B Display dialogue message $0B26, wait for button press (At bottom of screen) When you were younger you hunted Hidon, the legendary monster. But you quit before you found it… CB/781F: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long (Wait until complete) CB/7821: CD Turn vehicle/entity right CB/7822: E0 Pause for 4 * 8 (32) frames CB/7824: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/7825: FF End queue CB/7826: 4B Display dialogue message $0B27, wait for button press (At bottom of screen) STRAGO: I didn't really quit! It's just that, well, the monster lives only on Ebot's Rock, which has been submerged for some time. GUNGHO: You never could give me an honest answer. CB/7829: 07 Begin action queue for character $07 (Actor in stot 7), 9 bytes long (Wait until complete) CB/782B: E0 Pause for 4 * 8 (32) frames CB/782D: CE Turn vehicle/entity down CB/782E: E0 Pause for 4 * 16 (64) frames CB/7830: 20 Do vehicle/entity graphical action $20 CB/7831: E0 Pause for 4 * 16 (64) frames CB/7833: FF End queue CB/7834: 4B Display dialogue message $0B28, wait for button press (At bottom of screen) GUNGHO: What a buffoon!! CB/7837: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CB/7839: C1 Set vehicle/entity's event speed to slow CB/783A: 81 Move vehicle/entity right 1 tile CB/783B: CE Turn vehicle/entity down CB/783C: FF End queue CB/783D: B5 Pause for 15 * 6 (90) units CB/783F: 07 Begin action queue for character $07 (Actor in stot 7), 4 bytes long (Wait until complete) CB/7841: C2 Set vehicle/entity's event speed to normal CB/7842: 82 Move vehicle/entity down 1 tile CB/7843: 85 Move vehicle/entity right 2 tiles CB/7844: FF End queue CB/7845: D2 Set event bit $1E80($178) [$1EAF, bit 0] CB/7847: B2 Call subroutine $CB2E2B CB/784B: B2 Call subroutine $CACB95 CB/784F: FE Return CB/7850: 4B Display dialogue message $0B28, wait for button press (At bottom of screen) GUNGHO: What a buffoon!! CB/7853: FE Return CB/7854: 4B Display dialogue message $0978, wait for button press We can't let the world become too peaceful! People are at their best when they're at war… My colosseum will be a monument to war! If I can ever get the help I need to finish it, that is! CB/7857: FE Return CB/7858: BD Pseudo-randomly jump to $CB7860 50% of the time CB/785C: 4B Display dialogue message $097A, wait for button press Ultros is your receptionist? He couldn't pay his debt, so I put him to work! I figure he'll be here about another 100 years. CB/785F: FE Return CB/7860: 4B Display dialogue message $0979, wait for button press This is my colosseum. Finally, the whole world is at war! I'm so happy! And I owe it all to Kefka! CB/7863: FE Return CB/7864: 4B Display dialogue message $0973, wait for button press (At bottom of screen) 400 GP per night. Wanna rest? ^ Yes ^ No CB/7867: B6 Indexed branch based on prior dialogue selection [$CB786F, $CA5EB3] CB/786E: FE Return CB/786F: 85 Take 400 GP from party CB/7872: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF CB/7878: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/787A: C3 Set vehicle/entity's event speed to fast CB/787B: 8F Move vehicle/entity left 4 tiles CB/787C: 84 Move vehicle/entity up 2 tiles CB/787D: FF End queue CB/787E: F4 Play sound effect 44 CB/7880: 73 Replace current map's Layer 1 at (48, 14) with the following (2 x 1) chunk, refresh immediately CB/7885: $06, $16 CB/7887: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CB/7889: C3 Set vehicle/entity's event speed to fast CB/788A: 9C Move vehicle/entity up 8 tiles CB/788B: 80 Move vehicle/entity up 1 tile CB/788C: 8D Move vehicle/entity right 4 tiles CB/788D: CE Turn vehicle/entity down CB/788E: FF End queue CB/788F: B2 Call subroutine $CACD3C CB/7893: 6B Load map $019D (Colosseum, all rooms) instantly, (upper bits $2400), place party at (52, 7), facing down CB/7899: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/789B: D5 Set vehicle/entity's position to (54, 5) CB/789E: CE Turn vehicle/entity down CB/789F: FF End queue CB/78A0: B2 Call subroutine $CACF96 CB/78A4: FE Return CB/78A5: 4B Display dialogue message $0975, wait for button press (At bottom of screen) Creatures from all over the world come here to compete. CB/78A8: FE Return CB/78A9: 4B Display dialogue message $0976, wait for button press Get a load of the crowds! CB/78AC: FE Return CB/78AD: C0 If ($1E80($1EF) [$1EBD, bit 7] is clear), branch to $CB78A9 CB/78B3: 4B Display dialogue message $0977, wait for button press There's some guy here who's dressed all in black! He's looking for a blade known as the Striker… CB/78B6: FE Return CB/78B7: 4B Display dialogue message $097D, wait for button press The more precious the item wagered, the better your prize will be! CB/78BA: FE Return CB/78BB: 4B Display dialogue message $097E, wait for button press Battles at the colosseum are one-on-one. CB/78BE: FE Return CB/78BF: 4B Display dialogue message $0980, wait for button press This is Dragon's Neck Colosseum. Champions from all over the world come here to fight for prizes. CB/78C2: FE Return CB/78C3: B2 Call subroutine $CACA8D CB/78C7: 19 Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete) CB/78C9: CE Turn vehicle/entity down CB/78CA: FF End queue CB/78CB: 4B Display dialogue message $0974, wait for button press Care to fight in the colosseum? ^(With pleasure.) ^(No thanks.) ^(Explanation, please!) CB/78CE: B6 Indexed branch based on prior dialogue selection [$CB78D9, $CA5EB3, $CB7976] CB/78D8: FE Return CB/78D9: 5A Fade screen at speed $08 CB/78DB: 5C Pause execution until fade in or fade out is complete CB/78DC: 9A Invoke Colosseum item selection screen CB/78DD: C0 If ($1E80($1EE) [$1EBD, bit 6] is clear), branch to $CB7972 CB/78E3: C0 If ($1E80($1EF) [$1EBD, bit 7] is clear), branch to $CB796C CB/78E9: AF Invoke random Colosseum battle CB/78EA: C2 If ($1E80($19F) [$1EB3, bit 7] is clear) or ($1E80($2F3) [$1EDE, bit 3] is set) or ($1E80($2BB) [$1ED7, bit 3] is clear), branch to $CB7972 CB/78F4: 38 Hold screen CB/78F5: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/78F7: C2 Set vehicle/entity's event speed to normal CB/78F8: 81 Move vehicle/entity right 1 tile CB/78F9: CF Turn vehicle/entity left CB/78FA: FF End queue CB/78FB: DA Set event bit $1E80($5F7) [$1F3E, bit 7] CB/78FD: 3D Create object $1B CB/78FF: 45 Refresh objects CB/7900: 41 Show object $1B CB/7902: 59 Unfade screen at speed $04 CB/7904: 5C Pause execution until fade in or fade out is complete CB/7905: DB Clear event bit $1E80($556) [$1F2A, bit 6] CB/7907: DB Clear event bit $1E80($55B) [$1F2B, bit 3] CB/7909: B5 Pause for 15 * 5 (75) units CB/790B: 48 Display dialogue message $0981, continue executing commands “What're you doing here?” SHADOW: The only thing I know how to do is fight… CB/790E: 93 Pause for 45 units CB/790F: B0 Execute the following commands until $B1 2 times CB/7911: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete) CB/7913: 24 Do vehicle/entity graphical action $24 CB/7914: FF End queue CB/7915: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete) CB/7917: 25 Do vehicle/entity graphical action $25 CB/7918: FF End queue CB/7919: B1 End block of repeating commands CB/791A: 49 If dialogue window is up, wait for keypress then dismiss CB/791B: 94 Pause for 60 units CB/791C: 1B Begin action queue for character $1B (NPC $1B), 5 bytes long CB/791E: 23 Do vehicle/entity graphical action $23 CB/791F: E0 Pause for 4 * 4 (16) frames CB/7921: CD Turn vehicle/entity right CB/7922: FF End queue CB/7923: 4B Display dialogue message $0982, wait for button press “Why not come with us?” SHADOW: Well… CB/7926: 35 Pause execution until action queue for object $1B (NPC $1B) is complete CB/7928: 93 Pause for 45 units CB/7929: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CB/792B: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CB/792D: 4B Display dialogue message $0983, wait for button press SHADOW: First I need to see how far I can get here… CB/7930: 1B Begin action queue for character $1B (NPC $1B), 3 bytes long CB/7932: C2 Set vehicle/entity's event speed to normal CB/7933: 81 Move vehicle/entity right 1 tile CB/7934: FF End queue CB/7935: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CB/7937: 83 Move vehicle/entity left 1 tile CB/7938: FF End queue CB/7939: 35 Pause execution until action queue for object $1B (NPC $1B) is complete CB/793B: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/793D: 42 Hide object $1B CB/793F: 3E Delete object $1B CB/7941: 45 Refresh objects CB/7942: D3 Clear event bit $1E80($1EF) [$1EBD, bit 7] CB/7944: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CB/7948: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB7954 CB/794E: 3D Create object $03 CB/7950: 3F Assign character $03 (Actor in stot 3) to party 1 CB/7953: 45 Refresh objects CB/7954: 77 Perform level averaging on character $03 (SHADOW) and calculate new maximum HP/MP CB/7956: 89 Inflict the following status ailments on character $03 (Actor in stot 3): Dog Block CB/795A: D4 Set event bit $1E80($2F3) [$1EDE, bit 3] CB/795C: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CB/7960: 36 Disable ability to pass through other objects for object $1B (NPC $1B) CB/7962: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CB/7964: DB Clear event bit $1E80($5F7) [$1F3E, bit 7] CB/7966: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/7968: CE Turn vehicle/entity down CB/7969: FF End queue CB/796A: 39 Free screen CB/796B: FE Return CB/796C: AF Invoke random Colosseum battle CB/796D: B2 Call subroutine $CB7972 CB/7971: FE Return CB/7972: 59 Unfade screen at speed $04 CB/7974: 5C Pause execution until fade in or fade out is complete CB/7975: FE Return CB/7976: 4B Display dialogue message $097C, wait for button press We fight for items, etc. here. First choose the thing you want to wager. Next, your opponent will appear. Choose someone from your party to fight this opponent. A one-on-one auto-battle will then take place. The item you wagered covers your participation fee. If you win, you'll be rewarded with an even better item! That's all there is to it! CB/7979: FE Return CB/797A: 4B Display dialogue message $097B, wait for button press (At bottom of screen) ULTROS: Look at me! I'm a receptionist! G'fa, ha, ha! Now, you'd better watch what ya bet, or master Chupon'll just come and take it from ya! CB/797D: FE Return CB/797E: 4B Display dialogue message $097F, wait for button press SIGFRIED: Someone's been pretending to be me! Don't be fooled! CB/7981: FE Return CB/7982: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CB/7984: 28 Do vehicle/entity graphical action $28 CB/7985: FF End queue CB/7986: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CB/7988: 28 Do vehicle/entity graphical action $28 CB/7989: FF End queue CB/798A: C0 If ($1E80($16E) [$1EAD, bit 6] is clear), branch to $CA5EB3 (simply returns) CB/7990: 74 Replace current map's Layer 2 at (43, 14) with the following (1 x 1) chunk CB/7995: $8A CB/7996: 74 Replace current map's Layer 2 at (43, 10) with the following (2 x 1) chunk CB/799B: $92, $34 CB/799D: 75 Refresh map after alteration CB/799E: FE Return CB/799F: C0 If ($1E80($195) [$1EB2, bit 5] is set), branch to $CA5EB3 (simply returns) CB/79A5: B2 Call subroutine $CB6ABF CB/79A9: 93 Pause for 45 units CB/79AA: B3 Call subroutine $CAC7FE, 3 times CB/79AF: D2 Set event bit $1E80($195) [$1EB2, bit 5] CB/79B1: 11 Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete) CB/79B3: C2 Set vehicle/entity's event speed to normal CB/79B4: 8E Move vehicle/entity down 4 tiles CB/79B5: 85 Move vehicle/entity right 2 tiles CB/79B6: 8E Move vehicle/entity down 4 tiles CB/79B7: CF Turn vehicle/entity left CB/79B8: FF End queue CB/79B9: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/79BB: CD Turn vehicle/entity right CB/79BC: FF End queue CB/79BD: B2 Call subroutine $CB6ABF CB/79C1: 11 Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete) CB/79C3: E0 Pause for 4 * 7 (28) frames CB/79C5: C3 Set vehicle/entity's event speed to fast CB/79C6: 8C Move vehicle/entity up 4 tiles CB/79C7: 87 Move vehicle/entity left 2 tiles CB/79C8: 8C Move vehicle/entity up 4 tiles CB/79C9: D1 Make vehicle/entity disappear CB/79CA: FF End queue CB/79CB: DB Clear event bit $1E80($54C) [$1F29, bit 4] CB/79CD: 93 Pause for 45 units CB/79CE: B3 Call subroutine $CAC7FE, 2 times CB/79D3: 4B Display dialogue message $0A11, wait for button press (At bottom of screen) You're…coming with us? CB/79D6: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/79D8: CD Turn vehicle/entity right CB/79D9: FF End queue CB/79DA: C0 If ($1E80($0A3) [$1E94, bit 3] is set), branch to $CB79E3 CB/79E0: DA Set event bit $1E80($552) [$1F2A, bit 2] CB/79E2: FE Return CB/79E3: DA Set event bit $1E80($553) [$1F2A, bit 3] CB/79E5: FE Return CB/79E6: C2 If ($1E80($16E) [$1EAD, bit 6] is set) or ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/79F0: B2 Call subroutine $CB6AC3 CB/79F4: 73 Replace current map's Layer 1 at (43, 14) with the following (1 x 1) chunk, refresh immediately CB/79F9: $8A CB/79FA: 93 Pause for 45 units CB/79FB: B2 Call subroutine $CB6ACD CB/79FF: 73 Replace current map's Layer 1 at (43, 10) with the following (2 x 1) chunk, refresh immediately CB/7A04: $92, $34 CB/7A06: 93 Pause for 45 units CB/7A07: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/7A09: D2 Set event bit $1E80($16E) [$1EAD, bit 6] CB/7A0B: FE Return CB/7A0C: C0 If ($1E80($0A3) [$1E94, bit 3] is set), branch to $CB7A15 CB/7A12: DA Set event bit $1E80($556) [$1F2A, bit 6] CB/7A14: FE Return CB/7A15: DA Set event bit $1E80($566) [$1F2C, bit 6] CB/7A17: FE Return CB/7A18: C0 If ($1E80($199) [$1EB3, bit 1] is set), branch to $CA5EB3 (simply returns) CB/7A1E: 94 Pause for 60 units CB/7A1F: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/7A21: 1F Do vehicle/entity graphical action $1F CB/7A22: E0 Pause for 4 * 4 (16) frames CB/7A24: 0A Do vehicle/entity graphical action $0A CB/7A25: FF End queue CB/7A26: 38 Hold screen CB/7A27: 30 Begin action queue for character $30 (Camera), 6 bytes long (Wait until complete) CB/7A29: C2 Set vehicle/entity's event speed to normal CB/7A2A: 8E Move vehicle/entity down 4 tiles CB/7A2B: E0 Pause for 4 * 8 (32) frames CB/7A2D: 8C Move vehicle/entity up 4 tiles CB/7A2E: FF End queue CB/7A2F: 39 Free screen CB/7A30: 15 Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete) CB/7A32: C2 Set vehicle/entity's event speed to normal CB/7A33: 84 Move vehicle/entity up 2 tiles CB/7A34: 85 Move vehicle/entity right 2 tiles CB/7A35: CC Turn vehicle/entity up CB/7A36: FF End queue CB/7A37: B2 Call subroutine $CB6ABF CB/7A3B: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CB/7A3D: C2 Set vehicle/entity's event speed to normal CB/7A3E: 83 Move vehicle/entity left 1 tile CB/7A3F: 96 Move vehicle/entity down 6 tiles CB/7A40: 83 Move vehicle/entity left 1 tile CB/7A41: 09 Do vehicle/entity graphical action $09 (kneeling) CB/7A42: FF End queue CB/7A43: 48 Display dialogue message $0A12, continue executing commands Look at those wounds… CB/7A46: 15 Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete) CB/7A48: 83 Move vehicle/entity left 1 tile CB/7A49: CE Turn vehicle/entity down CB/7A4A: E0 Pause for 4 * 4 (16) frames CB/7A4C: FF End queue CB/7A4D: 14 Begin action queue for character $14 (NPC $14), 6 bytes long (Wait until complete) CB/7A4F: C0 Set vehicle/entity's event speed to slowest CB/7A50: 88 Move vehicle/entity up 3 tiles CB/7A51: CF Turn vehicle/entity left CB/7A52: E0 Pause for 4 * 5 (20) frames CB/7A54: FF End queue CB/7A55: 49 If dialogue window is up, wait for keypress then dismiss CB/7A56: 15 Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete) CB/7A58: CD Turn vehicle/entity right CB/7A59: E0 Pause for 4 * 4 (16) frames CB/7A5B: CE Turn vehicle/entity down CB/7A5C: FF End queue CB/7A5D: B2 Call subroutine $CB6ABF CB/7A61: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/7A63: CF Turn vehicle/entity left CB/7A64: E0 Pause for 4 * 2 (8) frames CB/7A66: CD Turn vehicle/entity right CB/7A67: E0 Pause for 4 * 1 (4) frames CB/7A69: 1F Do vehicle/entity graphical action $1F CB/7A6A: FF End queue CB/7A6B: 78 Enable ability to pass through other objects for object $14 (NPC $14) CB/7A6D: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CB/7A6F: C2 Set vehicle/entity's event speed to normal CB/7A70: DC Make vehicle/entity jump (low) CB/7A71: 83 Move vehicle/entity left 1 tile CB/7A72: FF End queue CB/7A73: 4D Invoke battle, enemy set $52, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/7A76: B2 Call subroutine $CA5EA9 CB/7A7A: DB Clear event bit $1E80($555) [$1F2A, bit 5] CB/7A7C: 42 Hide object $14 CB/7A7E: 3E Delete object $14 CB/7A80: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/7A82: CE Turn vehicle/entity down CB/7A83: FF End queue CB/7A84: 59 Unfade screen at speed $04 CB/7A86: 5C Pause execution until fade in or fade out is complete CB/7A87: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete) CB/7A89: E0 Pause for 4 * 3 (12) frames CB/7A8B: 20 Do vehicle/entity graphical action $20 CB/7A8C: E0 Pause for 4 * 8 (32) frames CB/7A8E: CE Turn vehicle/entity down CB/7A8F: E0 Pause for 4 * 7 (28) frames CB/7A91: 09 Do vehicle/entity graphical action $09 (kneeling) CB/7A92: FF End queue CB/7A93: 4B Display dialogue message $0A13, wait for button press We can't do anything for her here. Let's take her back to Thamasa using the airship. CB/7A96: 5A Fade screen at speed $02 CB/7A98: 5C Pause execution until fade in or fade out is complete CB/7A99: DA Set event bit $1E80($55B) [$1F2B, bit 3] CB/7A9B: DB Clear event bit $1E80($552) [$1F2A, bit 2] CB/7A9D: DB Clear event bit $1E80($553) [$1F2A, bit 3] CB/7A9F: DB Clear event bit $1E80($554) [$1F2A, bit 4] CB/7AA1: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CB/7AA3: B2 Call subroutine $CB7A0C CB/7AA7: 6B Load map $0001 (World of Ruin) instantly, (upper bits $1400), place party at (207, 92), facing right, party is in the airship CB/7AAD: DD Hide mini-map CB/7AAE: C1 Set vehicle's facing direction to $0028 (40 degrees) (0 is north, goes counter-clockwise) CB/7AB1: C2 Set vehicle's propulsion direction to $0028 (40 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required CB/7AB4: E0 Pause for 5 units CB/7AB6: 28 Move vehicle as follows: (go up, turn right), 64 units CB/7AB8: E0 Pause for 6 units CB/7ABA: 04 Move vehicle as follows: (move forward), 64 units CB/7ABC: E0 Pause for 24 units CB/7ABE: 4C Move vehicle as follows: (go down, turn right, move forward), 16 units CB/7AC0: 0C Move vehicle as follows: (turn right, move forward), 16 units CB/7AC2: E0 Pause for 43 units CB/7AC4: 08 Move vehicle as follows: (turn right), 23 units CB/7AC6: 02 Move vehicle as follows: (decrease speed by $100), 5 units CB/7AC8: E0 Pause for 10 units CB/7ACA: 02 Move vehicle as follows: (decrease speed by $100), 2 units CB/7ACC: 08 Move vehicle as follows: (turn right), 8 units CB/7ACE: E0 Pause for 5 units CB/7AD0: 4A Move vehicle as follows: (go down, turn right, decrease speed by $100), 32 units CB/7AD2: E0 Pause for 11 units CB/7AD4: D9 Fade screen CB/7AD5: E0 Pause for 4 units CB/7AD7: D3 Load map $0001 (World of Ruin), position (251, 231), mode $41 CB/7ADD: C7 Map command $C7, $FA, $E7 CB/7AE0: DF Hide mini-map CB/7AE1: D2 Load map $015D (Thamasa, both floors of Strago's house (always)), position (63, 13), mode $40 CB/7AE7: F2 Fade out current song with transition time 64 CB/7AE9: FA Stop temporarily played song CB/7AEA: F0 Play song 0 (Silence), (high bit clear), full volume CB/7AEC: 38 Hold screen CB/7AED: 41 Show object $31 CB/7AEF: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/7AF1: CF Turn vehicle/entity left CB/7AF2: FF End queue CB/7AF3: 59 Unfade screen at speed $04 CB/7AF5: 5C Pause execution until fade in or fade out is complete CB/7AF6: B5 Pause for 15 * 16 (240) units CB/7AF8: 24 Begin action queue for character $24 (NPC $24), 8 bytes long CB/7AFA: CD Turn vehicle/entity right CB/7AFB: E0 Pause for 4 * 6 (24) frames CB/7AFD: CF Turn vehicle/entity left CB/7AFE: E0 Pause for 4 * 14 (56) frames CB/7B00: CD Turn vehicle/entity right CB/7B01: FF End queue CB/7B02: 25 Begin action queue for character $25 (NPC $25), 8 bytes long CB/7B04: CD Turn vehicle/entity right CB/7B05: E0 Pause for 4 * 6 (24) frames CB/7B07: CF Turn vehicle/entity left CB/7B08: E0 Pause for 4 * 14 (56) frames CB/7B0A: CD Turn vehicle/entity right CB/7B0B: FF End queue CB/7B0C: 94 Pause for 60 units CB/7B0D: 4B Display dialogue message $0A14, wait for button press You were having a nightmare… CB/7B10: 93 Pause for 45 units CB/7B11: 30 Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete) CB/7B13: C1 Set vehicle/entity's event speed to slow CB/7B14: 87 Move vehicle/entity left 2 tiles CB/7B15: E0 Pause for 4 * 15 (60) frames CB/7B17: FF End queue CB/7B18: 62 Mosaic screen, speed 14 CB/7B1A: 94 Pause for 60 units CB/7B1B: 62 Mosaic screen, speed 8 CB/7B1D: 5A Fade screen at speed $04 CB/7B1F: 5C Pause execution until fade in or fade out is complete CB/7B20: 95 Pause for 120 units CB/7B21: C0 If ($1E80($0A3) [$1E94, bit 3] is set), branch to $CB7BE3 CB/7B27: DA Set event bit $1E80($556) [$1F2A, bit 6] CB/7B29: DA Set event bit $1E80($569) [$1F2D, bit 1] CB/7B2B: 6B Load map $0157 (Thamasa, outdoors (WoB pre-Espers / Shadow's last dream / "That evening")) instantly, (upper bits $2000), place party at (28, 18), facing down CB/7B31: F0 Play song 0 (Silence), (high bit clear), full volume CB/7B33: B2 Call subroutine $CB6A6E CB/7B37: 42 Hide object $31 CB/7B39: 95 Pause for 120 units CB/7B3A: 59 Unfade screen at speed $04 CB/7B3C: 62 Mosaic screen, speed 13 CB/7B3E: 95 Pause for 120 units CB/7B3F: 38 Hold screen CB/7B40: 2A Begin action queue for character $2A (NPC $2A), 3 bytes long CB/7B42: C2 Set vehicle/entity's event speed to normal CB/7B43: 8A Move vehicle/entity down 3 tiles CB/7B44: FF End queue CB/7B45: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/7B47: C2 Set vehicle/entity's event speed to normal CB/7B48: 8A Move vehicle/entity down 3 tiles CB/7B49: FF End queue CB/7B4A: B2 Call subroutine $CB6ABF CB/7B4E: 94 Pause for 60 units CB/7B4F: DA Set event bit $1E80($51A) [$1F23, bit 2] CB/7B51: 3D Create object $28 CB/7B53: 45 Refresh objects CB/7B54: 28 Begin action queue for character $28 (NPC $28), 4 bytes long (Wait until complete) CB/7B56: D5 Set vehicle/entity's position to (29, 14) CB/7B59: FF End queue CB/7B5A: 41 Show object $28 CB/7B5C: 28 Begin action queue for character $28 (NPC $28), 3 bytes long (Wait until complete) CB/7B5E: C3 Set vehicle/entity's event speed to fast CB/7B5F: 96 Move vehicle/entity down 6 tiles CB/7B60: FF End queue CB/7B61: B2 Call subroutine $CB6ABF CB/7B65: B5 Pause for 15 * 5 (75) units CB/7B67: 2A Begin action queue for character $2A (NPC $2A), 3 bytes long CB/7B69: C2 Set vehicle/entity's event speed to normal CB/7B6A: 86 Move vehicle/entity down 2 tiles CB/7B6B: FF End queue CB/7B6C: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/7B6E: C2 Set vehicle/entity's event speed to normal CB/7B6F: 86 Move vehicle/entity down 2 tiles CB/7B70: FF End queue CB/7B71: 28 Begin action queue for character $28 (NPC $28), 5 bytes long (Wait until complete) CB/7B73: C3 Set vehicle/entity's event speed to fast CB/7B74: 96 Move vehicle/entity down 6 tiles CB/7B75: 83 Move vehicle/entity left 1 tile CB/7B76: CC Turn vehicle/entity up CB/7B77: FF End queue CB/7B78: B2 Call subroutine $CB6ABF CB/7B7C: 48 Display dialogue message $0A1B, continue executing commands (Show text only) You came to fetch me… But I won't be coming back… I want you, and the girl, to live in a peaceful world… CB/7B7F: 78 Enable ability to pass through other objects for object $2A (NPC $2A) CB/7B81: 78 Enable ability to pass through other objects for object $28 (NPC $28) CB/7B83: 2A Begin action queue for character $2A (NPC $2A), 10 bytes long (Wait until complete) CB/7B85: E0 Pause for 4 * 16 (64) frames CB/7B87: CD Turn vehicle/entity right CB/7B88: E0 Pause for 4 * 3 (12) frames CB/7B8A: CC Turn vehicle/entity up CB/7B8B: E0 Pause for 4 * 32 (128) frames CB/7B8D: CE Turn vehicle/entity down CB/7B8E: FF End queue CB/7B8F: 49 If dialogue window is up, wait for keypress then dismiss CB/7B90: 2A Begin action queue for character $2A (NPC $2A), 3 bytes long CB/7B92: C3 Set vehicle/entity's event speed to fast CB/7B93: 9E Move vehicle/entity down 8 tiles CB/7B94: FF End queue CB/7B95: 28 Begin action queue for character $28 (NPC $28), 8 bytes long CB/7B97: CD Turn vehicle/entity right CB/7B98: C7 Set vehicle/entity to stay still when moving CB/7B99: 83 Move vehicle/entity left 1 tile CB/7B9A: C6 Set vehicle/entity to walk when moving CB/7B9B: E0 Pause for 4 * 5 (20) frames CB/7B9D: CE Turn vehicle/entity down CB/7B9E: FF End queue CB/7B9F: 35 Pause execution until action queue for object $28 (NPC $28) is complete CB/7BA1: B2 Call subroutine $CB6ABF CB/7BA5: 93 Pause for 45 units CB/7BA6: 28 Begin action queue for character $28 (NPC $28), 19 bytes long (Wait until complete) CB/7BA8: C2 Set vehicle/entity's event speed to normal CB/7BA9: 81 Move vehicle/entity right 1 tile CB/7BAA: 88 Move vehicle/entity up 3 tiles CB/7BAB: E0 Pause for 4 * 16 (64) frames CB/7BAD: C3 Set vehicle/entity's event speed to fast CB/7BAE: 92 Move vehicle/entity down 5 tiles CB/7BAF: E0 Pause for 4 * 16 (64) frames CB/7BB1: CC Turn vehicle/entity up CB/7BB2: E0 Pause for 4 * 4 (16) frames CB/7BB4: DC Make vehicle/entity jump (low) CB/7BB5: E0 Pause for 4 * 3 (12) frames CB/7BB7: DC Make vehicle/entity jump (low) CB/7BB8: E0 Pause for 4 * 5 (20) frames CB/7BBA: FF End queue CB/7BBB: B2 Call subroutine $CB6ABF CB/7BBF: 28 Begin action queue for character $28 (NPC $28), 4 bytes long (Wait until complete) CB/7BC1: E0 Pause for 4 * 5 (20) frames CB/7BC3: 92 Move vehicle/entity down 5 tiles CB/7BC4: FF End queue CB/7BC5: DB Clear event bit $1E80($51A) [$1F23, bit 2] CB/7BC7: DB Clear event bit $1E80($569) [$1F2D, bit 1] CB/7BC9: 36 Disable ability to pass through other objects for object $2A (NPC $2A) CB/7BCB: 36 Disable ability to pass through other objects for object $28 (NPC $28) CB/7BCD: 62 Mosaic screen, speed 14 CB/7BCF: 94 Pause for 60 units CB/7BD0: 92 Pause for 30 units CB/7BD1: 62 Mosaic screen, speed 7 CB/7BD3: 5A Fade screen at speed $04 CB/7BD5: 5C Pause execution until fade in or fade out is complete CB/7BD6: D2 Set event bit $1E80($1EF) [$1EBD, bit 7] CB/7BD8: D2 Set event bit $1E80($196) [$1EB2, bit 6] CB/7BDA: D2 Set event bit $1E80($19E) [$1EB3, bit 6] CB/7BDC: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB7CCF CB/7BE2: FE Return CB/7BE3: DA Set event bit $1E80($557) [$1F2A, bit 7] CB/7BE5: 6B Load map $015D (Thamasa, both floors of Strago's house (always)) instantly, (upper bits $2000), place party at (41, 21), facing down CB/7BEB: F0 Play song 0 (Silence), (high bit clear), full volume CB/7BED: B2 Call subroutine $CB6A6E CB/7BF1: 42 Hide object $31 CB/7BF3: 19 Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete) CB/7BF5: 21 Do vehicle/entity graphical action $21 CB/7BF6: FF End queue CB/7BF7: 59 Unfade screen at speed $04 CB/7BF9: 62 Mosaic screen, speed 13 CB/7BFB: 95 Pause for 120 units CB/7BFC: B0 Execute the following commands until $B1 2 times CB/7BFE: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CB/7C00: 0D Do vehicle/entity graphical action $0D CB/7C01: FF End queue CB/7C02: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CB/7C04: 0C Do vehicle/entity graphical action $0C CB/7C05: FF End queue CB/7C06: B1 End block of repeating commands CB/7C07: 1A Begin action queue for character $1A (NPC $1A), 6 bytes long (Wait until complete) CB/7C09: E0 Pause for 4 * 4 (16) frames CB/7C0B: C2 Set vehicle/entity's event speed to normal CB/7C0C: 82 Move vehicle/entity down 1 tile CB/7C0D: 83 Move vehicle/entity left 1 tile CB/7C0E: FF End queue CB/7C0F: B0 Execute the following commands until $B1 2 times CB/7C11: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CB/7C13: 17 Do vehicle/entity graphical action $17 CB/7C14: FF End queue CB/7C15: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CB/7C17: CC Turn vehicle/entity up CB/7C18: FF End queue CB/7C19: B1 End block of repeating commands CB/7C1A: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete) CB/7C1C: E0 Pause for 4 * 4 (16) frames CB/7C1E: 83 Move vehicle/entity left 1 tile CB/7C1F: 80 Move vehicle/entity up 1 tile CB/7C20: FF End queue CB/7C21: B0 Execute the following commands until $B1 2 times CB/7C23: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CB/7C25: 4D Do vehicle/entity graphical action $0D, flipped horizontally CB/7C26: FF End queue CB/7C27: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CB/7C29: 4C Do vehicle/entity graphical action $0C, flipped horizontally CB/7C2A: FF End queue CB/7C2B: B1 End block of repeating commands CB/7C2C: 1A Begin action queue for character $1A (NPC $1A), 4 bytes long (Wait until complete) CB/7C2E: E0 Pause for 4 * 4 (16) frames CB/7C30: 80 Move vehicle/entity up 1 tile CB/7C31: FF End queue CB/7C32: B0 Execute the following commands until $B1 2 times CB/7C34: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CB/7C36: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/7C37: FF End queue CB/7C38: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CB/7C3A: CE Turn vehicle/entity down CB/7C3B: FF End queue CB/7C3C: B1 End block of repeating commands CB/7C3D: 19 Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete) CB/7C3F: E0 Pause for 4 * 9 (36) frames CB/7C41: CD Turn vehicle/entity right CB/7C42: FF End queue CB/7C43: 1A Begin action queue for character $1A (NPC $1A), 4 bytes long (Wait until complete) CB/7C45: E0 Pause for 4 * 10 (40) frames CB/7C47: 20 Do vehicle/entity graphical action $20 CB/7C48: FF End queue CB/7C49: F4 Play sound effect 151 CB/7C4B: 92 Pause for 30 units CB/7C4C: 18 Begin action queue for character $18 (NPC $18), 4 bytes long (Wait until complete) CB/7C4E: C2 Set vehicle/entity's event speed to normal CB/7C4F: 81 Move vehicle/entity right 1 tile CB/7C50: CC Turn vehicle/entity up CB/7C51: FF End queue CB/7C52: 18 Begin action queue for character $18 (NPC $18), 6 bytes long CB/7C54: DC Make vehicle/entity jump (low) CB/7C55: E0 Pause for 4 * 4 (16) frames CB/7C57: FC Branch 3 bytes backwards ($CB7C54) CB/7C59: FF End queue CB/7C5A: B3 Call subroutine $CB6ABF, 2 times CB/7C5F: 18 Begin action queue for character $18 (NPC $18), 7 bytes long (Wait until complete) CB/7C61: CC Turn vehicle/entity up CB/7C62: E0 Pause for 4 * 5 (20) frames CB/7C64: C2 Set vehicle/entity's event speed to normal CB/7C65: 85 Move vehicle/entity right 2 tiles CB/7C66: CF Turn vehicle/entity left CB/7C67: FF End queue CB/7C68: 18 Begin action queue for character $18 (NPC $18), 6 bytes long CB/7C6A: DC Make vehicle/entity jump (low) CB/7C6B: E0 Pause for 4 * 4 (16) frames CB/7C6D: FC Branch 3 bytes backwards ($CB7C6A) CB/7C6F: FF End queue CB/7C70: B3 Call subroutine $CB6ABF, 2 times CB/7C75: 18 Begin action queue for character $18 (NPC $18), 4 bytes long (Wait until complete) CB/7C77: CF Turn vehicle/entity left CB/7C78: E0 Pause for 4 * 16 (64) frames CB/7C7A: FF End queue CB/7C7B: 19 Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete) CB/7C7D: CE Turn vehicle/entity down CB/7C7E: E0 Pause for 4 * 5 (20) frames CB/7C80: FF End queue CB/7C81: B0 Execute the following commands until $B1 3 times CB/7C83: 19 Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete) CB/7C85: 13 Do vehicle/entity graphical action $13 CB/7C86: FF End queue CB/7C87: 19 Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete) CB/7C89: CE Turn vehicle/entity down CB/7C8A: FF End queue CB/7C8B: B1 End block of repeating commands CB/7C8C: 19 Begin action queue for character $19 (NPC $19), 6 bytes long (Wait until complete) CB/7C8E: E0 Pause for 4 * 5 (20) frames CB/7C90: 09 Do vehicle/entity graphical action $09 (kneeling) CB/7C91: E0 Pause for 4 * 4 (16) frames CB/7C93: FF End queue CB/7C94: 4B Display dialogue message $0A1C, wait for button press (Show text only) (At bottom of screen) Papa…? Where'd he go? Is he ever coming back? CB/7C97: 1A Begin action queue for character $1A (NPC $1A), 7 bytes long CB/7C99: C1 Set vehicle/entity's event speed to slow CB/7C9A: 82 Move vehicle/entity down 1 tile CB/7C9B: CD Turn vehicle/entity right CB/7C9C: E0 Pause for 4 * 6 (24) frames CB/7C9E: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/7C9F: FF End queue CB/7CA0: 18 Begin action queue for character $18 (NPC $18), 16 bytes long (Wait until complete) CB/7CA2: E0 Pause for 4 * 5 (20) frames CB/7CA4: C2 Set vehicle/entity's event speed to normal CB/7CA5: 80 Move vehicle/entity up 1 tile CB/7CA6: CE Turn vehicle/entity down CB/7CA7: E0 Pause for 4 * 6 (24) frames CB/7CA9: 82 Move vehicle/entity down 1 tile CB/7CAA: CF Turn vehicle/entity left CB/7CAB: E0 Pause for 4 * 19 (76) frames CB/7CAD: CE Turn vehicle/entity down CB/7CAE: E0 Pause for 4 * 15 (60) frames CB/7CB0: CF Turn vehicle/entity left CB/7CB1: FF End queue CB/7CB2: B2 Call subroutine $CB6ABF CB/7CB6: 18 Begin action queue for character $18 (NPC $18), 4 bytes long (Wait until complete) CB/7CB8: C3 Set vehicle/entity's event speed to fast CB/7CB9: 97 Move vehicle/entity left 6 tiles CB/7CBA: 96 Move vehicle/entity down 6 tiles CB/7CBB: FF End queue CB/7CBC: 93 Pause for 45 units CB/7CBD: 62 Mosaic screen, speed 14 CB/7CBF: 94 Pause for 60 units CB/7CC0: 92 Pause for 30 units CB/7CC1: 62 Mosaic screen, speed 8 CB/7CC3: 5A Fade screen at speed $04 CB/7CC5: 5C Pause execution until fade in or fade out is complete CB/7CC6: DB Clear event bit $1E80($557) [$1F2A, bit 7] CB/7CC8: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB7CCF CB/7CCE: FE Return CB/7CCF: 95 Pause for 120 units CB/7CD0: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CB/7CD2: 6B Load map $015D (Thamasa, both floors of Strago's house (always)) instantly, (upper bits $2000), place party at (63, 13), facing down CB/7CD8: 41 Show object $31 CB/7CDA: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/7CDC: CF Turn vehicle/entity left CB/7CDD: FF End queue CB/7CDE: 59 Unfade screen at speed $04 CB/7CE0: 62 Mosaic screen, speed 13 CB/7CE2: 95 Pause for 120 units CB/7CE3: 5C Pause execution until fade in or fade out is complete CB/7CE4: 94 Pause for 60 units CB/7CE5: F1 Fade in song 8 (Strago) (high bit clear) with transition time 48 CB/7CE8: 94 Pause for 60 units CB/7CE9: B3 Call subroutine $CAC7FE, 2 times CB/7CEE: 92 Pause for 30 units CB/7CEF: 4B Display dialogue message $0A15, wait for button press Let's rest here for a moment. CB/7CF2: 39 Free screen CB/7CF3: D2 Set event bit $1E80($199) [$1EB3, bit 1] CB/7CF5: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CB/7CF7: FE Return CB/7CF8: 4B Display dialogue message $0A1D, wait for button press For some reason he never came near when all 4 of us were together. CB/7CFB: FE Return CB/7CFC: 4B Display dialogue message $0A1A, wait for button press We 3 recently went hunting on the Veldt. We saw some weird kid there dressed all in hides… CB/7CFF: FE Return CB/7D00: 4B Display dialogue message $0A1F, wait for button press In a forest north of the Veldt dwells a frightful dragon. I suppose no human could ever defeat it…but oh, how free we would be if someone could… CB/7D03: FE Return CB/7D04: 4B Display dialogue message $0A1E, wait for button press Reduce the number of people in your party if you want him to approach you. CB/7D07: FE Return CB/7D08: 4B Display dialogue message $0A17, wait for button press Are you okay? CB/7D0B: 24 Begin action queue for character $24 (NPC $24), 2 bytes long (Wait until complete) CB/7D0D: CD Turn vehicle/entity right CB/7D0E: FF End queue CB/7D0F: 94 Pause for 60 units CB/7D10: 4B Display dialogue message $0A19, wait for button press SHADOW: No need to worry. It's just a scratch. Also, he's gonna stand guard, so you just relax. CB/7D13: 24 Begin action queue for character $24 (NPC $24), 2 bytes long (Wait until complete) CB/7D15: CE Turn vehicle/entity down CB/7D16: FF End queue CB/7D17: B2 Call subroutine $CB7D34 CB/7D1B: FE Return CB/7D1C: C1 If ($1E80($1F0) [$1EBE, bit 0] is set) or ($1E80($199) [$1EB3, bit 1] is clear), branch to $CB7D58 CB/7D24: 4B Display dialogue message $0A17, wait for button press Are you okay? CB/7D27: 94 Pause for 60 units CB/7D28: 4B Display dialogue message $0A18, wait for button press RELM: I'm still a bit groggy… But I'm okay. Interceptor always makes me happy! CB/7D2B: 25 Begin action queue for character $25 (NPC $25), 2 bytes long (Wait until complete) CB/7D2D: CE Turn vehicle/entity down CB/7D2E: FF End queue CB/7D2F: B2 Call subroutine $CB7D34 CB/7D33: FE Return CB/7D34: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/7D36: E0 Pause for 4 * 4 (16) frames CB/7D38: CE Turn vehicle/entity down CB/7D39: FF End queue CB/7D3A: 26 Begin action queue for character $26 (NPC $26), 5 bytes long (Wait until complete) CB/7D3C: E0 Pause for 4 * 4 (16) frames CB/7D3E: C1 Set vehicle/entity's event speed to slow CB/7D3F: 80 Move vehicle/entity up 1 tile CB/7D40: FF End queue CB/7D41: 26 Begin action queue for character $26 (NPC $26), 6 bytes long CB/7D43: DC Make vehicle/entity jump (low) CB/7D44: E0 Pause for 4 * 3 (12) frames CB/7D46: FC Branch 3 bytes backwards ($CB7D43) CB/7D48: FF End queue CB/7D49: B3 Call subroutine $CB6ABF, 2 times CB/7D4E: 26 Begin action queue for character $26 (NPC $26), 7 bytes long (Wait until complete) CB/7D50: CC Turn vehicle/entity up CB/7D51: E0 Pause for 4 * 3 (12) frames CB/7D53: C2 Set vehicle/entity's event speed to normal CB/7D54: 82 Move vehicle/entity down 1 tile CB/7D55: CC Turn vehicle/entity up CB/7D56: FF End queue CB/7D57: FE Return CB/7D58: 4B Display dialogue message $0A16, wait for button press …… CB/7D5B: FE Return CB/7D5C: C1 If ($1E80($199) [$1EB3, bit 1] is clear) or ($1E80($1F7) [$1EBE, bit 7] is set), branch to $CA5EB3 (simply returns) CB/7D64: D2 Set event bit $1E80($1F7) [$1EBE, bit 7] CB/7D66: D2 Set event bit $1E80($196) [$1EB2, bit 6] CB/7D68: FE Return CB/7D69: C0 If ($1E80($196) [$1EB2, bit 6] is clear), branch to $CA5EB3 (simply returns) CB/7D6F: D3 Clear event bit $1E80($196) [$1EB2, bit 6] CB/7D71: C0 If ($1E80($19E) [$1EB3, bit 6] is set), branch to $CB7D7A CB/7D77: D2 Set event bit $1E80($19E) [$1EB3, bit 6] CB/7D79: FE Return CB/7D7A: DB Clear event bit $1E80($556) [$1F2A, bit 6] CB/7D7C: DB Clear event bit $1E80($566) [$1F2C, bit 6] CB/7D7E: DB Clear event bit $1E80($55B) [$1F2B, bit 3] CB/7D80: D2 Set event bit $1E80($19F) [$1EB3, bit 7] CB/7D82: FE Return CB/7D83: C0 If ($1E80($19F) [$1EB3, bit 7] is set), branch to $CB7D8D CB/7D89: 4B Display dialogue message $0B20, wait for button press I saw a monster floating in the sky! It looked just like a fish. CB/7D8C: FE Return CB/7D8D: C0 If ($1E80($0A3) [$1E94, bit 3] is set), branch to $CB7D97 CB/7D93: 4B Display dialogue message $0B1E, wait for button press If you're looking for the man dressed all in black, he left for the colosseum. CB/7D96: FE Return CB/7D97: 4B Display dialogue message $0B1F, wait for button press One day, a man working for an aristocrat in Jidoor came and took that young woman back with him! CB/7D9A: DA Set event bit $1E80($570) [$1F2E, bit 0] CB/7D9C: FE Return CB/7D9D: F2 Fade out current song with transition time 32 CB/7D9F: F4 Play sound effect 209 CB/7DA1: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CB/7DA3: 93 Pause for 45 units CB/7DA4: F4 Play sound effect 73 CB/7DA6: 93 Pause for 45 units CB/7DA7: B2 Call subroutine $CB6ACD CB/7DAB: F4 Play sound effect 114 CB/7DAD: B5 Pause for 15 * 5 (75) units CB/7DAF: 62 Mosaic screen, speed 10 CB/7DB1: 5A Fade screen at speed $08 CB/7DB3: 5C Pause execution until fade in or fade out is complete CB/7DB4: 93 Pause for 45 units CB/7DB5: 58 Shake screen ($FC): (Intensity: 0)) (Permanance and ???: 3)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/7DB7: 6B Load map $0001 (World of Ruin) instantly, (upper bits $2400), place party at (237, 50), facing down CB/7DBD: FF End map script CB/7DBE: B9 Clear bit $1DC9($47) [$1DD1, bit 7] CB/7DC0: D3 Clear event bit $1E80($1CA) [$1EB9, bit 2] CB/7DC2: 7C Enable activation of event for object $10 (NPC $10) if it comes into contact with any party CB/7DC4: 7C Enable activation of event for object $11 (NPC $11) if it comes into contact with any party CB/7DC6: 7C Enable activation of event for object $12 (NPC $12) if it comes into contact with any party CB/7DC8: B0 Execute the following commands until $B1 31 times CB/7DCA: 51 Modify background color range from [2E, 2E]: Do (Black) at intensity 3 CB/7DCE: B1 End block of repeating commands CB/7DCF: C0 If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/7DD5: 74 Replace current map's Layer 2 at (46, 17) with the following (1 x 1) chunk CB/7DDA: $09 CB/7DDB: 74 Replace current map's Layer 2 at (47, 16) with the following (6 x 6) chunk CB/7DE0: $81, $81, $82, $83, $83, $B4 CB/7DE6: $E8, $7E, $8E, $9E, $E8, $BB CB/7DEC: $BB, $E8, $E8, $E8, $BB, $20 CB/7DF2: $0D, $BB, $BB, $BB, $0D, $45 CB/7DF8: $56, $A1, $A2, $A3, $54, $55 CB/7DFE: $01, $54, $55, $56, $01, $01 CB/7E04: 74 Replace current map's Layer 2 at (47, 80) with the following (5 x 6) chunk CB/7E09: $01, $82, $82, $82, $01 CB/7E0E: $01, $C1, $92, $92, $92 CB/7E13: $C3, $C4, $36, $34, $40 CB/7E18: $36, $34, $01, $46, $44 CB/7E1D: $45, $46, $44, $01, $01 CB/7E22: $01, $01, $01, $01, $01 CB/7E27: 75 Refresh map after alteration CB/7E28: FE Return CB/7E29: B0 Execute the following commands until $B1 31 times CB/7E2B: 51 Modify background color range from [2E, 2E]: Do (Black) at intensity 3 CB/7E2F: B1 End block of repeating commands CB/7E30: C0 If ($1E80($18C) [$1EB1, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/7E36: 74 Replace current map's Layer 2 at (12, 51) with the following (1 x 1) chunk CB/7E3B: $09 CB/7E3C: 74 Replace current map's Layer 2 at (14, 51) with the following (2 x 1) chunk CB/7E41: $4D, $5D CB/7E43: 74 Replace current map's Layer 2 at (6, 54) with the following (2 x 1) chunk CB/7E48: $2A, $3A CB/7E4A: 75 Refresh map after alteration CB/7E4B: FE Return CB/7E4C: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/7E54: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CB/7E56: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/7E58: C2 Set vehicle/entity's event speed to normal CB/7E59: C7 Set vehicle/entity to stay still when moving CB/7E5A: 17 Do vehicle/entity graphical action $17 CB/7E5B: DD Make vehicle/entity jump (high) CB/7E5C: 84 Move vehicle/entity up 2 tiles CB/7E5D: CC Turn vehicle/entity up CB/7E5E: C6 Set vehicle/entity to walk when moving CB/7E5F: FF End queue CB/7E60: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CB/7E62: FE Return CB/7E63: C1 If ($1E80($1B2) [$1EB6, bit 2] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/7E6B: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CB/7E6D: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/7E6F: C2 Set vehicle/entity's event speed to normal CB/7E70: C7 Set vehicle/entity to stay still when moving CB/7E71: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/7E72: DD Make vehicle/entity jump (high) CB/7E73: 86 Move vehicle/entity down 2 tiles CB/7E74: CE Turn vehicle/entity down CB/7E75: C6 Set vehicle/entity to walk when moving CB/7E76: FF End queue CB/7E77: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CB/7E79: FE Return CB/7E7A: C1 If ($1E80($1B3) [$1EB6, bit 3] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/7E82: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CB/7E84: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/7E86: C2 Set vehicle/entity's event speed to normal CB/7E87: C7 Set vehicle/entity to stay still when moving CB/7E88: 0F Do vehicle/entity graphical action $0F CB/7E89: DD Make vehicle/entity jump (high) CB/7E8A: 87 Move vehicle/entity left 2 tiles CB/7E8B: CF Turn vehicle/entity left CB/7E8C: C6 Set vehicle/entity to walk when moving CB/7E8D: FF End queue CB/7E8E: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CB/7E90: FE Return CB/7E91: C1 If ($1E80($1B1) [$1EB6, bit 1] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/7E99: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CB/7E9B: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/7E9D: C2 Set vehicle/entity's event speed to normal CB/7E9E: C7 Set vehicle/entity to stay still when moving CB/7E9F: 4F Do vehicle/entity graphical action $0F, flipped horizontally CB/7EA0: DD Make vehicle/entity jump (high) CB/7EA1: 85 Move vehicle/entity right 2 tiles CB/7EA2: CD Turn vehicle/entity right CB/7EA3: C6 Set vehicle/entity to walk when moving CB/7EA4: FF End queue CB/7EA5: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CB/7EA7: FE Return CB/7EA8: B2 Call subroutine $CB7E4C CB/7EAC: B2 Call subroutine $CB7E63 CB/7EB0: FE Return CB/7EB1: C1 If ($1E80($1B3) [$1EB6, bit 3] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/7EB9: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/7EBB: C2 Set vehicle/entity's event speed to normal CB/7EBC: C7 Set vehicle/entity to stay still when moving CB/7EBD: 0F Do vehicle/entity graphical action $0F CB/7EBE: DD Make vehicle/entity jump (high) CB/7EBF: 87 Move vehicle/entity left 2 tiles CB/7EC0: CF Turn vehicle/entity left CB/7EC1: C6 Set vehicle/entity to walk when moving CB/7EC2: FF End queue CB/7EC3: B2 Call subroutine $CB8017 CB/7EC7: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/7EC9: C2 Set vehicle/entity's event speed to normal CB/7ECA: C7 Set vehicle/entity to stay still when moving CB/7ECB: 0F Do vehicle/entity graphical action $0F CB/7ECC: DD Make vehicle/entity jump (high) CB/7ECD: 87 Move vehicle/entity left 2 tiles CB/7ECE: CF Turn vehicle/entity left CB/7ECF: C6 Set vehicle/entity to walk when moving CB/7ED0: FF End queue CB/7ED1: FE Return CB/7ED2: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/7EDA: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/7EDC: C2 Set vehicle/entity's event speed to normal CB/7EDD: C7 Set vehicle/entity to stay still when moving CB/7EDE: 17 Do vehicle/entity graphical action $17 CB/7EDF: DD Make vehicle/entity jump (high) CB/7EE0: 84 Move vehicle/entity up 2 tiles CB/7EE1: CC Turn vehicle/entity up CB/7EE2: C6 Set vehicle/entity to walk when moving CB/7EE3: FF End queue CB/7EE4: B2 Call subroutine $CB8053 CB/7EE8: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/7EEA: C2 Set vehicle/entity's event speed to normal CB/7EEB: C7 Set vehicle/entity to stay still when moving CB/7EEC: 17 Do vehicle/entity graphical action $17 CB/7EED: DD Make vehicle/entity jump (high) CB/7EEE: 84 Move vehicle/entity up 2 tiles CB/7EEF: CC Turn vehicle/entity up CB/7EF0: C6 Set vehicle/entity to walk when moving CB/7EF1: FF End queue CB/7EF2: B2 Call subroutine $CB8044 CB/7EF6: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/7EF8: C2 Set vehicle/entity's event speed to normal CB/7EF9: C7 Set vehicle/entity to stay still when moving CB/7EFA: 17 Do vehicle/entity graphical action $17 CB/7EFB: DD Make vehicle/entity jump (high) CB/7EFC: 84 Move vehicle/entity up 2 tiles CB/7EFD: CC Turn vehicle/entity up CB/7EFE: C6 Set vehicle/entity to walk when moving CB/7EFF: FF End queue CB/7F00: FE Return CB/7F01: C1 If ($1E80($1B3) [$1EB6, bit 3] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/7F09: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/7F0B: C2 Set vehicle/entity's event speed to normal CB/7F0C: C7 Set vehicle/entity to stay still when moving CB/7F0D: 0F Do vehicle/entity graphical action $0F CB/7F0E: DD Make vehicle/entity jump (high) CB/7F0F: 87 Move vehicle/entity left 2 tiles CB/7F10: CF Turn vehicle/entity left CB/7F11: C6 Set vehicle/entity to walk when moving CB/7F12: FF End queue CB/7F13: B2 Call subroutine $CB8044 CB/7F17: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/7F19: C2 Set vehicle/entity's event speed to normal CB/7F1A: C7 Set vehicle/entity to stay still when moving CB/7F1B: 0F Do vehicle/entity graphical action $0F CB/7F1C: DD Make vehicle/entity jump (high) CB/7F1D: 87 Move vehicle/entity left 2 tiles CB/7F1E: CF Turn vehicle/entity left CB/7F1F: C6 Set vehicle/entity to walk when moving CB/7F20: FF End queue CB/7F21: FE Return CB/7F22: C1 If ($1E80($1B2) [$1EB6, bit 2] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/7F2A: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/7F2C: C2 Set vehicle/entity's event speed to normal CB/7F2D: C7 Set vehicle/entity to stay still when moving CB/7F2E: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/7F2F: DD Make vehicle/entity jump (high) CB/7F30: 86 Move vehicle/entity down 2 tiles CB/7F31: CE Turn vehicle/entity down CB/7F32: C6 Set vehicle/entity to walk when moving CB/7F33: FF End queue CB/7F34: B2 Call subroutine $CB8044 CB/7F38: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/7F3A: C2 Set vehicle/entity's event speed to normal CB/7F3B: C7 Set vehicle/entity to stay still when moving CB/7F3C: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/7F3D: DD Make vehicle/entity jump (high) CB/7F3E: 86 Move vehicle/entity down 2 tiles CB/7F3F: CE Turn vehicle/entity down CB/7F40: C6 Set vehicle/entity to walk when moving CB/7F41: FF End queue CB/7F42: B2 Call subroutine $CB8053 CB/7F46: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/7F48: C2 Set vehicle/entity's event speed to normal CB/7F49: C7 Set vehicle/entity to stay still when moving CB/7F4A: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/7F4B: DD Make vehicle/entity jump (high) CB/7F4C: 86 Move vehicle/entity down 2 tiles CB/7F4D: CE Turn vehicle/entity down CB/7F4E: C6 Set vehicle/entity to walk when moving CB/7F4F: FF End queue CB/7F50: FE Return CB/7F51: C1 If ($1E80($1B1) [$1EB6, bit 1] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/7F59: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/7F5B: C2 Set vehicle/entity's event speed to normal CB/7F5C: C7 Set vehicle/entity to stay still when moving CB/7F5D: 4F Do vehicle/entity graphical action $0F, flipped horizontally CB/7F5E: DD Make vehicle/entity jump (high) CB/7F5F: 85 Move vehicle/entity right 2 tiles CB/7F60: CD Turn vehicle/entity right CB/7F61: C6 Set vehicle/entity to walk when moving CB/7F62: FF End queue CB/7F63: B2 Call subroutine $CB8044 CB/7F67: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/7F69: C2 Set vehicle/entity's event speed to normal CB/7F6A: C7 Set vehicle/entity to stay still when moving CB/7F6B: 4F Do vehicle/entity graphical action $0F, flipped horizontally CB/7F6C: DD Make vehicle/entity jump (high) CB/7F6D: 85 Move vehicle/entity right 2 tiles CB/7F6E: CD Turn vehicle/entity right CB/7F6F: C6 Set vehicle/entity to walk when moving CB/7F70: FF End queue CB/7F71: FE Return CB/7F72: C1 If ($1E80($1B3) [$1EB6, bit 3] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/7F7A: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/7F7C: C2 Set vehicle/entity's event speed to normal CB/7F7D: C7 Set vehicle/entity to stay still when moving CB/7F7E: 0F Do vehicle/entity graphical action $0F CB/7F7F: DD Make vehicle/entity jump (high) CB/7F80: 87 Move vehicle/entity left 2 tiles CB/7F81: CF Turn vehicle/entity left CB/7F82: C6 Set vehicle/entity to walk when moving CB/7F83: FF End queue CB/7F84: B2 Call subroutine $CB8026 CB/7F88: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/7F8A: C2 Set vehicle/entity's event speed to normal CB/7F8B: C7 Set vehicle/entity to stay still when moving CB/7F8C: 0F Do vehicle/entity graphical action $0F CB/7F8D: DD Make vehicle/entity jump (high) CB/7F8E: 87 Move vehicle/entity left 2 tiles CB/7F8F: CF Turn vehicle/entity left CB/7F90: C6 Set vehicle/entity to walk when moving CB/7F91: FF End queue CB/7F92: FE Return CB/7F93: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/7F9B: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/7F9D: C2 Set vehicle/entity's event speed to normal CB/7F9E: C7 Set vehicle/entity to stay still when moving CB/7F9F: 17 Do vehicle/entity graphical action $17 CB/7FA0: DD Make vehicle/entity jump (high) CB/7FA1: 84 Move vehicle/entity up 2 tiles CB/7FA2: CC Turn vehicle/entity up CB/7FA3: C6 Set vehicle/entity to walk when moving CB/7FA4: FF End queue CB/7FA5: B2 Call subroutine $CB8035 CB/7FA9: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/7FAB: C2 Set vehicle/entity's event speed to normal CB/7FAC: C7 Set vehicle/entity to stay still when moving CB/7FAD: 17 Do vehicle/entity graphical action $17 CB/7FAE: DD Make vehicle/entity jump (high) CB/7FAF: 84 Move vehicle/entity up 2 tiles CB/7FB0: CC Turn vehicle/entity up CB/7FB1: C6 Set vehicle/entity to walk when moving CB/7FB2: FF End queue CB/7FB3: FE Return CB/7FB4: C1 If ($1E80($1B2) [$1EB6, bit 2] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/7FBC: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/7FBE: C2 Set vehicle/entity's event speed to normal CB/7FBF: C7 Set vehicle/entity to stay still when moving CB/7FC0: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/7FC1: DD Make vehicle/entity jump (high) CB/7FC2: 86 Move vehicle/entity down 2 tiles CB/7FC3: CE Turn vehicle/entity down CB/7FC4: C6 Set vehicle/entity to walk when moving CB/7FC5: FF End queue CB/7FC6: B2 Call subroutine $CB8035 CB/7FCA: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/7FCC: C2 Set vehicle/entity's event speed to normal CB/7FCD: C7 Set vehicle/entity to stay still when moving CB/7FCE: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/7FCF: DD Make vehicle/entity jump (high) CB/7FD0: 86 Move vehicle/entity down 2 tiles CB/7FD1: CE Turn vehicle/entity down CB/7FD2: C6 Set vehicle/entity to walk when moving CB/7FD3: FF End queue CB/7FD4: FE Return CB/7FD5: C1 If ($1E80($1B1) [$1EB6, bit 1] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/7FDD: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/7FDF: C2 Set vehicle/entity's event speed to normal CB/7FE0: C7 Set vehicle/entity to stay still when moving CB/7FE1: 4F Do vehicle/entity graphical action $0F, flipped horizontally CB/7FE2: DD Make vehicle/entity jump (high) CB/7FE3: 85 Move vehicle/entity right 2 tiles CB/7FE4: CD Turn vehicle/entity right CB/7FE5: C6 Set vehicle/entity to walk when moving CB/7FE6: FF End queue CB/7FE7: B2 Call subroutine $CB8017 CB/7FEB: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/7FED: C2 Set vehicle/entity's event speed to normal CB/7FEE: C7 Set vehicle/entity to stay still when moving CB/7FEF: 4F Do vehicle/entity graphical action $0F, flipped horizontally CB/7FF0: DD Make vehicle/entity jump (high) CB/7FF1: 85 Move vehicle/entity right 2 tiles CB/7FF2: CD Turn vehicle/entity right CB/7FF3: C6 Set vehicle/entity to walk when moving CB/7FF4: FF End queue CB/7FF5: FE Return CB/7FF6: C1 If ($1E80($1B1) [$1EB6, bit 1] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/7FFE: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/8000: C2 Set vehicle/entity's event speed to normal CB/8001: C7 Set vehicle/entity to stay still when moving CB/8002: 4F Do vehicle/entity graphical action $0F, flipped horizontally CB/8003: DD Make vehicle/entity jump (high) CB/8004: 85 Move vehicle/entity right 2 tiles CB/8005: CD Turn vehicle/entity right CB/8006: C6 Set vehicle/entity to walk when moving CB/8007: FF End queue CB/8008: B2 Call subroutine $CB8026 CB/800C: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/800E: C2 Set vehicle/entity's event speed to normal CB/800F: C7 Set vehicle/entity to stay still when moving CB/8010: 4F Do vehicle/entity graphical action $0F, flipped horizontally CB/8011: DD Make vehicle/entity jump (high) CB/8012: 85 Move vehicle/entity right 2 tiles CB/8013: CD Turn vehicle/entity right CB/8014: C6 Set vehicle/entity to walk when moving CB/8015: FF End queue CB/8016: FE Return CB/8017: 73 Replace current map's Layer 1 at (12, 54) with the following (1 x 1) chunk, refresh immediately CB/801C: $13 CB/801D: F4 Play sound effect 166 CB/801F: 73 Replace current map's Layer 1 at (12, 54) with the following (1 x 1) chunk, refresh immediately CB/8024: $12 CB/8025: FE Return CB/8026: 73 Replace current map's Layer 1 at (4, 54) with the following (1 x 1) chunk, refresh immediately CB/802B: $13 CB/802C: F4 Play sound effect 166 CB/802E: 73 Replace current map's Layer 1 at (4, 54) with the following (1 x 1) chunk, refresh immediately CB/8033: $12 CB/8034: FE Return CB/8035: 73 Replace current map's Layer 1 at (1, 50) with the following (1 x 1) chunk, refresh immediately CB/803A: $13 CB/803B: F4 Play sound effect 166 CB/803D: 73 Replace current map's Layer 1 at (1, 50) with the following (1 x 1) chunk, refresh immediately CB/8042: $12 CB/8043: FE Return CB/8044: 73 Replace current map's Layer 1 at (8, 48) with the following (1 x 1) chunk, refresh immediately CB/8049: $13 CB/804A: F4 Play sound effect 166 CB/804C: 73 Replace current map's Layer 1 at (8, 48) with the following (1 x 1) chunk, refresh immediately CB/8051: $12 CB/8052: FE Return CB/8053: 73 Replace current map's Layer 1 at (8, 50) with the following (1 x 1) chunk, refresh immediately CB/8058: $13 CB/8059: F4 Play sound effect 166 CB/805B: 73 Replace current map's Layer 1 at (8, 50) with the following (1 x 1) chunk, refresh immediately CB/8060: $12 CB/8061: FE Return CB/8062: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CB/8068: F4 Play sound effect 150 CB/806A: 73 Replace current map's Layer 1 at (46, 17) with the following (1 x 1) chunk, refresh immediately CB/806F: $09 CB/8070: B2 Call subroutine $CB6ACD CB/8074: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CB/8076: B2 Call subroutine $CB7DD5 CB/807A: 92 Pause for 30 units CB/807B: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/807D: FE Return CB/807E: C0 If ($1E80($18C) [$1EB1, bit 4] is set), branch to $CA5EB3 (simply returns) CB/8084: F4 Play sound effect 150 CB/8086: 73 Replace current map's Layer 1 at (12, 51) with the following (1 x 1) chunk, refresh immediately CB/808B: $09 CB/808C: B2 Call subroutine $CB6ACD CB/8090: D2 Set event bit $1E80($18C) [$1EB1, bit 4] CB/8092: B2 Call subroutine $CB7E36 CB/8096: 92 Pause for 30 units CB/8097: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/8099: FE Return CB/809A: A1 Reset timer 0 CB/809C: D3 Clear event bit $1E80($1C2) [$1EB8, bit 2] CB/809E: B2 Call subroutine $CB6A37 CB/80A2: 6A Load map $0115 (Gogo's Lair, short passage past moving ceiling) after fade out, (upper bits $2000), place party at (5, 28), facing down CB/80A8: FE Return CB/80A9: A1 Reset timer 0 CB/80AB: D3 Clear event bit $1E80($1C2) [$1EB8, bit 2] CB/80AD: B2 Call subroutine $CB6A37 CB/80B1: 6A Load map $0117 (Gogo's Lair, save point) after fade out, (upper bits $2000), place party at (22, 4), facing down CB/80B7: FE Return CB/80B8: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CB/80BE: 74 Replace current map's Layer 2 at (3, 72) with the following (6 x 9) chunk CB/80C3: $01, $01, $01, $01, $01, $01 CB/80C9: $01, $01, $01, $01, $01, $01 CB/80CF: $01, $01, $01, $01, $01, $01 CB/80D5: $01, $01, $01, $01, $01, $01 CB/80DB: $01, $01, $01, $01, $01, $01 CB/80E1: $01, $01, $01, $01, $01, $01 CB/80E7: $01, $01, $01, $01, $01, $01 CB/80ED: $01, $01, $01, $01, $01, $01 CB/80F3: $01, $01, $01, $01, $01, $01 CB/80F9: 74 Replace current map's Layer 2 at (21, 70) with the following (3 x 11) chunk CB/80FE: $01, $01, $01 CB/8101: $01, $01, $01 CB/8104: $01, $01, $01 CB/8107: $01, $01, $01 CB/810A: $01, $01, $01 CB/810D: $01, $01, $01 CB/8110: $01, $01, $01 CB/8113: $01, $01, $01 CB/8116: $01, $01, $01 CB/8119: $01, $01, $01 CB/811C: $01, $01, $01 CB/811F: 75 Refresh map after alteration CB/8120: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CB/8122: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/8124: D2 Set event bit $1E80($1C2) [$1EB8, bit 2] CB/8126: 3A Enable player to move while event commands execute CB/8127: B2 Call subroutine $CB812C CB/812B: FE Return CB/812C: 58 Shake screen ($FB): (Intensity: 3)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/812E: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long CB/8130: C8 Set object layering priority to 3 (low nibble 3) CB/8132: FF End queue CB/8133: 71 Scroll Layer 2 (0, 16) CB/8136: 95 Pause for 120 units CB/8137: 71 Scroll Layer 2 (0, 0) CB/813A: F4 Play sound effect 187 CB/813C: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/813E: B2 Call subroutine $CB6A37 CB/8142: A0 Set timer 0 to $0100 [0m: 04s: 16j], jump to subroutine $CB8149 if it expires. Flags: (Countdown pauses in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CB/8148: FE Return CB/8149: 3B Position character in a "ready-to-go" stance CB/814A: 58 Shake screen ($FB): (Intensity: 3)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/814C: 71 Scroll Layer 2 (0, 128) CB/814F: C1 If ($1E80($1F1) [$1EBE, bit 1] is clear) or ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CB8170 CB/8157: C1 If ($1E80($1F1) [$1EBE, bit 1] is clear) or ($1E80($1BF) [$1EB7, bit 7] is set), branch to $CB818A CB/815F: 91 Pause for 15 units CB/8160: 71 Scroll Layer 2 (0, 0) CB/8163: F4 Play sound effect 187 CB/8165: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/8167: 94 Pause for 60 units CB/8168: 5A Fade screen at speed $01 CB/816A: 5C Pause execution until fade in or fade out is complete CB/816B: B2 Call subroutine $CCE566 CB/816F: FE Return CB/8170: 91 Pause for 15 units CB/8171: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long CB/8173: C8 Set object layering priority to 2 (low nibble 2) CB/8175: 09 Do vehicle/entity graphical action $09 (kneeling) CB/8176: FF End queue CB/8177: 71 Scroll Layer 2 (0, 0) CB/817A: F4 Play sound effect 187 CB/817C: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/817E: 92 Pause for 30 units CB/817F: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/8181: B5 Pause for 15 * 6 (90) units CB/8183: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB812C CB/8189: FE Return CB/818A: 91 Pause for 15 units CB/818B: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CB/818D: 09 Do vehicle/entity graphical action $09 (kneeling) CB/818E: FF End queue CB/818F: 71 Scroll Layer 2 (0, 0) CB/8192: F4 Play sound effect 187 CB/8194: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/8196: 92 Pause for 30 units CB/8197: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/8199: B5 Pause for 15 * 6 (90) units CB/819B: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB812C CB/81A1: FE Return CB/81A2: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CB/81A8: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/81AA: FE Return CB/81AB: C0 If ($1E80($1BF) [$1EB7, bit 7] is set), branch to $CA5EB3 (simply returns) CB/81B1: D2 Set event bit $1E80($1BF) [$1EB7, bit 7] CB/81B3: FE Return CB/81B4: C0 If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CA5EB3 (simply returns) CB/81BA: D2 Set event bit $1E80($1F1) [$1EBE, bit 1] CB/81BC: FE Return CB/81BD: C0 If ($1E80($1F1) [$1EBE, bit 1] is clear), branch to $CA5EB3 (simply returns) CB/81C3: D3 Clear event bit $1E80($1F1) [$1EBE, bit 1] CB/81C5: FE Return CB/81C6: B2 Call subroutine $CACA8D CB/81CA: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/81CC: CE Turn vehicle/entity down CB/81CD: FF End queue CB/81CE: 93 Pause for 45 units CB/81CF: 42 Hide object $31 CB/81D1: B2 Call subroutine $CAD00F CB/81D5: 94 Pause for 60 units CB/81D6: 4B Display dialogue message $0A0D, wait for button press (Show text only) (At bottom of screen) Shrouded in odd clothing, …is this a man…? …a woman…? …or should we ask…? CB/81D9: 92 Pause for 30 units CB/81DA: 40 Assign properties $0C to character $0C (Actor in stot 12) CB/81DD: 3D Create object $0C CB/81DF: 37 Assign graphics $0C to object $0C (Actor in stot 12) CB/81E2: 43 Assign palette $03 to character $0C (Actor in stot 12) CB/81E5: 7F Change character $0C's name to $0C (GOGO ) CB/81E8: 98 Invoke name change screen for character $0C (Actor in stot 12) CB/81EA: 88 Remove the following status ailments from character $0C (Actor in stot 12): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CB/81EE: 8B For character $0C (Actor in stot 12), take HP and set to maximum CB/81F1: 8C For character $0C (Actor in stot 12), take MP and set to maximum CB/81F4: 50 Tint screen (cumulative) with color $BC CB/81F6: 59 Unfade screen at speed $10 CB/81F8: 92 Pause for 30 units CB/81F9: B2 Call subroutine $CAD015 CB/81FD: 41 Show object $31 CB/81FF: 93 Pause for 45 units CB/8200: 4B Display dialogue message $0A0E, wait for button press (At bottom of screen) CREATURE: I am GOGO, master of the simulacrum… My miming skills will astonish you. CB/8203: 93 Pause for 45 units CB/8204: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CB/8206: 1F Do vehicle/entity graphical action $1F CB/8207: E0 Pause for 4 * 4 (16) frames CB/8209: CE Turn vehicle/entity down CB/820A: FF End queue CB/820B: 48 Display dialogue message $0A0F, continue executing commands (At bottom of screen) GOGO: Yes…I have been idle for too long. If I deem you worthy, I'll mime your actions in battle. But first you must tell me what you're doing here. CB/820E: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CB/8210: E0 Pause for 4 * 4 (16) frames CB/8212: 20 Do vehicle/entity graphical action $20 CB/8213: E0 Pause for 4 * 3 (12) frames CB/8215: CE Turn vehicle/entity down CB/8216: E0 Pause for 4 * 6 (24) frames CB/8218: FC Branch 6 bytes backwards ($CB8212) CB/821A: FF End queue CB/821B: 49 If dialogue window is up, wait for keypress then dismiss CB/821C: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/821E: CE Turn vehicle/entity down CB/821F: FF End queue CB/8220: 95 Pause for 120 units CB/8221: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/8223: 1F Do vehicle/entity graphical action $1F CB/8224: E0 Pause for 4 * 4 (16) frames CB/8226: CE Turn vehicle/entity down CB/8227: FF End queue CB/8228: 48 Display dialogue message $0A10, continue executing commands (At bottom of screen) GOGO: What an unusual tale… But I sense that you're trying to help make things right again. This should be fun. When do we leave? CB/822B: 49 If dialogue window is up, wait for keypress then dismiss CB/822C: 78 Enable ability to pass through other objects for object $10 (NPC $10) CB/822E: 93 Pause for 45 units CB/822F: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CB/8231: C2 Set vehicle/entity's event speed to normal CB/8232: 82 Move vehicle/entity down 1 tile CB/8233: D1 Make vehicle/entity disappear CB/8234: FF End queue CB/8235: 3E Delete object $10 CB/8237: DB Clear event bit $1E80($54B) [$1F29, bit 3] CB/8239: D0 Set event bit $1E80($0D4) [$1E9A, bit 4] CB/823B: D4 Set event bit $1E80($2EC) [$1EDD, bit 4] CB/823D: D4 Set event bit $1E80($2FC) [$1EDF, bit 4] CB/823F: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CB/8243: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB824D CB/8249: 3F Assign character $0C (Actor in stot 12) to party 1 CB/824C: FE Return CB/824D: 3F Remove character $0C (Actor in stot 12) from the party CB/8250: FE Return CB/8251: F4 Play sound effect 45 CB/8253: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long CB/8255: 1F Do vehicle/entity graphical action $1F CB/8256: C7 Set vehicle/entity to stay still when moving CB/8257: C3 Set vehicle/entity's event speed to fast CB/8258: DD Make vehicle/entity jump (high) CB/8259: E0 Pause for 4 * 4 (16) frames CB/825B: 86 Move vehicle/entity down 2 tiles CB/825C: FF End queue CB/825D: 91 Pause for 15 units CB/825E: 5A Fade screen at speed $08 CB/8260: 49 If dialogue window is up, wait for keypress then dismiss CB/8261: 5C Pause execution until fade in or fade out is complete CB/8262: 6B Load map $0114 (Gogo's Lair, entrance / guarded bridges / below bridges) instantly, (upper bits $0000), place party at (37, 17), facing up CB/8268: 38 Hold screen CB/8269: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/826B: D5 Set vehicle/entity's position to (37, 9) CB/826E: FF End queue CB/826F: B2 Call subroutine $CB6A9F CB/8273: FE Return CB/8274: B2 Call subroutine $CB6AD3 CB/8278: B2 Call subroutine $CB6A4C CB/827C: FE Return CB/827D: C2 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1F0) [$1EBE, bit 0] is set) or ($1E80($032) [$1E86, bit 2] is clear), branch to $CA5EB3 (simply returns) CB/8287: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CB/8289: 4B Display dialogue message $0B80, wait for button press Need a rest? ^(Yes) ^(No) CB/828C: B6 Indexed branch based on prior dialogue selection [$CB82B1, $CA5EB3] CB/8293: FE Return CB/8294: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/8296: C3 Set vehicle/entity's event speed to fast CB/8297: 8D Move vehicle/entity right 4 tiles CB/8298: 8C Move vehicle/entity up 4 tiles CB/8299: CE Turn vehicle/entity down CB/829A: FF End queue CB/829B: B2 Call subroutine $CACD3C CB/829F: 6B Load map $007B (Doma Castle, all rooms except Cyan's (always)) instantly, (upper bits $2400), place party at (8, 8), facing down CB/82A5: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/82A7: D5 Set vehicle/entity's position to (10, 6) CB/82AA: CE Turn vehicle/entity down CB/82AB: FF End queue CB/82AC: B2 Call subroutine $CACF96 CB/82B0: FE Return CB/82B1: DE Load CaseWord with the characters in the currently active party? CB/82B2: 45 Refresh objects CB/82B3: C2 If ($1E80($0DA) [$1E9B, bit 2] is set) or ($1E80($0A4) [$1E94, bit 4] is clear) or ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CB8294 CB/82BD: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CB/82C1: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CB8294 CB/82C7: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/82C9: C3 Set vehicle/entity's event speed to fast CB/82CA: 8D Move vehicle/entity right 4 tiles CB/82CB: 8C Move vehicle/entity up 4 tiles CB/82CC: CE Turn vehicle/entity down CB/82CD: FF End queue CB/82CE: B2 Call subroutine $CAC6AC CB/82D2: 3C Set up the party as follows: $02 (Actor in stot 2), $FF (), $FF (), $FF () CB/82D7: 45 Refresh objects CB/82D8: B2 Call subroutine $CB2E34 CB/82DC: 38 Hold screen CB/82DD: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long CB/82DF: C2 Set vehicle/entity's event speed to normal CB/82E0: A8 Move vehicle/entity left/down 1x2 tiles CB/82E1: 83 Move vehicle/entity left 1 tile CB/82E2: FF End queue CB/82E3: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CB/82E5: C2 Set vehicle/entity's event speed to normal CB/82E6: AB Move vehicle/entity left/up 1x2 tiles CB/82E7: 83 Move vehicle/entity left 1 tile CB/82E8: FF End queue CB/82E9: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CB/82EB: C2 Set vehicle/entity's event speed to normal CB/82EC: A7 Move vehicle/entity right/down 1x2 tiles CB/82ED: 81 Move vehicle/entity right 1 tile CB/82EE: FF End queue CB/82EF: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CB/82F1: C2 Set vehicle/entity's event speed to normal CB/82F2: A4 Move vehicle/entity right/up 1x2 tiles CB/82F3: 81 Move vehicle/entity right 1 tile CB/82F4: FF End queue CB/82F5: 94 Pause for 60 units CB/82F6: 97 Fade screen to black CB/82F7: 5C Pause execution until fade in or fade out is complete CB/82F8: 3F Remove character $02 (Actor in stot 2) from the party CB/82FB: 3E Delete object $02 CB/82FD: DA Set event bit $1E80($523) [$1F24, bit 3] CB/82FF: 3D Create object $13 CB/8301: 45 Refresh objects CB/8302: 41 Show object $13 CB/8304: B5 Pause for 15 * 4 (60) units CB/8306: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CB/830A: F0 Play song 56 (Nighty Night), (high bit set), full volume CB/830C: FA Stop temporarily played song CB/830D: 96 Restore screen from fade CB/830E: 95 Pause for 120 units CB/830F: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long CB/8311: 81 Move vehicle/entity right 1 tile CB/8312: A7 Move vehicle/entity right/down 1x2 tiles CB/8313: FF End queue CB/8314: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CB/8316: 83 Move vehicle/entity left 1 tile CB/8317: AB Move vehicle/entity left/up 1x2 tiles CB/8318: FF End queue CB/8319: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CB/831B: 83 Move vehicle/entity left 1 tile CB/831C: A8 Move vehicle/entity left/down 1x2 tiles CB/831D: FF End queue CB/831E: 94 Pause for 60 units CB/831F: B2 Call subroutine $CB2E2B CB/8323: 36 Disable ability to pass through other objects for object $02 (Actor in stot 2) CB/8325: B2 Call subroutine $CACB95 CB/8329: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/832B: CE Turn vehicle/entity down CB/832C: FF End queue CB/832D: 94 Pause for 60 units CB/832E: B3 Call subroutine $CAC7FE, 3 times CB/8333: B5 Pause for 15 * 5 (75) units CB/8335: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CB/8337: C2 Set vehicle/entity's event speed to normal CB/8338: 86 Move vehicle/entity down 2 tiles CB/8339: 83 Move vehicle/entity left 1 tile CB/833A: E0 Pause for 4 * 2 (8) frames CB/833C: 22 Do vehicle/entity graphical action $22 CB/833D: FF End queue CB/833E: 94 Pause for 60 units CB/833F: B0 Execute the following commands until $B1 2 times CB/8341: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/8343: 0D Do vehicle/entity graphical action $0D CB/8344: E0 Pause for 4 * 1 (4) frames CB/8346: FF End queue CB/8347: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/8349: 0C Do vehicle/entity graphical action $0C CB/834A: E0 Pause for 4 * 1 (4) frames CB/834C: FF End queue CB/834D: B1 End block of repeating commands CB/834E: F2 Fade out current song with transition time 6 CB/8350: 95 Pause for 120 units CB/8351: F0 Play song 43 (???, Crazy Old Man's House), (high bit clear), full volume CB/8353: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CB/8355: CF Turn vehicle/entity left CB/8356: E0 Pause for 4 * 4 (16) frames CB/8358: CD Turn vehicle/entity right CB/8359: E0 Pause for 4 * 4 (16) frames CB/835B: CC Turn vehicle/entity up CB/835C: E0 Pause for 4 * 4 (16) frames CB/835E: CE Turn vehicle/entity down CB/835F: FF End queue CB/8360: 93 Pause for 45 units CB/8361: DA Set event bit $1E80($5F7) [$1F3E, bit 7] CB/8363: 3D Create object $14 CB/8365: 45 Refresh objects CB/8366: 41 Show object $14 CB/8368: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long CB/836A: E0 Pause for 4 * 5 (20) frames CB/836C: C7 Set vehicle/entity to stay still when moving CB/836D: 0A Do vehicle/entity graphical action $0A CB/836E: DC Make vehicle/entity jump (low) CB/836F: 81 Move vehicle/entity right 1 tile CB/8370: C6 Set vehicle/entity to walk when moving CB/8371: FF End queue CB/8372: B0 Execute the following commands until $B1 5 times CB/8374: F4 Play sound effect 106 CB/8376: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CB/8378: C2 Set vehicle/entity's event speed to normal CB/8379: DC Make vehicle/entity jump (low) CB/837A: 80 Move vehicle/entity up 1 tile CB/837B: FF End queue CB/837C: B1 End block of repeating commands CB/837D: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/837F: CD Turn vehicle/entity right CB/8380: FF End queue CB/8381: 14 Begin action queue for character $14 (NPC $14), 6 bytes long CB/8383: DC Make vehicle/entity jump (low) CB/8384: E0 Pause for 4 * 2 (8) frames CB/8386: FC Branch 3 bytes backwards ($CB8383) CB/8388: FF End queue CB/8389: 3D Create object $15 CB/838B: 45 Refresh objects CB/838C: 41 Show object $15 CB/838E: B0 Execute the following commands until $B1 4 times CB/8390: F4 Play sound effect 106 CB/8392: 15 Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete) CB/8394: C2 Set vehicle/entity's event speed to normal CB/8395: DC Make vehicle/entity jump (low) CB/8396: 80 Move vehicle/entity up 1 tile CB/8397: FF End queue CB/8398: B1 End block of repeating commands CB/8399: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CB/839B: CD Turn vehicle/entity right CB/839C: FF End queue CB/839D: 15 Begin action queue for character $15 (NPC $15), 6 bytes long CB/839F: DC Make vehicle/entity jump (low) CB/83A0: E0 Pause for 4 * 2 (8) frames CB/83A2: FC Branch 3 bytes backwards ($CB839F) CB/83A4: FF End queue CB/83A5: 3D Create object $16 CB/83A7: 45 Refresh objects CB/83A8: 41 Show object $16 CB/83AA: B0 Execute the following commands until $B1 3 times CB/83AC: 16 Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete) CB/83AE: C2 Set vehicle/entity's event speed to normal CB/83AF: DC Make vehicle/entity jump (low) CB/83B0: 80 Move vehicle/entity up 1 tile CB/83B1: FF End queue CB/83B2: B1 End block of repeating commands CB/83B3: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CB/83B5: CD Turn vehicle/entity right CB/83B6: FF End queue CB/83B7: 16 Begin action queue for character $16 (NPC $16), 6 bytes long CB/83B9: DC Make vehicle/entity jump (low) CB/83BA: E0 Pause for 4 * 2 (8) frames CB/83BC: FC Branch 3 bytes backwards ($CB83B9) CB/83BE: FF End queue CB/83BF: B5 Pause for 15 * 5 (75) units CB/83C1: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CB/83C3: CD Turn vehicle/entity right CB/83C4: E0 Pause for 4 * 2 (8) frames CB/83C6: FF End queue CB/83C7: 15 Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete) CB/83C9: CD Turn vehicle/entity right CB/83CA: E0 Pause for 4 * 2 (8) frames CB/83CC: FF End queue CB/83CD: 16 Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete) CB/83CF: CD Turn vehicle/entity right CB/83D0: E0 Pause for 4 * 4 (16) frames CB/83D2: FF End queue CB/83D3: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CB/83D5: C2 Set vehicle/entity's event speed to normal CB/83D6: DC Make vehicle/entity jump (low) CB/83D7: 81 Move vehicle/entity right 1 tile CB/83D8: FF End queue CB/83D9: 4B Display dialogue message $0AC6, wait for button press I'm Curley! CB/83DC: 15 Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete) CB/83DE: C2 Set vehicle/entity's event speed to normal CB/83DF: DC Make vehicle/entity jump (low) CB/83E0: 81 Move vehicle/entity right 1 tile CB/83E1: FF End queue CB/83E2: 4B Display dialogue message $0AC7, wait for button press I'm Larry. CB/83E5: 16 Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete) CB/83E7: C2 Set vehicle/entity's event speed to normal CB/83E8: DC Make vehicle/entity jump (low) CB/83E9: 81 Move vehicle/entity right 1 tile CB/83EA: FF End queue CB/83EB: 4B Display dialogue message $0AC8, wait for button press I'm Moe! CB/83EE: B5 Pause for 15 * 5 (75) units CB/83F0: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CB/83F2: C7 Set vehicle/entity to stay still when moving CB/83F3: DD Make vehicle/entity jump (high) CB/83F4: 83 Move vehicle/entity left 1 tile CB/83F5: FF End queue CB/83F6: 15 Begin action queue for character $15 (NPC $15), 4 bytes long CB/83F8: C7 Set vehicle/entity to stay still when moving CB/83F9: DD Make vehicle/entity jump (high) CB/83FA: 83 Move vehicle/entity left 1 tile CB/83FB: FF End queue CB/83FC: 16 Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete) CB/83FE: C7 Set vehicle/entity to stay still when moving CB/83FF: DD Make vehicle/entity jump (high) CB/8400: 83 Move vehicle/entity left 1 tile CB/8401: FF End queue CB/8402: 4B Display dialogue message $0AC9, wait for button press We're the 3 Dream Stooges! CB/8405: 14 Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete) CB/8407: DC Make vehicle/entity jump (low) CB/8408: 81 Move vehicle/entity right 1 tile CB/8409: FF End queue CB/840A: 4B Display dialogue message $0ACA, wait for button press This man's soul is ours! CB/840D: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/840F: DC Make vehicle/entity jump (low) CB/8410: 83 Move vehicle/entity left 1 tile CB/8411: FF End queue CB/8412: 15 Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete) CB/8414: DC Make vehicle/entity jump (low) CB/8415: 81 Move vehicle/entity right 1 tile CB/8416: FF End queue CB/8417: 4B Display dialogue message $0ACA, wait for button press This man's soul is ours! CB/841A: 15 Begin action queue for character $15 (NPC $15), 3 bytes long CB/841C: DC Make vehicle/entity jump (low) CB/841D: 83 Move vehicle/entity left 1 tile CB/841E: FF End queue CB/841F: 16 Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete) CB/8421: DC Make vehicle/entity jump (low) CB/8422: 81 Move vehicle/entity right 1 tile CB/8423: FF End queue CB/8424: 4B Display dialogue message $0ACA, wait for button press This man's soul is ours! CB/8427: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CB/8429: DC Make vehicle/entity jump (low) CB/842A: 83 Move vehicle/entity left 1 tile CB/842B: FF End queue CB/842C: 93 Pause for 45 units CB/842D: 78 Enable ability to pass through other objects for object $14 (NPC $14) CB/842F: 78 Enable ability to pass through other objects for object $15 (NPC $15) CB/8431: 78 Enable ability to pass through other objects for object $16 (NPC $16) CB/8433: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CB/8435: DD Make vehicle/entity jump (high) CB/8436: 85 Move vehicle/entity right 2 tiles CB/8437: C6 Set vehicle/entity to walk when moving CB/8438: D1 Make vehicle/entity disappear CB/8439: FF End queue CB/843A: 4B Display dialogue message $0ACB, wait for button press Today we dine well!!! CB/843D: 35 Pause execution until action queue for object $14 (NPC $14) is complete CB/843F: 15 Begin action queue for character $15 (NPC $15), 10 bytes long CB/8441: C2 Set vehicle/entity's event speed to normal CB/8442: C6 Set vehicle/entity to walk when moving CB/8443: 80 Move vehicle/entity up 1 tile CB/8444: CD Turn vehicle/entity right CB/8445: C7 Set vehicle/entity to stay still when moving CB/8446: DD Make vehicle/entity jump (high) CB/8447: 85 Move vehicle/entity right 2 tiles CB/8448: C6 Set vehicle/entity to walk when moving CB/8449: D1 Make vehicle/entity disappear CB/844A: FF End queue CB/844B: 4B Display dialogue message $0ACB, wait for button press Today we dine well!!! CB/844E: 35 Pause execution until action queue for object $15 (NPC $15) is complete CB/8450: 16 Begin action queue for character $16 (NPC $16), 10 bytes long CB/8452: C2 Set vehicle/entity's event speed to normal CB/8453: C6 Set vehicle/entity to walk when moving CB/8454: 84 Move vehicle/entity up 2 tiles CB/8455: CD Turn vehicle/entity right CB/8456: C7 Set vehicle/entity to stay still when moving CB/8457: DD Make vehicle/entity jump (high) CB/8458: 85 Move vehicle/entity right 2 tiles CB/8459: C6 Set vehicle/entity to walk when moving CB/845A: D1 Make vehicle/entity disappear CB/845B: FF End queue CB/845C: 4B Display dialogue message $0ACB, wait for button press Today we dine well!!! CB/845F: 35 Pause execution until action queue for object $16 (NPC $16) is complete CB/8461: 92 Pause for 30 units CB/8462: 4B Display dialogue message $0ACC, wait for button press “WAIT!!!” CB/8465: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CB/8467: 62 Mosaic screen, speed 1 CB/8469: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CB/846B: C2 Set vehicle/entity's event speed to normal CB/846C: C7 Set vehicle/entity to stay still when moving CB/846D: DD Make vehicle/entity jump (high) CB/846E: 87 Move vehicle/entity left 2 tiles CB/846F: C6 Set vehicle/entity to walk when moving CB/8470: FF End queue CB/8471: F2 Fade out current song with transition time 32 CB/8473: 5A Fade screen at speed $02 CB/8475: 5C Pause execution until fade in or fade out is complete CB/8476: DB Clear event bit $1E80($5F7) [$1F3E, bit 7] CB/8478: 39 Free screen CB/8479: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CB/847B: B2 Call subroutine $CB84FF CB/847F: B2 Call subroutine $CB854F CB/8483: 47 Make character in slot 0 the lead character CB/8484: 6B Load map $013D (Cyan's Dream, psychedelic stairs) instantly, (upper bits $2000), place party at (20, 54), facing down CB/848A: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/848C: 28 Do vehicle/entity graphical action $28 CB/848D: FF End queue CB/848E: 59 Unfade screen at speed $04 CB/8490: 5C Pause execution until fade in or fade out is complete CB/8491: B2 Call subroutine $CB6A09 CB/8495: FE Return CB/8496: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CB/8498: 28 Do vehicle/entity graphical action $28 CB/8499: FF End queue CB/849A: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CB/849C: 28 Do vehicle/entity graphical action $28 CB/849D: FF End queue CB/849E: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CB/84A0: 28 Do vehicle/entity graphical action $28 CB/84A1: FF End queue CB/84A2: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CB/84A4: 28 Do vehicle/entity graphical action $28 CB/84A5: FF End queue CB/84A6: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CB/84A8: 28 Do vehicle/entity graphical action $28 CB/84A9: FF End queue CB/84AA: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CB/84AC: 28 Do vehicle/entity graphical action $28 CB/84AD: FF End queue CB/84AE: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CB/84B0: 28 Do vehicle/entity graphical action $28 CB/84B1: FF End queue CB/84B2: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CB/84B4: 28 Do vehicle/entity graphical action $28 CB/84B5: FF End queue CB/84B6: 18 Begin action queue for character $18 (NPC $18), 2 bytes long CB/84B8: 28 Do vehicle/entity graphical action $28 CB/84B9: FF End queue CB/84BA: 19 Begin action queue for character $19 (NPC $19), 2 bytes long CB/84BC: 28 Do vehicle/entity graphical action $28 CB/84BD: FF End queue CB/84BE: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long CB/84C0: 28 Do vehicle/entity graphical action $28 CB/84C1: FF End queue CB/84C2: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long CB/84C4: 28 Do vehicle/entity graphical action $28 CB/84C5: FF End queue CB/84C6: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long CB/84C8: 28 Do vehicle/entity graphical action $28 CB/84C9: FF End queue CB/84CA: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long CB/84CC: 28 Do vehicle/entity graphical action $28 CB/84CD: FF End queue CB/84CE: 1E Begin action queue for character $1E (NPC $1E), 2 bytes long CB/84D0: 28 Do vehicle/entity graphical action $28 CB/84D1: FF End queue CB/84D2: 1F Begin action queue for character $1F (NPC $1F), 2 bytes long CB/84D4: 28 Do vehicle/entity graphical action $28 CB/84D5: FF End queue CB/84D6: 20 Begin action queue for character $20 (NPC $20), 2 bytes long CB/84D8: 28 Do vehicle/entity graphical action $28 CB/84D9: FF End queue CB/84DA: 21 Begin action queue for character $21 (NPC $21), 2 bytes long CB/84DC: 28 Do vehicle/entity graphical action $28 CB/84DD: FF End queue CB/84DE: 22 Begin action queue for character $22 (NPC $22), 2 bytes long CB/84E0: 28 Do vehicle/entity graphical action $28 CB/84E1: FF End queue CB/84E2: 23 Begin action queue for character $23 (NPC $23), 2 bytes long CB/84E4: 28 Do vehicle/entity graphical action $28 CB/84E5: FF End queue CB/84E6: 24 Begin action queue for character $24 (NPC $24), 2 bytes long CB/84E8: 28 Do vehicle/entity graphical action $28 CB/84E9: FF End queue CB/84EA: 25 Begin action queue for character $25 (NPC $25), 2 bytes long CB/84EC: 28 Do vehicle/entity graphical action $28 CB/84ED: FF End queue CB/84EE: 26 Begin action queue for character $26 (NPC $26), 2 bytes long CB/84F0: 28 Do vehicle/entity graphical action $28 CB/84F1: FF End queue CB/84F2: 27 Begin action queue for character $27 (NPC $27), 2 bytes long CB/84F4: 28 Do vehicle/entity graphical action $28 CB/84F5: FF End queue CB/84F6: 28 Begin action queue for character $28 (NPC $28), 2 bytes long CB/84F8: 28 Do vehicle/entity graphical action $28 CB/84F9: FF End queue CB/84FA: 29 Begin action queue for character $29 (NPC $29), 2 bytes long CB/84FC: 28 Do vehicle/entity graphical action $28 CB/84FD: FF End queue CB/84FE: FE Return CB/84FF: E2 Set bit in CaseWord for the lead character in the current party CB/8500: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CB859F CB/8506: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CB85A7 CB/850C: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB85AF CB/8512: C0 If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CB85B7 CB/8518: C0 If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CB85BF CB/851E: C0 If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CB85C7 CB/8524: C0 If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CB85CF CB/852A: C0 If ($1E80($1A8) [$1EB5, bit 0] is set), branch to $CB85D7 CB/8530: C0 If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB85DF CB/8536: C0 If ($1E80($1AA) [$1EB5, bit 2] is set), branch to $CB85E7 CB/853C: C0 If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CB85EF CB/8542: C0 If ($1E80($1AC) [$1EB5, bit 4] is set), branch to $CB85F7 CB/8548: C0 If ($1E80($1AD) [$1EB5, bit 5] is set), branch to $CB85FF CB/854E: FE Return CB/854F: E2 Set bit in CaseWord for the lead character in the current party CB/8550: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CB8607 CB/8556: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CB860F CB/855C: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB8617 CB/8562: C0 If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CB861F CB/8568: C0 If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CB8627 CB/856E: C0 If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CB862F CB/8574: C0 If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CB8637 CB/857A: C0 If ($1E80($1A8) [$1EB5, bit 0] is set), branch to $CB863F CB/8580: C0 If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB8647 CB/8586: C0 If ($1E80($1AA) [$1EB5, bit 2] is set), branch to $CB864F CB/858C: C0 If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CB8657 CB/8592: C0 If ($1E80($1AC) [$1EB5, bit 4] is set), branch to $CB865F CB/8598: C0 If ($1E80($1AD) [$1EB5, bit 5] is set), branch to $CB8667 CB/859E: FE Return CB/859F: 3F Remove character $00 (Actor in stot 0) from the party CB/85A2: 3E Delete object $00 CB/85A4: DA Set event bit $1E80($524) [$1F24, bit 4] CB/85A6: FE Return CB/85A7: 3F Remove character $01 (Actor in stot 1) from the party CB/85AA: 3E Delete object $01 CB/85AC: DA Set event bit $1E80($525) [$1F24, bit 5] CB/85AE: FE Return CB/85AF: 3F Remove character $03 (Actor in stot 3) from the party CB/85B2: 3E Delete object $03 CB/85B4: DA Set event bit $1E80($526) [$1F24, bit 6] CB/85B6: FE Return CB/85B7: 3F Remove character $04 (Actor in stot 4) from the party CB/85BA: 3E Delete object $04 CB/85BC: DA Set event bit $1E80($527) [$1F24, bit 7] CB/85BE: FE Return CB/85BF: 3F Remove character $05 (Actor in stot 5) from the party CB/85C2: 3E Delete object $05 CB/85C4: DA Set event bit $1E80($528) [$1F25, bit 0] CB/85C6: FE Return CB/85C7: 3F Remove character $06 (Actor in stot 6) from the party CB/85CA: 3E Delete object $06 CB/85CC: DA Set event bit $1E80($529) [$1F25, bit 1] CB/85CE: FE Return CB/85CF: 3F Remove character $07 (Actor in stot 7) from the party CB/85D2: 3E Delete object $07 CB/85D4: DA Set event bit $1E80($52A) [$1F25, bit 2] CB/85D6: FE Return CB/85D7: 3F Remove character $08 (Actor in stot 8) from the party CB/85DA: 3E Delete object $08 CB/85DC: DA Set event bit $1E80($52B) [$1F25, bit 3] CB/85DE: FE Return CB/85DF: 3F Remove character $09 (Actor in stot 9) from the party CB/85E2: 3E Delete object $09 CB/85E4: DA Set event bit $1E80($52C) [$1F25, bit 4] CB/85E6: FE Return CB/85E7: 3F Remove character $0A (Actor in stot 10) from the party CB/85EA: 3E Delete object $0A CB/85EC: DA Set event bit $1E80($52D) [$1F25, bit 5] CB/85EE: FE Return CB/85EF: 3F Remove character $0B (Actor in stot 11) from the party CB/85F2: 3E Delete object $0B CB/85F4: DA Set event bit $1E80($52E) [$1F25, bit 6] CB/85F6: FE Return CB/85F7: 3F Remove character $0C (Actor in stot 12) from the party CB/85FA: 3E Delete object $0C CB/85FC: DA Set event bit $1E80($52F) [$1F25, bit 7] CB/85FE: FE Return CB/85FF: 3F Remove character $0D (Actor in stot 13) from the party CB/8602: 3E Delete object $0D CB/8604: DA Set event bit $1E80($530) [$1F26, bit 0] CB/8606: FE Return CB/8607: 3F Remove character $00 (Actor in stot 0) from the party CB/860A: 3E Delete object $00 CB/860C: DA Set event bit $1E80($531) [$1F26, bit 1] CB/860E: FE Return CB/860F: 3F Remove character $01 (Actor in stot 1) from the party CB/8612: 3E Delete object $01 CB/8614: DA Set event bit $1E80($532) [$1F26, bit 2] CB/8616: FE Return CB/8617: 3F Remove character $03 (Actor in stot 3) from the party CB/861A: 3E Delete object $03 CB/861C: DA Set event bit $1E80($533) [$1F26, bit 3] CB/861E: FE Return CB/861F: 3F Remove character $04 (Actor in stot 4) from the party CB/8622: 3E Delete object $04 CB/8624: DA Set event bit $1E80($534) [$1F26, bit 4] CB/8626: FE Return CB/8627: 3F Remove character $05 (Actor in stot 5) from the party CB/862A: 3E Delete object $05 CB/862C: DA Set event bit $1E80($535) [$1F26, bit 5] CB/862E: FE Return CB/862F: 3F Remove character $06 (Actor in stot 6) from the party CB/8632: 3E Delete object $06 CB/8634: DA Set event bit $1E80($536) [$1F26, bit 6] CB/8636: FE Return CB/8637: 3F Remove character $07 (Actor in stot 7) from the party CB/863A: 3E Delete object $07 CB/863C: DA Set event bit $1E80($537) [$1F26, bit 7] CB/863E: FE Return CB/863F: 3F Remove character $08 (Actor in stot 8) from the party CB/8642: 3E Delete object $08 CB/8644: DA Set event bit $1E80($538) [$1F27, bit 0] CB/8646: FE Return CB/8647: 3F Remove character $09 (Actor in stot 9) from the party CB/864A: 3E Delete object $09 CB/864C: DA Set event bit $1E80($539) [$1F27, bit 1] CB/864E: FE Return CB/864F: 3F Remove character $0A (Actor in stot 10) from the party CB/8652: 3E Delete object $0A CB/8654: DA Set event bit $1E80($53A) [$1F27, bit 2] CB/8656: FE Return CB/8657: 3F Remove character $0B (Actor in stot 11) from the party CB/865A: 3E Delete object $0B CB/865C: DA Set event bit $1E80($53B) [$1F27, bit 3] CB/865E: FE Return CB/865F: 3F Remove character $0C (Actor in stot 12) from the party CB/8662: 3E Delete object $0C CB/8664: DA Set event bit $1E80($53C) [$1F27, bit 4] CB/8666: FE Return CB/8667: 3F Remove character $0D (Actor in stot 13) from the party CB/866A: 3E Delete object $0D CB/866C: DA Set event bit $1E80($53D) [$1F27, bit 5] CB/866E: FE Return CB/866F: B2 Call subroutine $CACAFF CB/8673: 92 Pause for 30 units CB/8674: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/8676: 09 Do vehicle/entity graphical action $09 (kneeling) CB/8677: E0 Pause for 4 * 3 (12) frames CB/8679: CE Turn vehicle/entity down CB/867A: FF End queue CB/867B: B0 Execute the following commands until $B1 3 times CB/867D: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/867F: 23 Do vehicle/entity graphical action $23 CB/8680: FF End queue CB/8681: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/8683: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/8684: FF End queue CB/8685: B1 End block of repeating commands CB/8686: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/8688: CE Turn vehicle/entity down CB/8689: FF End queue CB/868A: 92 Pause for 30 units CB/868B: 78 Enable ability to pass through other objects for object $10 (NPC $10) CB/868D: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CB/868F: C2 Set vehicle/entity's event speed to normal CB/8690: 81 Move vehicle/entity right 1 tile CB/8691: FF End queue CB/8692: 36 Disable ability to pass through other objects for object $10 (NPC $10) CB/8694: 42 Hide object $10 CB/8696: 3E Delete object $10 CB/8698: DB Clear event bit $1E80($524) [$1F24, bit 4] CB/869A: 3D Create object $00 CB/869C: 3F Assign character $00 (Actor in stot 0) to party 1 CB/869F: FE Return CB/86A0: B2 Call subroutine $CACAFF CB/86A4: 92 Pause for 30 units CB/86A5: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CB/86A7: 09 Do vehicle/entity graphical action $09 (kneeling) CB/86A8: E0 Pause for 4 * 3 (12) frames CB/86AA: CE Turn vehicle/entity down CB/86AB: FF End queue CB/86AC: B0 Execute the following commands until $B1 3 times CB/86AE: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/86B0: 23 Do vehicle/entity graphical action $23 CB/86B1: FF End queue CB/86B2: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/86B4: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/86B5: FF End queue CB/86B6: B1 End block of repeating commands CB/86B7: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/86B9: CE Turn vehicle/entity down CB/86BA: FF End queue CB/86BB: 92 Pause for 30 units CB/86BC: 78 Enable ability to pass through other objects for object $11 (NPC $11) CB/86BE: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CB/86C0: C2 Set vehicle/entity's event speed to normal CB/86C1: 81 Move vehicle/entity right 1 tile CB/86C2: FF End queue CB/86C3: 36 Disable ability to pass through other objects for object $11 (NPC $11) CB/86C5: 42 Hide object $11 CB/86C7: 3E Delete object $11 CB/86C9: DB Clear event bit $1E80($525) [$1F24, bit 5] CB/86CB: 3D Create object $01 CB/86CD: 3F Assign character $01 (Actor in stot 1) to party 1 CB/86D0: FE Return CB/86D1: B2 Call subroutine $CACAFF CB/86D5: 92 Pause for 30 units CB/86D6: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CB/86D8: 09 Do vehicle/entity graphical action $09 (kneeling) CB/86D9: E0 Pause for 4 * 3 (12) frames CB/86DB: CE Turn vehicle/entity down CB/86DC: FF End queue CB/86DD: B0 Execute the following commands until $B1 3 times CB/86DF: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/86E1: 23 Do vehicle/entity graphical action $23 CB/86E2: FF End queue CB/86E3: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/86E5: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/86E6: FF End queue CB/86E7: B1 End block of repeating commands CB/86E8: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/86EA: CE Turn vehicle/entity down CB/86EB: FF End queue CB/86EC: 92 Pause for 30 units CB/86ED: 78 Enable ability to pass through other objects for object $12 (NPC $12) CB/86EF: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CB/86F1: C2 Set vehicle/entity's event speed to normal CB/86F2: 81 Move vehicle/entity right 1 tile CB/86F3: FF End queue CB/86F4: 36 Disable ability to pass through other objects for object $12 (NPC $12) CB/86F6: 42 Hide object $12 CB/86F8: 3E Delete object $12 CB/86FA: DB Clear event bit $1E80($526) [$1F24, bit 6] CB/86FC: 3D Create object $03 CB/86FE: 3F Assign character $03 (Actor in stot 3) to party 1 CB/8701: FE Return CB/8702: B2 Call subroutine $CACAFF CB/8706: 92 Pause for 30 units CB/8707: 13 Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete) CB/8709: 09 Do vehicle/entity graphical action $09 (kneeling) CB/870A: E0 Pause for 4 * 3 (12) frames CB/870C: CE Turn vehicle/entity down CB/870D: FF End queue CB/870E: B0 Execute the following commands until $B1 3 times CB/8710: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CB/8712: 23 Do vehicle/entity graphical action $23 CB/8713: FF End queue CB/8714: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CB/8716: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/8717: FF End queue CB/8718: B1 End block of repeating commands CB/8719: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CB/871B: CE Turn vehicle/entity down CB/871C: FF End queue CB/871D: 92 Pause for 30 units CB/871E: 78 Enable ability to pass through other objects for object $13 (NPC $13) CB/8720: 13 Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete) CB/8722: C2 Set vehicle/entity's event speed to normal CB/8723: 81 Move vehicle/entity right 1 tile CB/8724: FF End queue CB/8725: 36 Disable ability to pass through other objects for object $13 (NPC $13) CB/8727: 42 Hide object $13 CB/8729: 3E Delete object $13 CB/872B: DB Clear event bit $1E80($527) [$1F24, bit 7] CB/872D: 3D Create object $04 CB/872F: 3F Assign character $04 (Actor in stot 4) to party 1 CB/8732: FE Return CB/8733: B2 Call subroutine $CACAFF CB/8737: 92 Pause for 30 units CB/8738: 14 Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete) CB/873A: 09 Do vehicle/entity graphical action $09 (kneeling) CB/873B: E0 Pause for 4 * 3 (12) frames CB/873D: CE Turn vehicle/entity down CB/873E: FF End queue CB/873F: B0 Execute the following commands until $B1 3 times CB/8741: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/8743: 23 Do vehicle/entity graphical action $23 CB/8744: FF End queue CB/8745: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/8747: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/8748: FF End queue CB/8749: B1 End block of repeating commands CB/874A: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/874C: CE Turn vehicle/entity down CB/874D: FF End queue CB/874E: 92 Pause for 30 units CB/874F: 78 Enable ability to pass through other objects for object $14 (NPC $14) CB/8751: 14 Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete) CB/8753: C2 Set vehicle/entity's event speed to normal CB/8754: 81 Move vehicle/entity right 1 tile CB/8755: FF End queue CB/8756: 36 Disable ability to pass through other objects for object $14 (NPC $14) CB/8758: 42 Hide object $14 CB/875A: 3E Delete object $14 CB/875C: DB Clear event bit $1E80($528) [$1F25, bit 0] CB/875E: 3D Create object $05 CB/8760: 3F Assign character $05 (Actor in stot 5) to party 1 CB/8763: FE Return CB/8764: B2 Call subroutine $CACAFF CB/8768: 92 Pause for 30 units CB/8769: 15 Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete) CB/876B: 09 Do vehicle/entity graphical action $09 (kneeling) CB/876C: E0 Pause for 4 * 3 (12) frames CB/876E: CE Turn vehicle/entity down CB/876F: FF End queue CB/8770: B0 Execute the following commands until $B1 3 times CB/8772: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CB/8774: 23 Do vehicle/entity graphical action $23 CB/8775: FF End queue CB/8776: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CB/8778: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/8779: FF End queue CB/877A: B1 End block of repeating commands CB/877B: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CB/877D: CE Turn vehicle/entity down CB/877E: FF End queue CB/877F: 92 Pause for 30 units CB/8780: 78 Enable ability to pass through other objects for object $15 (NPC $15) CB/8782: 15 Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete) CB/8784: C2 Set vehicle/entity's event speed to normal CB/8785: 81 Move vehicle/entity right 1 tile CB/8786: FF End queue CB/8787: 36 Disable ability to pass through other objects for object $15 (NPC $15) CB/8789: 42 Hide object $15 CB/878B: 3E Delete object $15 CB/878D: DB Clear event bit $1E80($529) [$1F25, bit 1] CB/878F: 3D Create object $06 CB/8791: 3F Assign character $06 (Actor in stot 6) to party 1 CB/8794: FE Return CB/8795: B2 Call subroutine $CACAFF CB/8799: 92 Pause for 30 units CB/879A: 16 Begin action queue for character $16 (NPC $16), 5 bytes long (Wait until complete) CB/879C: 09 Do vehicle/entity graphical action $09 (kneeling) CB/879D: E0 Pause for 4 * 3 (12) frames CB/879F: CE Turn vehicle/entity down CB/87A0: FF End queue CB/87A1: B0 Execute the following commands until $B1 3 times CB/87A3: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CB/87A5: 23 Do vehicle/entity graphical action $23 CB/87A6: FF End queue CB/87A7: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CB/87A9: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/87AA: FF End queue CB/87AB: B1 End block of repeating commands CB/87AC: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CB/87AE: CE Turn vehicle/entity down CB/87AF: FF End queue CB/87B0: 92 Pause for 30 units CB/87B1: 78 Enable ability to pass through other objects for object $16 (NPC $16) CB/87B3: 16 Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete) CB/87B5: C2 Set vehicle/entity's event speed to normal CB/87B6: 81 Move vehicle/entity right 1 tile CB/87B7: FF End queue CB/87B8: 36 Disable ability to pass through other objects for object $16 (NPC $16) CB/87BA: 42 Hide object $16 CB/87BC: 3E Delete object $16 CB/87BE: DB Clear event bit $1E80($52A) [$1F25, bit 2] CB/87C0: 3D Create object $07 CB/87C2: 3F Assign character $07 (Actor in stot 7) to party 1 CB/87C5: FE Return CB/87C6: B2 Call subroutine $CACAFF CB/87CA: 92 Pause for 30 units CB/87CB: 17 Begin action queue for character $17 (NPC $17), 5 bytes long (Wait until complete) CB/87CD: 09 Do vehicle/entity graphical action $09 (kneeling) CB/87CE: E0 Pause for 4 * 3 (12) frames CB/87D0: CE Turn vehicle/entity down CB/87D1: FF End queue CB/87D2: B0 Execute the following commands until $B1 3 times CB/87D4: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CB/87D6: 23 Do vehicle/entity graphical action $23 CB/87D7: FF End queue CB/87D8: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CB/87DA: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/87DB: FF End queue CB/87DC: B1 End block of repeating commands CB/87DD: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CB/87DF: CE Turn vehicle/entity down CB/87E0: FF End queue CB/87E1: 92 Pause for 30 units CB/87E2: 78 Enable ability to pass through other objects for object $17 (NPC $17) CB/87E4: 17 Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete) CB/87E6: C2 Set vehicle/entity's event speed to normal CB/87E7: 81 Move vehicle/entity right 1 tile CB/87E8: FF End queue CB/87E9: 36 Disable ability to pass through other objects for object $17 (NPC $17) CB/87EB: 42 Hide object $17 CB/87ED: 3E Delete object $17 CB/87EF: DB Clear event bit $1E80($52B) [$1F25, bit 3] CB/87F1: 3D Create object $08 CB/87F3: 3F Assign character $08 (Actor in stot 8) to party 1 CB/87F6: FE Return CB/87F7: B2 Call subroutine $CACAFF CB/87FB: 92 Pause for 30 units CB/87FC: 18 Begin action queue for character $18 (NPC $18), 5 bytes long (Wait until complete) CB/87FE: 09 Do vehicle/entity graphical action $09 (kneeling) CB/87FF: E0 Pause for 4 * 3 (12) frames CB/8801: CE Turn vehicle/entity down CB/8802: FF End queue CB/8803: B0 Execute the following commands until $B1 3 times CB/8805: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CB/8807: 23 Do vehicle/entity graphical action $23 CB/8808: FF End queue CB/8809: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CB/880B: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/880C: FF End queue CB/880D: B1 End block of repeating commands CB/880E: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CB/8810: CE Turn vehicle/entity down CB/8811: FF End queue CB/8812: 92 Pause for 30 units CB/8813: 78 Enable ability to pass through other objects for object $18 (NPC $18) CB/8815: 18 Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete) CB/8817: C2 Set vehicle/entity's event speed to normal CB/8818: 81 Move vehicle/entity right 1 tile CB/8819: FF End queue CB/881A: 36 Disable ability to pass through other objects for object $18 (NPC $18) CB/881C: 42 Hide object $18 CB/881E: 3E Delete object $18 CB/8820: DB Clear event bit $1E80($52C) [$1F25, bit 4] CB/8822: 3D Create object $09 CB/8824: 3F Assign character $09 (Actor in stot 9) to party 1 CB/8827: FE Return CB/8828: B2 Call subroutine $CACAFF CB/882C: 92 Pause for 30 units CB/882D: 19 Begin action queue for character $19 (NPC $19), 5 bytes long (Wait until complete) CB/882F: 09 Do vehicle/entity graphical action $09 (kneeling) CB/8830: E0 Pause for 4 * 3 (12) frames CB/8832: CE Turn vehicle/entity down CB/8833: FF End queue CB/8834: B0 Execute the following commands until $B1 3 times CB/8836: 19 Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete) CB/8838: 23 Do vehicle/entity graphical action $23 CB/8839: FF End queue CB/883A: 19 Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete) CB/883C: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/883D: FF End queue CB/883E: B1 End block of repeating commands CB/883F: 19 Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete) CB/8841: CE Turn vehicle/entity down CB/8842: FF End queue CB/8843: 92 Pause for 30 units CB/8844: 78 Enable ability to pass through other objects for object $19 (NPC $19) CB/8846: 19 Begin action queue for character $19 (NPC $19), 3 bytes long (Wait until complete) CB/8848: C2 Set vehicle/entity's event speed to normal CB/8849: 81 Move vehicle/entity right 1 tile CB/884A: FF End queue CB/884B: 36 Disable ability to pass through other objects for object $19 (NPC $19) CB/884D: 42 Hide object $19 CB/884F: 3E Delete object $19 CB/8851: DB Clear event bit $1E80($52D) [$1F25, bit 5] CB/8853: 3D Create object $0A CB/8855: 3F Assign character $0A (Actor in stot 10) to party 1 CB/8858: FE Return CB/8859: B2 Call subroutine $CACAFF CB/885D: 92 Pause for 30 units CB/885E: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete) CB/8860: 09 Do vehicle/entity graphical action $09 (kneeling) CB/8861: E0 Pause for 4 * 3 (12) frames CB/8863: CE Turn vehicle/entity down CB/8864: FF End queue CB/8865: B0 Execute the following commands until $B1 3 times CB/8867: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CB/8869: 23 Do vehicle/entity graphical action $23 CB/886A: FF End queue CB/886B: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CB/886D: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/886E: FF End queue CB/886F: B1 End block of repeating commands CB/8870: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CB/8872: CE Turn vehicle/entity down CB/8873: FF End queue CB/8874: 92 Pause for 30 units CB/8875: 78 Enable ability to pass through other objects for object $1A (NPC $1A) CB/8877: 1A Begin action queue for character $1A (NPC $1A), 3 bytes long (Wait until complete) CB/8879: C2 Set vehicle/entity's event speed to normal CB/887A: 81 Move vehicle/entity right 1 tile CB/887B: FF End queue CB/887C: 36 Disable ability to pass through other objects for object $1A (NPC $1A) CB/887E: 42 Hide object $1A CB/8880: 3E Delete object $1A CB/8882: DB Clear event bit $1E80($52E) [$1F25, bit 6] CB/8884: 3D Create object $0B CB/8886: 3F Assign character $0B (Actor in stot 11) to party 1 CB/8889: FE Return CB/888A: B2 Call subroutine $CACAFF CB/888E: 92 Pause for 30 units CB/888F: 1B Begin action queue for character $1B (NPC $1B), 5 bytes long (Wait until complete) CB/8891: 09 Do vehicle/entity graphical action $09 (kneeling) CB/8892: E0 Pause for 4 * 3 (12) frames CB/8894: CE Turn vehicle/entity down CB/8895: FF End queue CB/8896: B0 Execute the following commands until $B1 3 times CB/8898: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete) CB/889A: 23 Do vehicle/entity graphical action $23 CB/889B: FF End queue CB/889C: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete) CB/889E: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/889F: FF End queue CB/88A0: B1 End block of repeating commands CB/88A1: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete) CB/88A3: CE Turn vehicle/entity down CB/88A4: FF End queue CB/88A5: 92 Pause for 30 units CB/88A6: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CB/88A8: 1B Begin action queue for character $1B (NPC $1B), 3 bytes long (Wait until complete) CB/88AA: C2 Set vehicle/entity's event speed to normal CB/88AB: 81 Move vehicle/entity right 1 tile CB/88AC: FF End queue CB/88AD: 36 Disable ability to pass through other objects for object $1B (NPC $1B) CB/88AF: 42 Hide object $1B CB/88B1: 3E Delete object $1B CB/88B3: DB Clear event bit $1E80($52F) [$1F25, bit 7] CB/88B5: 3D Create object $0C CB/88B7: 3F Assign character $0C (Actor in stot 12) to party 1 CB/88BA: FE Return CB/88BB: B2 Call subroutine $CACAFF CB/88BF: 92 Pause for 30 units CB/88C0: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete) CB/88C2: 09 Do vehicle/entity graphical action $09 (kneeling) CB/88C3: E0 Pause for 4 * 3 (12) frames CB/88C5: CE Turn vehicle/entity down CB/88C6: FF End queue CB/88C7: B0 Execute the following commands until $B1 3 times CB/88C9: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CB/88CB: 23 Do vehicle/entity graphical action $23 CB/88CC: FF End queue CB/88CD: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CB/88CF: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/88D0: FF End queue CB/88D1: B1 End block of repeating commands CB/88D2: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CB/88D4: CE Turn vehicle/entity down CB/88D5: FF End queue CB/88D6: 92 Pause for 30 units CB/88D7: 78 Enable ability to pass through other objects for object $1C (NPC $1C) CB/88D9: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete) CB/88DB: C2 Set vehicle/entity's event speed to normal CB/88DC: 81 Move vehicle/entity right 1 tile CB/88DD: FF End queue CB/88DE: 36 Disable ability to pass through other objects for object $1C (NPC $1C) CB/88E0: 42 Hide object $1C CB/88E2: 3E Delete object $1C CB/88E4: DB Clear event bit $1E80($530) [$1F26, bit 0] CB/88E6: 3D Create object $0D CB/88E8: 3F Assign character $0D (Actor in stot 13) to party 1 CB/88EB: FE Return CB/88EC: B2 Call subroutine $CACAFF CB/88F0: 92 Pause for 30 units CB/88F1: 1D Begin action queue for character $1D (NPC $1D), 5 bytes long (Wait until complete) CB/88F3: 09 Do vehicle/entity graphical action $09 (kneeling) CB/88F4: E0 Pause for 4 * 3 (12) frames CB/88F6: CE Turn vehicle/entity down CB/88F7: FF End queue CB/88F8: B0 Execute the following commands until $B1 3 times CB/88FA: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete) CB/88FC: 23 Do vehicle/entity graphical action $23 CB/88FD: FF End queue CB/88FE: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete) CB/8900: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/8901: FF End queue CB/8902: B1 End block of repeating commands CB/8903: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete) CB/8905: CE Turn vehicle/entity down CB/8906: FF End queue CB/8907: 92 Pause for 30 units CB/8908: 78 Enable ability to pass through other objects for object $1D (NPC $1D) CB/890A: 1D Begin action queue for character $1D (NPC $1D), 3 bytes long (Wait until complete) CB/890C: C2 Set vehicle/entity's event speed to normal CB/890D: 81 Move vehicle/entity right 1 tile CB/890E: FF End queue CB/890F: 36 Disable ability to pass through other objects for object $1D (NPC $1D) CB/8911: 42 Hide object $1D CB/8913: 3E Delete object $1D CB/8915: DB Clear event bit $1E80($531) [$1F26, bit 1] CB/8917: 3D Create object $00 CB/8919: 3F Assign character $00 (Actor in stot 0) to party 1 CB/891C: FE Return CB/891D: B2 Call subroutine $CACAFF CB/8921: 92 Pause for 30 units CB/8922: 1E Begin action queue for character $1E (NPC $1E), 5 bytes long (Wait until complete) CB/8924: 09 Do vehicle/entity graphical action $09 (kneeling) CB/8925: E0 Pause for 4 * 3 (12) frames CB/8927: CE Turn vehicle/entity down CB/8928: FF End queue CB/8929: B0 Execute the following commands until $B1 3 times CB/892B: 1E Begin action queue for character $1E (NPC $1E), 2 bytes long (Wait until complete) CB/892D: 23 Do vehicle/entity graphical action $23 CB/892E: FF End queue CB/892F: 1E Begin action queue for character $1E (NPC $1E), 2 bytes long (Wait until complete) CB/8931: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/8932: FF End queue CB/8933: B1 End block of repeating commands CB/8934: 1E Begin action queue for character $1E (NPC $1E), 2 bytes long (Wait until complete) CB/8936: CE Turn vehicle/entity down CB/8937: FF End queue CB/8938: 92 Pause for 30 units CB/8939: 78 Enable ability to pass through other objects for object $1E (NPC $1E) CB/893B: 1E Begin action queue for character $1E (NPC $1E), 3 bytes long (Wait until complete) CB/893D: C2 Set vehicle/entity's event speed to normal CB/893E: 81 Move vehicle/entity right 1 tile CB/893F: FF End queue CB/8940: 36 Disable ability to pass through other objects for object $1E (NPC $1E) CB/8942: 42 Hide object $1E CB/8944: 3E Delete object $1E CB/8946: DB Clear event bit $1E80($532) [$1F26, bit 2] CB/8948: 3D Create object $01 CB/894A: 3F Assign character $01 (Actor in stot 1) to party 1 CB/894D: FE Return CB/894E: B2 Call subroutine $CACAFF CB/8952: 92 Pause for 30 units CB/8953: 1F Begin action queue for character $1F (NPC $1F), 5 bytes long (Wait until complete) CB/8955: 09 Do vehicle/entity graphical action $09 (kneeling) CB/8956: E0 Pause for 4 * 3 (12) frames CB/8958: CE Turn vehicle/entity down CB/8959: FF End queue CB/895A: B0 Execute the following commands until $B1 3 times CB/895C: 1F Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete) CB/895E: 23 Do vehicle/entity graphical action $23 CB/895F: FF End queue CB/8960: 1F Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete) CB/8962: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/8963: FF End queue CB/8964: B1 End block of repeating commands CB/8965: 1F Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete) CB/8967: CE Turn vehicle/entity down CB/8968: FF End queue CB/8969: 92 Pause for 30 units CB/896A: 78 Enable ability to pass through other objects for object $1F (NPC $1F) CB/896C: 1F Begin action queue for character $1F (NPC $1F), 3 bytes long (Wait until complete) CB/896E: C2 Set vehicle/entity's event speed to normal CB/896F: 81 Move vehicle/entity right 1 tile CB/8970: FF End queue CB/8971: 36 Disable ability to pass through other objects for object $1F (NPC $1F) CB/8973: 42 Hide object $1F CB/8975: 3E Delete object $1F CB/8977: DB Clear event bit $1E80($533) [$1F26, bit 3] CB/8979: 3D Create object $03 CB/897B: 3F Assign character $03 (Actor in stot 3) to party 1 CB/897E: FE Return CB/897F: B2 Call subroutine $CACAFF CB/8983: 92 Pause for 30 units CB/8984: 20 Begin action queue for character $20 (NPC $20), 5 bytes long (Wait until complete) CB/8986: 09 Do vehicle/entity graphical action $09 (kneeling) CB/8987: E0 Pause for 4 * 3 (12) frames CB/8989: CE Turn vehicle/entity down CB/898A: FF End queue CB/898B: B0 Execute the following commands until $B1 3 times CB/898D: 20 Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete) CB/898F: 23 Do vehicle/entity graphical action $23 CB/8990: FF End queue CB/8991: 20 Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete) CB/8993: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/8994: FF End queue CB/8995: B1 End block of repeating commands CB/8996: 20 Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete) CB/8998: CE Turn vehicle/entity down CB/8999: FF End queue CB/899A: 92 Pause for 30 units CB/899B: 78 Enable ability to pass through other objects for object $20 (NPC $20) CB/899D: 20 Begin action queue for character $20 (NPC $20), 3 bytes long (Wait until complete) CB/899F: C2 Set vehicle/entity's event speed to normal CB/89A0: 81 Move vehicle/entity right 1 tile CB/89A1: FF End queue CB/89A2: 36 Disable ability to pass through other objects for object $20 (NPC $20) CB/89A4: 42 Hide object $20 CB/89A6: 3E Delete object $20 CB/89A8: DB Clear event bit $1E80($534) [$1F26, bit 4] CB/89AA: 3D Create object $04 CB/89AC: 3F Assign character $04 (Actor in stot 4) to party 1 CB/89AF: FE Return CB/89B0: B2 Call subroutine $CACAFF CB/89B4: 92 Pause for 30 units CB/89B5: 21 Begin action queue for character $21 (NPC $21), 5 bytes long (Wait until complete) CB/89B7: 09 Do vehicle/entity graphical action $09 (kneeling) CB/89B8: E0 Pause for 4 * 3 (12) frames CB/89BA: CE Turn vehicle/entity down CB/89BB: FF End queue CB/89BC: B0 Execute the following commands until $B1 3 times CB/89BE: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CB/89C0: 23 Do vehicle/entity graphical action $23 CB/89C1: FF End queue CB/89C2: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CB/89C4: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/89C5: FF End queue CB/89C6: B1 End block of repeating commands CB/89C7: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CB/89C9: CE Turn vehicle/entity down CB/89CA: FF End queue CB/89CB: 92 Pause for 30 units CB/89CC: 78 Enable ability to pass through other objects for object $21 (NPC $21) CB/89CE: 21 Begin action queue for character $21 (NPC $21), 3 bytes long (Wait until complete) CB/89D0: C2 Set vehicle/entity's event speed to normal CB/89D1: 81 Move vehicle/entity right 1 tile CB/89D2: FF End queue CB/89D3: 36 Disable ability to pass through other objects for object $21 (NPC $21) CB/89D5: 42 Hide object $21 CB/89D7: 3E Delete object $21 CB/89D9: DB Clear event bit $1E80($535) [$1F26, bit 5] CB/89DB: 3D Create object $05 CB/89DD: 3F Assign character $05 (Actor in stot 5) to party 1 CB/89E0: FE Return CB/89E1: B2 Call subroutine $CACAFF CB/89E5: 92 Pause for 30 units CB/89E6: 22 Begin action queue for character $22 (NPC $22), 5 bytes long (Wait until complete) CB/89E8: 09 Do vehicle/entity graphical action $09 (kneeling) CB/89E9: E0 Pause for 4 * 3 (12) frames CB/89EB: CE Turn vehicle/entity down CB/89EC: FF End queue CB/89ED: B0 Execute the following commands until $B1 3 times CB/89EF: 22 Begin action queue for character $22 (NPC $22), 2 bytes long (Wait until complete) CB/89F1: 23 Do vehicle/entity graphical action $23 CB/89F2: FF End queue CB/89F3: 22 Begin action queue for character $22 (NPC $22), 2 bytes long (Wait until complete) CB/89F5: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/89F6: FF End queue CB/89F7: B1 End block of repeating commands CB/89F8: 22 Begin action queue for character $22 (NPC $22), 2 bytes long (Wait until complete) CB/89FA: CE Turn vehicle/entity down CB/89FB: FF End queue CB/89FC: 92 Pause for 30 units CB/89FD: 78 Enable ability to pass through other objects for object $22 (NPC $22) CB/89FF: 22 Begin action queue for character $22 (NPC $22), 3 bytes long (Wait until complete) CB/8A01: C2 Set vehicle/entity's event speed to normal CB/8A02: 81 Move vehicle/entity right 1 tile CB/8A03: FF End queue CB/8A04: 36 Disable ability to pass through other objects for object $22 (NPC $22) CB/8A06: 42 Hide object $22 CB/8A08: 3E Delete object $22 CB/8A0A: DB Clear event bit $1E80($536) [$1F26, bit 6] CB/8A0C: 3D Create object $06 CB/8A0E: 3F Assign character $06 (Actor in stot 6) to party 1 CB/8A11: FE Return CB/8A12: B2 Call subroutine $CACAFF CB/8A16: 92 Pause for 30 units CB/8A17: 23 Begin action queue for character $23 (NPC $23), 5 bytes long (Wait until complete) CB/8A19: 09 Do vehicle/entity graphical action $09 (kneeling) CB/8A1A: E0 Pause for 4 * 3 (12) frames CB/8A1C: CE Turn vehicle/entity down CB/8A1D: FF End queue CB/8A1E: B0 Execute the following commands until $B1 3 times CB/8A20: 23 Begin action queue for character $23 (NPC $23), 2 bytes long (Wait until complete) CB/8A22: 23 Do vehicle/entity graphical action $23 CB/8A23: FF End queue CB/8A24: 23 Begin action queue for character $23 (NPC $23), 2 bytes long (Wait until complete) CB/8A26: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/8A27: FF End queue CB/8A28: B1 End block of repeating commands CB/8A29: 23 Begin action queue for character $23 (NPC $23), 2 bytes long (Wait until complete) CB/8A2B: CE Turn vehicle/entity down CB/8A2C: FF End queue CB/8A2D: 92 Pause for 30 units CB/8A2E: 78 Enable ability to pass through other objects for object $23 (NPC $23) CB/8A30: 23 Begin action queue for character $23 (NPC $23), 3 bytes long (Wait until complete) CB/8A32: C2 Set vehicle/entity's event speed to normal CB/8A33: 81 Move vehicle/entity right 1 tile CB/8A34: FF End queue CB/8A35: 36 Disable ability to pass through other objects for object $23 (NPC $23) CB/8A37: 42 Hide object $23 CB/8A39: 3E Delete object $23 CB/8A3B: DB Clear event bit $1E80($537) [$1F26, bit 7] CB/8A3D: 3D Create object $07 CB/8A3F: 3F Assign character $07 (Actor in stot 7) to party 1 CB/8A42: FE Return CB/8A43: B2 Call subroutine $CACAFF CB/8A47: 92 Pause for 30 units CB/8A48: 24 Begin action queue for character $24 (NPC $24), 5 bytes long (Wait until complete) CB/8A4A: 09 Do vehicle/entity graphical action $09 (kneeling) CB/8A4B: E0 Pause for 4 * 3 (12) frames CB/8A4D: CE Turn vehicle/entity down CB/8A4E: FF End queue CB/8A4F: B0 Execute the following commands until $B1 3 times CB/8A51: 24 Begin action queue for character $24 (NPC $24), 2 bytes long (Wait until complete) CB/8A53: 23 Do vehicle/entity graphical action $23 CB/8A54: FF End queue CB/8A55: 24 Begin action queue for character $24 (NPC $24), 2 bytes long (Wait until complete) CB/8A57: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/8A58: FF End queue CB/8A59: B1 End block of repeating commands CB/8A5A: 24 Begin action queue for character $24 (NPC $24), 2 bytes long (Wait until complete) CB/8A5C: CE Turn vehicle/entity down CB/8A5D: FF End queue CB/8A5E: 92 Pause for 30 units CB/8A5F: 78 Enable ability to pass through other objects for object $24 (NPC $24) CB/8A61: 24 Begin action queue for character $24 (NPC $24), 3 bytes long (Wait until complete) CB/8A63: C2 Set vehicle/entity's event speed to normal CB/8A64: 81 Move vehicle/entity right 1 tile CB/8A65: FF End queue CB/8A66: 36 Disable ability to pass through other objects for object $24 (NPC $24) CB/8A68: 42 Hide object $24 CB/8A6A: 3E Delete object $24 CB/8A6C: DB Clear event bit $1E80($538) [$1F27, bit 0] CB/8A6E: 3D Create object $08 CB/8A70: 3F Assign character $08 (Actor in stot 8) to party 1 CB/8A73: FE Return CB/8A74: B2 Call subroutine $CACAFF CB/8A78: 92 Pause for 30 units CB/8A79: 25 Begin action queue for character $25 (NPC $25), 5 bytes long (Wait until complete) CB/8A7B: 09 Do vehicle/entity graphical action $09 (kneeling) CB/8A7C: E0 Pause for 4 * 3 (12) frames CB/8A7E: CE Turn vehicle/entity down CB/8A7F: FF End queue CB/8A80: B0 Execute the following commands until $B1 3 times CB/8A82: 25 Begin action queue for character $25 (NPC $25), 2 bytes long (Wait until complete) CB/8A84: 23 Do vehicle/entity graphical action $23 CB/8A85: FF End queue CB/8A86: 25 Begin action queue for character $25 (NPC $25), 2 bytes long (Wait until complete) CB/8A88: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/8A89: FF End queue CB/8A8A: B1 End block of repeating commands CB/8A8B: 25 Begin action queue for character $25 (NPC $25), 2 bytes long (Wait until complete) CB/8A8D: CE Turn vehicle/entity down CB/8A8E: FF End queue CB/8A8F: 92 Pause for 30 units CB/8A90: 78 Enable ability to pass through other objects for object $25 (NPC $25) CB/8A92: 25 Begin action queue for character $25 (NPC $25), 3 bytes long (Wait until complete) CB/8A94: C2 Set vehicle/entity's event speed to normal CB/8A95: 81 Move vehicle/entity right 1 tile CB/8A96: FF End queue CB/8A97: 36 Disable ability to pass through other objects for object $25 (NPC $25) CB/8A99: 42 Hide object $25 CB/8A9B: 3E Delete object $25 CB/8A9D: DB Clear event bit $1E80($539) [$1F27, bit 1] CB/8A9F: 3D Create object $09 CB/8AA1: 3F Assign character $09 (Actor in stot 9) to party 1 CB/8AA4: FE Return CB/8AA5: B2 Call subroutine $CACAFF CB/8AA9: 92 Pause for 30 units CB/8AAA: 26 Begin action queue for character $26 (NPC $26), 5 bytes long (Wait until complete) CB/8AAC: 09 Do vehicle/entity graphical action $09 (kneeling) CB/8AAD: E0 Pause for 4 * 3 (12) frames CB/8AAF: CE Turn vehicle/entity down CB/8AB0: FF End queue CB/8AB1: B0 Execute the following commands until $B1 3 times CB/8AB3: 26 Begin action queue for character $26 (NPC $26), 2 bytes long (Wait until complete) CB/8AB5: 23 Do vehicle/entity graphical action $23 CB/8AB6: FF End queue CB/8AB7: 26 Begin action queue for character $26 (NPC $26), 2 bytes long (Wait until complete) CB/8AB9: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/8ABA: FF End queue CB/8ABB: B1 End block of repeating commands CB/8ABC: 26 Begin action queue for character $26 (NPC $26), 2 bytes long (Wait until complete) CB/8ABE: CE Turn vehicle/entity down CB/8ABF: FF End queue CB/8AC0: 92 Pause for 30 units CB/8AC1: 78 Enable ability to pass through other objects for object $26 (NPC $26) CB/8AC3: 26 Begin action queue for character $26 (NPC $26), 3 bytes long (Wait until complete) CB/8AC5: C2 Set vehicle/entity's event speed to normal CB/8AC6: 81 Move vehicle/entity right 1 tile CB/8AC7: FF End queue CB/8AC8: 36 Disable ability to pass through other objects for object $26 (NPC $26) CB/8ACA: 42 Hide object $26 CB/8ACC: 3E Delete object $26 CB/8ACE: DB Clear event bit $1E80($53A) [$1F27, bit 2] CB/8AD0: 3D Create object $0A CB/8AD2: 3F Assign character $0A (Actor in stot 10) to party 1 CB/8AD5: FE Return CB/8AD6: B2 Call subroutine $CACAFF CB/8ADA: 92 Pause for 30 units CB/8ADB: 27 Begin action queue for character $27 (NPC $27), 5 bytes long (Wait until complete) CB/8ADD: 09 Do vehicle/entity graphical action $09 (kneeling) CB/8ADE: E0 Pause for 4 * 3 (12) frames CB/8AE0: CE Turn vehicle/entity down CB/8AE1: FF End queue CB/8AE2: B0 Execute the following commands until $B1 3 times CB/8AE4: 27 Begin action queue for character $27 (NPC $27), 2 bytes long (Wait until complete) CB/8AE6: 23 Do vehicle/entity graphical action $23 CB/8AE7: FF End queue CB/8AE8: 27 Begin action queue for character $27 (NPC $27), 2 bytes long (Wait until complete) CB/8AEA: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/8AEB: FF End queue CB/8AEC: B1 End block of repeating commands CB/8AED: 27 Begin action queue for character $27 (NPC $27), 2 bytes long (Wait until complete) CB/8AEF: CE Turn vehicle/entity down CB/8AF0: FF End queue CB/8AF1: 92 Pause for 30 units CB/8AF2: 78 Enable ability to pass through other objects for object $27 (NPC $27) CB/8AF4: 27 Begin action queue for character $27 (NPC $27), 3 bytes long (Wait until complete) CB/8AF6: C2 Set vehicle/entity's event speed to normal CB/8AF7: 81 Move vehicle/entity right 1 tile CB/8AF8: FF End queue CB/8AF9: 36 Disable ability to pass through other objects for object $27 (NPC $27) CB/8AFB: 42 Hide object $27 CB/8AFD: 3E Delete object $27 CB/8AFF: DB Clear event bit $1E80($53B) [$1F27, bit 3] CB/8B01: 3D Create object $0B CB/8B03: 3F Assign character $0B (Actor in stot 11) to party 1 CB/8B06: FE Return CB/8B07: B2 Call subroutine $CACAFF CB/8B0B: 92 Pause for 30 units CB/8B0C: 28 Begin action queue for character $28 (NPC $28), 5 bytes long (Wait until complete) CB/8B0E: 09 Do vehicle/entity graphical action $09 (kneeling) CB/8B0F: E0 Pause for 4 * 3 (12) frames CB/8B11: CE Turn vehicle/entity down CB/8B12: FF End queue CB/8B13: B0 Execute the following commands until $B1 3 times CB/8B15: 28 Begin action queue for character $28 (NPC $28), 2 bytes long (Wait until complete) CB/8B17: 23 Do vehicle/entity graphical action $23 CB/8B18: FF End queue CB/8B19: 28 Begin action queue for character $28 (NPC $28), 2 bytes long (Wait until complete) CB/8B1B: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/8B1C: FF End queue CB/8B1D: B1 End block of repeating commands CB/8B1E: 28 Begin action queue for character $28 (NPC $28), 2 bytes long (Wait until complete) CB/8B20: CE Turn vehicle/entity down CB/8B21: FF End queue CB/8B22: 92 Pause for 30 units CB/8B23: 78 Enable ability to pass through other objects for object $28 (NPC $28) CB/8B25: 28 Begin action queue for character $28 (NPC $28), 3 bytes long (Wait until complete) CB/8B27: C2 Set vehicle/entity's event speed to normal CB/8B28: 81 Move vehicle/entity right 1 tile CB/8B29: FF End queue CB/8B2A: 36 Disable ability to pass through other objects for object $28 (NPC $28) CB/8B2C: 42 Hide object $28 CB/8B2E: 3E Delete object $28 CB/8B30: DB Clear event bit $1E80($53C) [$1F27, bit 4] CB/8B32: 3D Create object $0C CB/8B34: 3F Assign character $0C (Actor in stot 12) to party 1 CB/8B37: FE Return CB/8B38: B2 Call subroutine $CACAFF CB/8B3C: 92 Pause for 30 units CB/8B3D: 29 Begin action queue for character $29 (NPC $29), 5 bytes long (Wait until complete) CB/8B3F: 09 Do vehicle/entity graphical action $09 (kneeling) CB/8B40: E0 Pause for 4 * 3 (12) frames CB/8B42: CE Turn vehicle/entity down CB/8B43: FF End queue CB/8B44: B0 Execute the following commands until $B1 3 times CB/8B46: 29 Begin action queue for character $29 (NPC $29), 2 bytes long (Wait until complete) CB/8B48: 23 Do vehicle/entity graphical action $23 CB/8B49: FF End queue CB/8B4A: 29 Begin action queue for character $29 (NPC $29), 2 bytes long (Wait until complete) CB/8B4C: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/8B4D: FF End queue CB/8B4E: B1 End block of repeating commands CB/8B4F: 29 Begin action queue for character $29 (NPC $29), 2 bytes long (Wait until complete) CB/8B51: CE Turn vehicle/entity down CB/8B52: FF End queue CB/8B53: 92 Pause for 30 units CB/8B54: 78 Enable ability to pass through other objects for object $29 (NPC $29) CB/8B56: 29 Begin action queue for character $29 (NPC $29), 3 bytes long (Wait until complete) CB/8B58: C2 Set vehicle/entity's event speed to normal CB/8B59: 81 Move vehicle/entity right 1 tile CB/8B5A: FF End queue CB/8B5B: 36 Disable ability to pass through other objects for object $29 (NPC $29) CB/8B5D: 42 Hide object $29 CB/8B5F: 3E Delete object $29 CB/8B61: DB Clear event bit $1E80($53D) [$1F27, bit 5] CB/8B63: 3D Create object $0D CB/8B65: 3F Assign character $0D (Actor in stot 13) to party 1 CB/8B68: FE Return CB/8B69: C0 If ($1E80($18B) [$1EB1, bit 3] is set), branch to $CA5EB3 (simply returns) CB/8B6F: 2C Begin action queue for character $2C (NPC $2C), 7 bytes long CB/8B71: C2 Set vehicle/entity's event speed to normal CB/8B72: DC Make vehicle/entity jump (low) CB/8B73: E0 Pause for 4 * 3 (12) frames CB/8B75: FC Branch 3 bytes backwards ($CB8B72) CB/8B77: FF End queue CB/8B78: B2 Call subroutine $CB8B9D CB/8B7C: 42 Hide object $2C CB/8B7E: DB Clear event bit $1E80($53E) [$1F27, bit 6] CB/8B80: D2 Set event bit $1E80($18B) [$1EB1, bit 3] CB/8B82: FE Return CB/8B83: C0 If ($1E80($189) [$1EB1, bit 1] is set), branch to $CA5EB3 (simply returns) CB/8B89: 2B Begin action queue for character $2B (NPC $2B), 7 bytes long CB/8B8B: C2 Set vehicle/entity's event speed to normal CB/8B8C: DC Make vehicle/entity jump (low) CB/8B8D: E0 Pause for 4 * 3 (12) frames CB/8B8F: FC Branch 3 bytes backwards ($CB8B8C) CB/8B91: FF End queue CB/8B92: B2 Call subroutine $CB8B9D CB/8B96: 42 Hide object $2B CB/8B98: DB Clear event bit $1E80($53F) [$1F27, bit 7] CB/8B9A: D2 Set event bit $1E80($189) [$1EB1, bit 1] CB/8B9C: FE Return CB/8B9D: 4B Display dialogue message $0ACD, wait for button press Back off! I'm not gonna mess with ya unless my brothers are here! See ya! CB/8BA0: F4 Play sound effect 69 CB/8BA2: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CB/8BA4: 92 Pause for 30 units CB/8BA5: F4 Play sound effect 69 CB/8BA7: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CB/8BA9: FE Return CB/8BAA: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CB/8BAE: CA If ($1E80($1A2) [$1EB4, bit 2] is set) and ($1E80($18B) [$1EB1, bit 3] is set) and ($1E80($189) [$1EB1, bit 1] is set), branch to $CA5EB3 (simply returns) CB/8BB8: 55 Flash screen with color component(s) 6 (Yellow [Red + Green]), at intensity 0 CB/8BBA: 91 Pause for 15 units CB/8BBB: 55 Flash screen with color component(s) 6 (Yellow [Red + Green]), at intensity 0 CB/8BBD: 91 Pause for 15 units CB/8BBE: C0 If ($1E80($1B0) [$1EB6, bit 0] is set), branch to $CB9A8D CB/8BC4: C0 If ($1E80($1B1) [$1EB6, bit 1] is set), branch to $CB9A98 CB/8BCA: C0 If ($1E80($1B3) [$1EB6, bit 3] is set), branch to $CB9AA3 CB/8BD0: FE Return CB/8BD1: C0 If ($1E80($179) [$1EAF, bit 1] is set), branch to $CB8C59 CB/8BD7: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/8BD9: 91 Pause for 15 units CB/8BDA: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/8BDC: 91 Pause for 15 units CB/8BDD: B3 Call subroutine $CB9A8D, 3 times CB/8BE2: DA Set event bit $1E80($53E) [$1F27, bit 6] CB/8BE4: DA Set event bit $1E80($53F) [$1F27, bit 7] CB/8BE6: DA Set event bit $1E80($540) [$1F28, bit 0] CB/8BE8: 3D Create object $2A CB/8BEA: 3D Create object $2B CB/8BEC: 3D Create object $2C CB/8BEE: 93 Pause for 45 units CB/8BEF: 2B Begin action queue for character $2B (NPC $2B), 5 bytes long CB/8BF1: D5 Set vehicle/entity's position to (46, 56) CB/8BF4: CE Turn vehicle/entity down CB/8BF5: FF End queue CB/8BF6: 2C Begin action queue for character $2C (NPC $2C), 5 bytes long (Wait until complete) CB/8BF8: D5 Set vehicle/entity's position to (46, 56) CB/8BFB: CE Turn vehicle/entity down CB/8BFC: FF End queue CB/8BFD: F4 Play sound effect 85 CB/8BFF: 41 Show object $2A CB/8C01: 78 Enable ability to pass through other objects for object $2A (NPC $2A) CB/8C03: 2A Begin action queue for character $2A (NPC $2A), 4 bytes long (Wait until complete) CB/8C05: C2 Set vehicle/entity's event speed to normal CB/8C06: DC Make vehicle/entity jump (low) CB/8C07: 82 Move vehicle/entity down 1 tile CB/8C08: FF End queue CB/8C09: 92 Pause for 30 units CB/8C0A: 41 Show object $2B CB/8C0C: 41 Show object $2C CB/8C0E: F4 Play sound effect 85 CB/8C10: 2B Begin action queue for character $2B (NPC $2B), 5 bytes long CB/8C12: C2 Set vehicle/entity's event speed to normal CB/8C13: DC Make vehicle/entity jump (low) CB/8C14: 83 Move vehicle/entity left 1 tile CB/8C15: CE Turn vehicle/entity down CB/8C16: FF End queue CB/8C17: 2C Begin action queue for character $2C (NPC $2C), 5 bytes long (Wait until complete) CB/8C19: C2 Set vehicle/entity's event speed to normal CB/8C1A: DC Make vehicle/entity jump (low) CB/8C1B: 81 Move vehicle/entity right 1 tile CB/8C1C: CE Turn vehicle/entity down CB/8C1D: FF End queue CB/8C1E: 93 Pause for 45 units CB/8C1F: 4B Display dialogue message $0AC9, wait for button press (At bottom of screen) We're the 3 Dream Stooges! CB/8C22: F4 Play sound effect 85 CB/8C24: 2A Begin action queue for character $2A (NPC $2A), 5 bytes long CB/8C26: C2 Set vehicle/entity's event speed to normal CB/8C27: C7 Set vehicle/entity to stay still when moving CB/8C28: DC Make vehicle/entity jump (low) CB/8C29: 82 Move vehicle/entity down 1 tile CB/8C2A: FF End queue CB/8C2B: 2B Begin action queue for character $2B (NPC $2B), 5 bytes long CB/8C2D: C2 Set vehicle/entity's event speed to normal CB/8C2E: C7 Set vehicle/entity to stay still when moving CB/8C2F: DC Make vehicle/entity jump (low) CB/8C30: 82 Move vehicle/entity down 1 tile CB/8C31: FF End queue CB/8C32: 2C Begin action queue for character $2C (NPC $2C), 5 bytes long (Wait until complete) CB/8C34: C2 Set vehicle/entity's event speed to normal CB/8C35: C7 Set vehicle/entity to stay still when moving CB/8C36: DC Make vehicle/entity jump (low) CB/8C37: 82 Move vehicle/entity down 1 tile CB/8C38: FF End queue CB/8C39: 4B Display dialogue message $0ACE, wait for button press (At bottom of screen) Good, everyone's here! Let's rumble! CB/8C3C: 4D Invoke battle, enemy set $5A, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/8C3F: B2 Call subroutine $CA5EA9 CB/8C43: DB Clear event bit $1E80($53E) [$1F27, bit 6] CB/8C45: DB Clear event bit $1E80($53F) [$1F27, bit 7] CB/8C47: DB Clear event bit $1E80($540) [$1F28, bit 0] CB/8C49: D3 Clear event bit $1E80($184) [$1EB0, bit 4] CB/8C4B: D3 Clear event bit $1E80($185) [$1EB0, bit 5] CB/8C4D: D3 Clear event bit $1E80($186) [$1EB0, bit 6] CB/8C4F: 42 Hide object $2A CB/8C51: 42 Hide object $2B CB/8C53: 42 Hide object $2C CB/8C55: 96 Restore screen from fade CB/8C56: D2 Set event bit $1E80($179) [$1EAF, bit 1] CB/8C58: FE Return CB/8C59: 62 Mosaic screen, speed 5 CB/8C5B: 5A Fade screen at speed $05 CB/8C5D: 5C Pause execution until fade in or fade out is complete CB/8C5E: DA Set event bit $1E80($517) [$1F22, bit 7] CB/8C60: D2 Set event bit $1E80($191) [$1EB2, bit 1] CB/8C62: 6B Load map $008F (Cyan's Dream, Phantom Train exterior) instantly, (upper bits $2000), place party at (107, 8), facing down CB/8C68: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/8C6A: 28 Do vehicle/entity graphical action $28 CB/8C6B: FF End queue CB/8C6C: 95 Pause for 120 units CB/8C6D: 62 Mosaic screen, speed 8 CB/8C6F: 59 Unfade screen at speed $04 CB/8C71: 5C Pause execution until fade in or fade out is complete CB/8C72: B2 Call subroutine $CB6A09 CB/8C76: FE Return CB/8C77: 74 Replace current map's Layer 2 at (93, 8) with the following (3 x 4) chunk CB/8C7C: $BD, $C9, $C8 CB/8C7F: $BE, $CD, $DE CB/8C82: $DD, $CE, $EA CB/8C85: $EE, $ED, $EB CB/8C88: 74 Replace current map's Layer 2 at (65, 5) with the following (6 x 1) chunk CB/8C8D: $97, $A9, $07, $17, $DC, $EC CB/8C93: 74 Replace current map's Layer 2 at (64, 8) with the following (3 x 1) chunk CB/8C98: $C8, $D8, $E8 CB/8C9B: 74 Replace current map's Layer 2 at (91, 5) with the following (1 x 1) chunk CB/8CA0: $97 CB/8CA1: 75 Refresh map after alteration CB/8CA2: B2 Call subroutine $CB6A4C CB/8CA6: FE Return CB/8CA7: B2 Call subroutine $CB8CB0 CB/8CAB: B2 Call subroutine $CB6A55 CB/8CAF: FE Return CB/8CB0: 74 Replace current map's Layer 2 at (25, 9) with the following (3 x 4) chunk CB/8CB5: $85, $8B, $84 CB/8CB8: $8B, $1E, $01 CB/8CBB: $1E, $01, $1E CB/8CBE: $1E, $1E, $1E CB/8CC1: 74 Replace current map's Layer 2 at (25, 71) with the following (5 x 3) chunk CB/8CC6: $65, $90, $64, $75, $90 CB/8CCB: $74, $5C, $5C, $5D, $2B CB/8CD0: $2B, $2C, $01, $01, $01 CB/8CD5: 75 Refresh map after alteration CB/8CD6: FE Return CB/8CD7: B2 Call subroutine $CB8D1D CB/8CDB: B2 Call subroutine $CB8D59 CB/8CDF: B2 Call subroutine $CB8D9B CB/8CE3: B2 Call subroutine $CB6A5E CB/8CE7: B2 Call subroutine $CB9013 CB/8CEB: B2 Call subroutine $CB9027 CB/8CEF: B2 Call subroutine $CB903B CB/8CF3: B2 Call subroutine $CB904F CB/8CF7: B2 Call subroutine $CB9063 CB/8CFB: B2 Call subroutine $CB9077 CB/8CFF: C0 If ($1E80($17A) [$1EAF, bit 2] is clear), branch to $CA5EB3 (simply returns) CB/8D05: 74 Replace current map's Layer 2 at (4, 4) with the following (5 x 2) chunk CB/8D0A: $97, $F6, $97, $9B, $DA CB/8D0F: $DA, $DA, $DA, $DA, $DA CB/8D14: 74 Replace current map's Layer 2 at (4, 71) with the following (2 x 1) chunk CB/8D19: $60, $96 CB/8D1B: 75 Refresh map after alteration CB/8D1C: FE Return CB/8D1D: C0 If ($1E80($184) [$1EB0, bit 4] is clear), branch to $CB8D3E CB/8D23: 74 Replace current map's Layer 2 at (22, 3) with the following (1 x 1) chunk CB/8D28: $2E CB/8D29: 74 Replace current map's Layer 2 at (17, 5) with the following (2 x 3) chunk CB/8D2E: $0C, $89 CB/8D30: $19, $08 CB/8D32: $2B, $2B CB/8D34: 74 Replace current map's Layer 2 at (17, 68) with the following (1 x 3) chunk CB/8D39: $12 CB/8D3A: $25 CB/8D3B: $22 CB/8D3C: 75 Refresh map after alteration CB/8D3D: FE Return CB/8D3E: 74 Replace current map's Layer 2 at (22, 3) with the following (1 x 1) chunk CB/8D43: $3D CB/8D44: 74 Replace current map's Layer 2 at (17, 5) with the following (2 x 3) chunk CB/8D49: $19, $0C CB/8D4B: $89, $2B CB/8D4D: $08, $2B CB/8D4F: 74 Replace current map's Layer 2 at (17, 68) with the following (1 x 3) chunk CB/8D54: $22 CB/8D55: $12 CB/8D56: $25 CB/8D57: 75 Refresh map after alteration CB/8D58: FE Return CB/8D59: C0 If ($1E80($185) [$1EB0, bit 5] is clear), branch to $CB8D7D CB/8D5F: 74 Replace current map's Layer 2 at (17, 3) with the following (1 x 1) chunk CB/8D64: $2E CB/8D65: 74 Replace current map's Layer 2 at (13, 8) with the following (3 x 3) chunk CB/8D6A: $31, $30, $0B CB/8D6D: $2B, $2B, $1B CB/8D70: $01, $01, $01 CB/8D73: 74 Replace current map's Layer 2 at (13, 71) with the following (1 x 3) chunk CB/8D78: $23 CB/8D79: $24 CB/8D7A: $13 CB/8D7B: 75 Refresh map after alteration CB/8D7C: FE Return CB/8D7D: 74 Replace current map's Layer 2 at (17, 3) with the following (1 x 1) chunk CB/8D82: $3D CB/8D83: 74 Replace current map's Layer 2 at (12, 8) with the following (2 x 4) chunk CB/8D88: $2B, $2B CB/8D8A: $88, $89 CB/8D8C: $2B, $2B CB/8D8E: $98, $2B CB/8D90: 74 Replace current map's Layer 2 at (12, 71) with the following (1 x 4) chunk CB/8D95: $22 CB/8D96: $22 CB/8D97: $12 CB/8D98: $25 CB/8D99: 75 Refresh map after alteration CB/8D9A: FE Return CB/8D9B: C0 If ($1E80($186) [$1EB0, bit 6] is clear), branch to $CB8DB2 CB/8DA1: 74 Replace current map's Layer 2 at (14, 3) with the following (1 x 1) chunk CB/8DA6: $2E CB/8DA7: 74 Replace current map's Layer 2 at (19, 7) with the following (4 x 1) chunk CB/8DAC: $2B, $35, $35, $1E CB/8DB0: 75 Refresh map after alteration CB/8DB1: FE Return CB/8DB2: 74 Replace current map's Layer 2 at (14, 3) with the following (1 x 1) chunk CB/8DB7: $3D CB/8DB8: 74 Replace current map's Layer 2 at (19, 7) with the following (4 x 1) chunk CB/8DBD: $35, $35, $45, $01 CB/8DC1: 75 Refresh map after alteration CB/8DC2: FE Return CB/8DC3: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/8DCB: B2 Call subroutine $CB6AC3 CB/8DCF: C0 If ($1E80($184) [$1EB0, bit 4] is set), branch to $CB8DF9 CB/8DD5: 73 Replace current map's Layer 1 at (22, 3) with the following (1 x 1) chunk, refresh immediately CB/8DDA: $2E CB/8DDB: D2 Set event bit $1E80($184) [$1EB0, bit 4] CB/8DDD: B2 Call subroutine $CB6ACD CB/8DE1: 74 Replace current map's Layer 2 at (17, 5) with the following (2 x 3) chunk CB/8DE6: $0C, $89 CB/8DE8: $19, $08 CB/8DEA: $2B, $2B CB/8DEC: 74 Replace current map's Layer 2 at (17, 68) with the following (1 x 3) chunk CB/8DF1: $12 CB/8DF2: $25 CB/8DF3: $22 CB/8DF4: 75 Refresh map after alteration CB/8DF5: 92 Pause for 30 units CB/8DF6: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/8DF8: FE Return CB/8DF9: 73 Replace current map's Layer 1 at (22, 3) with the following (1 x 1) chunk, refresh immediately CB/8DFE: $3D CB/8DFF: D3 Clear event bit $1E80($184) [$1EB0, bit 4] CB/8E01: B2 Call subroutine $CB6ACD CB/8E05: 74 Replace current map's Layer 2 at (17, 5) with the following (2 x 3) chunk CB/8E0A: $19, $0C CB/8E0C: $89, $2B CB/8E0E: $08, $2B CB/8E10: 74 Replace current map's Layer 2 at (17, 68) with the following (1 x 3) chunk CB/8E15: $22 CB/8E16: $12 CB/8E17: $25 CB/8E18: 75 Refresh map after alteration CB/8E19: 92 Pause for 30 units CB/8E1A: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/8E1C: FE Return CB/8E1D: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/8E25: B2 Call subroutine $CB6AC3 CB/8E29: C0 If ($1E80($185) [$1EB0, bit 5] is set), branch to $CB8E56 CB/8E2F: 73 Replace current map's Layer 1 at (17, 3) with the following (1 x 1) chunk, refresh immediately CB/8E34: $2E CB/8E35: D2 Set event bit $1E80($185) [$1EB0, bit 5] CB/8E37: B2 Call subroutine $CB6ACD CB/8E3B: 74 Replace current map's Layer 2 at (13, 8) with the following (3 x 3) chunk CB/8E40: $31, $30, $0B CB/8E43: $2B, $2B, $1B CB/8E46: $01, $01, $01 CB/8E49: 74 Replace current map's Layer 2 at (13, 71) with the following (1 x 3) chunk CB/8E4E: $23 CB/8E4F: $24 CB/8E50: $13 CB/8E51: 75 Refresh map after alteration CB/8E52: 92 Pause for 30 units CB/8E53: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/8E55: FE Return CB/8E56: 73 Replace current map's Layer 1 at (17, 3) with the following (1 x 1) chunk, refresh immediately CB/8E5B: $3D CB/8E5C: D3 Clear event bit $1E80($185) [$1EB0, bit 5] CB/8E5E: B2 Call subroutine $CB6ACD CB/8E62: 74 Replace current map's Layer 2 at (12, 8) with the following (2 x 4) chunk CB/8E67: $2B, $2B CB/8E69: $88, $89 CB/8E6B: $2B, $2B CB/8E6D: $98, $2B CB/8E6F: 74 Replace current map's Layer 2 at (12, 71) with the following (1 x 4) chunk CB/8E74: $22 CB/8E75: $22 CB/8E76: $12 CB/8E77: $25 CB/8E78: 75 Refresh map after alteration CB/8E79: 92 Pause for 30 units CB/8E7A: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/8E7C: FE Return CB/8E7D: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/8E85: B2 Call subroutine $CB6AC3 CB/8E89: C0 If ($1E80($186) [$1EB0, bit 6] is set), branch to $CB8EA8 CB/8E8F: 73 Replace current map's Layer 1 at (14, 3) with the following (1 x 1) chunk, refresh immediately CB/8E94: $2E CB/8E95: D2 Set event bit $1E80($186) [$1EB0, bit 6] CB/8E97: B2 Call subroutine $CB6ACD CB/8E9B: 73 Replace current map's Layer 1 at (19, 7) with the following (4 x 1) chunk, refresh immediately CB/8EA0: $2B, $35, $35, $1E CB/8EA4: 92 Pause for 30 units CB/8EA5: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/8EA7: FE Return CB/8EA8: 73 Replace current map's Layer 1 at (14, 3) with the following (1 x 1) chunk, refresh immediately CB/8EAD: $3D CB/8EAE: D3 Clear event bit $1E80($186) [$1EB0, bit 6] CB/8EB0: B2 Call subroutine $CB6ACD CB/8EB4: 73 Replace current map's Layer 1 at (19, 7) with the following (4 x 1) chunk, refresh immediately CB/8EB9: $35, $35, $45, $01 CB/8EBD: 92 Pause for 30 units CB/8EBE: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/8EC0: FE Return CB/8EC1: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/8EC9: B2 Call subroutine $CB6AC3 CB/8ECD: C6 If ($1E80($17A) [$1EAF, bit 2] is set) or ($1E80($1F1) [$1EBE, bit 1] is set) or ($1E80($1F2) [$1EBE, bit 2] is set) or ($1E80($1F3) [$1EBE, bit 3] is clear) or ($1E80($1F4) [$1EBE, bit 4] is clear) or ($1E80($1F5) [$1EBE, bit 5] is clear) or ($1E80($1F6) [$1EBE, bit 6] is set), branch to $CB8F07 CB/8EDF: 92 Pause for 30 units CB/8EE0: 73 Replace current map's Layer 1 at (9, 3) with the following (1 x 1) chunk, refresh immediately CB/8EE5: $2E CB/8EE6: 58 Shake screen ($FB): (Intensity: 3)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/8EE8: F4 Play sound effect 187 CB/8EEA: 74 Replace current map's Layer 2 at (4, 4) with the following (5 x 2) chunk CB/8EEF: $97, $F6, $97, $9B, $DA CB/8EF4: $DA, $DA, $DA, $DA, $DA CB/8EF9: 74 Replace current map's Layer 2 at (4, 71) with the following (2 x 1) chunk CB/8EFE: $60, $96 CB/8F00: 75 Refresh map after alteration CB/8F01: 92 Pause for 30 units CB/8F02: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/8F04: D2 Set event bit $1E80($17A) [$1EAF, bit 2] CB/8F06: FE Return CB/8F07: 73 Replace current map's Layer 1 at (9, 3) with the following (1 x 1) chunk, refresh immediately CB/8F0C: $2E CB/8F0D: 93 Pause for 45 units CB/8F0E: F4 Play sound effect 150 CB/8F10: 73 Replace current map's Layer 1 at (9, 3) with the following (1 x 1) chunk, refresh immediately CB/8F15: $3D CB/8F16: FE Return CB/8F17: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/8F1D: C0 If ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/8F23: F4 Play sound effect 166 CB/8F25: C0 If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CB8F36 CB/8F2B: 73 Replace current map's Layer 1 at (8, 6) with the following (1 x 1) chunk, refresh immediately CB/8F30: $13 CB/8F31: D2 Set event bit $1E80($1F1) [$1EBE, bit 1] CB/8F33: 3A Enable player to move while event commands execute CB/8F34: 92 Pause for 30 units CB/8F35: FE Return CB/8F36: 73 Replace current map's Layer 1 at (8, 6) with the following (1 x 1) chunk, refresh immediately CB/8F3B: $12 CB/8F3C: D3 Clear event bit $1E80($1F1) [$1EBE, bit 1] CB/8F3E: 3A Enable player to move while event commands execute CB/8F3F: 92 Pause for 30 units CB/8F40: FE Return CB/8F41: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/8F47: C0 If ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/8F4D: F4 Play sound effect 166 CB/8F4F: C0 If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CB8F60 CB/8F55: 73 Replace current map's Layer 1 at (9, 6) with the following (1 x 1) chunk, refresh immediately CB/8F5A: $13 CB/8F5B: D2 Set event bit $1E80($1F2) [$1EBE, bit 2] CB/8F5D: 3A Enable player to move while event commands execute CB/8F5E: 92 Pause for 30 units CB/8F5F: FE Return CB/8F60: 73 Replace current map's Layer 1 at (9, 6) with the following (1 x 1) chunk, refresh immediately CB/8F65: $12 CB/8F66: D3 Clear event bit $1E80($1F2) [$1EBE, bit 2] CB/8F68: 3A Enable player to move while event commands execute CB/8F69: 92 Pause for 30 units CB/8F6A: FE Return CB/8F6B: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/8F71: C0 If ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/8F77: F4 Play sound effect 166 CB/8F79: C0 If ($1E80($1F3) [$1EBE, bit 3] is set), branch to $CB8F8A CB/8F7F: 73 Replace current map's Layer 1 at (10, 6) with the following (1 x 1) chunk, refresh immediately CB/8F84: $13 CB/8F85: D2 Set event bit $1E80($1F3) [$1EBE, bit 3] CB/8F87: 3A Enable player to move while event commands execute CB/8F88: 92 Pause for 30 units CB/8F89: FE Return CB/8F8A: 73 Replace current map's Layer 1 at (10, 6) with the following (1 x 1) chunk, refresh immediately CB/8F8F: $12 CB/8F90: D3 Clear event bit $1E80($1F3) [$1EBE, bit 3] CB/8F92: 3A Enable player to move while event commands execute CB/8F93: 92 Pause for 30 units CB/8F94: FE Return CB/8F95: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/8F9B: C0 If ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/8FA1: F4 Play sound effect 166 CB/8FA3: C0 If ($1E80($1F4) [$1EBE, bit 4] is set), branch to $CB8FB4 CB/8FA9: 73 Replace current map's Layer 1 at (8, 8) with the following (1 x 1) chunk, refresh immediately CB/8FAE: $13 CB/8FAF: D2 Set event bit $1E80($1F4) [$1EBE, bit 4] CB/8FB1: 3A Enable player to move while event commands execute CB/8FB2: 92 Pause for 30 units CB/8FB3: FE Return CB/8FB4: 73 Replace current map's Layer 1 at (8, 8) with the following (1 x 1) chunk, refresh immediately CB/8FB9: $12 CB/8FBA: D3 Clear event bit $1E80($1F4) [$1EBE, bit 4] CB/8FBC: 3A Enable player to move while event commands execute CB/8FBD: 92 Pause for 30 units CB/8FBE: FE Return CB/8FBF: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/8FC5: C0 If ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/8FCB: F4 Play sound effect 166 CB/8FCD: C0 If ($1E80($1F5) [$1EBE, bit 5] is set), branch to $CB8FDE CB/8FD3: 73 Replace current map's Layer 1 at (9, 8) with the following (1 x 1) chunk, refresh immediately CB/8FD8: $13 CB/8FD9: D2 Set event bit $1E80($1F5) [$1EBE, bit 5] CB/8FDB: 3A Enable player to move while event commands execute CB/8FDC: 92 Pause for 30 units CB/8FDD: FE Return CB/8FDE: 73 Replace current map's Layer 1 at (9, 8) with the following (1 x 1) chunk, refresh immediately CB/8FE3: $12 CB/8FE4: D3 Clear event bit $1E80($1F5) [$1EBE, bit 5] CB/8FE6: 3A Enable player to move while event commands execute CB/8FE7: 92 Pause for 30 units CB/8FE8: FE Return CB/8FE9: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/8FEF: C0 If ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/8FF5: F4 Play sound effect 166 CB/8FF7: C0 If ($1E80($1F6) [$1EBE, bit 6] is set), branch to $CB9008 CB/8FFD: 73 Replace current map's Layer 1 at (10, 8) with the following (1 x 1) chunk, refresh immediately CB/9002: $13 CB/9003: D2 Set event bit $1E80($1F6) [$1EBE, bit 6] CB/9005: 3A Enable player to move while event commands execute CB/9006: 92 Pause for 30 units CB/9007: FE Return CB/9008: 73 Replace current map's Layer 1 at (10, 8) with the following (1 x 1) chunk, refresh immediately CB/900D: $12 CB/900E: D3 Clear event bit $1E80($1F6) [$1EBE, bit 6] CB/9010: 3A Enable player to move while event commands execute CB/9011: 92 Pause for 30 units CB/9012: FE Return CB/9013: C0 If ($1E80($1F1) [$1EBE, bit 1] is clear), branch to $CB9020 CB/9019: 73 Replace current map's Layer 1 at (8, 6) with the following (1 x 1) chunk, refresh immediately CB/901E: $13 CB/901F: FE Return CB/9020: 73 Replace current map's Layer 1 at (8, 6) with the following (1 x 1) chunk, refresh immediately CB/9025: $12 CB/9026: FE Return CB/9027: C0 If ($1E80($1F2) [$1EBE, bit 2] is clear), branch to $CB9034 CB/902D: 73 Replace current map's Layer 1 at (9, 6) with the following (1 x 1) chunk, refresh immediately CB/9032: $13 CB/9033: FE Return CB/9034: 73 Replace current map's Layer 1 at (9, 6) with the following (1 x 1) chunk, refresh immediately CB/9039: $12 CB/903A: FE Return CB/903B: C0 If ($1E80($1F3) [$1EBE, bit 3] is clear), branch to $CB9048 CB/9041: 73 Replace current map's Layer 1 at (10, 6) with the following (1 x 1) chunk, refresh immediately CB/9046: $13 CB/9047: FE Return CB/9048: 73 Replace current map's Layer 1 at (10, 6) with the following (1 x 1) chunk, refresh immediately CB/904D: $12 CB/904E: FE Return CB/904F: C0 If ($1E80($1F4) [$1EBE, bit 4] is clear), branch to $CB905C CB/9055: 73 Replace current map's Layer 1 at (8, 8) with the following (1 x 1) chunk, refresh immediately CB/905A: $13 CB/905B: FE Return CB/905C: 73 Replace current map's Layer 1 at (8, 8) with the following (1 x 1) chunk, refresh immediately CB/9061: $12 CB/9062: FE Return CB/9063: C0 If ($1E80($1F5) [$1EBE, bit 5] is clear), branch to $CB9070 CB/9069: 73 Replace current map's Layer 1 at (9, 8) with the following (1 x 1) chunk, refresh immediately CB/906E: $13 CB/906F: FE Return CB/9070: 73 Replace current map's Layer 1 at (9, 8) with the following (1 x 1) chunk, refresh immediately CB/9075: $12 CB/9076: FE Return CB/9077: C0 If ($1E80($1F6) [$1EBE, bit 6] is clear), branch to $CB9084 CB/907D: 73 Replace current map's Layer 1 at (10, 8) with the following (1 x 1) chunk, refresh immediately CB/9082: $13 CB/9083: FE Return CB/9084: 73 Replace current map's Layer 1 at (10, 8) with the following (1 x 1) chunk, refresh immediately CB/9089: $12 CB/908A: FE Return CB/908B: C0 If ($1E80($1F7) [$1EBE, bit 7] is clear), branch to $CB9098 CB/9091: 73 Replace current map's Layer 1 at (9, 3) with the following (1 x 1) chunk, refresh immediately CB/9096: $2E CB/9097: FE Return CB/9098: 73 Replace current map's Layer 1 at (9, 3) with the following (1 x 1) chunk, refresh immediately CB/909D: $3D CB/909E: FE Return CB/909F: B2 Call subroutine $CB6A5E CB/90A3: B2 Call subroutine $CB9013 CB/90A7: B2 Call subroutine $CB9027 CB/90AB: B2 Call subroutine $CB903B CB/90AF: B2 Call subroutine $CB904F CB/90B3: B2 Call subroutine $CB9063 CB/90B7: B2 Call subroutine $CB9077 CB/90BB: B2 Call subroutine $CB908B CB/90BF: B2 Call subroutine $CB90CE CB/90C3: B2 Call subroutine $CB91D3 CB/90C7: C0 If ($1E80($1D6) [$1EBA, bit 6] is set), branch to $CB91CC CB/90CD: FE Return CB/90CE: C0 If ($1E80($1FE) [$1EBF, bit 6] is set), branch to $CB90E0 CB/90D4: C0 If ($1E80($1FB) [$1EBF, bit 3] is set), branch to $CB90F6 CB/90DA: C0 If ($1E80($1F9) [$1EBF, bit 1] is clear), branch to $CA5EB3 (simply returns) CB/90E0: 74 Replace current map's Layer 2 at (27, 3) with the following (1 x 1) chunk CB/90E5: $3D CB/90E6: 74 Replace current map's Layer 2 at (24, 5) with the following (2 x 1) chunk CB/90EB: $1A, $34 CB/90ED: 74 Replace current map's Layer 2 at (24, 68) with the following (2 x 1) chunk CB/90F2: $01, $02 CB/90F4: 75 Refresh map after alteration CB/90F5: FE Return CB/90F6: 74 Replace current map's Layer 2 at (27, 3) with the following (1 x 1) chunk CB/90FB: $3D CB/90FC: 74 Replace current map's Layer 2 at (24, 5) with the following (2 x 1) chunk CB/9101: $34, $2C CB/9103: 74 Replace current map's Layer 2 at (24, 68) with the following (2 x 1) chunk CB/9108: $02, $01 CB/910A: 74 Replace current map's Layer 2 at (26, 5) with the following (2 x 1) chunk CB/910F: $40, $34 CB/9111: 74 Replace current map's Layer 2 at (26, 68) with the following (2 x 1) chunk CB/9116: $01, $02 CB/9118: 75 Refresh map after alteration CB/9119: FE Return CB/911A: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/9122: B2 Call subroutine $CB6AC3 CB/9126: C0 If ($1E80($1F7) [$1EBE, bit 7] is set), branch to $CB916B CB/912C: 73 Replace current map's Layer 1 at (9, 3) with the following (1 x 1) chunk, refresh immediately CB/9131: $2E CB/9132: 91 Pause for 15 units CB/9133: F4 Play sound effect 166 CB/9135: 74 Replace current map's Layer 2 at (8, 6) with the following (1 x 1) chunk CB/913A: $12 CB/913B: 74 Replace current map's Layer 2 at (9, 6) with the following (1 x 1) chunk CB/9140: $12 CB/9141: 74 Replace current map's Layer 2 at (10, 8) with the following (1 x 1) chunk CB/9146: $12 CB/9147: 74 Replace current map's Layer 2 at (10, 6) with the following (1 x 1) chunk CB/914C: $13 CB/914D: 74 Replace current map's Layer 2 at (8, 8) with the following (1 x 1) chunk CB/9152: $13 CB/9153: 74 Replace current map's Layer 2 at (9, 8) with the following (1 x 1) chunk CB/9158: $13 CB/9159: 75 Refresh map after alteration CB/915A: D3 Clear event bit $1E80($1F1) [$1EBE, bit 1] CB/915C: D3 Clear event bit $1E80($1F2) [$1EBE, bit 2] CB/915E: D3 Clear event bit $1E80($1F6) [$1EBE, bit 6] CB/9160: D2 Set event bit $1E80($1F3) [$1EBE, bit 3] CB/9162: D2 Set event bit $1E80($1F4) [$1EBE, bit 4] CB/9164: D2 Set event bit $1E80($1F5) [$1EBE, bit 5] CB/9166: D2 Set event bit $1E80($1F7) [$1EBE, bit 7] CB/9168: 3A Enable player to move while event commands execute CB/9169: 92 Pause for 30 units CB/916A: FE Return CB/916B: 73 Replace current map's Layer 1 at (9, 3) with the following (1 x 1) chunk, refresh immediately CB/9170: $3D CB/9171: 91 Pause for 15 units CB/9172: F4 Play sound effect 166 CB/9174: 74 Replace current map's Layer 2 at (8, 6) with the following (1 x 1) chunk CB/9179: $12 CB/917A: 74 Replace current map's Layer 2 at (9, 6) with the following (1 x 1) chunk CB/917F: $12 CB/9180: 74 Replace current map's Layer 2 at (10, 8) with the following (1 x 1) chunk CB/9185: $12 CB/9186: 74 Replace current map's Layer 2 at (10, 6) with the following (1 x 1) chunk CB/918B: $12 CB/918C: 74 Replace current map's Layer 2 at (8, 8) with the following (1 x 1) chunk CB/9191: $12 CB/9192: 74 Replace current map's Layer 2 at (9, 8) with the following (1 x 1) chunk CB/9197: $12 CB/9198: 75 Refresh map after alteration CB/9199: D2 Set event bit $1E80($1F1) [$1EBE, bit 1] CB/919B: D2 Set event bit $1E80($1F2) [$1EBE, bit 2] CB/919D: D2 Set event bit $1E80($1F6) [$1EBE, bit 6] CB/919F: D3 Clear event bit $1E80($1F3) [$1EBE, bit 3] CB/91A1: D3 Clear event bit $1E80($1F4) [$1EBE, bit 4] CB/91A3: D3 Clear event bit $1E80($1F5) [$1EBE, bit 5] CB/91A5: D3 Clear event bit $1E80($1F7) [$1EBE, bit 7] CB/91A7: 3A Enable player to move while event commands execute CB/91A8: 92 Pause for 30 units CB/91A9: FE Return CB/91AA: C1 If ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/91B2: 4B Display dialogue message $0AF0, wait for button press (Show text only) (At bottom of screen) Memorize the positions. This knowledge might save you. CB/91B5: FE Return CB/91B6: C2 If ($1E80($1D6) [$1EBA, bit 6] is set) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/91C0: F4 Play sound effect 166 CB/91C2: B2 Call subroutine $CB91CC CB/91C6: 4B Display dialogue message $0AF1, wait for button press (At bottom of screen) Received “Lump of Metal.” CB/91C9: D2 Set event bit $1E80($1D6) [$1EBA, bit 6] CB/91CB: FE Return CB/91CC: 73 Replace current map's Layer 1 at (3, 5) with the following (1 x 1) chunk, refresh immediately CB/91D1: $12 CB/91D2: FE Return CB/91D3: C0 If ($1E80($17E) [$1EAF, bit 6] is set), branch to $CB91E0 CB/91D9: C0 If ($1E80($180) [$1EB0, bit 0] is set), branch to $CB91E8 CB/91DF: FE Return CB/91E0: 73 Replace current map's Layer 1 at (13, 7) with the following (1 x 2) chunk, refresh immediately CB/91E5: $12 CB/91E6: $2B CB/91E7: FE Return CB/91E8: 73 Replace current map's Layer 1 at (14, 7) with the following (1 x 2) chunk, refresh immediately CB/91ED: $2B CB/91EE: $12 CB/91EF: FE Return CB/91F0: C3 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($187) [$1EB0, bit 7] is set) or ($1E80($1D6) [$1EBA, bit 6] is clear), branch to $CB9203 CB/91FC: B2 Call subroutine $CB926C CB/9200: D2 Set event bit $1E80($17E) [$1EAF, bit 6] CB/9202: FE Return CB/9203: C2 If ($1E80($187) [$1EB0, bit 7] is set) or ($1E80($1B5) [$1EB6, bit 5] is set) or ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/920D: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/920F: B2 Call subroutine $CB6ACD CB/9213: B2 Call subroutine $CB91E0 CB/9217: 91 Pause for 15 units CB/9218: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/921A: D2 Set event bit $1E80($1F8) [$1EBF, bit 0] CB/921C: FE Return CB/921D: C3 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($187) [$1EB0, bit 7] is set) or ($1E80($1D6) [$1EBA, bit 6] is clear), branch to $CB9230 CB/9229: B2 Call subroutine $CB926C CB/922D: D2 Set event bit $1E80($180) [$1EB0, bit 0] CB/922F: FE Return CB/9230: C2 If ($1E80($187) [$1EB0, bit 7] is set) or ($1E80($1B5) [$1EB6, bit 5] is set) or ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/923A: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/923C: B2 Call subroutine $CB6ACD CB/9240: B2 Call subroutine $CB91E8 CB/9244: 91 Pause for 15 units CB/9245: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/9247: D2 Set event bit $1E80($1F8) [$1EBF, bit 0] CB/9249: FE Return CB/924A: C0 If ($1E80($187) [$1EB0, bit 7] is set), branch to $CA5EB3 (simply returns) CB/9250: C1 If ($1E80($1F8) [$1EBF, bit 0] is clear) or ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CB/9258: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/925A: B2 Call subroutine $CB6ACD CB/925E: 73 Replace current map's Layer 1 at (13, 7) with the following (1 x 3) chunk, refresh immediately CB/9263: $2B CB/9264: $12 CB/9265: $2B CB/9266: 91 Pause for 15 units CB/9267: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/9269: D3 Clear event bit $1E80($1F8) [$1EBF, bit 0] CB/926B: FE Return CB/926C: C3 If ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1D6) [$1EBA, bit 6] is clear) or ($1E80($187) [$1EB0, bit 7] is set) or ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CB924A CB/9278: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/927A: 17 Do vehicle/entity graphical action $17 CB/927B: E0 Pause for 4 * 5 (20) frames CB/927D: CC Turn vehicle/entity up CB/927E: FF End queue CB/927F: F4 Play sound effect 218 CB/9281: 58 Shake screen ($FB): (Intensity: 3)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/9283: DB Clear event bit $1E80($54A) [$1F29, bit 2] CB/9285: D2 Set event bit $1E80($187) [$1EB0, bit 7] CB/9287: 42 Hide object $10 CB/9289: 42 Hide object $11 CB/928B: 42 Hide object $12 CB/928D: 3E Delete object $10 CB/928F: 3E Delete object $11 CB/9291: 3E Delete object $12 CB/9293: 92 Pause for 30 units CB/9294: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/9296: FE Return CB/9297: C3 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1FE) [$1EBF, bit 6] is set) or ($1E80($1FB) [$1EBF, bit 3] is set), branch to $CA5EB3 (simply returns) CB/92A3: B2 Call subroutine $CB6AC3 CB/92A7: C0 If ($1E80($1FA) [$1EBF, bit 2] is set), branch to $CB9300 CB/92AD: C0 If ($1E80($1F9) [$1EBF, bit 1] is set), branch to $CB92DB CB/92B3: 73 Replace current map's Layer 1 at (27, 3) with the following (1 x 1) chunk, refresh immediately CB/92B8: $2E CB/92B9: 92 Pause for 30 units CB/92BA: 58 Shake screen ($FB): (Intensity: 3)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/92BC: F4 Play sound effect 187 CB/92BE: 74 Replace current map's Layer 2 at (24, 5) with the following (2 x 1) chunk CB/92C3: $1A, $34 CB/92C5: 74 Replace current map's Layer 2 at (24, 68) with the following (2 x 1) chunk CB/92CA: $01, $02 CB/92CC: 75 Refresh map after alteration CB/92CD: 92 Pause for 30 units CB/92CE: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/92D0: D2 Set event bit $1E80($1F9) [$1EBF, bit 1] CB/92D2: D2 Set event bit $1E80($1FA) [$1EBF, bit 2] CB/92D4: A0 Set timer 0 to $00F0 [0m: 04s: 00j], jump to subroutine $CB92DB if it expires. Flags: (Countdown pauses in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CB/92DA: FE Return CB/92DB: 3B Position character in a "ready-to-go" stance CB/92DC: 73 Replace current map's Layer 1 at (27, 3) with the following (1 x 1) chunk, refresh immediately CB/92E1: $3D CB/92E2: 92 Pause for 30 units CB/92E3: 58 Shake screen ($FB): (Intensity: 3)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/92E5: F4 Play sound effect 187 CB/92E7: 74 Replace current map's Layer 2 at (24, 5) with the following (2 x 1) chunk CB/92EC: $34, $2C CB/92EE: 74 Replace current map's Layer 2 at (24, 68) with the following (2 x 1) chunk CB/92F3: $02, $01 CB/92F5: 75 Refresh map after alteration CB/92F6: 92 Pause for 30 units CB/92F7: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/92F9: D3 Clear event bit $1E80($1F9) [$1EBF, bit 1] CB/92FB: D3 Clear event bit $1E80($1FA) [$1EBF, bit 2] CB/92FD: A1 Reset timer 0 CB/92FF: FE Return CB/9300: A1 Reset timer 0 CB/9302: 73 Replace current map's Layer 1 at (27, 3) with the following (1 x 1) chunk, refresh immediately CB/9307: $3D CB/9308: 92 Pause for 30 units CB/9309: 58 Shake screen ($FB): (Intensity: 3)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/930B: F4 Play sound effect 187 CB/930D: 74 Replace current map's Layer 2 at (24, 5) with the following (2 x 1) chunk CB/9312: $34, $2C CB/9314: 74 Replace current map's Layer 2 at (24, 68) with the following (2 x 1) chunk CB/9319: $02, $01 CB/931B: 74 Replace current map's Layer 2 at (26, 5) with the following (2 x 1) chunk CB/9320: $40, $34 CB/9322: 74 Replace current map's Layer 2 at (26, 68) with the following (2 x 1) chunk CB/9327: $01, $02 CB/9329: 75 Refresh map after alteration CB/932A: 92 Pause for 30 units CB/932B: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/932D: D2 Set event bit $1E80($1FB) [$1EBF, bit 3] CB/932F: FE Return CB/9330: A1 Reset timer 0 CB/9332: D2 Set event bit $1E80($1FE) [$1EBF, bit 6] CB/9334: FE Return CB/9335: C0 If ($1E80($197) [$1EB2, bit 7] is set), branch to $CA5EB3 (simply returns) CB/933B: DA Set event bit $1E80($543) [$1F28, bit 3] CB/933D: 60 Change background layer $0F to palette $04 CB/9340: 60 Change background layer $0E to palette $00 CB/9343: B2 Call subroutine $CB6A4C CB/9347: 3D Create object $10 CB/9349: 3D Create object $11 CB/934B: 45 Refresh objects CB/934C: 41 Show object $10 CB/934E: 41 Show object $11 CB/9350: 78 Enable ability to pass through other objects for object $10 (NPC $10) CB/9352: 78 Enable ability to pass through other objects for object $11 (NPC $11) CB/9354: 3A Enable player to move while event commands execute CB/9355: 10 Begin action queue for character $10 (NPC $10), 13 bytes long (Wait until complete) CB/9357: C3 Set vehicle/entity's event speed to fast CB/9358: 97 Move vehicle/entity left 6 tiles CB/9359: 0F Do vehicle/entity graphical action $0F CB/935A: C7 Set vehicle/entity to stay still when moving CB/935B: A3 Move vehicle/entity left/up 1x1 tiles CB/935C: A3 Move vehicle/entity left/up 1x1 tiles CB/935D: 8B Move vehicle/entity left 3 tiles CB/935E: A2 Move vehicle/entity left/down 1x1 tiles CB/935F: A2 Move vehicle/entity left/down 1x1 tiles CB/9360: E0 Pause for 4 * 3 (12) frames CB/9362: CF Turn vehicle/entity left CB/9363: FF End queue CB/9364: 73 Replace current map's Layer 1 at (83, 5) with the following (1 x 1) chunk, refresh immediately CB/9369: $98 CB/936A: F4 Play sound effect 169 CB/936C: 11 Begin action queue for character $11 (NPC $11), 4 bytes long CB/936E: C2 Set vehicle/entity's event speed to normal CB/936F: 9F Move vehicle/entity left 8 tiles CB/9370: 8B Move vehicle/entity left 3 tiles CB/9371: FF End queue CB/9372: 10 Begin action queue for character $10 (NPC $10), 15 bytes long (Wait until complete) CB/9374: 82 Move vehicle/entity down 1 tile CB/9375: 1F Do vehicle/entity graphical action $1F CB/9376: E0 Pause for 4 * 6 (24) frames CB/9378: 86 Move vehicle/entity down 2 tiles CB/9379: 09 Do vehicle/entity graphical action $09 (kneeling) CB/937A: A0 Move vehicle/entity right/up 1x1 tiles CB/937B: 82 Move vehicle/entity down 1 tile CB/937C: DC Make vehicle/entity jump (low) CB/937D: C6 Set vehicle/entity to walk when moving CB/937E: 28 Do vehicle/entity graphical action $28 CB/937F: E0 Pause for 4 * 5 (20) frames CB/9381: CE Turn vehicle/entity down CB/9382: FF End queue CB/9383: B0 Execute the following commands until $B1 3 times CB/9385: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/9387: 23 Do vehicle/entity graphical action $23 CB/9388: FF End queue CB/9389: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/938B: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/938C: FF End queue CB/938D: B1 End block of repeating commands CB/938E: 35 Pause execution until action queue for object $11 (NPC $11) is complete CB/9390: 10 Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete) CB/9392: 5F Do vehicle/entity graphical action $1F, flipped horizontally CB/9393: E0 Pause for 4 * 4 (16) frames CB/9395: C3 Set vehicle/entity's event speed to fast CB/9396: 87 Move vehicle/entity left 2 tiles CB/9397: D1 Make vehicle/entity disappear CB/9398: FF End queue CB/9399: 11 Begin action queue for character $11 (NPC $11), 7 bytes long (Wait until complete) CB/939B: C2 Set vehicle/entity's event speed to normal CB/939C: DD Make vehicle/entity jump (high) CB/939D: A2 Move vehicle/entity left/down 1x1 tiles CB/939E: 86 Move vehicle/entity down 2 tiles CB/939F: 97 Move vehicle/entity left 6 tiles CB/93A0: D1 Make vehicle/entity disappear CB/93A1: FF End queue CB/93A2: 36 Disable ability to pass through other objects for object $10 (NPC $10) CB/93A4: 36 Disable ability to pass through other objects for object $11 (NPC $11) CB/93A6: DB Clear event bit $1E80($543) [$1F28, bit 3] CB/93A8: D2 Set event bit $1E80($197) [$1EB2, bit 7] CB/93AA: FE Return CB/93AB: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/93B1: 6A Load map $008F (Cyan's Dream, Phantom Train exterior) after fade out, (upper bits $2000), place party at (48, 9), facing down CB/93B7: FE Return CB/93B8: 6A Load map $0092 (Phantom Train, caboose inner room and engine room (inc. Cyan's Dream)) after fade out, (upper bits $0000), place party at (8, 12), facing up CB/93BE: FE Return CB/93BF: D3 Clear event bit $1E80($184) [$1EB0, bit 4] CB/93C1: D3 Clear event bit $1E80($185) [$1EB0, bit 5] CB/93C3: D3 Clear event bit $1E80($186) [$1EB0, bit 6] CB/93C5: 62 Mosaic screen, speed 5 CB/93C7: 5A Fade screen at speed $05 CB/93C9: 5C Pause execution until fade in or fade out is complete CB/93CA: 6A Load map $0140 (Cyan's Dream, caves) after fade out, (upper bits $2000), place party at (6, 10), facing down CB/93D0: 38 Hold screen CB/93D1: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/93D3: D5 Set vehicle/entity's position to (6, 4) CB/93D6: FF End queue CB/93D7: 44 Place character $31 (Party Character 0) on vehicle $40 (Magitek Armor) (Character is shown) CB/93DA: 8A Toggle the following status ailments for character $31 (Party Character 0): M-Tek CB/93DE: 8A Toggle the following status ailments for character $32 (Party Character 1): M-Tek CB/93E2: 8A Toggle the following status ailments for character $33 (Party Character 2): M-Tek CB/93E6: 95 Pause for 120 units CB/93E7: 62 Mosaic screen, speed 8 CB/93E9: 59 Unfade screen at speed $04 CB/93EB: 5C Pause execution until fade in or fade out is complete CB/93EC: 95 Pause for 120 units CB/93ED: B0 Execute the following commands until $B1 6 times CB/93EF: F4 Play sound effect 152 CB/93F1: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/93F3: C2 Set vehicle/entity's event speed to normal CB/93F4: 82 Move vehicle/entity down 1 tile CB/93F5: FF End queue CB/93F6: B1 End block of repeating commands CB/93F7: 94 Pause for 60 units CB/93F8: F4 Play sound effect 152 CB/93FA: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/93FC: CF Turn vehicle/entity left CB/93FD: E0 Pause for 4 * 6 (24) frames CB/93FF: FF End queue CB/9400: F4 Play sound effect 152 CB/9402: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/9404: CD Turn vehicle/entity right CB/9405: E0 Pause for 4 * 6 (24) frames CB/9407: FF End queue CB/9408: F4 Play sound effect 152 CB/940A: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/940C: CC Turn vehicle/entity up CB/940D: E0 Pause for 4 * 6 (24) frames CB/940F: FF End queue CB/9410: F4 Play sound effect 152 CB/9412: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/9414: CE Turn vehicle/entity down CB/9415: E0 Pause for 4 * 8 (32) frames CB/9417: FF End queue CB/9418: DA Set event bit $1E80($5F7) [$1F3E, bit 7] CB/941A: 3D Create object $10 CB/941C: 45 Refresh objects CB/941D: 60 Change background layer $0E to palette $06 CB/9420: B2 Call subroutine $CB6A22 CB/9424: 3E Delete object $10 CB/9426: 45 Refresh objects CB/9427: DB Clear event bit $1E80($5F7) [$1F3E, bit 7] CB/9429: 3A Enable player to move while event commands execute CB/942A: 39 Free screen CB/942B: 93 Pause for 45 units CB/942C: DA Set event bit $1E80($544) [$1F28, bit 4] CB/942E: 60 Change background layer $0E to palette $04 CB/9431: 3D Create object $11 CB/9433: B2 Call subroutine $CB6A4C CB/9437: 45 Refresh objects CB/9438: 41 Show object $11 CB/943A: 78 Enable ability to pass through other objects for object $11 (NPC $11) CB/943C: 11 Begin action queue for character $11 (NPC $11), 18 bytes long (Wait until complete) CB/943E: C3 Set vehicle/entity's event speed to fast CB/943F: 90 Move vehicle/entity up 5 tiles CB/9440: E0 Pause for 4 * 4 (16) frames CB/9442: CD Turn vehicle/entity right CB/9443: E0 Pause for 4 * 2 (8) frames CB/9445: CF Turn vehicle/entity left CB/9446: E0 Pause for 4 * 2 (8) frames CB/9448: CE Turn vehicle/entity down CB/9449: E0 Pause for 4 * 2 (8) frames CB/944B: CC Turn vehicle/entity up CB/944C: E0 Pause for 4 * 3 (12) frames CB/944E: CE Turn vehicle/entity down CB/944F: FF End queue CB/9450: 11 Begin action queue for character $11 (NPC $11), 22 bytes long (Wait until complete) CB/9452: C2 Set vehicle/entity's event speed to normal CB/9453: 80 Move vehicle/entity up 1 tile CB/9454: 89 Move vehicle/entity right 3 tiles CB/9455: CC Turn vehicle/entity up CB/9456: E0 Pause for 4 * 5 (20) frames CB/9458: 83 Move vehicle/entity left 1 tile CB/9459: 80 Move vehicle/entity up 1 tile CB/945A: 49 Do vehicle/entity graphical action $09, flipped horizontally CB/945B: E0 Pause for 4 * 7 (28) frames CB/945D: 87 Move vehicle/entity left 2 tiles CB/945E: 22 Do vehicle/entity graphical action $22 CB/945F: E0 Pause for 4 * 8 (32) frames CB/9461: CC Turn vehicle/entity up CB/9462: E0 Pause for 4 * 5 (20) frames CB/9464: 1F Do vehicle/entity graphical action $1F CB/9465: E0 Pause for 4 * 7 (28) frames CB/9467: FF End queue CB/9468: 3D Create object $12 CB/946A: 3D Create object $13 CB/946C: 3D Create object $14 CB/946E: 45 Refresh objects CB/946F: 41 Show object $12 CB/9471: 41 Show object $13 CB/9473: 41 Show object $14 CB/9475: 78 Enable ability to pass through other objects for object $12 (NPC $12) CB/9477: 78 Enable ability to pass through other objects for object $13 (NPC $13) CB/9479: 78 Enable ability to pass through other objects for object $14 (NPC $14) CB/947B: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CB/947D: C3 Set vehicle/entity's event speed to fast CB/947E: 9E Move vehicle/entity down 8 tiles CB/947F: FF End queue CB/9480: 12 Begin action queue for character $12 (NPC $12), 5 bytes long CB/9482: C3 Set vehicle/entity's event speed to fast CB/9483: 9E Move vehicle/entity down 8 tiles CB/9484: 81 Move vehicle/entity right 1 tile CB/9485: 9A Move vehicle/entity down 7 tiles CB/9486: FF End queue CB/9487: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CB/9489: C3 Set vehicle/entity's event speed to fast CB/948A: 9E Move vehicle/entity down 8 tiles CB/948B: 9A Move vehicle/entity down 7 tiles CB/948C: FF End queue CB/948D: 14 Begin action queue for character $14 (NPC $14), 7 bytes long (Wait until complete) CB/948F: C3 Set vehicle/entity's event speed to fast CB/9490: 9E Move vehicle/entity down 8 tiles CB/9491: E0 Pause for 4 * 1 (4) frames CB/9493: 83 Move vehicle/entity left 1 tile CB/9494: 9A Move vehicle/entity down 7 tiles CB/9495: FF End queue CB/9496: DB Clear event bit $1E80($544) [$1F28, bit 4] CB/9498: 36 Disable ability to pass through other objects for object $11 (NPC $11) CB/949A: 36 Disable ability to pass through other objects for object $12 (NPC $12) CB/949C: 36 Disable ability to pass through other objects for object $13 (NPC $13) CB/949E: 36 Disable ability to pass through other objects for object $14 (NPC $14) CB/94A0: FE Return CB/94A1: C0 If ($1E80($184) [$1EB0, bit 4] is set), branch to $CA5EB3 (simply returns) CB/94A7: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CB/94AD: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CB/94AF: DA Set event bit $1E80($545) [$1F28, bit 5] CB/94B1: FE Return CB/94B2: C0 If ($1E80($184) [$1EB0, bit 4] is set), branch to $CA5EB3 (simply returns) CB/94B8: 60 Change background layer $0E to palette $04 CB/94BB: B2 Call subroutine $CB6A4C CB/94BF: 3A Enable player to move while event commands execute CB/94C0: 78 Enable ability to pass through other objects for object $10 (NPC $10) CB/94C2: 10 Begin action queue for character $10 (NPC $10), 16 bytes long (Wait until complete) CB/94C4: CC Turn vehicle/entity up CB/94C5: E0 Pause for 4 * 4 (16) frames CB/94C7: CE Turn vehicle/entity down CB/94C8: E0 Pause for 4 * 4 (16) frames CB/94CA: CD Turn vehicle/entity right CB/94CB: E0 Pause for 4 * 4 (16) frames CB/94CD: CF Turn vehicle/entity left CB/94CE: E0 Pause for 4 * 4 (16) frames CB/94D0: CE Turn vehicle/entity down CB/94D1: E0 Pause for 4 * 5 (20) frames CB/94D3: FF End queue CB/94D4: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/94D6: C2 Set vehicle/entity's event speed to normal CB/94D7: 9F Move vehicle/entity left 8 tiles CB/94D8: 8B Move vehicle/entity left 3 tiles CB/94D9: D1 Make vehicle/entity disappear CB/94DA: FF End queue CB/94DB: 42 Hide object $11 CB/94DD: 3E Delete object $11 CB/94DF: 45 Refresh objects CB/94E0: DB Clear event bit $1E80($545) [$1F28, bit 5] CB/94E2: D2 Set event bit $1E80($184) [$1EB0, bit 4] CB/94E4: 36 Disable ability to pass through other objects for object $10 (NPC $10) CB/94E6: FE Return CB/94E7: F4 Play sound effect 169 CB/94E9: 73 Replace current map's Layer 1 at (13, 25) with the following (1 x 4) chunk, refresh immediately CB/94EE: $F8 CB/94EF: $F9 CB/94F0: $FA CB/94F1: $FB CB/94F2: 38 Hold screen CB/94F3: 92 Pause for 30 units CB/94F4: D3 Clear event bit $1E80($187) [$1EB0, bit 7] CB/94F6: F4 Play sound effect 186 CB/94F8: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/94FA: C4 Set vehicle/entity's event speed to faster CB/94FB: 9E Move vehicle/entity down 8 tiles CB/94FC: 8A Move vehicle/entity down 3 tiles CB/94FD: FF End queue CB/94FE: 62 Mosaic screen, speed 5 CB/9500: 5A Fade screen at speed $05 CB/9502: 5C Pause execution until fade in or fade out is complete CB/9503: 88 Remove the following status ailments from character $31 (Party Character 0): M-Tek CB/9507: 88 Remove the following status ailments from character $32 (Party Character 1): M-Tek CB/950B: 88 Remove the following status ailments from character $33 (Party Character 2): M-Tek CB/950F: 95 Pause for 120 units CB/9510: 44 Place character $31 (Party Character 0) on vehicle $00 (No vehicle) (Character is not shown) CB/9513: 39 Free screen CB/9514: 6B Load map $007E (Cyan's Dream, Doma Castle all rooms) instantly, (upper bits $2000), place party at (8, 8), facing down CB/951A: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/951C: 28 Do vehicle/entity graphical action $28 CB/951D: FF End queue CB/951E: 95 Pause for 120 units CB/951F: 62 Mosaic screen, speed 8 CB/9521: 59 Unfade screen at speed $04 CB/9523: B5 Pause for 15 * 15 (225) units CB/9525: B2 Call subroutine $CB6A09 CB/9529: 3B Position character in a "ready-to-go" stance CB/952A: B5 Pause for 15 * 5 (75) units CB/952C: F4 Play sound effect 24 CB/952E: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CB/9530: CF Turn vehicle/entity left CB/9531: E0 Pause for 4 * 4 (16) frames CB/9533: CD Turn vehicle/entity right CB/9534: E0 Pause for 4 * 4 (16) frames CB/9536: CC Turn vehicle/entity up CB/9537: E0 Pause for 4 * 4 (16) frames CB/9539: CE Turn vehicle/entity down CB/953A: FF End queue CB/953B: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/953D: C2 Set vehicle/entity's event speed to normal CB/953E: DD Make vehicle/entity jump (high) CB/953F: 86 Move vehicle/entity down 2 tiles CB/9540: 0A Do vehicle/entity graphical action $0A CB/9541: FF End queue CB/9542: DA Set event bit $1E80($547) [$1F28, bit 7] CB/9544: 3D Create object $11 CB/9546: 3D Create object $12 CB/9548: 45 Refresh objects CB/9549: 60 Change background layer $0F to palette $00 CB/954C: B2 Call subroutine $CB6A55 CB/9550: 62 Mosaic screen, speed 14 CB/9552: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/9554: F4 Play sound effect 2 CB/9556: 41 Show object $11 CB/9558: 62 Mosaic screen, speed 14 CB/955A: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/955C: F4 Play sound effect 2 CB/955E: 92 Pause for 30 units CB/955F: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/9561: 1F Do vehicle/entity graphical action $1F CB/9562: E0 Pause for 4 * 3 (12) frames CB/9564: FF End queue CB/9565: 62 Mosaic screen, speed 14 CB/9567: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/9569: F4 Play sound effect 2 CB/956B: 41 Show object $12 CB/956D: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/956F: 94 Pause for 60 units CB/9570: F1 Fade in song 23 (The Mines of Narshe) (high bit clear) with transition time 48 CB/9573: 4B Display dialogue message $0ACF, wait for button press (Show text only) (At bottom of screen) Please… Save my husband… Save CYAN… CB/9576: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/9578: CC Turn vehicle/entity up CB/9579: FF End queue CB/957A: 4B Display dialogue message $0AD0, wait for button press (At bottom of screen) Where are we?! CB/957D: 93 Pause for 45 units CB/957E: 4B Display dialogue message $0AD1, wait for button press (Show text only) (At bottom of screen) We're inside… CYAN's soul… CB/9581: 94 Pause for 60 units CB/9582: DA Set event bit $1E80($5F7) [$1F3E, bit 7] CB/9584: 3D Create object $10 CB/9586: 45 Refresh objects CB/9587: B2 Call subroutine $CB6A22 CB/958B: 3E Delete object $10 CB/958D: 45 Refresh objects CB/958E: DB Clear event bit $1E80($5F7) [$1F3E, bit 7] CB/9590: 94 Pause for 60 units CB/9591: 4B Display dialogue message $0AD2, wait for button press (Show text only) (At bottom of screen) My husband… CYAN continues to torture himself… He failed to defend Doma… The world's slowly dying… and then there's his family… CB/9594: 12 Begin action queue for character $12 (NPC $12), 6 bytes long (Wait until complete) CB/9596: E0 Pause for 4 * 2 (8) frames CB/9598: C2 Set vehicle/entity's event speed to normal CB/9599: DC Make vehicle/entity jump (low) CB/959A: 82 Move vehicle/entity down 1 tile CB/959B: FF End queue CB/959C: 4B Display dialogue message $0AD3, wait for button press (Show text only) (At bottom of screen) A beast known as Wrexsoul is taking advantage of him. CB/959F: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/95A1: E0 Pause for 4 * 3 (12) frames CB/95A3: CE Turn vehicle/entity down CB/95A4: FF End queue CB/95A5: B3 Call subroutine $CAC7FE, 3 times CB/95AA: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/95AC: E0 Pause for 4 * 2 (8) frames CB/95AE: CC Turn vehicle/entity up CB/95AF: FF End queue CB/95B0: 93 Pause for 45 units CB/95B1: 4B Display dialogue message $0AD4, wait for button press (Show text only) (At bottom of screen) Wrexsoul is a composite monster, made up of wretched spirits who were dispatched in meaningless wars. CB/95B4: 93 Pause for 45 units CB/95B5: 12 Begin action queue for character $12 (NPC $12), 7 bytes long CB/95B7: C3 Set vehicle/entity's event speed to fast CB/95B8: DC Make vehicle/entity jump (low) CB/95B9: E0 Pause for 4 * 4 (16) frames CB/95BB: FC Branch 3 bytes backwards ($CB95B8) CB/95BD: FF End queue CB/95BE: 4B Display dialogue message $0AD5, wait for button press (Show text only) (At bottom of screen) They're wreaking havoc on Papa! Please help him!! CB/95C1: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CB/95C3: CE Turn vehicle/entity down CB/95C4: E0 Pause for 4 * 4 (16) frames CB/95C6: FF End queue CB/95C7: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CB/95C9: 21 Do vehicle/entity graphical action $21 CB/95CA: E0 Pause for 4 * 3 (12) frames CB/95CC: CC Turn vehicle/entity up CB/95CD: E0 Pause for 4 * 3 (12) frames CB/95CF: 21 Do vehicle/entity graphical action $21 CB/95D0: E0 Pause for 4 * 3 (12) frames CB/95D2: CC Turn vehicle/entity up CB/95D3: FF End queue CB/95D4: F2 Fade out current song with transition time 80 CB/95D6: B5 Pause for 15 * 8 (120) units CB/95D8: 62 Mosaic screen, speed 13 CB/95DA: 93 Pause for 45 units CB/95DB: 42 Hide object $11 CB/95DD: 42 Hide object $12 CB/95DF: 62 Mosaic screen, speed 13 CB/95E1: DA Set event bit $1E80($548) [$1F29, bit 0] CB/95E3: 3D Create object $13 CB/95E5: 45 Refresh objects CB/95E6: 62 Mosaic screen, speed 13 CB/95E8: F4 Play sound effect 209 CB/95EA: 41 Show object $13 CB/95EC: 93 Pause for 45 units CB/95ED: 4B Display dialogue message $0AD6, wait for button press (Show text only) (At bottom of screen) Please… help CYAN… Papa doesn't deserve this…! CB/95F0: DB Clear event bit $1E80($547) [$1F28, bit 7] CB/95F2: FE Return CB/95F3: C0 If ($1E80($193) [$1EB2, bit 3] is set), branch to $CA5EB3 (simply returns) CB/95F9: DA Set event bit $1E80($546) [$1F28, bit 6] CB/95FB: 3D Create object $10 CB/95FD: 3D Create object $11 CB/95FF: 45 Refresh objects CB/9600: 60 Change background layer $0F to palette $00 CB/9603: 60 Change background layer $0E to palette $04 CB/9606: B2 Call subroutine $CB6A4C CB/960A: 41 Show object $10 CB/960C: 41 Show object $11 CB/960E: 78 Enable ability to pass through other objects for object $10 (NPC $10) CB/9610: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/9612: 49 Do vehicle/entity graphical action $09, flipped horizontally CB/9613: FF End queue CB/9614: 3A Enable player to move while event commands execute CB/9615: 93 Pause for 45 units CB/9616: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CB/9618: C2 Set vehicle/entity's event speed to normal CB/9619: DC Make vehicle/entity jump (low) CB/961A: E0 Pause for 4 * 4 (16) frames CB/961C: FC Branch 3 bytes backwards ($CB9619) CB/961E: FF End queue CB/961F: 4B Display dialogue message $0AD7, wait for button press (Show text only) (At bottom of screen) Papa…fishing is boring! CB/9622: B5 Pause for 15 * 5 (75) units CB/9624: 4B Display dialogue message $0AD8, wait for button press (Show text only) (At bottom of screen) This is part of your training. We must all learn patience. CB/9627: 10 Begin action queue for character $10 (NPC $10), 9 bytes long (Wait until complete) CB/9629: CE Turn vehicle/entity down CB/962A: E0 Pause for 4 * 5 (20) frames CB/962C: DC Make vehicle/entity jump (low) CB/962D: 82 Move vehicle/entity down 1 tile CB/962E: E0 Pause for 4 * 2 (8) frames CB/9630: CD Turn vehicle/entity right CB/9631: FF End queue CB/9632: 4B Display dialogue message $0AD9, wait for button press (Show text only) (At bottom of screen) I love fishing! CB/9635: 94 Pause for 60 units CB/9636: 42 Hide object $11 CB/9638: 42 Hide object $10 CB/963A: 36 Disable ability to pass through other objects for object $10 (NPC $10) CB/963C: 62 Mosaic screen, speed 13 CB/963E: D2 Set event bit $1E80($193) [$1EB2, bit 3] CB/9640: DB Clear event bit $1E80($546) [$1F28, bit 6] CB/9642: FE Return CB/9643: C0 If ($1E80($198) [$1EB3, bit 0] is set), branch to $CA5EB3 (simply returns) CB/9649: 3A Enable player to move while event commands execute CB/964A: DA Set event bit $1E80($546) [$1F28, bit 6] CB/964C: 3D Create object $12 CB/964E: 3D Create object $13 CB/9650: 45 Refresh objects CB/9651: 60 Change background layer $0F to palette $00 CB/9654: 60 Change background layer $0E to palette $04 CB/9657: B2 Call subroutine $CB6A4C CB/965B: 41 Show object $12 CB/965D: 41 Show object $13 CB/965F: 78 Enable ability to pass through other objects for object $12 (NPC $12) CB/9661: 78 Enable ability to pass through other objects for object $13 (NPC $13) CB/9663: 93 Pause for 45 units CB/9664: B0 Execute the following commands until $B1 4 times CB/9666: F4 Play sound effect 71 CB/9668: 13 Begin action queue for character $13 (NPC $13), 9 bytes long (Wait until complete) CB/966A: C4 Set vehicle/entity's event speed to faster CB/966B: 81 Move vehicle/entity right 1 tile CB/966C: C7 Set vehicle/entity to stay still when moving CB/966D: 4A Do vehicle/entity graphical action $0A, flipped horizontally CB/966E: DC Make vehicle/entity jump (low) CB/966F: 83 Move vehicle/entity left 1 tile CB/9670: E0 Pause for 4 * 5 (20) frames CB/9672: FF End queue CB/9673: F4 Play sound effect 71 CB/9675: 12 Begin action queue for character $12 (NPC $12), 8 bytes long (Wait until complete) CB/9677: C4 Set vehicle/entity's event speed to faster CB/9678: 83 Move vehicle/entity left 1 tile CB/9679: C7 Set vehicle/entity to stay still when moving CB/967A: DC Make vehicle/entity jump (low) CB/967B: 81 Move vehicle/entity right 1 tile CB/967C: E0 Pause for 4 * 5 (20) frames CB/967E: FF End queue CB/967F: B1 End block of repeating commands CB/9680: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CB/9682: CD Turn vehicle/entity right CB/9683: C6 Set vehicle/entity to walk when moving CB/9684: FF End queue CB/9685: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CB/9687: CF Turn vehicle/entity left CB/9688: C6 Set vehicle/entity to walk when moving CB/9689: E0 Pause for 4 * 4 (16) frames CB/968B: FF End queue CB/968C: 13 Begin action queue for character $13 (NPC $13), 9 bytes long CB/968E: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/968F: E0 Pause for 4 * 5 (20) frames CB/9691: CD Turn vehicle/entity right CB/9692: E0 Pause for 4 * 8 (32) frames CB/9694: FC Branch 6 bytes backwards ($CB968E) CB/9696: FF End queue CB/9697: 4B Display dialogue message $0ADA, wait for button press (Show text only) (At bottom of screen) Excellent concentration! With a little more practice, you'll be Doma's best fencer! CB/969A: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CB/969C: CD Turn vehicle/entity right CB/969D: FF End queue CB/969E: 12 Begin action queue for character $12 (NPC $12), 12 bytes long CB/96A0: E0 Pause for 4 * 2 (8) frames CB/96A2: C2 Set vehicle/entity's event speed to normal CB/96A3: DD Make vehicle/entity jump (high) CB/96A4: 85 Move vehicle/entity right 2 tiles CB/96A5: CE Turn vehicle/entity down CB/96A6: DC Make vehicle/entity jump (low) CB/96A7: E0 Pause for 4 * 3 (12) frames CB/96A9: FC Branch 3 bytes backwards ($CB96A6) CB/96AB: FF End queue CB/96AC: 4B Display dialogue message $0ADB, wait for button press (Show text only) (At bottom of screen) Yippee! Papa praised me! I'm gonna go tell Mama! CB/96AF: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CB/96B1: C3 Set vehicle/entity's event speed to fast CB/96B2: 9E Move vehicle/entity down 8 tiles CB/96B3: FF End queue CB/96B4: 42 Hide object $13 CB/96B6: 42 Hide object $12 CB/96B8: 36 Disable ability to pass through other objects for object $12 (NPC $12) CB/96BA: 36 Disable ability to pass through other objects for object $13 (NPC $13) CB/96BC: 62 Mosaic screen, speed 13 CB/96BE: DB Clear event bit $1E80($546) [$1F28, bit 6] CB/96C0: D2 Set event bit $1E80($198) [$1EB3, bit 0] CB/96C2: FE Return CB/96C3: C0 If ($1E80($194) [$1EB2, bit 4] is set), branch to $CA5EB3 (simply returns) CB/96C9: 3A Enable player to move while event commands execute CB/96CA: DA Set event bit $1E80($546) [$1F28, bit 6] CB/96CC: 3D Create object $14 CB/96CE: 3D Create object $15 CB/96D0: 3D Create object $16 CB/96D2: 45 Refresh objects CB/96D3: 60 Change background layer $0E to palette $04 CB/96D6: 60 Change background layer $0F to palette $00 CB/96D9: B2 Call subroutine $CB6A4C CB/96DD: 41 Show object $14 CB/96DF: 41 Show object $15 CB/96E1: 78 Enable ability to pass through other objects for object $14 (NPC $14) CB/96E3: 78 Enable ability to pass through other objects for object $15 (NPC $15) CB/96E5: 93 Pause for 45 units CB/96E6: 15 Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete) CB/96E8: C1 Set vehicle/entity's event speed to slow CB/96E9: 82 Move vehicle/entity down 1 tile CB/96EA: CF Turn vehicle/entity left CB/96EB: FF End queue CB/96EC: 4B Display dialogue message $0ADC, wait for button press (Show text only) (At bottom of screen) Sweetheart…… Do you love me? CB/96EF: 14 Begin action queue for character $14 (NPC $14), 12 bytes long (Wait until complete) CB/96F1: 1F Do vehicle/entity graphical action $1F CB/96F2: E0 Pause for 4 * 2 (8) frames CB/96F4: CE Turn vehicle/entity down CB/96F5: E0 Pause for 4 * 2 (8) frames CB/96F7: 1F Do vehicle/entity graphical action $1F CB/96F8: E0 Pause for 4 * 3 (12) frames CB/96FA: C2 Set vehicle/entity's event speed to normal CB/96FB: 80 Move vehicle/entity up 1 tile CB/96FC: FF End queue CB/96FD: 4B Display dialogue message $0ADD, wait for button press (Show text only) (At bottom of screen) What do you want from me? A soldier doesn't say things like that! CB/9700: 41 Show object $16 CB/9702: 78 Enable ability to pass through other objects for object $16 (NPC $16) CB/9704: 93 Pause for 45 units CB/9705: 15 Begin action queue for character $15 (NPC $15), 7 bytes long (Wait until complete) CB/9707: C1 Set vehicle/entity's event speed to slow CB/9708: 80 Move vehicle/entity up 1 tile CB/9709: CF Turn vehicle/entity left CB/970A: E0 Pause for 4 * 3 (12) frames CB/970C: 83 Move vehicle/entity left 1 tile CB/970D: FF End queue CB/970E: 14 Begin action queue for character $14 (NPC $14), 20 bytes long (Wait until complete) CB/9710: E0 Pause for 4 * 15 (60) frames CB/9712: 1B Do vehicle/entity graphical action $1B CB/9713: E0 Pause for 4 * 2 (8) frames CB/9715: 1C Do vehicle/entity graphical action $1C CB/9716: E0 Pause for 4 * 3 (12) frames CB/9718: 1B Do vehicle/entity graphical action $1B CB/9719: E0 Pause for 4 * 2 (8) frames CB/971B: 1C Do vehicle/entity graphical action $1C CB/971C: E0 Pause for 4 * 3 (12) frames CB/971E: C1 Set vehicle/entity's event speed to slow CB/971F: 82 Move vehicle/entity down 1 tile CB/9720: E0 Pause for 4 * 5 (20) frames CB/9722: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/9723: FF End queue CB/9724: 4B Display dialogue message $0ADE, wait for button press (Show text only) (At bottom of screen) I……I…loveth you. …More than anything… CB/9727: B5 Pause for 15 * 5 (75) units CB/9729: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CB/972B: 82 Move vehicle/entity down 1 tile CB/972C: FF End queue CB/972D: 14 Begin action queue for character $14 (NPC $14), 6 bytes long (Wait until complete) CB/972F: E0 Pause for 4 * 4 (16) frames CB/9731: CD Turn vehicle/entity right CB/9732: E0 Pause for 4 * 21 (84) frames CB/9734: FF End queue CB/9735: 16 Begin action queue for character $16 (NPC $16), 9 bytes long (Wait until complete) CB/9737: C2 Set vehicle/entity's event speed to normal CB/9738: DD Make vehicle/entity jump (high) CB/9739: 87 Move vehicle/entity left 2 tiles CB/973A: DD Make vehicle/entity jump (high) CB/973B: 86 Move vehicle/entity down 2 tiles CB/973C: DC Make vehicle/entity jump (low) CB/973D: 83 Move vehicle/entity left 1 tile CB/973E: CC Turn vehicle/entity up CB/973F: FF End queue CB/9740: 16 Begin action queue for character $16 (NPC $16), 6 bytes long CB/9742: DC Make vehicle/entity jump (low) CB/9743: E0 Pause for 4 * 3 (12) frames CB/9745: FC Branch 3 bytes backwards ($CB9742) CB/9747: FF End queue CB/9748: 14 Begin action queue for character $14 (NPC $14), 9 bytes long CB/974A: 1F Do vehicle/entity graphical action $1F CB/974B: E0 Pause for 4 * 2 (8) frames CB/974D: CE Turn vehicle/entity down CB/974E: E0 Pause for 4 * 2 (8) frames CB/9750: FC Branch 6 bytes backwards ($CB974A) CB/9752: FF End queue CB/9753: 15 Begin action queue for character $15 (NPC $15), 9 bytes long CB/9755: CE Turn vehicle/entity down CB/9756: E0 Pause for 4 * 2 (8) frames CB/9758: CF Turn vehicle/entity left CB/9759: E0 Pause for 4 * 2 (8) frames CB/975B: FC Branch 6 bytes backwards ($CB9755) CB/975D: FF End queue CB/975E: 4B Display dialogue message $0ADF, wait for button press (Show text only) (At bottom of screen) I heard that! Yipee! “I loveth you…I loveth you…” Papa loves Mama! CB/9761: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/9763: CE Turn vehicle/entity down CB/9764: FF End queue CB/9765: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CB/9767: CC Turn vehicle/entity up CB/9768: FF End queue CB/9769: 15 Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete) CB/976B: CE Turn vehicle/entity down CB/976C: E0 Pause for 4 * 5 (20) frames CB/976E: 82 Move vehicle/entity down 1 tile CB/976F: FF End queue CB/9770: 4B Display dialogue message $0AE0, wait for button press (Show text only) (At bottom of screen) Owain!! Hush!! CB/9773: 94 Pause for 60 units CB/9774: 48 Display dialogue message $0AE2, continue executing commands (Show text only) (At bottom of screen) I heard that! CB/9777: 16 Begin action queue for character $16 (NPC $16), 11 bytes long (Wait until complete) CB/9779: C2 Set vehicle/entity's event speed to normal CB/977A: DD Make vehicle/entity jump (high) CB/977B: 86 Move vehicle/entity down 2 tiles CB/977C: DD Make vehicle/entity jump (high) CB/977D: 87 Move vehicle/entity left 2 tiles CB/977E: DC Make vehicle/entity jump (low) CB/977F: 83 Move vehicle/entity left 1 tile CB/9780: DC Make vehicle/entity jump (low) CB/9781: 82 Move vehicle/entity down 1 tile CB/9782: D1 Make vehicle/entity disappear CB/9783: FF End queue CB/9784: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CB/9786: CD Turn vehicle/entity right CB/9787: E0 Pause for 4 * 4 (16) frames CB/9789: FF End queue CB/978A: 15 Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete) CB/978C: CF Turn vehicle/entity left CB/978D: E0 Pause for 4 * 19 (76) frames CB/978F: FF End queue CB/9790: 42 Hide object $14 CB/9792: 42 Hide object $15 CB/9794: 62 Mosaic screen, speed 13 CB/9796: D2 Set event bit $1E80($194) [$1EB2, bit 4] CB/9798: 36 Disable ability to pass through other objects for object $14 (NPC $14) CB/979A: 36 Disable ability to pass through other objects for object $15 (NPC $15) CB/979C: 36 Disable ability to pass through other objects for object $16 (NPC $16) CB/979E: DB Clear event bit $1E80($546) [$1F28, bit 6] CB/97A0: FE Return CB/97A1: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CB/97A3: 68 Do vehicle/entity graphical action $28, flipped horizontally CB/97A4: FF End queue CB/97A5: B2 Call subroutine $CB6A55 CB/97A9: FE Return CB/97AA: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/97AC: C2 Set vehicle/entity's event speed to normal CB/97AD: 87 Move vehicle/entity left 2 tiles CB/97AE: CC Turn vehicle/entity up CB/97AF: FF End queue CB/97B0: FE Return CB/97B1: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/97B3: C2 Set vehicle/entity's event speed to normal CB/97B4: 83 Move vehicle/entity left 1 tile CB/97B5: CC Turn vehicle/entity up CB/97B6: FF End queue CB/97B7: FE Return CB/97B8: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/97BA: C2 Set vehicle/entity's event speed to normal CB/97BB: 81 Move vehicle/entity right 1 tile CB/97BC: CC Turn vehicle/entity up CB/97BD: FF End queue CB/97BE: FE Return CB/97BF: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/97C1: C2 Set vehicle/entity's event speed to normal CB/97C2: 85 Move vehicle/entity right 2 tiles CB/97C3: CC Turn vehicle/entity up CB/97C4: FF End queue CB/97C5: FE Return CB/97C6: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/97C8: C2 Set vehicle/entity's event speed to normal CB/97C9: A1 Move vehicle/entity right/down 1x1 tiles CB/97CA: 85 Move vehicle/entity right 2 tiles CB/97CB: CC Turn vehicle/entity up CB/97CC: FF End queue CB/97CD: FE Return CB/97CE: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/97D0: C2 Set vehicle/entity's event speed to normal CB/97D1: A2 Move vehicle/entity left/down 1x1 tiles CB/97D2: 87 Move vehicle/entity left 2 tiles CB/97D3: CC Turn vehicle/entity up CB/97D4: FF End queue CB/97D5: FE Return CB/97D6: 60 Change background layer $0F to palette $08 CB/97D9: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/97DB: C2 Set vehicle/entity's event speed to normal CB/97DC: 80 Move vehicle/entity up 1 tile CB/97DD: FF End queue CB/97DE: 4B Display dialogue message $0AE1, wait for button press (At bottom of screen) You must be Wrexsoul! We want CYAN back!! CB/97E1: 38 Hold screen CB/97E2: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/97E4: C2 Set vehicle/entity's event speed to normal CB/97E5: 84 Move vehicle/entity up 2 tiles CB/97E6: FF End queue CB/97E7: 4B Display dialogue message $0AE3, wait for button press (At bottom of screen) You're too late! His pain has reached critical mass! Nothing can stop his feelings of rage and despair! I grow stronger now, with his anger, hatred and guilt! And I hunger for… you! CB/97EA: 4D Invoke battle, enemy set $5C, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/97ED: F0 Play song 0 (Silence), (high bit clear), full volume CB/97EF: B2 Call subroutine $CA5EA9 CB/97F3: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CB/97F5: DB Clear event bit $1E80($548) [$1F29, bit 0] CB/97F7: 6B Load map $007E (Cyan's Dream, Doma Castle all rooms) instantly, (upper bits $2000), place party at (25, 13), facing down CB/97FD: 3D Create object $02 CB/97FF: 3F Assign character $02 (Actor in stot 2) to party 1 CB/9802: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CB/9806: B2 Call subroutine $CAC6AC CB/980A: B2 Call subroutine $CB2E34 CB/980E: 3C Set up the party as follows: $02 (Actor in stot 2), $FF (), $FF (), $FF () CB/9813: 38 Hold screen CB/9814: 30 Begin action queue for character $30 (Camera), 2 bytes long CB/9816: 80 Move vehicle/entity up 1 tile CB/9817: FF End queue CB/9818: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long CB/981A: C2 Set vehicle/entity's event speed to normal CB/981B: 83 Move vehicle/entity left 1 tile CB/981C: CD Turn vehicle/entity right CB/981D: FF End queue CB/981E: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CB/9820: C2 Set vehicle/entity's event speed to normal CB/9821: 81 Move vehicle/entity right 1 tile CB/9822: CF Turn vehicle/entity left CB/9823: FF End queue CB/9824: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CB/9826: C2 Set vehicle/entity's event speed to normal CB/9827: A1 Move vehicle/entity right/down 1x1 tiles CB/9828: CF Turn vehicle/entity left CB/9829: FF End queue CB/982A: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long (Wait until complete) CB/982C: C2 Set vehicle/entity's event speed to normal CB/982D: 85 Move vehicle/entity right 2 tiles CB/982E: CF Turn vehicle/entity left CB/982F: FF End queue CB/9830: 59 Unfade screen at speed $04 CB/9832: 5C Pause execution until fade in or fade out is complete CB/9833: 4B Display dialogue message $0AE4, wait for button press CYAN: Thanks be to you. CB/9836: 95 Pause for 120 units CB/9837: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/9839: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/983A: FF End queue CB/983B: 4B Display dialogue message $0AE5, wait for button press CYAN: I heard my wife and children calling out to me! Their voices finally gave me the strength and courage to come to grips with my own suffering. CB/983E: B5 Pause for 15 * 10 (150) units CB/9840: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CB/9842: 8B Move vehicle/entity left 3 tiles CB/9843: 80 Move vehicle/entity up 1 tile CB/9844: CD Turn vehicle/entity right CB/9845: FF End queue CB/9846: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CB/9848: E0 Pause for 4 * 6 (24) frames CB/984A: 87 Move vehicle/entity left 2 tiles CB/984B: FF End queue CB/984C: 32 Begin action queue for character $32 (Party Character 1), 6 bytes long (Wait until complete) CB/984E: E0 Pause for 4 * 3 (12) frames CB/9850: 82 Move vehicle/entity down 1 tile CB/9851: 87 Move vehicle/entity left 2 tiles CB/9852: CC Turn vehicle/entity up CB/9853: FF End queue CB/9854: 95 Pause for 120 units CB/9855: DA Set event bit $1E80($546) [$1F28, bit 6] CB/9857: 3D Create object $19 CB/9859: 3D Create object $1A CB/985B: 45 Refresh objects CB/985C: 60 Change background layer $0F to palette $00 CB/985F: B2 Call subroutine $CB6A55 CB/9863: 62 Mosaic screen, speed 14 CB/9865: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/9867: F4 Play sound effect 2 CB/9869: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CB/986B: C7 Set vehicle/entity to stay still when moving CB/986C: 1F Do vehicle/entity graphical action $1F CB/986D: DC Make vehicle/entity jump (low) CB/986E: 82 Move vehicle/entity down 1 tile CB/986F: FF End queue CB/9870: 33 Begin action queue for character $33 (Party Character 2), 7 bytes long CB/9872: C7 Set vehicle/entity to stay still when moving CB/9873: 1F Do vehicle/entity graphical action $1F CB/9874: DC Make vehicle/entity jump (low) CB/9875: 82 Move vehicle/entity down 1 tile CB/9876: DC Make vehicle/entity jump (low) CB/9877: 82 Move vehicle/entity down 1 tile CB/9878: FF End queue CB/9879: 34 Begin action queue for character $34 (Party Character 3), 7 bytes long CB/987B: C7 Set vehicle/entity to stay still when moving CB/987C: 1F Do vehicle/entity graphical action $1F CB/987D: DC Make vehicle/entity jump (low) CB/987E: 82 Move vehicle/entity down 1 tile CB/987F: DC Make vehicle/entity jump (low) CB/9880: 82 Move vehicle/entity down 1 tile CB/9881: FF End queue CB/9882: F1 Fade in song 23 (The Mines of Narshe) (high bit clear) with transition time 80 CB/9885: 93 Pause for 45 units CB/9886: 62 Mosaic screen, speed 14 CB/9888: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/988A: F4 Play sound effect 2 CB/988C: 41 Show object $19 CB/988E: 41 Show object $1A CB/9890: 93 Pause for 45 units CB/9891: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/9893: CC Turn vehicle/entity up CB/9894: FF End queue CB/9895: 93 Pause for 45 units CB/9896: 02 Begin action queue for character $02 (Actor in stot 2), 7 bytes long (Wait until complete) CB/9898: 1F Do vehicle/entity graphical action $1F CB/9899: E0 Pause for 4 * 4 (16) frames CB/989B: C3 Set vehicle/entity's event speed to fast CB/989C: 81 Move vehicle/entity right 1 tile CB/989D: 80 Move vehicle/entity up 1 tile CB/989E: FF End queue CB/989F: 4B Display dialogue message $02D5, wait for button press (At bottom of screen) CYAN: Elayne! CB/98A2: 48 Display dialogue message $02DB, continue executing commands (At bottom of screen) CYAN: Owain… CB/98A5: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CB/98A7: CC Turn vehicle/entity up CB/98A8: FF End queue CB/98A9: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CB/98AB: CC Turn vehicle/entity up CB/98AC: FF End queue CB/98AD: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CB/98AF: CC Turn vehicle/entity up CB/98B0: FF End queue CB/98B1: 49 If dialogue window is up, wait for keypress then dismiss CB/98B2: B5 Pause for 15 * 5 (75) units CB/98B4: 4B Display dialogue message $0AE6, wait for button press (Show text only) (At bottom of screen) Thank you, my love… CB/98B7: 93 Pause for 45 units CB/98B8: 1A Begin action queue for character $1A (NPC $1A), 7 bytes long CB/98BA: C3 Set vehicle/entity's event speed to fast CB/98BB: DC Make vehicle/entity jump (low) CB/98BC: E0 Pause for 4 * 4 (16) frames CB/98BE: FC Branch 3 bytes backwards ($CB98BB) CB/98C0: FF End queue CB/98C1: 4B Display dialogue message $0AE7, wait for button press (Show text only) (At bottom of screen) Papa's strong!!! CB/98C4: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CB/98C6: CE Turn vehicle/entity down CB/98C7: FF End queue CB/98C8: 95 Pause for 120 units CB/98C9: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete) CB/98CB: 21 Do vehicle/entity graphical action $21 CB/98CC: E0 Pause for 4 * 6 (24) frames CB/98CE: FF End queue CB/98CF: 4B Display dialogue message $0AE8, wait for button press (At bottom of screen) CYAN: No… I didn't do anything… then… and I can't now… I'm a man with no honor… CB/98D2: 94 Pause for 60 units CB/98D3: 48 Display dialogue message $0AE9, continue executing commands (Show text only) (At bottom of screen) No! You have entirely too much… CB/98D6: 19 Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete) CB/98D8: E0 Pause for 4 * 8 (32) frames CB/98DA: 82 Move vehicle/entity down 1 tile CB/98DB: FF End queue CB/98DC: 49 If dialogue window is up, wait for keypress then dismiss CB/98DD: 94 Pause for 60 units CB/98DE: 1A Begin action queue for character $1A (NPC $1A), 11 bytes long (Wait until complete) CB/98E0: C2 Set vehicle/entity's event speed to normal CB/98E1: DC Make vehicle/entity jump (low) CB/98E2: 82 Move vehicle/entity down 1 tile CB/98E3: DC Make vehicle/entity jump (low) CB/98E4: 82 Move vehicle/entity down 1 tile CB/98E5: DC Make vehicle/entity jump (low) CB/98E6: 82 Move vehicle/entity down 1 tile CB/98E7: CF Turn vehicle/entity left CB/98E8: E0 Pause for 4 * 4 (16) frames CB/98EA: FF End queue CB/98EB: 02 Begin action queue for character $02 (Actor in stot 2), 7 bytes long (Wait until complete) CB/98ED: CD Turn vehicle/entity right CB/98EE: E0 Pause for 4 * 15 (60) frames CB/98F0: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/98F1: E0 Pause for 4 * 10 (40) frames CB/98F3: FF End queue CB/98F4: 19 Begin action queue for character $19 (NPC $19), 6 bytes long (Wait until complete) CB/98F6: C1 Set vehicle/entity's event speed to slow CB/98F7: 86 Move vehicle/entity down 2 tiles CB/98F8: CD Turn vehicle/entity right CB/98F9: E0 Pause for 4 * 8 (32) frames CB/98FB: FF End queue CB/98FC: 02 Begin action queue for character $02 (Actor in stot 2), 10 bytes long (Wait until complete) CB/98FE: CF Turn vehicle/entity left CB/98FF: E0 Pause for 4 * 32 (128) frames CB/9901: CE Turn vehicle/entity down CB/9902: E0 Pause for 4 * 16 (64) frames CB/9904: 20 Do vehicle/entity graphical action $20 CB/9905: E0 Pause for 4 * 48 (192) frames CB/9907: FF End queue CB/9908: 19 Begin action queue for character $19 (NPC $19), 5 bytes long (Wait until complete) CB/990A: C7 Set vehicle/entity to stay still when moving CB/990B: CE Turn vehicle/entity down CB/990C: C0 Set vehicle/entity's event speed to slowest CB/990D: 80 Move vehicle/entity up 1 tile CB/990E: FF End queue CB/990F: 93 Pause for 45 units CB/9910: 19 Begin action queue for character $19 (NPC $19), 2 bytes long CB/9912: 80 Move vehicle/entity up 1 tile CB/9913: FF End queue CB/9914: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete) CB/9916: C7 Set vehicle/entity to stay still when moving CB/9917: CE Turn vehicle/entity down CB/9918: C0 Set vehicle/entity's event speed to slowest CB/9919: 80 Move vehicle/entity up 1 tile CB/991A: FF End queue CB/991B: 93 Pause for 45 units CB/991C: 19 Begin action queue for character $19 (NPC $19), 2 bytes long CB/991E: 80 Move vehicle/entity up 1 tile CB/991F: FF End queue CB/9920: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CB/9922: 80 Move vehicle/entity up 1 tile CB/9923: FF End queue CB/9924: 93 Pause for 45 units CB/9925: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CB/9927: 80 Move vehicle/entity up 1 tile CB/9928: FF End queue CB/9929: 93 Pause for 45 units CB/992A: 4B Display dialogue message $0AC5, wait for button press (Show text only) (At bottom of screen) My beloved… We'll always be together… CB/992D: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CB/992F: CC Turn vehicle/entity up CB/9930: FF End queue CB/9931: 94 Pause for 60 units CB/9932: 4B Display dialogue message $0AEA, wait for button press (Show text only) (At bottom of screen) Papa… We love you! CB/9935: B5 Pause for 15 * 5 (75) units CB/9937: 62 Mosaic screen, speed 14 CB/9939: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CB/993B: F4 Play sound effect 2 CB/993D: 48 Display dialogue message $02D9, continue executing commands (At bottom of screen) CYAN: Please, wait! CB/9940: B5 Pause for 15 * 5 (75) units CB/9942: 62 Mosaic screen, speed 14 CB/9944: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CB/9946: F4 Play sound effect 2 CB/9948: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long CB/994A: C1 Set vehicle/entity's event speed to slow CB/994B: 80 Move vehicle/entity up 1 tile CB/994C: FF End queue CB/994D: 42 Hide object $19 CB/994F: 42 Hide object $1A CB/9951: 91 Pause for 15 units CB/9952: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CB/9954: F4 Play sound effect 2 CB/9956: 3D Create object $1C CB/9958: 3D Create object $1D CB/995A: 45 Refresh objects CB/995B: 41 Show object $1C CB/995D: 41 Show object $1D CB/995F: B5 Pause for 15 * 5 (75) units CB/9961: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long CB/9963: C3 Set vehicle/entity's event speed to fast CB/9964: A0 Move vehicle/entity right/up 1x1 tiles CB/9965: A4 Move vehicle/entity right/up 1x2 tiles CB/9966: A4 Move vehicle/entity right/up 1x2 tiles CB/9967: FF End queue CB/9968: 1D Begin action queue for character $1D (NPC $1D), 5 bytes long CB/996A: C3 Set vehicle/entity's event speed to fast CB/996B: A3 Move vehicle/entity left/up 1x1 tiles CB/996C: AB Move vehicle/entity left/up 1x2 tiles CB/996D: AB Move vehicle/entity left/up 1x2 tiles CB/996E: FF End queue CB/996F: 35 Pause execution until action queue for object $1C (NPC $1C) is complete CB/9971: 35 Pause execution until action queue for object $1D (NPC $1D) is complete CB/9973: B0 Execute the following commands until $B1 2 times CB/9975: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CB/9977: F4 Play sound effect 109 CB/9979: 91 Pause for 15 units CB/997A: B1 End block of repeating commands CB/997B: F2 Fade out current song with transition time 240 CB/997D: B5 Pause for 15 * 16 (240) units CB/997F: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CB/9981: 09 Do vehicle/entity graphical action $09 (kneeling) CB/9982: FF End queue CB/9983: B5 Pause for 15 * 15 (225) units CB/9985: DA Set event bit $1E80($549) [$1F29, bit 1] CB/9987: 3D Create object $1F CB/9989: 45 Refresh objects CB/998A: 41 Show object $1F CB/998C: 1D Begin action queue for character $1D (NPC $1D), 4 bytes long (Wait until complete) CB/998E: D5 Set vehicle/entity's position to (25, 3) CB/9991: FF End queue CB/9992: 78 Enable ability to pass through other objects for object $1D (NPC $1D) CB/9994: 3D Create object $1E CB/9996: 45 Refresh objects CB/9997: 41 Show object $1E CB/9999: 93 Pause for 45 units CB/999A: 1E Begin action queue for character $1E (NPC $1E), 5 bytes long CB/999C: C3 Set vehicle/entity's event speed to fast CB/999D: 8A Move vehicle/entity down 3 tiles CB/999E: C1 Set vehicle/entity's event speed to slow CB/999F: 86 Move vehicle/entity down 2 tiles CB/99A0: FF End queue CB/99A1: 1D Begin action queue for character $1D (NPC $1D), 5 bytes long (Wait until complete) CB/99A3: C3 Set vehicle/entity's event speed to fast CB/99A4: 8E Move vehicle/entity down 4 tiles CB/99A5: C1 Set vehicle/entity's event speed to slow CB/99A6: 86 Move vehicle/entity down 2 tiles CB/99A7: FF End queue CB/99A8: 94 Pause for 60 units CB/99A9: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CB/99AB: 3D Create object $1B CB/99AD: 45 Refresh objects CB/99AE: 42 Hide object $1E CB/99B0: 42 Hide object $1D CB/99B2: 41 Show object $1B CB/99B4: 95 Pause for 120 units CB/99B5: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long CB/99B7: CE Turn vehicle/entity down CB/99B8: E0 Pause for 4 * 3 (12) frames CB/99BA: CC Turn vehicle/entity up CB/99BB: FF End queue CB/99BC: 95 Pause for 120 units CB/99BD: 4B Display dialogue message $0AEB, wait for button press (Show text only) (At bottom of screen) We'll always be at your side… CB/99C0: 95 Pause for 120 units CB/99C1: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete) CB/99C3: 21 Do vehicle/entity graphical action $21 CB/99C4: E0 Pause for 4 * 21 (84) frames CB/99C6: FF End queue CB/99C7: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/99C9: C0 Set vehicle/entity's event speed to slowest CB/99CA: 80 Move vehicle/entity up 1 tile CB/99CB: FF End queue CB/99CC: 02 Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete) CB/99CE: C0 Set vehicle/entity's event speed to slowest CB/99CF: 80 Move vehicle/entity up 1 tile CB/99D0: E0 Pause for 4 * 8 (32) frames CB/99D2: 1B Do vehicle/entity graphical action $1B CB/99D3: FF End queue CB/99D4: 95 Pause for 120 units CB/99D5: 62 Mosaic screen, speed 8 CB/99D7: 5A Fade screen at speed $04 CB/99D9: 5C Pause execution until fade in or fade out is complete CB/99DA: 39 Free screen CB/99DB: DB Clear event bit $1E80($546) [$1F28, bit 6] CB/99DD: DB Clear event bit $1E80($523) [$1F24, bit 3] CB/99DF: B5 Pause for 15 * 5 (75) units CB/99E1: 6B Load map $007B (Doma Castle, all rooms except Cyan's (always)) instantly, (upper bits $2000), place party at (8, 8), facing down CB/99E7: D0 Set event bit $1E80($0DA) [$1E9B, bit 2] CB/99E9: D3 Clear event bit $1E80($191) [$1EB2, bit 1] CB/99EB: B2 Call subroutine $CB2E2B CB/99EF: B2 Call subroutine $CACB95 CB/99F3: 3B Position character in a "ready-to-go" stance CB/99F4: 80 Add item $30 (Aura ) to inventory CB/99F6: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/99F8: 28 Do vehicle/entity graphical action $28 CB/99F9: FF End queue CB/99FA: 95 Pause for 120 units CB/99FB: 62 Mosaic screen, speed 8 CB/99FD: 38 Hold screen CB/99FE: B2 Call subroutine $CAC6AC CB/9A02: 3C Set up the party as follows: $02 (Actor in stot 2), $FF (), $FF (), $FF () CB/9A07: 45 Refresh objects CB/9A08: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/9A0A: CE Turn vehicle/entity down CB/9A0B: FF End queue CB/9A0C: 32 Begin action queue for character $32 (Party Character 1), 6 bytes long CB/9A0E: C2 Set vehicle/entity's event speed to normal CB/9A0F: C7 Set vehicle/entity to stay still when moving CB/9A10: 80 Move vehicle/entity up 1 tile CB/9A11: CE Turn vehicle/entity down CB/9A12: C6 Set vehicle/entity to walk when moving CB/9A13: FF End queue CB/9A14: 33 Begin action queue for character $33 (Party Character 2), 6 bytes long CB/9A16: C2 Set vehicle/entity's event speed to normal CB/9A17: C7 Set vehicle/entity to stay still when moving CB/9A18: A3 Move vehicle/entity left/up 1x1 tiles CB/9A19: CE Turn vehicle/entity down CB/9A1A: C6 Set vehicle/entity to walk when moving CB/9A1B: FF End queue CB/9A1C: 34 Begin action queue for character $34 (Party Character 3), 6 bytes long (Wait until complete) CB/9A1E: C2 Set vehicle/entity's event speed to normal CB/9A1F: C7 Set vehicle/entity to stay still when moving CB/9A20: A0 Move vehicle/entity right/up 1x1 tiles CB/9A21: CE Turn vehicle/entity down CB/9A22: C6 Set vehicle/entity to walk when moving CB/9A23: FF End queue CB/9A24: 59 Unfade screen at speed $04 CB/9A26: 95 Pause for 120 units CB/9A27: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long CB/9A29: 20 Do vehicle/entity graphical action $20 CB/9A2A: E0 Pause for 4 * 8 (32) frames CB/9A2C: CE Turn vehicle/entity down CB/9A2D: FF End queue CB/9A2E: 4B Display dialogue message $0AEC, wait for button press (At bottom of screen) CYAN: Elayne and Owain live on in my heart. I must leave the past behind. I have much to live for… CB/9A31: 35 Pause execution until action queue for object $02 (Actor in stot 2) is complete CB/9A33: B5 Pause for 15 * 5 (75) units CB/9A35: 02 Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete) CB/9A37: C0 Set vehicle/entity's event speed to slowest CB/9A38: 82 Move vehicle/entity down 1 tile CB/9A39: E0 Pause for 4 * 8 (32) frames CB/9A3B: 19 Do vehicle/entity graphical action $19 CB/9A3C: FF End queue CB/9A3D: 4B Display dialogue message $0AED, wait for button press CYAN's soul cleared itself of all doubt and confusion. CB/9A40: 93 Pause for 45 units CB/9A41: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/9A43: 18 Do vehicle/entity graphical action $18 CB/9A44: FF End queue CB/9A45: F4 Play sound effect 109 CB/9A47: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CB/9A49: 92 Pause for 30 units CB/9A4A: 4B Display dialogue message $0AEE, wait for button press CYAN's swordsmanship attained its peak level of skill. CB/9A4D: F1 Fade in song 12 (Cyan) (high bit clear) with transition time 160 CB/9A50: 92 Pause for 30 units CB/9A51: B2 Call subroutine $CB2E34 CB/9A55: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long CB/9A57: C2 Set vehicle/entity's event speed to normal CB/9A58: 80 Move vehicle/entity up 1 tile CB/9A59: FF End queue CB/9A5A: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CB/9A5C: C2 Set vehicle/entity's event speed to normal CB/9A5D: 82 Move vehicle/entity down 1 tile CB/9A5E: FF End queue CB/9A5F: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CB/9A61: C2 Set vehicle/entity's event speed to normal CB/9A62: A1 Move vehicle/entity right/down 1x1 tiles CB/9A63: FF End queue CB/9A64: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long (Wait until complete) CB/9A66: C2 Set vehicle/entity's event speed to normal CB/9A67: A2 Move vehicle/entity left/down 1x1 tiles CB/9A68: FF End queue CB/9A69: B2 Call subroutine $CB2E2B CB/9A6D: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CB/9A6F: 8F Unlock all of Cyan's SwdTechs CB/9A70: 39 Free screen CB/9A71: B2 Call subroutine $CACB95 CB/9A75: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/9A77: CE Turn vehicle/entity down CB/9A78: FF End queue CB/9A79: FE Return CB/9A7A: F4 Play sound effect 141 CB/9A7C: 86 Give esper $44 (Alexandr) to party CB/9A7E: 42 Hide object $17 CB/9A80: 42 Hide object $18 CB/9A82: 3E Delete object $17 CB/9A84: 3E Delete object $18 CB/9A86: DB Clear event bit $1E80($549) [$1F29, bit 1] CB/9A88: 45 Refresh objects CB/9A89: 4B Display dialogue message $0AEF, wait for button press (At bottom of screen) Received the Magicite “Alexandr.” CB/9A8C: FE Return CB/9A8D: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/9A8F: 0B Do vehicle/entity graphical action $0B CB/9A90: C2 Set vehicle/entity's event speed to normal CB/9A91: C7 Set vehicle/entity to stay still when moving CB/9A92: DC Make vehicle/entity jump (low) CB/9A93: 82 Move vehicle/entity down 1 tile CB/9A94: C6 Set vehicle/entity to walk when moving CB/9A95: CC Turn vehicle/entity up CB/9A96: FF End queue CB/9A97: FE Return CB/9A98: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/9A9A: 0B Do vehicle/entity graphical action $0B CB/9A9B: C2 Set vehicle/entity's event speed to normal CB/9A9C: C7 Set vehicle/entity to stay still when moving CB/9A9D: DC Make vehicle/entity jump (low) CB/9A9E: 83 Move vehicle/entity left 1 tile CB/9A9F: C6 Set vehicle/entity to walk when moving CB/9AA0: CD Turn vehicle/entity right CB/9AA1: FF End queue CB/9AA2: FE Return CB/9AA3: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/9AA5: 0B Do vehicle/entity graphical action $0B CB/9AA6: C2 Set vehicle/entity's event speed to normal CB/9AA7: C7 Set vehicle/entity to stay still when moving CB/9AA8: DC Make vehicle/entity jump (low) CB/9AA9: 81 Move vehicle/entity right 1 tile CB/9AAA: C6 Set vehicle/entity to walk when moving CB/9AAB: CF Turn vehicle/entity left CB/9AAC: FF End queue CB/9AAD: FE Return CB/9AAE: DE Load CaseWord with the characters in the currently active party? CB/9AAF: BE If character $03 (SHADOW) is in the current CaseWord, call subroutine $CBA3B9 CB/9AB4: 40 Assign properties $02 to character $02 (Actor in stot 2) CB/9AB7: 37 Assign graphics $02 to object $02 (Actor in stot 2) CB/9ABA: 43 Assign palette $04 to character $02 (Actor in stot 2) CB/9ABD: 3D Create object $02 CB/9ABF: 3F Assign character $02 (Actor in stot 2) to party 1 CB/9AC2: D4 Set event bit $1E80($2E2) [$1EDC, bit 2] CB/9AC4: 3F Remove character $05 (Actor in stot 5) from the party CB/9AC7: 3E Delete object $05 CB/9AC9: 6B Load map $0078 (Doma Castle, outdoors (during Imperial siege)) instantly, (upper bits $0000), place party at (33, 42), facing up CB/9ACF: 42 Hide object $31 CB/9AD1: 38 Hold screen CB/9AD2: 95 Pause for 120 units CB/9AD3: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CB/9AD5: C3 Set vehicle/entity's event speed to fast CB/9AD6: 9E Move vehicle/entity down 8 tiles CB/9AD7: 96 Move vehicle/entity down 6 tiles CB/9AD8: FF End queue CB/9AD9: 95 Pause for 120 units CB/9ADA: 10 Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete) CB/9ADC: CE Turn vehicle/entity down CB/9ADD: E0 Pause for 4 * 6 (24) frames CB/9ADF: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/9AE0: E0 Pause for 4 * 5 (20) frames CB/9AE2: FF End queue CB/9AE3: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CB/9AE5: E0 Pause for 4 * 11 (44) frames CB/9AE7: 1B Do vehicle/entity graphical action $1B CB/9AE8: FF End queue CB/9AE9: B5 Pause for 15 * 5 (75) units CB/9AEB: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CB/9AED: C3 Set vehicle/entity's event speed to fast CB/9AEE: 90 Move vehicle/entity up 5 tiles CB/9AEF: FF End queue CB/9AF0: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CB/9AF2: C3 Set vehicle/entity's event speed to fast CB/9AF3: 90 Move vehicle/entity up 5 tiles CB/9AF4: FF End queue CB/9AF5: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CB/9AF7: C3 Set vehicle/entity's event speed to fast CB/9AF8: 90 Move vehicle/entity up 5 tiles CB/9AF9: FF End queue CB/9AFA: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CB/9AFC: C3 Set vehicle/entity's event speed to fast CB/9AFD: 90 Move vehicle/entity up 5 tiles CB/9AFE: FF End queue CB/9AFF: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/9B01: C3 Set vehicle/entity's event speed to fast CB/9B02: 90 Move vehicle/entity up 5 tiles CB/9B03: FF End queue CB/9B04: 15 Begin action queue for character $15 (NPC $15), 3 bytes long CB/9B06: C3 Set vehicle/entity's event speed to fast CB/9B07: 90 Move vehicle/entity up 5 tiles CB/9B08: FF End queue CB/9B09: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CB/9B0B: C3 Set vehicle/entity's event speed to fast CB/9B0C: 90 Move vehicle/entity up 5 tiles CB/9B0D: FF End queue CB/9B0E: 17 Begin action queue for character $17 (NPC $17), 3 bytes long CB/9B10: C3 Set vehicle/entity's event speed to fast CB/9B11: 90 Move vehicle/entity up 5 tiles CB/9B12: FF End queue CB/9B13: 18 Begin action queue for character $18 (NPC $18), 3 bytes long CB/9B15: C3 Set vehicle/entity's event speed to fast CB/9B16: 90 Move vehicle/entity up 5 tiles CB/9B17: FF End queue CB/9B18: 19 Begin action queue for character $19 (NPC $19), 3 bytes long CB/9B1A: C3 Set vehicle/entity's event speed to fast CB/9B1B: 90 Move vehicle/entity up 5 tiles CB/9B1C: FF End queue CB/9B1D: 1A Begin action queue for character $1A (NPC $1A), 3 bytes long CB/9B1F: C3 Set vehicle/entity's event speed to fast CB/9B20: 90 Move vehicle/entity up 5 tiles CB/9B21: FF End queue CB/9B22: 1B Begin action queue for character $1B (NPC $1B), 3 bytes long CB/9B24: C3 Set vehicle/entity's event speed to fast CB/9B25: 90 Move vehicle/entity up 5 tiles CB/9B26: FF End queue CB/9B27: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/9B29: C2 Set vehicle/entity's event speed to normal CB/9B2A: 90 Move vehicle/entity up 5 tiles CB/9B2B: FF End queue CB/9B2C: 78 Enable ability to pass through other objects for object $11 (NPC $11) CB/9B2E: 78 Enable ability to pass through other objects for object $12 (NPC $12) CB/9B30: 78 Enable ability to pass through other objects for object $13 (NPC $13) CB/9B32: 78 Enable ability to pass through other objects for object $14 (NPC $14) CB/9B34: 78 Enable ability to pass through other objects for object $15 (NPC $15) CB/9B36: 78 Enable ability to pass through other objects for object $16 (NPC $16) CB/9B38: 78 Enable ability to pass through other objects for object $17 (NPC $17) CB/9B3A: 78 Enable ability to pass through other objects for object $18 (NPC $18) CB/9B3C: 78 Enable ability to pass through other objects for object $19 (NPC $19) CB/9B3E: 78 Enable ability to pass through other objects for object $1A (NPC $1A) CB/9B40: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CB/9B42: 4B Display dialogue message $0211, wait for button press COMMANDER: Attack! CB/9B45: 11 Begin action queue for character $11 (NPC $11), 6 bytes long CB/9B47: C3 Set vehicle/entity's event speed to fast CB/9B48: 87 Move vehicle/entity left 2 tiles CB/9B49: 88 Move vehicle/entity up 3 tiles CB/9B4A: A3 Move vehicle/entity left/up 1x1 tiles CB/9B4B: 80 Move vehicle/entity up 1 tile CB/9B4C: FF End queue CB/9B4D: 13 Begin action queue for character $13 (NPC $13), 8 bytes long CB/9B4F: C3 Set vehicle/entity's event speed to fast CB/9B50: 81 Move vehicle/entity right 1 tile CB/9B51: 8C Move vehicle/entity up 4 tiles CB/9B52: 8D Move vehicle/entity right 4 tiles CB/9B53: A3 Move vehicle/entity left/up 1x1 tiles CB/9B54: 85 Move vehicle/entity right 2 tiles CB/9B55: CC Turn vehicle/entity up CB/9B56: FF End queue CB/9B57: 14 Begin action queue for character $14 (NPC $14), 6 bytes long CB/9B59: C3 Set vehicle/entity's event speed to fast CB/9B5A: 8D Move vehicle/entity right 4 tiles CB/9B5B: 84 Move vehicle/entity up 2 tiles CB/9B5C: A0 Move vehicle/entity right/up 1x1 tiles CB/9B5D: CC Turn vehicle/entity up CB/9B5E: FF End queue CB/9B5F: 17 Begin action queue for character $17 (NPC $17), 8 bytes long CB/9B61: C3 Set vehicle/entity's event speed to fast CB/9B62: 88 Move vehicle/entity up 3 tiles CB/9B63: 81 Move vehicle/entity right 1 tile CB/9B64: A0 Move vehicle/entity right/up 1x1 tiles CB/9B65: 84 Move vehicle/entity up 2 tiles CB/9B66: 85 Move vehicle/entity right 2 tiles CB/9B67: 80 Move vehicle/entity up 1 tile CB/9B68: FF End queue CB/9B69: 15 Begin action queue for character $15 (NPC $15), 7 bytes long CB/9B6B: C3 Set vehicle/entity's event speed to fast CB/9B6C: 84 Move vehicle/entity up 2 tiles CB/9B6D: 87 Move vehicle/entity left 2 tiles CB/9B6E: 84 Move vehicle/entity up 2 tiles CB/9B6F: 87 Move vehicle/entity left 2 tiles CB/9B70: 80 Move vehicle/entity up 1 tile CB/9B71: FF End queue CB/9B72: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CB/9B74: C3 Set vehicle/entity's event speed to fast CB/9B75: 81 Move vehicle/entity right 1 tile CB/9B76: 84 Move vehicle/entity up 2 tiles CB/9B77: 85 Move vehicle/entity right 2 tiles CB/9B78: 84 Move vehicle/entity up 2 tiles CB/9B79: 95 Move vehicle/entity right 6 tiles CB/9B7A: CC Turn vehicle/entity up CB/9B7B: FF End queue CB/9B7C: 19 Begin action queue for character $19 (NPC $19), 9 bytes long CB/9B7E: C3 Set vehicle/entity's event speed to fast CB/9B7F: 80 Move vehicle/entity up 1 tile CB/9B80: 87 Move vehicle/entity left 2 tiles CB/9B81: 88 Move vehicle/entity up 3 tiles CB/9B82: 8F Move vehicle/entity left 4 tiles CB/9B83: 80 Move vehicle/entity up 1 tile CB/9B84: 83 Move vehicle/entity left 1 tile CB/9B85: 80 Move vehicle/entity up 1 tile CB/9B86: FF End queue CB/9B87: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long CB/9B89: C3 Set vehicle/entity's event speed to fast CB/9B8A: 82 Move vehicle/entity down 1 tile CB/9B8B: 87 Move vehicle/entity left 2 tiles CB/9B8C: CC Turn vehicle/entity up CB/9B8D: FF End queue CB/9B8E: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CB/9B90: C3 Set vehicle/entity's event speed to fast CB/9B91: 8A Move vehicle/entity down 3 tiles CB/9B92: CC Turn vehicle/entity up CB/9B93: FF End queue CB/9B94: 1B Begin action queue for character $1B (NPC $1B), 4 bytes long CB/9B96: C3 Set vehicle/entity's event speed to fast CB/9B97: A1 Move vehicle/entity right/down 1x1 tiles CB/9B98: CC Turn vehicle/entity up CB/9B99: FF End queue CB/9B9A: 18 Begin action queue for character $18 (NPC $18), 9 bytes long (Wait until complete) CB/9B9C: C3 Set vehicle/entity's event speed to fast CB/9B9D: E0 Pause for 4 * 2 (8) frames CB/9B9F: 88 Move vehicle/entity up 3 tiles CB/9BA0: 8F Move vehicle/entity left 4 tiles CB/9BA1: A3 Move vehicle/entity left/up 1x1 tiles CB/9BA2: 8F Move vehicle/entity left 4 tiles CB/9BA3: 84 Move vehicle/entity up 2 tiles CB/9BA4: FF End queue CB/9BA5: 11 Begin action queue for character $11 (NPC $11), 38 bytes long CB/9BA7: E0 Pause for 4 * 6 (24) frames CB/9BA9: C2 Set vehicle/entity's event speed to normal CB/9BAA: C7 Set vehicle/entity to stay still when moving CB/9BAB: 28 Do vehicle/entity graphical action $28 CB/9BAC: DC Make vehicle/entity jump (low) CB/9BAD: 82 Move vehicle/entity down 1 tile CB/9BAE: C6 Set vehicle/entity to walk when moving CB/9BAF: E0 Pause for 4 * 3 (12) frames CB/9BB1: 09 Do vehicle/entity graphical action $09 (kneeling) CB/9BB2: E0 Pause for 4 * 6 (24) frames CB/9BB4: CE Turn vehicle/entity down CB/9BB5: 23 Do vehicle/entity graphical action $23 CB/9BB6: E0 Pause for 4 * 1 (4) frames CB/9BB8: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/9BB9: E0 Pause for 4 * 1 (4) frames CB/9BBB: 23 Do vehicle/entity graphical action $23 CB/9BBC: E0 Pause for 4 * 1 (4) frames CB/9BBE: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/9BBF: E0 Pause for 4 * 1 (4) frames CB/9BC1: 23 Do vehicle/entity graphical action $23 CB/9BC2: E0 Pause for 4 * 1 (4) frames CB/9BC4: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/9BC5: E0 Pause for 4 * 1 (4) frames CB/9BC7: CE Turn vehicle/entity down CB/9BC8: E0 Pause for 4 * 6 (24) frames CB/9BCA: 80 Move vehicle/entity up 1 tile CB/9BCB: FC Branch 36 bytes backwards ($CB9BA7) CB/9BCD: 13 Begin action queue for character $13 (NPC $13), 37 bytes long CB/9BCF: C2 Set vehicle/entity's event speed to normal CB/9BD0: 8A Move vehicle/entity down 3 tiles CB/9BD1: CC Turn vehicle/entity up CB/9BD2: E0 Pause for 4 * 2 (8) frames CB/9BD4: 0A Do vehicle/entity graphical action $0A CB/9BD5: E0 Pause for 4 * 6 (24) frames CB/9BD7: C4 Set vehicle/entity's event speed to faster CB/9BD8: 88 Move vehicle/entity up 3 tiles CB/9BD9: C7 Set vehicle/entity to stay still when moving CB/9BDA: C2 Set vehicle/entity's event speed to normal CB/9BDB: DC Make vehicle/entity jump (low) CB/9BDC: 82 Move vehicle/entity down 1 tile CB/9BDD: 28 Do vehicle/entity graphical action $28 CB/9BDE: E0 Pause for 4 * 10 (40) frames CB/9BE0: C6 Set vehicle/entity to walk when moving CB/9BE1: CE Turn vehicle/entity down CB/9BE2: 23 Do vehicle/entity graphical action $23 CB/9BE3: E0 Pause for 4 * 1 (4) frames CB/9BE5: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/9BE6: E0 Pause for 4 * 1 (4) frames CB/9BE8: 23 Do vehicle/entity graphical action $23 CB/9BE9: E0 Pause for 4 * 1 (4) frames CB/9BEB: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/9BEC: E0 Pause for 4 * 1 (4) frames CB/9BEE: CE Turn vehicle/entity down CB/9BEF: E0 Pause for 4 * 6 (24) frames CB/9BF1: 80 Move vehicle/entity up 1 tile CB/9BF2: FC Branch 37 bytes backwards ($CB9BCD) CB/9BF4: 14 Begin action queue for character $14 (NPC $14), 17 bytes long CB/9BF6: E0 Pause for 4 * 8 (32) frames CB/9BF8: 81 Move vehicle/entity right 1 tile CB/9BF9: CC Turn vehicle/entity up CB/9BFA: E0 Pause for 4 * 2 (8) frames CB/9BFC: 87 Move vehicle/entity left 2 tiles CB/9BFD: CC Turn vehicle/entity up CB/9BFE: E0 Pause for 4 * 2 (8) frames CB/9C00: 81 Move vehicle/entity right 1 tile CB/9C01: E0 Pause for 4 * 2 (8) frames CB/9C03: CE Turn vehicle/entity down CB/9C04: FC Branch 14 bytes backwards ($CB9BF6) CB/9C06: FF End queue CB/9C07: 15 Begin action queue for character $15 (NPC $15), 9 bytes long CB/9C09: C2 Set vehicle/entity's event speed to normal CB/9C0A: 82 Move vehicle/entity down 1 tile CB/9C0B: 81 Move vehicle/entity right 1 tile CB/9C0C: 87 Move vehicle/entity left 2 tiles CB/9C0D: 81 Move vehicle/entity right 1 tile CB/9C0E: 80 Move vehicle/entity up 1 tile CB/9C0F: FC Branch 6 bytes backwards ($CB9C09) CB/9C11: FF End queue CB/9C12: 16 Begin action queue for character $16 (NPC $16), 20 bytes long CB/9C14: C2 Set vehicle/entity's event speed to normal CB/9C15: 09 Do vehicle/entity graphical action $09 (kneeling) CB/9C16: E0 Pause for 4 * 6 (24) frames CB/9C18: CC Turn vehicle/entity up CB/9C19: E0 Pause for 4 * 3 (12) frames CB/9C1B: 0A Do vehicle/entity graphical action $0A CB/9C1C: E0 Pause for 4 * 1 (4) frames CB/9C1E: 80 Move vehicle/entity up 1 tile CB/9C1F: 1B Do vehicle/entity graphical action $1B CB/9C20: E0 Pause for 4 * 8 (32) frames CB/9C22: 82 Move vehicle/entity down 1 tile CB/9C23: E0 Pause for 4 * 6 (24) frames CB/9C25: FC Branch 17 bytes backwards ($CB9C14) CB/9C27: FF End queue CB/9C28: 17 Begin action queue for character $17 (NPC $17), 30 bytes long CB/9C2A: C7 Set vehicle/entity to stay still when moving CB/9C2B: C2 Set vehicle/entity's event speed to normal CB/9C2C: 1B Do vehicle/entity graphical action $1B CB/9C2D: E0 Pause for 4 * 4 (16) frames CB/9C2F: 17 Do vehicle/entity graphical action $17 CB/9C30: E0 Pause for 4 * 3 (12) frames CB/9C32: CC Turn vehicle/entity up CB/9C33: 80 Move vehicle/entity up 1 tile CB/9C34: E0 Pause for 4 * 3 (12) frames CB/9C36: 1C Do vehicle/entity graphical action $1C CB/9C37: E0 Pause for 4 * 4 (16) frames CB/9C39: 17 Do vehicle/entity graphical action $17 CB/9C3A: CC Turn vehicle/entity up CB/9C3B: 80 Move vehicle/entity up 1 tile CB/9C3C: E0 Pause for 4 * 3 (12) frames CB/9C3E: C4 Set vehicle/entity's event speed to faster CB/9C3F: 86 Move vehicle/entity down 2 tiles CB/9C40: 68 Do vehicle/entity graphical action $28, flipped horizontally CB/9C41: DC Make vehicle/entity jump (low) CB/9C42: 82 Move vehicle/entity down 1 tile CB/9C43: E0 Pause for 4 * 6 (24) frames CB/9C45: 80 Move vehicle/entity up 1 tile CB/9C46: FC Branch 28 bytes backwards ($CB9C2A) CB/9C48: 18 Begin action queue for character $18 (NPC $18), 12 bytes long CB/9C4A: 03 Do vehicle/entity graphical action $03 CB/9C4B: E0 Pause for 4 * 1 (4) frames CB/9C4D: 04 Do vehicle/entity graphical action $04 CB/9C4E: E0 Pause for 4 * 1 (4) frames CB/9C50: 05 Do vehicle/entity graphical action $05 CB/9C51: E0 Pause for 4 * 1 (4) frames CB/9C53: FC Branch 9 bytes backwards ($CB9C4A) CB/9C55: FF End queue CB/9C56: 19 Begin action queue for character $19 (NPC $19), 6 bytes long CB/9C58: DC Make vehicle/entity jump (low) CB/9C59: E0 Pause for 4 * 6 (24) frames CB/9C5B: FC Branch 3 bytes backwards ($CB9C58) CB/9C5D: FF End queue CB/9C5E: 95 Pause for 120 units CB/9C5F: DA Set event bit $1E80($56A) [$1F2D, bit 2] CB/9C61: 5A Fade screen at speed $06 CB/9C63: 5C Pause execution until fade in or fade out is complete CB/9C64: 6B Load map $007B (Doma Castle, all rooms except Cyan's (always)) instantly, (upper bits $0000), place party at (10, 44), facing up CB/9C6A: 59 Unfade screen at speed $06 CB/9C6C: 5C Pause execution until fade in or fade out is complete CB/9C6D: 93 Pause for 45 units CB/9C6E: 1A Begin action queue for character $1A (NPC $1A), 3 bytes long (Wait until complete) CB/9C70: C3 Set vehicle/entity's event speed to fast CB/9C71: 94 Move vehicle/entity up 6 tiles CB/9C72: FF End queue CB/9C73: 92 Pause for 30 units CB/9C74: 4B Display dialogue message $0212, wait for button press (At bottom of screen) DOMA SENTRY: It's hopeless. We can't keep them out. CB/9C77: 93 Pause for 45 units CB/9C78: 19 Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete) CB/9C7A: 20 Do vehicle/entity graphical action $20 CB/9C7B: FF End queue CB/9C7C: 4B Display dialogue message $0213, wait for button press (At bottom of screen) DOMA SENTRY: So, it's finally happening… CB/9C7F: 95 Pause for 120 units CB/9C80: F2 Fade out current song with transition time 16 CB/9C82: FA Stop temporarily played song CB/9C83: 93 Pause for 45 units CB/9C84: 4B Display dialogue message $0214, wait for button press A moment, Sir! CB/9C87: 30 Begin action queue for character $30 (Camera), 6 bytes long (Wait until complete) CB/9C89: C3 Set vehicle/entity's event speed to fast CB/9C8A: A4 Move vehicle/entity right/up 1x2 tiles CB/9C8B: A4 Move vehicle/entity right/up 1x2 tiles CB/9C8C: A4 Move vehicle/entity right/up 1x2 tiles CB/9C8D: A4 Move vehicle/entity right/up 1x2 tiles CB/9C8E: FF End queue CB/9C8F: 19 Begin action queue for character $19 (NPC $19), 2 bytes long CB/9C91: CC Turn vehicle/entity up CB/9C92: FF End queue CB/9C93: 92 Pause for 30 units CB/9C94: F0 Play song 12 (Cyan), (high bit clear), full volume CB/9C96: 73 Replace current map's Layer 1 at (16, 32) with the following (2 x 1) chunk, refresh immediately CB/9C9B: $06, $16 CB/9C9D: F4 Play sound effect 44 CB/9C9F: 3C Set up the party as follows: $02 (Actor in stot 2), $FF (), $FF (), $FF () CB/9CA4: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete) CB/9CA6: D5 Set vehicle/entity's position to (16, 31) CB/9CA9: FF End queue CB/9CAA: 41 Show object $02 CB/9CAC: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete) CB/9CAE: C8 Set object layering priority to 3 (low nibble 3) CB/9CB0: FF End queue CB/9CB1: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long CB/9CB3: C2 Set vehicle/entity's event speed to normal CB/9CB4: 92 Move vehicle/entity down 5 tiles CB/9CB5: 97 Move vehicle/entity left 6 tiles CB/9CB6: 8A Move vehicle/entity down 3 tiles CB/9CB7: FF End queue CB/9CB8: 95 Pause for 120 units CB/9CB9: 30 Begin action queue for character $30 (Camera), 5 bytes long CB/9CBB: C2 Set vehicle/entity's event speed to normal CB/9CBC: A9 Move vehicle/entity left/down 2x1 tiles CB/9CBD: A9 Move vehicle/entity left/down 2x1 tiles CB/9CBE: 82 Move vehicle/entity down 1 tile CB/9CBF: FF End queue CB/9CC0: 19 Begin action queue for character $19 (NPC $19), 6 bytes long CB/9CC2: C2 Set vehicle/entity's event speed to normal CB/9CC3: E0 Pause for 4 * 10 (40) frames CB/9CC5: 81 Move vehicle/entity right 1 tile CB/9CC6: CF Turn vehicle/entity left CB/9CC7: FF End queue CB/9CC8: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long CB/9CCA: C2 Set vehicle/entity's event speed to normal CB/9CCB: 83 Move vehicle/entity left 1 tile CB/9CCC: 8C Move vehicle/entity up 4 tiles CB/9CCD: CD Turn vehicle/entity right CB/9CCE: FF End queue CB/9CCF: 35 Pause execution until action queue for object $1A (NPC $1A) is complete CB/9CD1: 35 Pause execution until action queue for object $19 (NPC $19) is complete CB/9CD3: 35 Pause execution until action queue for object $30 (Camera) is complete CB/9CD5: 35 Pause execution until action queue for object $02 (Actor in stot 2) is complete CB/9CD7: 4B Display dialogue message $0215, wait for button press Allow me the honor! CB/9CDA: 92 Pause for 30 units CB/9CDB: 42 Hide object $1A CB/9CDD: 42 Hide object $19 CB/9CDF: B2 Call subroutine $CAD00F CB/9CE3: 94 Pause for 60 units CB/9CE4: 4B Display dialogue message $0225, wait for button press (Show text only) (At bottom of screen) Faithful retainer to his family's liege, with the courage and strength of a hundred men… CB/9CE7: 92 Pause for 30 units CB/9CE8: 7F Change character $02's name to $02 (CYAN ) CB/9CEB: 98 Invoke name change screen for character $02 (Actor in stot 2) CB/9CED: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CB/9CF1: 50 Tint screen (cumulative) with color $BC CB/9CF3: 59 Unfade screen at speed $10 CB/9CF5: 92 Pause for 30 units CB/9CF6: B2 Call subroutine $CAD015 CB/9CFA: 41 Show object $1A CB/9CFC: 41 Show object $19 CB/9CFE: 94 Pause for 60 units CB/9CFF: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete) CB/9D01: C1 Set vehicle/entity's event speed to slow CB/9D02: 82 Move vehicle/entity down 1 tile CB/9D03: FF End queue CB/9D04: 4B Display dialogue message $0216, wait for button press CYAN: If we can fell their commander, they'll surely give up. CB/9D07: 93 Pause for 45 units CB/9D08: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CB/9D0A: 59 Do vehicle/entity graphical action $19, flipped horizontally CB/9D0B: FF End queue CB/9D0C: 4B Display dialogue message $0217, wait for button press CYAN: Let us give it a try. CB/9D0F: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long CB/9D11: C2 Set vehicle/entity's event speed to normal CB/9D12: 9E Move vehicle/entity down 8 tiles CB/9D13: FF End queue CB/9D14: 92 Pause for 30 units CB/9D15: 1A Begin action queue for character $1A (NPC $1A), 3 bytes long CB/9D17: C2 Set vehicle/entity's event speed to normal CB/9D18: 9E Move vehicle/entity down 8 tiles CB/9D19: FF End queue CB/9D1A: 19 Begin action queue for character $19 (NPC $19), 3 bytes long CB/9D1C: C2 Set vehicle/entity's event speed to normal CB/9D1D: 9E Move vehicle/entity down 8 tiles CB/9D1E: FF End queue CB/9D1F: 93 Pause for 45 units CB/9D20: 5A Fade screen at speed $10 CB/9D22: 5C Pause execution until fade in or fade out is complete CB/9D23: 35 Pause execution until action queue for object $02 (Actor in stot 2) is complete CB/9D25: 35 Pause execution until action queue for object $1A (NPC $1A) is complete CB/9D27: 35 Pause execution until action queue for object $19 (NPC $19) is complete CB/9D29: DB Clear event bit $1E80($56A) [$1F2D, bit 2] CB/9D2B: 6B Load map $0078 (Doma Castle, outdoors (during Imperial siege)) instantly, (upper bits $2000), place party at (33, 49), facing down CB/9D31: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/9D33: D5 Set vehicle/entity's position to (33, 44) CB/9D36: FF End queue CB/9D37: 11 Begin action queue for character $11 (NPC $11), 4 bytes long CB/9D39: D5 Set vehicle/entity's position to (29, 50) CB/9D3C: FF End queue CB/9D3D: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CB/9D3F: D5 Set vehicle/entity's position to (40, 50) CB/9D42: FF End queue CB/9D43: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CB/9D45: D5 Set vehicle/entity's position to (36, 53) CB/9D48: FF End queue CB/9D49: 15 Begin action queue for character $15 (NPC $15), 4 bytes long CB/9D4B: D5 Set vehicle/entity's position to (28, 51) CB/9D4E: FF End queue CB/9D4F: 16 Begin action queue for character $16 (NPC $16), 4 bytes long CB/9D51: D5 Set vehicle/entity's position to (42, 52) CB/9D54: FF End queue CB/9D55: 17 Begin action queue for character $17 (NPC $17), 4 bytes long CB/9D57: D5 Set vehicle/entity's position to (38, 49) CB/9D5A: FF End queue CB/9D5B: 18 Begin action queue for character $18 (NPC $18), 4 bytes long CB/9D5D: D5 Set vehicle/entity's position to (26, 50) CB/9D60: FF End queue CB/9D61: 19 Begin action queue for character $19 (NPC $19), 4 bytes long CB/9D63: D5 Set vehicle/entity's position to (25, 51) CB/9D66: FF End queue CB/9D67: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CB/9D69: D5 Set vehicle/entity's position to (33, 54) CB/9D6C: CC Turn vehicle/entity up CB/9D6D: FF End queue CB/9D6E: 12 Begin action queue for character $12 (NPC $12), 5 bytes long CB/9D70: D5 Set vehicle/entity's position to (33, 58) CB/9D73: CC Turn vehicle/entity up CB/9D74: FF End queue CB/9D75: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long CB/9D77: D5 Set vehicle/entity's position to (31, 58) CB/9D7A: CC Turn vehicle/entity up CB/9D7B: FF End queue CB/9D7C: 1B Begin action queue for character $1B (NPC $1B), 5 bytes long (Wait until complete) CB/9D7E: D5 Set vehicle/entity's position to (35, 58) CB/9D81: CC Turn vehicle/entity up CB/9D82: FF End queue CB/9D83: 11 Begin action queue for character $11 (NPC $11), 38 bytes long CB/9D85: E0 Pause for 4 * 6 (24) frames CB/9D87: C2 Set vehicle/entity's event speed to normal CB/9D88: C7 Set vehicle/entity to stay still when moving CB/9D89: 28 Do vehicle/entity graphical action $28 CB/9D8A: DC Make vehicle/entity jump (low) CB/9D8B: 82 Move vehicle/entity down 1 tile CB/9D8C: C6 Set vehicle/entity to walk when moving CB/9D8D: E0 Pause for 4 * 3 (12) frames CB/9D8F: 09 Do vehicle/entity graphical action $09 (kneeling) CB/9D90: E0 Pause for 4 * 6 (24) frames CB/9D92: CE Turn vehicle/entity down CB/9D93: 23 Do vehicle/entity graphical action $23 CB/9D94: E0 Pause for 4 * 1 (4) frames CB/9D96: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/9D97: E0 Pause for 4 * 1 (4) frames CB/9D99: 23 Do vehicle/entity graphical action $23 CB/9D9A: E0 Pause for 4 * 1 (4) frames CB/9D9C: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/9D9D: E0 Pause for 4 * 1 (4) frames CB/9D9F: 23 Do vehicle/entity graphical action $23 CB/9DA0: E0 Pause for 4 * 1 (4) frames CB/9DA2: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/9DA3: E0 Pause for 4 * 1 (4) frames CB/9DA5: CE Turn vehicle/entity down CB/9DA6: E0 Pause for 4 * 6 (24) frames CB/9DA8: 80 Move vehicle/entity up 1 tile CB/9DA9: FC Branch 36 bytes backwards ($CB9D85) CB/9DAB: 13 Begin action queue for character $13 (NPC $13), 37 bytes long CB/9DAD: C2 Set vehicle/entity's event speed to normal CB/9DAE: 8A Move vehicle/entity down 3 tiles CB/9DAF: CC Turn vehicle/entity up CB/9DB0: E0 Pause for 4 * 2 (8) frames CB/9DB2: 0A Do vehicle/entity graphical action $0A CB/9DB3: E0 Pause for 4 * 6 (24) frames CB/9DB5: C4 Set vehicle/entity's event speed to faster CB/9DB6: 88 Move vehicle/entity up 3 tiles CB/9DB7: C7 Set vehicle/entity to stay still when moving CB/9DB8: C2 Set vehicle/entity's event speed to normal CB/9DB9: DC Make vehicle/entity jump (low) CB/9DBA: 82 Move vehicle/entity down 1 tile CB/9DBB: 28 Do vehicle/entity graphical action $28 CB/9DBC: E0 Pause for 4 * 10 (40) frames CB/9DBE: C6 Set vehicle/entity to walk when moving CB/9DBF: CE Turn vehicle/entity down CB/9DC0: 23 Do vehicle/entity graphical action $23 CB/9DC1: E0 Pause for 4 * 1 (4) frames CB/9DC3: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/9DC4: E0 Pause for 4 * 1 (4) frames CB/9DC6: 23 Do vehicle/entity graphical action $23 CB/9DC7: E0 Pause for 4 * 1 (4) frames CB/9DC9: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/9DCA: E0 Pause for 4 * 1 (4) frames CB/9DCC: CE Turn vehicle/entity down CB/9DCD: E0 Pause for 4 * 6 (24) frames CB/9DCF: 80 Move vehicle/entity up 1 tile CB/9DD0: FC Branch 37 bytes backwards ($CB9DAB) CB/9DD2: 14 Begin action queue for character $14 (NPC $14), 18 bytes long CB/9DD4: C2 Set vehicle/entity's event speed to normal CB/9DD5: E0 Pause for 4 * 8 (32) frames CB/9DD7: 81 Move vehicle/entity right 1 tile CB/9DD8: CC Turn vehicle/entity up CB/9DD9: E0 Pause for 4 * 2 (8) frames CB/9DDB: 87 Move vehicle/entity left 2 tiles CB/9DDC: CC Turn vehicle/entity up CB/9DDD: E0 Pause for 4 * 2 (8) frames CB/9DDF: 81 Move vehicle/entity right 1 tile CB/9DE0: E0 Pause for 4 * 2 (8) frames CB/9DE2: CE Turn vehicle/entity down CB/9DE3: FC Branch 14 bytes backwards ($CB9DD5) CB/9DE5: FF End queue CB/9DE6: 15 Begin action queue for character $15 (NPC $15), 9 bytes long CB/9DE8: C2 Set vehicle/entity's event speed to normal CB/9DE9: 82 Move vehicle/entity down 1 tile CB/9DEA: 81 Move vehicle/entity right 1 tile CB/9DEB: 87 Move vehicle/entity left 2 tiles CB/9DEC: 81 Move vehicle/entity right 1 tile CB/9DED: 80 Move vehicle/entity up 1 tile CB/9DEE: FC Branch 6 bytes backwards ($CB9DE8) CB/9DF0: FF End queue CB/9DF1: 16 Begin action queue for character $16 (NPC $16), 20 bytes long CB/9DF3: C2 Set vehicle/entity's event speed to normal CB/9DF4: 09 Do vehicle/entity graphical action $09 (kneeling) CB/9DF5: E0 Pause for 4 * 6 (24) frames CB/9DF7: CC Turn vehicle/entity up CB/9DF8: E0 Pause for 4 * 3 (12) frames CB/9DFA: 0A Do vehicle/entity graphical action $0A CB/9DFB: E0 Pause for 4 * 1 (4) frames CB/9DFD: 80 Move vehicle/entity up 1 tile CB/9DFE: 1B Do vehicle/entity graphical action $1B CB/9DFF: E0 Pause for 4 * 8 (32) frames CB/9E01: 82 Move vehicle/entity down 1 tile CB/9E02: E0 Pause for 4 * 6 (24) frames CB/9E04: FC Branch 17 bytes backwards ($CB9DF3) CB/9E06: FF End queue CB/9E07: 17 Begin action queue for character $17 (NPC $17), 30 bytes long CB/9E09: C7 Set vehicle/entity to stay still when moving CB/9E0A: C2 Set vehicle/entity's event speed to normal CB/9E0B: 1B Do vehicle/entity graphical action $1B CB/9E0C: E0 Pause for 4 * 4 (16) frames CB/9E0E: 17 Do vehicle/entity graphical action $17 CB/9E0F: E0 Pause for 4 * 3 (12) frames CB/9E11: CC Turn vehicle/entity up CB/9E12: 80 Move vehicle/entity up 1 tile CB/9E13: E0 Pause for 4 * 3 (12) frames CB/9E15: 1C Do vehicle/entity graphical action $1C CB/9E16: E0 Pause for 4 * 4 (16) frames CB/9E18: 17 Do vehicle/entity graphical action $17 CB/9E19: CC Turn vehicle/entity up CB/9E1A: 80 Move vehicle/entity up 1 tile CB/9E1B: E0 Pause for 4 * 3 (12) frames CB/9E1D: C4 Set vehicle/entity's event speed to faster CB/9E1E: 86 Move vehicle/entity down 2 tiles CB/9E1F: 68 Do vehicle/entity graphical action $28, flipped horizontally CB/9E20: DC Make vehicle/entity jump (low) CB/9E21: 82 Move vehicle/entity down 1 tile CB/9E22: E0 Pause for 4 * 6 (24) frames CB/9E24: 80 Move vehicle/entity up 1 tile CB/9E25: FC Branch 28 bytes backwards ($CB9E09) CB/9E27: 18 Begin action queue for character $18 (NPC $18), 12 bytes long CB/9E29: 03 Do vehicle/entity graphical action $03 CB/9E2A: E0 Pause for 4 * 1 (4) frames CB/9E2C: 04 Do vehicle/entity graphical action $04 CB/9E2D: E0 Pause for 4 * 1 (4) frames CB/9E2F: 05 Do vehicle/entity graphical action $05 CB/9E30: E0 Pause for 4 * 1 (4) frames CB/9E32: FC Branch 9 bytes backwards ($CB9E29) CB/9E34: FF End queue CB/9E35: 19 Begin action queue for character $19 (NPC $19), 6 bytes long CB/9E37: DC Make vehicle/entity jump (low) CB/9E38: E0 Pause for 4 * 6 (24) frames CB/9E3A: FC Branch 3 bytes backwards ($CB9E37) CB/9E3C: FF End queue CB/9E3D: 59 Unfade screen at speed $10 CB/9E3F: 5C Pause execution until fade in or fade out is complete CB/9E40: 92 Pause for 30 units CB/9E41: 73 Replace current map's Layer 1 at (32, 45) with the following (2 x 3) chunk, refresh immediately CB/9E46: $08, $09 CB/9E48: $0A, $18 CB/9E4A: $19, $1A CB/9E4C: F4 Play sound effect 187 CB/9E4E: 93 Pause for 45 units CB/9E4F: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long CB/9E51: C2 Set vehicle/entity's event speed to normal CB/9E52: 92 Move vehicle/entity down 5 tiles CB/9E53: FF End queue CB/9E54: 93 Pause for 45 units CB/9E55: 1D Begin action queue for character $1D (NPC $1D), 5 bytes long CB/9E57: C2 Set vehicle/entity's event speed to normal CB/9E58: 8E Move vehicle/entity down 4 tiles CB/9E59: A2 Move vehicle/entity left/down 1x1 tiles CB/9E5A: 82 Move vehicle/entity down 1 tile CB/9E5B: FF End queue CB/9E5C: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete) CB/9E5E: C2 Set vehicle/entity's event speed to normal CB/9E5F: 8A Move vehicle/entity down 3 tiles CB/9E60: A1 Move vehicle/entity right/down 1x1 tiles CB/9E61: 82 Move vehicle/entity down 1 tile CB/9E62: FF End queue CB/9E63: 93 Pause for 45 units CB/9E64: 73 Replace current map's Layer 1 at (32, 45) with the following (2 x 3) chunk, refresh immediately CB/9E69: $0B, $0C CB/9E6B: $0D, $1B CB/9E6D: $1C, $1D CB/9E6F: F4 Play sound effect 187 CB/9E71: 93 Pause for 45 units CB/9E72: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long CB/9E74: 82 Move vehicle/entity down 1 tile CB/9E75: CF Turn vehicle/entity left CB/9E76: FF End queue CB/9E77: 1D Begin action queue for character $1D (NPC $1D), 3 bytes long (Wait until complete) CB/9E79: 82 Move vehicle/entity down 1 tile CB/9E7A: CD Turn vehicle/entity right CB/9E7B: FF End queue CB/9E7C: 4B Display dialogue message $0219, wait for button press DOMA SENTRY: Sir CYAN! Let their commander have it! CB/9E7F: 1D Begin action queue for character $1D (NPC $1D), 3 bytes long CB/9E81: C3 Set vehicle/entity's event speed to fast CB/9E82: 9A Move vehicle/entity down 7 tiles CB/9E83: FF End queue CB/9E84: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete) CB/9E86: C3 Set vehicle/entity's event speed to fast CB/9E87: 9A Move vehicle/entity down 7 tiles CB/9E88: FF End queue CB/9E89: B2 Call subroutine $CB6A37 CB/9E8D: 39 Free screen CB/9E8E: 3A Enable player to move while event commands execute CB/9E8F: FE Return CB/9E90: 4B Display dialogue message $0218, wait for button press CYAN: Thou musn't give up the fight! CB/9E93: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/9E95: 82 Move vehicle/entity down 1 tile CB/9E96: FF End queue CB/9E97: FE Return CB/9E98: 4B Display dialogue message $0219, wait for button press DOMA SENTRY: Sir CYAN! Let their commander have it! CB/9E9B: FE Return CB/9E9C: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete) CB/9E9E: 80 Move vehicle/entity up 1 tile CB/9E9F: CE Turn vehicle/entity down CB/9EA0: FF End queue CB/9EA1: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long CB/9EA3: CC Turn vehicle/entity up CB/9EA4: FF End queue CB/9EA5: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CB/9EA7: CC Turn vehicle/entity up CB/9EA8: FF End queue CB/9EA9: 4B Display dialogue message $0219, wait for button press DOMA SENTRY: Sir CYAN! Let their commander have it! CB/9EAC: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long CB/9EAE: CE Turn vehicle/entity down CB/9EAF: FF End queue CB/9EB0: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CB/9EB2: CE Turn vehicle/entity down CB/9EB3: FF End queue CB/9EB4: FE Return CB/9EB5: 4B Display dialogue message $021B, wait for button press CYAN: I am CYAN, retainer to the King of Doma. I am your worst nightmare… CB/9EB8: 4D Invoke battle, enemy set $2E, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/9EBB: B2 Call subroutine $CA5EA9 CB/9EBF: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CB/9EC1: 28 Do vehicle/entity graphical action $28 CB/9EC2: FF End queue CB/9EC3: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CB/9EC5: D5 Set vehicle/entity's position to (29, 50) CB/9EC8: CC Turn vehicle/entity up CB/9EC9: FF End queue CB/9ECA: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CB/9ECC: D5 Set vehicle/entity's position to (40, 50) CB/9ECF: CC Turn vehicle/entity up CB/9ED0: FF End queue CB/9ED1: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CB/9ED3: D5 Set vehicle/entity's position to (36, 53) CB/9ED6: CC Turn vehicle/entity up CB/9ED7: FF End queue CB/9ED8: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CB/9EDA: D5 Set vehicle/entity's position to (28, 51) CB/9EDD: CC Turn vehicle/entity up CB/9EDE: FF End queue CB/9EDF: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CB/9EE1: D5 Set vehicle/entity's position to (42, 52) CB/9EE4: CC Turn vehicle/entity up CB/9EE5: FF End queue CB/9EE6: 17 Begin action queue for character $17 (NPC $17), 5 bytes long CB/9EE8: D5 Set vehicle/entity's position to (38, 50) CB/9EEB: CC Turn vehicle/entity up CB/9EEC: FF End queue CB/9EED: 18 Begin action queue for character $18 (NPC $18), 5 bytes long CB/9EEF: D5 Set vehicle/entity's position to (26, 50) CB/9EF2: CC Turn vehicle/entity up CB/9EF3: FF End queue CB/9EF4: 19 Begin action queue for character $19 (NPC $19), 5 bytes long CB/9EF6: D5 Set vehicle/entity's position to (25, 51) CB/9EF9: CC Turn vehicle/entity up CB/9EFA: FF End queue CB/9EFB: 93 Pause for 45 units CB/9EFC: 59 Unfade screen at speed $04 CB/9EFE: 5C Pause execution until fade in or fade out is complete CB/9EFF: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CB/9F01: 1F Do vehicle/entity graphical action $1F CB/9F02: FF End queue CB/9F03: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CB/9F05: 1F Do vehicle/entity graphical action $1F CB/9F06: FF End queue CB/9F07: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CB/9F09: 1F Do vehicle/entity graphical action $1F CB/9F0A: FF End queue CB/9F0B: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CB/9F0D: 1F Do vehicle/entity graphical action $1F CB/9F0E: FF End queue CB/9F0F: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CB/9F11: 1F Do vehicle/entity graphical action $1F CB/9F12: FF End queue CB/9F13: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CB/9F15: 1F Do vehicle/entity graphical action $1F CB/9F16: FF End queue CB/9F17: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CB/9F19: 1F Do vehicle/entity graphical action $1F CB/9F1A: FF End queue CB/9F1B: 18 Begin action queue for character $18 (NPC $18), 2 bytes long CB/9F1D: 1F Do vehicle/entity graphical action $1F CB/9F1E: FF End queue CB/9F1F: 19 Begin action queue for character $19 (NPC $19), 2 bytes long CB/9F21: 1F Do vehicle/entity graphical action $1F CB/9F22: FF End queue CB/9F23: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long CB/9F25: 1F Do vehicle/entity graphical action $1F CB/9F26: FF End queue CB/9F27: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long CB/9F29: 1F Do vehicle/entity graphical action $1F CB/9F2A: FF End queue CB/9F2B: 4B Display dialogue message $021D, wait for button press TROOPER: The general's been defeated! Run!!! CB/9F2E: 78 Enable ability to pass through other objects for object $11 (NPC $11) CB/9F30: 78 Enable ability to pass through other objects for object $12 (NPC $12) CB/9F32: 78 Enable ability to pass through other objects for object $13 (NPC $13) CB/9F34: 78 Enable ability to pass through other objects for object $14 (NPC $14) CB/9F36: 78 Enable ability to pass through other objects for object $15 (NPC $15) CB/9F38: 78 Enable ability to pass through other objects for object $16 (NPC $16) CB/9F3A: 78 Enable ability to pass through other objects for object $17 (NPC $17) CB/9F3C: 78 Enable ability to pass through other objects for object $18 (NPC $18) CB/9F3E: 78 Enable ability to pass through other objects for object $19 (NPC $19) CB/9F40: 78 Enable ability to pass through other objects for object $1A (NPC $1A) CB/9F42: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CB/9F44: 91 Pause for 15 units CB/9F45: 11 Begin action queue for character $11 (NPC $11), 7 bytes long CB/9F47: C3 Set vehicle/entity's event speed to fast CB/9F48: 8A Move vehicle/entity down 3 tiles CB/9F49: A1 Move vehicle/entity right/down 1x1 tiles CB/9F4A: 86 Move vehicle/entity down 2 tiles CB/9F4B: A1 Move vehicle/entity right/down 1x1 tiles CB/9F4C: 9A Move vehicle/entity down 7 tiles CB/9F4D: FF End queue CB/9F4E: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CB/9F50: C3 Set vehicle/entity's event speed to fast CB/9F51: 9A Move vehicle/entity down 7 tiles CB/9F52: FF End queue CB/9F53: 13 Begin action queue for character $13 (NPC $13), 7 bytes long CB/9F55: C3 Set vehicle/entity's event speed to fast CB/9F56: 8B Move vehicle/entity left 3 tiles CB/9F57: A2 Move vehicle/entity left/down 1x1 tiles CB/9F58: A2 Move vehicle/entity left/down 1x1 tiles CB/9F59: 9E Move vehicle/entity down 8 tiles CB/9F5A: 9A Move vehicle/entity down 7 tiles CB/9F5B: FF End queue CB/9F5C: 14 Begin action queue for character $14 (NPC $14), 6 bytes long CB/9F5E: C3 Set vehicle/entity's event speed to fast CB/9F5F: 82 Move vehicle/entity down 1 tile CB/9F60: A2 Move vehicle/entity left/down 1x1 tiles CB/9F61: 9E Move vehicle/entity down 8 tiles CB/9F62: 86 Move vehicle/entity down 2 tiles CB/9F63: FF End queue CB/9F64: 15 Begin action queue for character $15 (NPC $15), 7 bytes long CB/9F66: C3 Set vehicle/entity's event speed to fast CB/9F67: A1 Move vehicle/entity right/down 1x1 tiles CB/9F68: A1 Move vehicle/entity right/down 1x1 tiles CB/9F69: A1 Move vehicle/entity right/down 1x1 tiles CB/9F6A: 9E Move vehicle/entity down 8 tiles CB/9F6B: 86 Move vehicle/entity down 2 tiles CB/9F6C: FF End queue CB/9F6D: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CB/9F6F: C3 Set vehicle/entity's event speed to fast CB/9F70: 9B Move vehicle/entity left 7 tiles CB/9F71: 92 Move vehicle/entity down 5 tiles CB/9F72: CF Turn vehicle/entity left CB/9F73: 1F Do vehicle/entity graphical action $1F CB/9F74: 9E Move vehicle/entity down 8 tiles CB/9F75: 86 Move vehicle/entity down 2 tiles CB/9F76: FF End queue CB/9F77: 17 Begin action queue for character $17 (NPC $17), 9 bytes long CB/9F79: C6 Set vehicle/entity to walk when moving CB/9F7A: C3 Set vehicle/entity's event speed to fast CB/9F7B: 86 Move vehicle/entity down 2 tiles CB/9F7C: 8B Move vehicle/entity left 3 tiles CB/9F7D: 8A Move vehicle/entity down 3 tiles CB/9F7E: A2 Move vehicle/entity left/down 1x1 tiles CB/9F7F: A2 Move vehicle/entity left/down 1x1 tiles CB/9F80: 9E Move vehicle/entity down 8 tiles CB/9F81: FF End queue CB/9F82: 18 Begin action queue for character $18 (NPC $18), 7 bytes long CB/9F84: C3 Set vehicle/entity's event speed to fast CB/9F85: 89 Move vehicle/entity right 3 tiles CB/9F86: 86 Move vehicle/entity down 2 tiles CB/9F87: 95 Move vehicle/entity right 6 tiles CB/9F88: 9E Move vehicle/entity down 8 tiles CB/9F89: 92 Move vehicle/entity down 5 tiles CB/9F8A: FF End queue CB/9F8B: 19 Begin action queue for character $19 (NPC $19), 9 bytes long CB/9F8D: C3 Set vehicle/entity's event speed to fast CB/9F8E: 8D Move vehicle/entity right 4 tiles CB/9F8F: 86 Move vehicle/entity down 2 tiles CB/9F90: A1 Move vehicle/entity right/down 1x1 tiles CB/9F91: 86 Move vehicle/entity down 2 tiles CB/9F92: A1 Move vehicle/entity right/down 1x1 tiles CB/9F93: 9E Move vehicle/entity down 8 tiles CB/9F94: 82 Move vehicle/entity down 1 tile CB/9F95: FF End queue CB/9F96: 1A Begin action queue for character $1A (NPC $1A), 3 bytes long CB/9F98: C3 Set vehicle/entity's event speed to fast CB/9F99: 9A Move vehicle/entity down 7 tiles CB/9F9A: FF End queue CB/9F9B: 1B Begin action queue for character $1B (NPC $1B), 3 bytes long CB/9F9D: C3 Set vehicle/entity's event speed to fast CB/9F9E: 9A Move vehicle/entity down 7 tiles CB/9F9F: FF End queue CB/9FA0: 1D Begin action queue for character $1D (NPC $1D), 5 bytes long CB/9FA2: C2 Set vehicle/entity's event speed to normal CB/9FA3: E0 Pause for 4 * 32 (128) frames CB/9FA5: 80 Move vehicle/entity up 1 tile CB/9FA6: FF End queue CB/9FA7: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long CB/9FA9: C2 Set vehicle/entity's event speed to normal CB/9FAA: E0 Pause for 4 * 32 (128) frames CB/9FAC: 80 Move vehicle/entity up 1 tile CB/9FAD: FF End queue CB/9FAE: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete) CB/9FB0: E0 Pause for 4 * 37 (148) frames CB/9FB2: CE Turn vehicle/entity down CB/9FB3: FF End queue CB/9FB4: 4B Display dialogue message $0229, wait for button press CYAN: Walled up in there, we can wait out our enemy! CB/9FB7: B0 Execute the following commands until $B1 2 times CB/9FB9: 1C Begin action queue for character $1C (NPC $1C), 7 bytes long CB/9FBB: 21 Do vehicle/entity graphical action $21 CB/9FBC: E0 Pause for 4 * 2 (8) frames CB/9FBE: CC Turn vehicle/entity up CB/9FBF: E0 Pause for 4 * 2 (8) frames CB/9FC1: FF End queue CB/9FC2: 1D Begin action queue for character $1D (NPC $1D), 7 bytes long CB/9FC4: 21 Do vehicle/entity graphical action $21 CB/9FC5: E0 Pause for 4 * 2 (8) frames CB/9FC7: CC Turn vehicle/entity up CB/9FC8: E0 Pause for 4 * 2 (8) frames CB/9FCA: FF End queue CB/9FCB: 02 Begin action queue for character $02 (Actor in stot 2), 7 bytes long (Wait until complete) CB/9FCD: 20 Do vehicle/entity graphical action $20 CB/9FCE: E0 Pause for 4 * 2 (8) frames CB/9FD0: CE Turn vehicle/entity down CB/9FD1: E0 Pause for 4 * 2 (8) frames CB/9FD3: FF End queue CB/9FD4: B1 End block of repeating commands CB/9FD5: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CB/9FD9: 42 Hide object $11 CB/9FDB: 42 Hide object $12 CB/9FDD: 42 Hide object $13 CB/9FDF: 42 Hide object $14 CB/9FE1: 42 Hide object $15 CB/9FE3: 42 Hide object $16 CB/9FE5: 42 Hide object $17 CB/9FE7: 42 Hide object $18 CB/9FE9: 42 Hide object $19 CB/9FEB: 42 Hide object $1A CB/9FED: 42 Hide object $1B CB/9FEF: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CB/9FF1: 5A Fade screen at speed $04 CB/9FF3: 5C Pause execution until fade in or fade out is complete CB/9FF4: B5 Pause for 15 * 5 (75) units CB/9FF6: B2 Call subroutine $CB0BC4 CB/9FFA: FE Return CB/9FFB: 4D Invoke battle, enemy set $2B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/9FFE: B2 Call subroutine $CA5EA9 CB/A002: 59 Unfade screen at speed $04 CB/A004: 42 Hide object $11 CB/A006: FE Return CB/A007: 4D Invoke battle, enemy set $2B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/A00A: B2 Call subroutine $CA5EA9 CB/A00E: 59 Unfade screen at speed $04 CB/A010: 42 Hide object $12 CB/A012: FE Return CB/A013: 4D Invoke battle, enemy set $2B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/A016: B2 Call subroutine $CA5EA9 CB/A01A: 59 Unfade screen at speed $04 CB/A01C: 42 Hide object $13 CB/A01E: FE Return CB/A01F: 4D Invoke battle, enemy set $2B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/A022: B2 Call subroutine $CA5EA9 CB/A026: 59 Unfade screen at speed $04 CB/A028: 42 Hide object $14 CB/A02A: FE Return CB/A02B: 4D Invoke battle, enemy set $2B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/A02E: B2 Call subroutine $CA5EA9 CB/A032: 59 Unfade screen at speed $04 CB/A034: 42 Hide object $15 CB/A036: FE Return CB/A037: 4D Invoke battle, enemy set $2B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/A03A: B2 Call subroutine $CA5EA9 CB/A03E: 59 Unfade screen at speed $04 CB/A040: 42 Hide object $16 CB/A042: FE Return CB/A043: 4D Invoke battle, enemy set $2B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/A046: B2 Call subroutine $CA5EA9 CB/A04A: 59 Unfade screen at speed $04 CB/A04C: 42 Hide object $17 CB/A04E: FE Return CB/A04F: 4D Invoke battle, enemy set $2B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/A052: B2 Call subroutine $CA5EA9 CB/A056: 59 Unfade screen at speed $04 CB/A058: 42 Hide object $18 CB/A05A: FE Return CB/A05B: 4D Invoke battle, enemy set $2B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/A05E: B2 Call subroutine $CA5EA9 CB/A062: 59 Unfade screen at speed $04 CB/A064: 42 Hide object $19 CB/A066: FE Return CB/A067: 4D Invoke battle, enemy set $2B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/A06A: B2 Call subroutine $CA5EA9 CB/A06E: 59 Unfade screen at speed $04 CB/A070: 42 Hide object $1A CB/A072: FE Return CB/A073: 4D Invoke battle, enemy set $2B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/A076: B2 Call subroutine $CA5EA9 CB/A07A: 59 Unfade screen at speed $04 CB/A07C: 42 Hide object $1B CB/A07E: FE Return CB/A07F: B2 Call subroutine $CB6AD3 CB/A083: C0 If ($1E80($032) [$1E86, bit 2] is set), branch to $CA5EB3 (simply returns) CB/A089: C0 If ($1E80($030) [$1E86, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/A08F: B3 Call subroutine $CBA26E, 6 times CB/A094: C0 If ($1E80($031) [$1E86, bit 1] is clear), branch to $CA5EB3 (simply returns) CB/A09A: 18 Begin action queue for character $18 (NPC $18), 2 bytes long CB/A09C: 28 Do vehicle/entity graphical action $28 CB/A09D: FF End queue CB/A09E: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CB/A0A0: 28 Do vehicle/entity graphical action $28 CB/A0A1: FF End queue CB/A0A2: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CB/A0A4: 28 Do vehicle/entity graphical action $28 CB/A0A5: FF End queue CB/A0A6: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CB/A0A8: 28 Do vehicle/entity graphical action $28 CB/A0A9: FF End queue CB/A0AA: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CB/A0AC: 28 Do vehicle/entity graphical action $28 CB/A0AD: FF End queue CB/A0AE: 19 Begin action queue for character $19 (NPC $19), 2 bytes long CB/A0B0: 28 Do vehicle/entity graphical action $28 CB/A0B1: FF End queue CB/A0B2: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CB/A0B4: 28 Do vehicle/entity graphical action $28 CB/A0B5: FF End queue CB/A0B6: FE Return CB/A0B7: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CB/A0B9: 22 Do vehicle/entity graphical action $22 CB/A0BA: FF End queue CB/A0BB: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CB/A0BD: 68 Do vehicle/entity graphical action $28, flipped horizontally CB/A0BE: FF End queue CB/A0BF: FE Return CB/A0C0: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CB/A0C2: 2D Do vehicle/entity graphical action $2D CB/A0C3: FF End queue CB/A0C4: FE Return CB/A0C5: C0 If ($1E80($032) [$1E86, bit 2] is clear), branch to $CA5EB3 (simply returns) CB/A0CB: 6A Load map $011D (Doma Castle, outdoors (WoB, after the poisoning / WoR)) after fade out, (upper bits $2000), place party at (28, 14), facing down CB/A0D1: FE Return CB/A0D2: C0 If ($1E80($032) [$1E86, bit 2] is clear), branch to $CA5EB3 (simply returns) CB/A0D8: 6A Load map $011D (Doma Castle, outdoors (WoB, after the poisoning / WoR)) after fade out, (upper bits $2000), place party at (37, 13), facing down CB/A0DE: FE Return CB/A0DF: C0 If ($1E80($032) [$1E86, bit 2] is clear), branch to $CA5EB3 (simply returns) CB/A0E5: 6A Load map $011D (Doma Castle, outdoors (WoB, after the poisoning / WoR)) after fade out, (upper bits $2000), place party at (28, 33), facing down CB/A0EB: FE Return CB/A0EC: DE Load CaseWord with the characters in the currently active party? CB/A0ED: BE If character $03 (SHADOW) is in the current CaseWord, call subroutine $CBA3B9 CB/A0F2: 3D Create object $02 CB/A0F4: 3F Assign character $02 (Actor in stot 2) to party 1 CB/A0F7: 47 Make character in slot 0 the lead character CB/A0F8: 3F Remove character $05 (Actor in stot 5) from the party CB/A0FB: 3E Delete object $05 CB/A0FD: 45 Refresh objects CB/A0FE: DB Clear event bit $1E80($501) [$1F20, bit 1] CB/A100: DB Clear event bit $1E80($50B) [$1F21, bit 3] CB/A102: DA Set event bit $1E80($50C) [$1F21, bit 4] CB/A104: 6B Load map $0079 (Doma Castle, outdoors (being poisoned)) instantly, (upper bits $3000), place party at (23, 12), facing left CB/A10A: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete) CB/A10C: D5 Set vehicle/entity's position to (23, 13) CB/A10F: CF Turn vehicle/entity left CB/A110: FF End queue CB/A111: 41 Show object $31 CB/A113: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CB/A115: CF Turn vehicle/entity left CB/A116: FF End queue CB/A117: 96 Restore screen from fade CB/A118: B5 Pause for 15 * 12 (180) units CB/A11A: 4B Display dialogue message $021A, wait for button press DOMA SENTRY: Sir CYAN! CB/A11D: 38 Hold screen CB/A11E: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long CB/A120: E0 Pause for 4 * 4 (16) frames CB/A122: CE Turn vehicle/entity down CB/A123: FF End queue CB/A124: 30 Begin action queue for character $30 (Camera), 7 bytes long (Wait until complete) CB/A126: C2 Set vehicle/entity's event speed to normal CB/A127: A1 Move vehicle/entity right/down 1x1 tiles CB/A128: A1 Move vehicle/entity right/down 1x1 tiles CB/A129: A1 Move vehicle/entity right/down 1x1 tiles CB/A12A: A1 Move vehicle/entity right/down 1x1 tiles CB/A12B: A1 Move vehicle/entity right/down 1x1 tiles CB/A12C: FF End queue CB/A12D: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CB/A12F: CF Turn vehicle/entity left CB/A130: FF End queue CB/A131: 4B Display dialogue message $0226, wait for button press (At bottom of screen) The Empire's base is bustling with activity. Something must be up! CB/A134: 02 Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete) CB/A136: C2 Set vehicle/entity's event speed to normal CB/A137: 89 Move vehicle/entity right 3 tiles CB/A138: 8E Move vehicle/entity down 4 tiles CB/A139: 85 Move vehicle/entity right 2 tiles CB/A13A: 82 Move vehicle/entity down 1 tile CB/A13B: FF End queue CB/A13C: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/A13E: C2 Set vehicle/entity's event speed to normal CB/A13F: C7 Set vehicle/entity to stay still when moving CB/A140: 81 Move vehicle/entity right 1 tile CB/A141: C6 Set vehicle/entity to walk when moving CB/A142: FF End queue CB/A143: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CB/A145: 82 Move vehicle/entity down 1 tile CB/A146: FF End queue CB/A147: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/A149: CE Turn vehicle/entity down CB/A14A: FF End queue CB/A14B: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/A14D: C2 Set vehicle/entity's event speed to normal CB/A14E: 8A Move vehicle/entity down 3 tiles CB/A14F: FF End queue CB/A150: 94 Pause for 60 units CB/A151: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CB/A153: 1A Do vehicle/entity graphical action $1A CB/A154: FF End queue CB/A155: 4B Display dialogue message $021C, wait for button press CYAN: Huh? The water looks odd… CB/A158: 92 Pause for 30 units CB/A159: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/A15B: 1A Do vehicle/entity graphical action $1A CB/A15C: FF End queue CB/A15D: B3 Call subroutine $CBA26E, 2 times CB/A162: B5 Pause for 15 * 5 (75) units CB/A164: 30 Begin action queue for character $30 (Camera), 14 bytes long (Wait until complete) CB/A166: C3 Set vehicle/entity's event speed to fast CB/A167: 9E Move vehicle/entity down 8 tiles CB/A168: 96 Move vehicle/entity down 6 tiles CB/A169: A1 Move vehicle/entity right/down 1x1 tiles CB/A16A: A1 Move vehicle/entity right/down 1x1 tiles CB/A16B: A1 Move vehicle/entity right/down 1x1 tiles CB/A16C: A1 Move vehicle/entity right/down 1x1 tiles CB/A16D: A1 Move vehicle/entity right/down 1x1 tiles CB/A16E: A1 Move vehicle/entity right/down 1x1 tiles CB/A16F: A1 Move vehicle/entity right/down 1x1 tiles CB/A170: A1 Move vehicle/entity right/down 1x1 tiles CB/A171: A1 Move vehicle/entity right/down 1x1 tiles CB/A172: 85 Move vehicle/entity right 2 tiles CB/A173: FF End queue CB/A174: B5 Pause for 15 * 7 (105) units CB/A176: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/A178: CE Turn vehicle/entity down CB/A179: FF End queue CB/A17A: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/A17C: D5 Set vehicle/entity's position to (29, 19) CB/A17F: CE Turn vehicle/entity down CB/A180: FF End queue CB/A181: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/A183: 28 Do vehicle/entity graphical action $28 CB/A184: FF End queue CB/A185: 93 Pause for 45 units CB/A186: 30 Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete) CB/A188: C3 Set vehicle/entity's event speed to fast CB/A189: A2 Move vehicle/entity left/down 1x1 tiles CB/A18A: A2 Move vehicle/entity left/down 1x1 tiles CB/A18B: 9F Move vehicle/entity left 8 tiles CB/A18C: FF End queue CB/A18D: B2 Call subroutine $CBA26E CB/A191: 11 Begin action queue for character $11 (NPC $11), 23 bytes long CB/A193: E0 Pause for 4 * 3 (12) frames CB/A195: 0B Do vehicle/entity graphical action $0B CB/A196: 09 Do vehicle/entity graphical action $09 (kneeling) CB/A197: E0 Pause for 4 * 4 (16) frames CB/A199: 09 Do vehicle/entity graphical action $09 (kneeling) CB/A19A: C7 Set vehicle/entity to stay still when moving CB/A19B: E0 Pause for 4 * 2 (8) frames CB/A19D: 28 Do vehicle/entity graphical action $28 CB/A19E: C8 Set object layering priority to 2 (low nibble 2) CB/A1A0: C3 Set vehicle/entity's event speed to fast CB/A1A1: 4B Do vehicle/entity graphical action $0B, flipped horizontally CB/A1A2: DC Make vehicle/entity jump (low) CB/A1A3: 96 Move vehicle/entity down 6 tiles CB/A1A4: 8A Move vehicle/entity down 3 tiles CB/A1A5: 28 Do vehicle/entity graphical action $28 CB/A1A6: DC Make vehicle/entity jump (low) CB/A1A7: 83 Move vehicle/entity left 1 tile CB/A1A8: C6 Set vehicle/entity to walk when moving CB/A1A9: FF End queue CB/A1AA: 35 Pause execution until action queue for object $11 (NPC $11) is complete CB/A1AC: 49 If dialogue window is up, wait for keypress then dismiss CB/A1AD: 93 Pause for 45 units CB/A1AE: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CB/A1B0: E0 Pause for 4 * 22 (88) frames CB/A1B2: 28 Do vehicle/entity graphical action $28 CB/A1B3: FF End queue CB/A1B4: 30 Begin action queue for character $30 (Camera), 26 bytes long CB/A1B6: C3 Set vehicle/entity's event speed to fast CB/A1B7: A0 Move vehicle/entity right/up 1x1 tiles CB/A1B8: A0 Move vehicle/entity right/up 1x1 tiles CB/A1B9: A0 Move vehicle/entity right/up 1x1 tiles CB/A1BA: 94 Move vehicle/entity up 6 tiles CB/A1BB: 9D Move vehicle/entity right 8 tiles CB/A1BC: A0 Move vehicle/entity right/up 1x1 tiles CB/A1BD: 9C Move vehicle/entity up 8 tiles CB/A1BE: 9F Move vehicle/entity left 8 tiles CB/A1BF: A2 Move vehicle/entity left/down 1x1 tiles CB/A1C0: A2 Move vehicle/entity left/down 1x1 tiles CB/A1C1: 9F Move vehicle/entity left 8 tiles CB/A1C2: 9F Move vehicle/entity left 8 tiles CB/A1C3: A9 Move vehicle/entity left/down 2x1 tiles CB/A1C4: A9 Move vehicle/entity left/down 2x1 tiles CB/A1C5: A9 Move vehicle/entity left/down 2x1 tiles CB/A1C6: 9C Move vehicle/entity up 8 tiles CB/A1C7: A5 Move vehicle/entity right/up 2x1 tiles CB/A1C8: A5 Move vehicle/entity right/up 2x1 tiles CB/A1C9: A5 Move vehicle/entity right/up 2x1 tiles CB/A1CA: A5 Move vehicle/entity right/up 2x1 tiles CB/A1CB: A5 Move vehicle/entity right/up 2x1 tiles CB/A1CC: A5 Move vehicle/entity right/up 2x1 tiles CB/A1CD: 99 Move vehicle/entity right 7 tiles CB/A1CE: 82 Move vehicle/entity down 1 tile CB/A1CF: FF End queue CB/A1D0: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CB/A1D2: E0 Pause for 4 * 26 (104) frames CB/A1D4: 28 Do vehicle/entity graphical action $28 CB/A1D5: FF End queue CB/A1D6: B2 Call subroutine $CBA26E CB/A1DA: B5 Pause for 15 * 6 (90) units CB/A1DC: 15 Begin action queue for character $15 (NPC $15), 7 bytes long CB/A1DE: E0 Pause for 4 * 18 (72) frames CB/A1E0: 09 Do vehicle/entity graphical action $09 (kneeling) CB/A1E1: E0 Pause for 4 * 6 (24) frames CB/A1E3: 28 Do vehicle/entity graphical action $28 CB/A1E4: FF End queue CB/A1E5: B5 Pause for 15 * 7 (105) units CB/A1E7: B2 Call subroutine $CBA26E CB/A1EB: 16 Begin action queue for character $16 (NPC $16), 12 bytes long CB/A1ED: E0 Pause for 4 * 32 (128) frames CB/A1EF: 09 Do vehicle/entity graphical action $09 (kneeling) CB/A1F0: E0 Pause for 4 * 2 (8) frames CB/A1F2: 0B Do vehicle/entity graphical action $0B CB/A1F3: C7 Set vehicle/entity to stay still when moving CB/A1F4: DC Make vehicle/entity jump (low) CB/A1F5: 81 Move vehicle/entity right 1 tile CB/A1F6: 28 Do vehicle/entity graphical action $28 CB/A1F7: C6 Set vehicle/entity to walk when moving CB/A1F8: FF End queue CB/A1F9: B5 Pause for 15 * 10 (150) units CB/A1FB: B2 Call subroutine $CBA26E CB/A1FF: 17 Begin action queue for character $17 (NPC $17), 7 bytes long CB/A201: E0 Pause for 4 * 24 (96) frames CB/A203: 1F Do vehicle/entity graphical action $1F CB/A204: E0 Pause for 4 * 2 (8) frames CB/A206: 28 Do vehicle/entity graphical action $28 CB/A207: FF End queue CB/A208: B5 Pause for 15 * 5 (75) units CB/A20A: 35 Pause execution until action queue for object $30 (Camera) is complete CB/A20C: 91 Pause for 15 units CB/A20D: 4B Display dialogue message $021A, wait for button press DOMA SENTRY: Sir CYAN! CB/A210: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CB/A212: CF Turn vehicle/entity left CB/A213: FF End queue CB/A214: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete) CB/A216: E0 Pause for 4 * 2 (8) frames CB/A218: CD Turn vehicle/entity right CB/A219: FF End queue CB/A21A: F2 Fade out current song with transition time 32 CB/A21C: 92 Pause for 30 units CB/A21D: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/A21F: CE Turn vehicle/entity down CB/A220: FF End queue CB/A221: 4B Display dialogue message $021E, wait for button press CYAN: This is… POISON! CB/A224: 93 Pause for 45 units CB/A225: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/A227: 1F Do vehicle/entity graphical action $1F CB/A228: E0 Pause for 4 * 4 (16) frames CB/A22A: CE Turn vehicle/entity down CB/A22B: FF End queue CB/A22C: 4B Display dialogue message $0227, wait for button press DOMA SENTRY: What lowdown, contemptible…! CB/A22F: 93 Pause for 45 units CB/A230: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CB/A232: FA Stop temporarily played song CB/A233: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CB/A235: 1F Do vehicle/entity graphical action $1F CB/A236: FF End queue CB/A237: 93 Pause for 45 units CB/A238: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CB/A23A: CD Turn vehicle/entity right CB/A23B: FF End queue CB/A23C: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CB/A23E: E0 Pause for 4 * 2 (8) frames CB/A240: CF Turn vehicle/entity left CB/A241: FF End queue CB/A242: 4B Display dialogue message $0228, wait for button press CYAN: Guard our liege! CB/A245: D0 Set event bit $1E80($030) [$1E86, bit 0] CB/A247: F0 Play song 50 (The Unforgiven), (high bit clear), full volume CB/A249: 02 Begin action queue for character $02 (Actor in stot 2), 11 bytes long CB/A24B: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/A24C: E0 Pause for 4 * 1 (4) frames CB/A24E: CD Turn vehicle/entity right CB/A24F: E0 Pause for 4 * 1 (4) frames CB/A251: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/A252: E0 Pause for 4 * 1 (4) frames CB/A254: CD Turn vehicle/entity right CB/A255: FF End queue CB/A256: 10 Begin action queue for character $10 (NPC $10), 11 bytes long (Wait until complete) CB/A258: 22 Do vehicle/entity graphical action $22 CB/A259: E0 Pause for 4 * 1 (4) frames CB/A25B: CF Turn vehicle/entity left CB/A25C: E0 Pause for 4 * 1 (4) frames CB/A25E: 22 Do vehicle/entity graphical action $22 CB/A25F: E0 Pause for 4 * 1 (4) frames CB/A261: CF Turn vehicle/entity left CB/A262: FF End queue CB/A263: DA Set event bit $1E80($50B) [$1F21, bit 3] CB/A265: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete) CB/A267: E0 Pause for 4 * 3 (12) frames CB/A269: CC Turn vehicle/entity up CB/A26A: FF End queue CB/A26B: 39 Free screen CB/A26C: 3A Enable player to move while event commands execute CB/A26D: FE Return CB/A26E: 51 Modify background color range from [49, 4A]: Add (Black) at intensity 3 CB/A272: 51 Modify background color range from [4B, 4C]: Add (Black) at intensity 3 CB/A276: 51 Modify background color range from [4D, 4D]: Add (Black) at intensity 3 CB/A27A: 51 Modify background color range from [56, 56]: Add (Black) at intensity 3 CB/A27E: 51 Modify background color range from [5E, 5E]: Add (Black) at intensity 3 CB/A282: 51 Modify background color range from [5B, 5B]: Add (Black) at intensity 3 CB/A286: 51 Modify background color range from [71, 71]: Add (Black) at intensity 3 CB/A28A: 51 Modify background color range from [73, 75]: Add (Black) at intensity 3 CB/A28E: 51 Modify background color range from [75, 75]: Add (Black) at intensity 3 CB/A292: 51 Modify background color range from [72, 72]: Add (Black) at intensity 3 CB/A296: 51 Modify background color range from [76, 76]: Add (Black) at intensity 3 CB/A29A: 51 Modify background color range from [74, 74]: Add (Black) at intensity 3 CB/A29E: FE Return CB/A29F: C0 If ($1E80($031) [$1E86, bit 1] is set), branch to $CA5EB3 (simply returns) CB/A2A5: DB Clear event bit $1E80($50C) [$1F21, bit 4] CB/A2A7: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/A2A9: D5 Set vehicle/entity's position to (3, 26) CB/A2AC: CE Turn vehicle/entity down CB/A2AD: FF End queue CB/A2AE: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long CB/A2B0: C2 Set vehicle/entity's event speed to normal CB/A2B1: 86 Move vehicle/entity down 2 tiles CB/A2B2: 81 Move vehicle/entity right 1 tile CB/A2B3: CF Turn vehicle/entity left CB/A2B4: FF End queue CB/A2B5: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/A2B7: C3 Set vehicle/entity's event speed to fast CB/A2B8: 82 Move vehicle/entity down 1 tile CB/A2B9: A1 Move vehicle/entity right/down 1x1 tiles CB/A2BA: 96 Move vehicle/entity down 6 tiles CB/A2BB: FF End queue CB/A2BC: 4B Display dialogue message $022C, wait for button press (At bottom of screen) DOMA SENTRY: To the King, on the double! CB/A2BF: 4B Display dialogue message $022D, wait for button press (At bottom of screen) CYAN: Right! The King's room is near! CB/A2C2: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete) CB/A2C4: C3 Set vehicle/entity's event speed to fast CB/A2C5: 91 Move vehicle/entity right 5 tiles CB/A2C6: CC Turn vehicle/entity up CB/A2C7: FF End queue CB/A2C8: 73 Replace current map's Layer 1 at (9, 34) with the following (2 x 3) chunk, refresh immediately CB/A2CD: $08, $09 CB/A2CF: $0A, $18 CB/A2D1: $19, $1A CB/A2D3: F4 Play sound effect 44 CB/A2D5: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete) CB/A2D7: C3 Set vehicle/entity's event speed to fast CB/A2D8: 84 Move vehicle/entity up 2 tiles CB/A2D9: FF End queue CB/A2DA: 6A Load map $007B (Doma Castle, all rooms except Cyan's (always)) after fade out, (upper bits $3000), place party at (25, 17), facing left CB/A2E0: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete) CB/A2E2: C3 Set vehicle/entity's event speed to fast CB/A2E3: 88 Move vehicle/entity up 3 tiles CB/A2E4: 1F Do vehicle/entity graphical action $1F CB/A2E5: FF End queue CB/A2E6: 93 Pause for 45 units CB/A2E7: 38 Hold screen CB/A2E8: 02 Begin action queue for character $02 (Actor in stot 2), 6 bytes long CB/A2EA: C3 Set vehicle/entity's event speed to fast CB/A2EB: 8C Move vehicle/entity up 4 tiles CB/A2EC: E0 Pause for 4 * 2 (8) frames CB/A2EE: 09 Do vehicle/entity graphical action $09 (kneeling) CB/A2EF: FF End queue CB/A2F0: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/A2F2: C3 Set vehicle/entity's event speed to fast CB/A2F3: 94 Move vehicle/entity up 6 tiles CB/A2F4: FF End queue CB/A2F5: 35 Pause execution until action queue for object $02 (Actor in stot 2) is complete CB/A2F7: 4B Display dialogue message $021F, wait for button press CYAN: Your Highness! Fear not! KING DOMA: Who's there? CB/A2FA: 02 Begin action queue for character $02 (Actor in stot 2), 8 bytes long CB/A2FC: CF Turn vehicle/entity left CB/A2FD: E0 Pause for 4 * 4 (16) frames CB/A2FF: 22 Do vehicle/entity graphical action $22 CB/A300: E0 Pause for 4 * 6 (24) frames CB/A302: 09 Do vehicle/entity graphical action $09 (kneeling) CB/A303: FF End queue CB/A304: 4B Display dialogue message $0220, wait for button press CYAN: CYAN, Excellency. KING DOMA: Indeed! My sight is going fast… Can't see a thing… CYAN: Excellency! Hang on! KING DOMA: CYAN… You have defended the realm since my father's days…hack, cough… Thank you… It's over… Our kingdom is through. CB/A307: 35 Pause execution until action queue for object $02 (Actor in stot 2) is complete CB/A309: 02 Begin action queue for character $02 (Actor in stot 2), 20 bytes long (Wait until complete) CB/A30B: 23 Do vehicle/entity graphical action $23 CB/A30C: E0 Pause for 4 * 1 (4) frames CB/A30E: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/A30F: E0 Pause for 4 * 1 (4) frames CB/A311: 23 Do vehicle/entity graphical action $23 CB/A312: E0 Pause for 4 * 1 (4) frames CB/A314: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/A315: E0 Pause for 4 * 1 (4) frames CB/A317: 23 Do vehicle/entity graphical action $23 CB/A318: E0 Pause for 4 * 1 (4) frames CB/A31A: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/A31B: E0 Pause for 4 * 1 (4) frames CB/A31D: 09 Do vehicle/entity graphical action $09 (kneeling) CB/A31E: FF End queue CB/A31F: 4B Display dialogue message $0221, wait for button press CYAN: Not yet, Highness! KING DOMA: I fear for your family. Uhh…chest is on f…fire… CYAN: Save your strength! Don't talk! KING DOMA: Go…run to your family…hack… gasp… …… CYAN: Highness!! CB/A322: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/A324: D5 Set vehicle/entity's position to (25, 17) CB/A327: CC Turn vehicle/entity up CB/A328: FF End queue CB/A329: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete) CB/A32B: E0 Pause for 4 * 10 (40) frames CB/A32D: 22 Do vehicle/entity graphical action $22 CB/A32E: FF End queue CB/A32F: 95 Pause for 120 units CB/A330: 10 Begin action queue for character $10 (NPC $10), 10 bytes long (Wait until complete) CB/A332: C2 Set vehicle/entity's event speed to normal CB/A333: A3 Move vehicle/entity left/up 1x1 tiles CB/A334: 8C Move vehicle/entity up 4 tiles CB/A335: E0 Pause for 4 * 4 (16) frames CB/A337: 1F Do vehicle/entity graphical action $1F CB/A338: E0 Pause for 4 * 4 (16) frames CB/A33A: CC Turn vehicle/entity up CB/A33B: FF End queue CB/A33C: 95 Pause for 120 units CB/A33D: 4B Display dialogue message $021A, wait for button press DOMA SENTRY: Sir CYAN! CB/A340: 94 Pause for 60 units CB/A341: 02 Begin action queue for character $02 (Actor in stot 2), 14 bytes long (Wait until complete) CB/A343: 23 Do vehicle/entity graphical action $23 CB/A344: E0 Pause for 4 * 2 (8) frames CB/A346: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/A347: E0 Pause for 4 * 2 (8) frames CB/A349: 23 Do vehicle/entity graphical action $23 CB/A34A: E0 Pause for 4 * 2 (8) frames CB/A34C: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/A34D: E0 Pause for 4 * 2 (8) frames CB/A34F: CE Turn vehicle/entity down CB/A350: FF End queue CB/A351: 94 Pause for 60 units CB/A352: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long CB/A354: 20 Do vehicle/entity graphical action $20 CB/A355: E0 Pause for 4 * 11 (44) frames CB/A357: CE Turn vehicle/entity down CB/A358: FF End queue CB/A359: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/A35B: 21 Do vehicle/entity graphical action $21 CB/A35C: E0 Pause for 4 * 13 (52) frames CB/A35E: CC Turn vehicle/entity up CB/A35F: FF End queue CB/A360: 94 Pause for 60 units CB/A361: 4B Display dialogue message $022F, wait for button press CYAN: There have to be some survivors in the castle! DOMA SENTRY: Let's split up… CB/A364: F2 Fade out current song with transition time 8 CB/A366: 93 Pause for 45 units CB/A367: 10 Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete) CB/A369: C3 Set vehicle/entity's event speed to fast CB/A36A: 8E Move vehicle/entity down 4 tiles CB/A36B: D5 Set vehicle/entity's position to (40, 9) CB/A36E: FF End queue CB/A36F: 93 Pause for 45 units CB/A370: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CB/A372: D0 Set event bit $1E80($031) [$1E86, bit 1] CB/A374: F0 Play song 12 (Cyan), (high bit clear), full volume CB/A376: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/A378: C2 Set vehicle/entity's event speed to normal CB/A379: 86 Move vehicle/entity down 2 tiles CB/A37A: FF End queue CB/A37B: 39 Free screen CB/A37C: 3A Enable player to move while event commands execute CB/A37D: FE Return CB/A37E: 4B Display dialogue message $022E, wait for button press CYAN: Highness… CB/A381: FE Return CB/A382: 4B Display dialogue message $022C, wait for button press DOMA SENTRY: To the King, on the double! CB/A385: FE Return CB/A386: 4B Display dialogue message $021A, wait for button press (At bottom of screen) DOMA SENTRY: Sir CYAN! CB/A389: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CB/A38B: E0 Pause for 4 * 10 (40) frames CB/A38D: 22 Do vehicle/entity graphical action $22 CB/A38E: FF End queue CB/A38F: 4B Display dialogue message $022B, wait for button press (At bottom of screen) DOMA SENTRY: We're through. CB/A392: 35 Pause execution until action queue for object $10 (NPC $10) is complete CB/A394: FE Return CB/A395: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CA5EB3 (simply returns) CB/A39B: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete) CB/A39D: C2 Set vehicle/entity's event speed to normal CB/A39E: 80 Move vehicle/entity up 1 tile CB/A39F: FF End queue CB/A3A0: B5 Pause for 15 * 16 (240) units CB/A3A2: 02 Begin action queue for character $02 (Actor in stot 2), 11 bytes long (Wait until complete) CB/A3A4: C2 Set vehicle/entity's event speed to normal CB/A3A5: 82 Move vehicle/entity down 1 tile CB/A3A6: E0 Pause for 4 * 3 (12) frames CB/A3A8: 82 Move vehicle/entity down 1 tile CB/A3A9: E0 Pause for 4 * 3 (12) frames CB/A3AB: 20 Do vehicle/entity graphical action $20 CB/A3AC: E0 Pause for 4 * 10 (40) frames CB/A3AE: FF End queue CB/A3AF: 4B Display dialogue message $0230, wait for button press CYAN: Here, too… CB/A3B2: 93 Pause for 45 units CB/A3B3: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CB/A3B5: CE Turn vehicle/entity down CB/A3B6: FF End queue CB/A3B7: 3A Enable player to move while event commands execute CB/A3B8: FE Return CB/A3B9: 3F Remove character $03 (Actor in stot 3) from the party CB/A3BC: 3E Delete object $03 CB/A3BE: 45 Refresh objects CB/A3BF: FE Return CB/A3C0: 4B Display dialogue message $0233, wait for button press TROOPER: This is off limits. CB/A3C3: FE Return CB/A3C4: C0 If ($1E80($03A) [$1E87, bit 2] is set), branch to $CA5EB3 (simply returns) CB/A3CA: 6A Load map $0087 (Phantom Forest, leading to train platform (before Phantom Train only)) after fade out, (upper bits $0000), place party at (3, 12), facing up CB/A3D0: FE Return CB/A3D1: C0 If ($1E80($192) [$1EB2, bit 2] is set), branch to $CA5EB3 (simply returns) CB/A3D7: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/A3D9: C2 Set vehicle/entity's event speed to normal CB/A3DA: 88 Move vehicle/entity up 3 tiles CB/A3DB: 85 Move vehicle/entity right 2 tiles CB/A3DC: FF End queue CB/A3DD: D2 Set event bit $1E80($192) [$1EB2, bit 2] CB/A3DF: B2 Call subroutine $CBA3EC CB/A3E3: FE Return CB/A3E4: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/A3EC: F4 Play sound effect 233 CB/A3EE: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CB/A3F0: 92 Pause for 30 units CB/A3F1: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CB/A3F5: 4B Display dialogue message $0B83, wait for button press Recovery spring CB/A3F8: FE Return CB/A3F9: C1 If ($1E80($1B1) [$1EB6, bit 1] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/A401: B2 Call subroutine $CBA3EC CB/A405: FE Return CB/A406: C1 If ($1E80($0A4) [$1E94, bit 4] is set) or ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CB/A40E: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/A410: F7 End most recent loop of currently playing song CB/A411: FE Return CB/A412: F0 Play song 0 (Silence), (high bit clear), full volume CB/A414: 74 Replace current map's Layer 2 at (58, 7) with the following (2 x 1) chunk CB/A419: $B8, $BE CB/A41B: 74 Replace current map's Layer 2 at (70, 10) with the following (2 x 15) chunk CB/A420: $7A, $7A CB/A422: $7A, $7A CB/A424: $7A, $7A CB/A426: $7A, $7A CB/A428: $7A, $7A CB/A42A: $7A, $02 CB/A42C: $7A, $7D CB/A42E: $E9, $89 CB/A430: $88, $89 CB/A432: $89, $89 CB/A434: $89, $89 CB/A436: $89, $89 CB/A438: $03, $89 CB/A43A: $89, $88 CB/A43C: $8A, $86 CB/A43E: 74 Replace current map's Layer 2 at (15, 73) with the following (2 x 14) chunk CB/A443: $01, $01 CB/A445: $01, $01 CB/A447: $01, $01 CB/A449: $01, $01 CB/A44B: $01, $01 CB/A44D: $01, $F9 CB/A44F: $01, $01 CB/A451: $01, $01 CB/A453: $01, $01 CB/A455: $01, $01 CB/A457: $01, $01 CB/A459: $DC, $03 CB/A45B: $DE, $01 CB/A45D: $01, $01 CB/A45F: 74 Replace current map's Layer 2 at (56, 10) with the following (2 x 14) chunk CB/A464: $EE, $78 CB/A466: $02, $7A CB/A468: $78, $7A CB/A46A: $7A, $7A CB/A46C: $7A, $7A CB/A46E: $7D, $7A CB/A470: $7A, $7A CB/A472: $84, $88 CB/A474: $89, $89 CB/A476: $89, $89 CB/A478: $89, $89 CB/A47A: $89, $89 CB/A47C: $89, $89 CB/A47E: $89, $89 CB/A480: 74 Replace current map's Layer 2 at (2, 73) with the following (2 x 13) chunk CB/A485: $01, $F9 CB/A487: $01, $01 CB/A489: $01, $01 CB/A48B: $01, $01 CB/A48D: $01, $01 CB/A48F: $01, $01 CB/A491: $01, $01 CB/A493: $01, $01 CB/A495: $01, $01 CB/A497: $01, $01 CB/A499: $01, $01 CB/A49B: $01, $01 CB/A49D: $01, $01 CB/A49F: 74 Replace current map's Layer 2 at (24, 74) with the following (2 x 1) chunk CB/A4A4: $03, $13 CB/A4A6: 75 Refresh map after alteration CB/A4A7: B2 Call subroutine $CB6AD3 CB/A4AB: FE Return CB/A4AC: 73 Replace current map's Layer 1 at (24, 74) with the following (2 x 1) chunk, refresh immediately CB/A4B1: $03, $13 CB/A4B3: FE Return CB/A4B4: 74 Replace current map's Layer 2 at (4, 10) with the following (2 x 15) chunk CB/A4B9: $78, $02 CB/A4BB: $7A, $78 CB/A4BD: $7A, $7A CB/A4BF: $7A, $7A CB/A4C1: $7A, $7A CB/A4C3: $78, $7A CB/A4C5: $7A, $7A CB/A4C7: $7A, $88 CB/A4C9: $89, $89 CB/A4CB: $89, $89 CB/A4CD: $89, $89 CB/A4CF: $89, $89 CB/A4D1: $89, $89 CB/A4D3: $89, $89 CB/A4D5: $8A, $89 CB/A4D7: 74 Replace current map's Layer 2 at (19, 10) with the following (2 x 13) chunk CB/A4DC: $7A, $7A CB/A4DE: $7A, $7A CB/A4E0: $7A, $7A CB/A4E2: $7A, $7A CB/A4E4: $7A, $78 CB/A4E6: $7A, $7D CB/A4E8: $02, $89 CB/A4EA: $89, $89 CB/A4EC: $89, $89 CB/A4EE: $89, $02 CB/A4F0: $02, $02 CB/A4F2: $8A, $89 CB/A4F4: $8A, $02 CB/A4F6: 74 Replace current map's Layer 2 at (2, 73) with the following (2 x 14) chunk CB/A4FB: $00, $F9 CB/A4FD: $00, $00 CB/A4FF: $00, $00 CB/A501: $00, $00 CB/A503: $00, $00 CB/A505: $00, $00 CB/A507: $00, $00 CB/A509: $00, $00 CB/A50B: $00, $00 CB/A50D: $00, $00 CB/A50F: $00, $00 CB/A511: $00, $00 CB/A513: $00, $00 CB/A515: $00, $00 CB/A517: 74 Replace current map's Layer 2 at (16, 73) with the following (2 x 13) chunk CB/A51C: $00, $00 CB/A51E: $00, $00 CB/A520: $00, $00 CB/A522: $00, $00 CB/A524: $00, $00 CB/A526: $00, $00 CB/A528: $00, $00 CB/A52A: $00, $00 CB/A52C: $00, $00 CB/A52E: $00, $00 CB/A530: $DC, $03 CB/A532: $DE, $00 CB/A534: $00, $00 CB/A536: 74 Replace current map's Layer 2 at (26, 69) with the following (4 x 1) chunk CB/A53B: $00, $00, $00, $00 CB/A53F: 75 Refresh map after alteration CB/A540: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CB/A542: 22 Do vehicle/entity graphical action $22 CB/A543: FF End queue CB/A544: FE Return CB/A545: C0 If ($1E80($1FF) [$1EBF, bit 7] is clear), branch to $CA5EB3 (simply returns) CB/A54B: 73 Replace current map's Layer 1 at (56, 4) with the following (2 x 1) chunk, refresh immediately CB/A550: $09, $19 CB/A552: FE Return CB/A553: C0 If ($1E80($180) [$1EB0, bit 0] is set), branch to $CBA564 CB/A559: C0 If ($1E80($17E) [$1EAF, bit 6] is clear), branch to $CA5EB3 (simply returns) CB/A55F: B2 Call subroutine $CB8CB0 CB/A563: FE Return CB/A564: 74 Replace current map's Layer 2 at (1, 6) with the following (3 x 3) chunk CB/A569: $01, $96, $8B CB/A56C: $01, $96, $9B CB/A56F: $01, $96, $DA CB/A572: 74 Replace current map's Layer 2 at (29, 6) with the following (3 x 2) chunk CB/A577: $96, $01, $96 CB/A57A: $01, $96, $01 CB/A57D: 74 Replace current map's Layer 2 at (29, 68) with the following (5 x 1) chunk CB/A582: $9F, $AF, $9E, $AE, $9F CB/A587: 74 Replace current map's Layer 2 at (2, 68) with the following (5 x 1) chunk CB/A58C: $9E, $AE, $9F, $AF, $9E CB/A591: 75 Refresh map after alteration CB/A592: FE Return CB/A593: B2 Call subroutine $CBB90E CB/A597: B2 Call subroutine $CBB922 CB/A59B: B2 Call subroutine $CBB936 CB/A59F: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB6A55 CB/A5A5: FE Return CB/A5A6: C0 If ($1E80($17F) [$1EAF, bit 7] is set), branch to $CA5EB3 (simply returns) CB/A5AC: 73 Replace current map's Layer 1 at (28, 3) with the following (1 x 1) chunk, refresh immediately CB/A5B1: $3D CB/A5B2: 73 Replace current map's Layer 1 at (26, 5) with the following (4 x 1) chunk, refresh immediately CB/A5B7: $96, $96, $96, $96 CB/A5BB: FE Return CB/A5BC: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB6A55 CB/A5C2: 73 Replace current map's Layer 1 at (20, 6) with the following (2 x 2) chunk, refresh immediately CB/A5C7: $71, $72 CB/A5C9: $18, $19 CB/A5CB: B2 Call subroutine $CBA5D6 CB/A5CF: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB6A4C CB/A5D5: FE Return CB/A5D6: C9 If ($1E80($188) [$1EB1, bit 0] is clear) and ($1E80($187) [$1EB0, bit 7] is clear), branch to $CA5EB3 (simply returns) CB/A5DE: 73 Replace current map's Layer 1 at (5, 24) with the following (1 x 1) chunk, refresh immediately CB/A5E3: $12 CB/A5E4: FE Return CB/A5E5: C0 If ($1E80($1FF) [$1EBF, bit 7] is set), branch to $CA5EB3 (simply returns) CB/A5EB: D2 Set event bit $1E80($1FF) [$1EBF, bit 7] CB/A5ED: F4 Play sound effect 44 CB/A5EF: 73 Replace current map's Layer 1 at (56, 4) with the following (4 x 1) chunk, refresh immediately CB/A5F4: $09, $19, $12, $04 CB/A5F8: FE Return CB/A5F9: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/A5FF: DA Set event bit $1E80($506) [$1F20, bit 6] CB/A601: DB Clear event bit $1E80($507) [$1F20, bit 7] CB/A603: DB Clear event bit $1E80($508) [$1F21, bit 0] CB/A605: DB Clear event bit $1E80($509) [$1F21, bit 1] CB/A607: 6A Load map $0091 (Phantom Train, first 3 seating cars) after fade out, (upper bits $0000), place party at (26, 10), facing up CB/A60D: FE Return CB/A60E: C0 If ($1E80($1B3) [$1EB6, bit 3] is clear), branch to $CA5EB3 (simply returns) CB/A614: DA Set event bit $1E80($506) [$1F20, bit 6] CB/A616: DB Clear event bit $1E80($507) [$1F20, bit 7] CB/A618: DB Clear event bit $1E80($508) [$1F21, bit 0] CB/A61A: DB Clear event bit $1E80($509) [$1F21, bit 1] CB/A61C: 6A Load map $0091 (Phantom Train, first 3 seating cars) after fade out, (upper bits $3000), place party at (29, 7), facing left CB/A622: FE Return CB/A623: C0 If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CA5EB3 (simply returns) CB/A629: DA Set event bit $1E80($506) [$1F20, bit 6] CB/A62B: DB Clear event bit $1E80($507) [$1F20, bit 7] CB/A62D: DB Clear event bit $1E80($508) [$1F21, bit 0] CB/A62F: DB Clear event bit $1E80($509) [$1F21, bit 1] CB/A631: 6A Load map $0091 (Phantom Train, first 3 seating cars) after fade out, (upper bits $1000), place party at (2, 7), facing right CB/A637: FE Return CB/A638: 6A Load map $0095 (Phantom Train, seating car with detachment switch) after fade out, (upper bits $3000), place party at (30, 7), facing left CB/A63E: FE Return CB/A63F: DB Clear event bit $1E80($506) [$1F20, bit 6] CB/A641: DA Set event bit $1E80($507) [$1F20, bit 7] CB/A643: DB Clear event bit $1E80($508) [$1F21, bit 0] CB/A645: DB Clear event bit $1E80($509) [$1F21, bit 1] CB/A647: 6A Load map $0095 (Phantom Train, seating car with detachment switch) after fade out, (upper bits $3000), place party at (30, 7), facing left CB/A64D: FE Return CB/A64E: DA Set event bit $1E80($506) [$1F20, bit 6] CB/A650: DB Clear event bit $1E80($507) [$1F20, bit 7] CB/A652: DB Clear event bit $1E80($508) [$1F21, bit 0] CB/A654: DB Clear event bit $1E80($509) [$1F21, bit 1] CB/A656: 6A Load map $0097 (Phantom Train, hallways outside suites) after fade out, (upper bits $3000), place party at (25, 8), facing left CB/A65C: FE Return CB/A65D: DA Set event bit $1E80($506) [$1F20, bit 6] CB/A65F: DB Clear event bit $1E80($507) [$1F20, bit 7] CB/A661: DB Clear event bit $1E80($508) [$1F21, bit 0] CB/A663: DB Clear event bit $1E80($509) [$1F21, bit 1] CB/A665: 6A Load map $0097 (Phantom Train, hallways outside suites) after fade out, (upper bits $1000), place party at (2, 8), facing right CB/A66B: FE Return CB/A66C: D2 Set event bit $1E80($17E) [$1EAF, bit 6] CB/A66E: DB Clear event bit $1E80($506) [$1F20, bit 6] CB/A670: DA Set event bit $1E80($507) [$1F20, bit 7] CB/A672: DB Clear event bit $1E80($508) [$1F21, bit 0] CB/A674: DB Clear event bit $1E80($509) [$1F21, bit 1] CB/A676: 6A Load map $0097 (Phantom Train, hallways outside suites) after fade out, (upper bits $3000), place party at (25, 8), facing left CB/A67C: FE Return CB/A67D: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/A683: D2 Set event bit $1E80($180) [$1EB0, bit 0] CB/A685: DB Clear event bit $1E80($506) [$1F20, bit 6] CB/A687: DB Clear event bit $1E80($507) [$1F20, bit 7] CB/A689: DB Clear event bit $1E80($508) [$1F21, bit 0] CB/A68B: DA Set event bit $1E80($509) [$1F21, bit 1] CB/A68D: 6A Load map $0091 (Phantom Train, first 3 seating cars) after fade out, (upper bits $0000), place party at (26, 10), facing up CB/A693: FE Return CB/A694: D2 Set event bit $1E80($17E) [$1EAF, bit 6] CB/A696: DB Clear event bit $1E80($506) [$1F20, bit 6] CB/A698: DA Set event bit $1E80($507) [$1F20, bit 7] CB/A69A: DB Clear event bit $1E80($508) [$1F21, bit 0] CB/A69C: DB Clear event bit $1E80($509) [$1F21, bit 1] CB/A69E: 6A Load map $0097 (Phantom Train, hallways outside suites) after fade out, (upper bits $1000), place party at (2, 8), facing right CB/A6A4: FE Return CB/A6A5: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/A6AB: 6A Load map $0092 (Phantom Train, caboose inner room and engine room (inc. Cyan's Dream)) after fade out, (upper bits $0000), place party at (8, 12), facing up CB/A6B1: C0 If ($1E80($179) [$1EAF, bit 1] is set), branch to $CA5EB3 (simply returns) CB/A6B7: D2 Set event bit $1E80($179) [$1EAF, bit 1] CB/A6B9: 4B Display dialogue message $02C1, wait for button press This is the engineer's room. Gotta stop this thing…! CB/A6BC: FE Return CB/A6BD: C0 If ($1E80($17E) [$1EAF, bit 6] is set), branch to $CBA6D7 CB/A6C3: 6A Load map $0099 (Phantom Train, suite rooms and save point car (inc. Cyan's Dream)) after fade out, (upper bits $0000), place party at (8, 28), facing up CB/A6C9: FE Return CB/A6CA: C0 If ($1E80($17E) [$1EAF, bit 6] is set), branch to $CBA6DE CB/A6D0: 6A Load map $0099 (Phantom Train, suite rooms and save point car (inc. Cyan's Dream)) after fade out, (upper bits $0000), place party at (23, 11), facing up CB/A6D6: FE Return CB/A6D7: 6A Load map $0099 (Phantom Train, suite rooms and save point car (inc. Cyan's Dream)) after fade out, (upper bits $0000), place party at (23, 11), facing up CB/A6DD: FE Return CB/A6DE: 6A Load map $0099 (Phantom Train, suite rooms and save point car (inc. Cyan's Dream)) after fade out, (upper bits $0000), place party at (23, 28), facing up CB/A6E4: FE Return CB/A6E5: D2 Set event bit $1E80($17E) [$1EAF, bit 6] CB/A6E7: DB Clear event bit $1E80($506) [$1F20, bit 6] CB/A6E9: DA Set event bit $1E80($507) [$1F20, bit 7] CB/A6EB: DB Clear event bit $1E80($508) [$1F21, bit 0] CB/A6ED: DB Clear event bit $1E80($509) [$1F21, bit 1] CB/A6EF: 6A Load map $0091 (Phantom Train, first 3 seating cars) after fade out, (upper bits $3000), place party at (29, 7), facing left CB/A6F5: 96 Restore screen from fade CB/A6F6: FE Return CB/A6F7: D2 Set event bit $1E80($17E) [$1EAF, bit 6] CB/A6F9: DB Clear event bit $1E80($506) [$1F20, bit 6] CB/A6FB: DA Set event bit $1E80($507) [$1F20, bit 7] CB/A6FD: DB Clear event bit $1E80($508) [$1F21, bit 0] CB/A6FF: DB Clear event bit $1E80($509) [$1F21, bit 1] CB/A701: 6A Load map $0091 (Phantom Train, first 3 seating cars) after fade out, (upper bits $1000), place party at (2, 7), facing right CB/A707: 96 Restore screen from fade CB/A708: FE Return CB/A709: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/A70B: 1F Do vehicle/entity graphical action $1F CB/A70C: C7 Set vehicle/entity to stay still when moving CB/A70D: E0 Pause for 4 * 3 (12) frames CB/A70F: FF End queue CB/A710: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CB/A712: F4 Play sound effect 186 CB/A714: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/A716: C3 Set vehicle/entity's event speed to fast CB/A717: 86 Move vehicle/entity down 2 tiles CB/A718: E0 Pause for 4 * 2 (8) frames CB/A71A: FF End queue CB/A71B: 5A Fade screen at speed $04 CB/A71D: D2 Set event bit $1E80($17E) [$1EAF, bit 6] CB/A71F: DB Clear event bit $1E80($506) [$1F20, bit 6] CB/A721: DA Set event bit $1E80($507) [$1F20, bit 7] CB/A723: DB Clear event bit $1E80($508) [$1F21, bit 0] CB/A725: DB Clear event bit $1E80($509) [$1F21, bit 1] CB/A727: 5C Pause execution until fade in or fade out is complete CB/A728: 6B Load map $0091 (Phantom Train, first 3 seating cars) instantly, (upper bits $2000), place party at (17, 0), facing down CB/A72E: 74 Replace current map's Layer 2 at (25, 9) with the following (2 x 3) chunk CB/A733: $85, $8B CB/A735: $84, $01 CB/A737: $01, $01 CB/A739: 74 Replace current map's Layer 2 at (25, 71) with the following (4 x 3) chunk CB/A73E: $65, $90, $64, $75 CB/A742: $90, $74, $5D, $5C CB/A746: $5D, $2B, $2B, $2C CB/A74A: 75 Refresh map after alteration CB/A74B: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/A74D: C8 Set object layering priority to 2 (low nibble 2) CB/A74F: FF End queue CB/A750: 96 Restore screen from fade CB/A751: B2 Call subroutine $CB6A9F CB/A755: B2 Call subroutine $CB6A37 CB/A759: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CB/A75B: FE Return CB/A75C: C0 If ($1E80($180) [$1EB0, bit 0] is set), branch to $CBA7E2 CB/A762: 4B Display dialogue message $02C5, wait for button press SABIN: Won't open! CB/A765: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/A767: C2 Set vehicle/entity's event speed to normal CB/A768: 80 Move vehicle/entity up 1 tile CB/A769: CE Turn vehicle/entity down CB/A76A: FF End queue CB/A76B: FE Return CB/A76C: C0 If ($1E80($180) [$1EB0, bit 0] is set), branch to $CBA7EB CB/A772: C0 If ($1E80($17E) [$1EAF, bit 6] is set), branch to $CBA840 CB/A778: 6A Load map $008E (Phantom Train, exterior (before detaching rear cars)) after fade out, (upper bits $1000), place party at (75, 8), facing right CB/A77E: FE Return CB/A77F: C0 If ($1E80($180) [$1EB0, bit 0] is set), branch to $CBA7F4 CB/A785: C0 If ($1E80($17E) [$1EAF, bit 6] is set), branch to $CBA849 CB/A78B: 6A Load map $008E (Phantom Train, exterior (before detaching rear cars)) after fade out, (upper bits $3000), place party at (66, 8), facing left CB/A791: FE Return CB/A792: C0 If ($1E80($183) [$1EB0, bit 3] is set), branch to $CBA7A1 CB/A798: 4B Display dialogue message $02C0, wait for button press We have to detach the rear train cars! CB/A79B: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/A79D: C2 Set vehicle/entity's event speed to normal CB/A79E: 83 Move vehicle/entity left 1 tile CB/A79F: FF End queue CB/A7A0: FE Return CB/A7A1: 6A Load map $008D (Phantom Train, exterior (after detaching rear cars)) after fade out, (upper bits $1000), place party at (117, 8), facing right CB/A7A7: FE Return CB/A7A8: D3 Clear event bit $1E80($180) [$1EB0, bit 0] CB/A7AA: 6A Load map $008D (Phantom Train, exterior (after detaching rear cars)) after fade out, (upper bits $3000), place party at (27, 8), facing left CB/A7B0: FE Return CB/A7B1: C0 If ($1E80($17E) [$1EAF, bit 6] is set), branch to $CBA7D9 CB/A7B7: C0 If ($1E80($180) [$1EB0, bit 0] is set), branch to $CBA815 CB/A7BD: DB Clear event bit $1E80($506) [$1F20, bit 6] CB/A7BF: 6A Load map $008D (Phantom Train, exterior (after detaching rear cars)) after fade out, (upper bits $1000), place party at (83, 8), facing right CB/A7C5: FE Return CB/A7C6: C0 If ($1E80($17E) [$1EAF, bit 6] is set), branch to $CBA7FD CB/A7CC: C0 If ($1E80($180) [$1EB0, bit 0] is set), branch to $CBA7A8 CB/A7D2: 6A Load map $008D (Phantom Train, exterior (after detaching rear cars)) after fade out, (upper bits $3000), place party at (74, 8), facing left CB/A7D8: FE Return CB/A7D9: D3 Clear event bit $1E80($17E) [$1EAF, bit 6] CB/A7DB: 6A Load map $008D (Phantom Train, exterior (after detaching rear cars)) after fade out, (upper bits $1000), place party at (67, 8), facing right CB/A7E1: FE Return CB/A7E2: D3 Clear event bit $1E80($180) [$1EB0, bit 0] CB/A7E4: 6A Load map $008E (Phantom Train, exterior (before detaching rear cars)) after fade out, (upper bits $2000), place party at (41, 9), facing down CB/A7EA: FE Return CB/A7EB: D3 Clear event bit $1E80($180) [$1EB0, bit 0] CB/A7ED: 6A Load map $008E (Phantom Train, exterior (before detaching rear cars)) after fade out, (upper bits $1000), place party at (43, 8), facing right CB/A7F3: FE Return CB/A7F4: D3 Clear event bit $1E80($180) [$1EB0, bit 0] CB/A7F6: 6A Load map $008E (Phantom Train, exterior (before detaching rear cars)) after fade out, (upper bits $3000), place party at (34, 8), facing left CB/A7FC: FE Return CB/A7FD: D3 Clear event bit $1E80($17E) [$1EAF, bit 6] CB/A7FF: DB Clear event bit $1E80($507) [$1F20, bit 7] CB/A801: 6A Load map $008D (Phantom Train, exterior (after detaching rear cars)) after fade out, (upper bits $3000), place party at (58, 8), facing left CB/A807: FE Return CB/A808: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB93BF CB/A80E: 6A Load map $008D (Phantom Train, exterior (after detaching rear cars)) after fade out, (upper bits $2000), place party at (38, 9), facing down CB/A814: FE Return CB/A815: D3 Clear event bit $1E80($180) [$1EB0, bit 0] CB/A817: 6A Load map $008D (Phantom Train, exterior (after detaching rear cars)) after fade out, (upper bits $1000), place party at (38, 8), facing right CB/A81D: FE Return CB/A81E: 6A Load map $0097 (Phantom Train, hallways outside suites) after fade out, (upper bits $2000), place party at (19, 9), facing down CB/A824: FE Return CB/A825: C0 If ($1E80($17E) [$1EAF, bit 6] is set), branch to $CBA832 CB/A82B: 6A Load map $0097 (Phantom Train, hallways outside suites) after fade out, (upper bits $2000), place party at (9, 9), facing down CB/A831: FE Return CB/A832: 6A Load map $0097 (Phantom Train, hallways outside suites) after fade out, (upper bits $2000), place party at (19, 9), facing down CB/A838: FE Return CB/A839: 6A Load map $0097 (Phantom Train, hallways outside suites) after fade out, (upper bits $2000), place party at (9, 9), facing down CB/A83F: FE Return CB/A840: D3 Clear event bit $1E80($17E) [$1EAF, bit 6] CB/A842: 6A Load map $008E (Phantom Train, exterior (before detaching rear cars)) after fade out, (upper bits $3000), place party at (59, 8), facing left CB/A848: FE Return CB/A849: D3 Clear event bit $1E80($17E) [$1EAF, bit 6] CB/A84B: 6A Load map $008E (Phantom Train, exterior (before detaching rear cars)) after fade out, (upper bits $3000), place party at (50, 8), facing left CB/A851: FE Return CB/A852: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CB/A858: 73 Replace current map's Layer 1 at (24, 74) with the following (2 x 1) chunk, refresh immediately CB/A85D: $02, $12 CB/A85F: F4 Play sound effect 44 CB/A861: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CB/A863: FE Return CB/A864: C0 If ($1E80($038) [$1E87, bit 0] is set), branch to $CA5EB3 (simply returns) CB/A86A: 38 Hold screen CB/A86B: B2 Call subroutine $CAC6AC CB/A86F: 02 Begin action queue for character $02 (Actor in stot 2), 12 bytes long CB/A871: C2 Set vehicle/entity's event speed to normal CB/A872: 81 Move vehicle/entity right 1 tile CB/A873: E0 Pause for 4 * 2 (8) frames CB/A875: CF Turn vehicle/entity left CB/A876: E0 Pause for 4 * 2 (8) frames CB/A878: CE Turn vehicle/entity down CB/A879: E0 Pause for 4 * 2 (8) frames CB/A87B: CF Turn vehicle/entity left CB/A87C: FF End queue CB/A87D: 03 Begin action queue for character $03 (Actor in stot 3), 12 bytes long CB/A87F: C2 Set vehicle/entity's event speed to normal CB/A880: 82 Move vehicle/entity down 1 tile CB/A881: E0 Pause for 4 * 2 (8) frames CB/A883: CD Turn vehicle/entity right CB/A884: E0 Pause for 4 * 2 (8) frames CB/A886: CF Turn vehicle/entity left CB/A887: E0 Pause for 4 * 2 (8) frames CB/A889: CC Turn vehicle/entity up CB/A88A: FF End queue CB/A88B: 05 Begin action queue for character $05 (Actor in stot 5), 12 bytes long (Wait until complete) CB/A88D: C2 Set vehicle/entity's event speed to normal CB/A88E: 83 Move vehicle/entity left 1 tile CB/A88F: E0 Pause for 4 * 2 (8) frames CB/A891: CC Turn vehicle/entity up CB/A892: E0 Pause for 4 * 2 (8) frames CB/A894: CE Turn vehicle/entity down CB/A895: E0 Pause for 4 * 2 (8) frames CB/A897: CD Turn vehicle/entity right CB/A898: FF End queue CB/A899: 4B Display dialogue message $02A4, wait for button press CYAN: A train's there!? But I thought Doma's railway had been destroyed…? SABIN: May be survivors inside. Let's take a look. CB/A89C: 02 Begin action queue for character $02 (Actor in stot 2), 11 bytes long CB/A89E: 22 Do vehicle/entity graphical action $22 CB/A89F: E0 Pause for 4 * 2 (8) frames CB/A8A1: CF Turn vehicle/entity left CB/A8A2: E0 Pause for 4 * 2 (8) frames CB/A8A4: 22 Do vehicle/entity graphical action $22 CB/A8A5: E0 Pause for 4 * 2 (8) frames CB/A8A7: CF Turn vehicle/entity left CB/A8A8: FF End queue CB/A8A9: 03 Begin action queue for character $03 (Actor in stot 3), 11 bytes long CB/A8AB: 21 Do vehicle/entity graphical action $21 CB/A8AC: E0 Pause for 4 * 2 (8) frames CB/A8AE: CC Turn vehicle/entity up CB/A8AF: E0 Pause for 4 * 2 (8) frames CB/A8B1: 21 Do vehicle/entity graphical action $21 CB/A8B2: E0 Pause for 4 * 2 (8) frames CB/A8B4: CC Turn vehicle/entity up CB/A8B5: FF End queue CB/A8B6: 05 Begin action queue for character $05 (Actor in stot 5), 11 bytes long (Wait until complete) CB/A8B8: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/A8B9: E0 Pause for 4 * 2 (8) frames CB/A8BB: CD Turn vehicle/entity right CB/A8BC: E0 Pause for 4 * 2 (8) frames CB/A8BE: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/A8BF: E0 Pause for 4 * 2 (8) frames CB/A8C1: CD Turn vehicle/entity right CB/A8C2: FF End queue CB/A8C3: B2 Call subroutine $CB2E34 CB/A8C7: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long CB/A8C9: C2 Set vehicle/entity's event speed to normal CB/A8CA: 83 Move vehicle/entity left 1 tile CB/A8CB: FF End queue CB/A8CC: 03 Begin action queue for character $03 (Actor in stot 3), 3 bytes long CB/A8CE: C2 Set vehicle/entity's event speed to normal CB/A8CF: 80 Move vehicle/entity up 1 tile CB/A8D0: FF End queue CB/A8D1: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete) CB/A8D3: C2 Set vehicle/entity's event speed to normal CB/A8D4: 81 Move vehicle/entity right 1 tile CB/A8D5: FF End queue CB/A8D6: D0 Set event bit $1E80($038) [$1E87, bit 0] CB/A8D8: B2 Call subroutine $CB2E2B CB/A8DC: B2 Call subroutine $CACB95 CB/A8E0: 3B Position character in a "ready-to-go" stance CB/A8E1: 39 Free screen CB/A8E2: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/A8E4: CC Turn vehicle/entity up CB/A8E5: FF End queue CB/A8E6: FE Return CB/A8E7: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/A8E9: C2 Set vehicle/entity's event speed to normal CB/A8EA: 80 Move vehicle/entity up 1 tile CB/A8EB: FF End queue CB/A8EC: B2 Call subroutine $CBA8F1 CB/A8F0: FE Return CB/A8F1: B2 Call subroutine $CAC6AC CB/A8F5: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CB/A8F7: 48 Display dialogue message $02AB, continue executing commands SABIN: Hey! We can get in right here! CB/A8FA: D3 Clear event bit $1E80($17C) [$1EAF, bit 4] CB/A8FC: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long CB/A8FE: C2 Set vehicle/entity's event speed to normal CB/A8FF: 80 Move vehicle/entity up 1 tile CB/A900: FF End queue CB/A901: 03 Begin action queue for character $03 (Actor in stot 3), 6 bytes long CB/A903: C2 Set vehicle/entity's event speed to normal CB/A904: CD Turn vehicle/entity right CB/A905: C7 Set vehicle/entity to stay still when moving CB/A906: 83 Move vehicle/entity left 1 tile CB/A907: C6 Set vehicle/entity to walk when moving CB/A908: FF End queue CB/A909: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long CB/A90B: C2 Set vehicle/entity's event speed to normal CB/A90C: E0 Pause for 4 * 3 (12) frames CB/A90E: CC Turn vehicle/entity up CB/A90F: FF End queue CB/A910: 49 If dialogue window is up, wait for keypress then dismiss CB/A911: 03 Begin action queue for character $03 (Actor in stot 3), 4 bytes long CB/A913: E0 Pause for 4 * 9 (36) frames CB/A915: CC Turn vehicle/entity up CB/A916: FF End queue CB/A917: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete) CB/A919: 1F Do vehicle/entity graphical action $1F CB/A91A: E0 Pause for 4 * 9 (36) frames CB/A91C: CC Turn vehicle/entity up CB/A91D: FF End queue CB/A91E: 4B Display dialogue message $02A5, wait for button press CYAN: Sir SABIN! CB/A921: 05 Begin action queue for character $05 (Actor in stot 5), 14 bytes long (Wait until complete) CB/A923: CE Turn vehicle/entity down CB/A924: 24 Do vehicle/entity graphical action $24 CB/A925: E0 Pause for 4 * 3 (12) frames CB/A927: 25 Do vehicle/entity graphical action $25 CB/A928: E0 Pause for 4 * 3 (12) frames CB/A92A: 24 Do vehicle/entity graphical action $24 CB/A92B: E0 Pause for 4 * 3 (12) frames CB/A92D: 25 Do vehicle/entity graphical action $25 CB/A92E: E0 Pause for 4 * 3 (12) frames CB/A930: FF End queue CB/A931: 4B Display dialogue message $02A6, wait for button press SABIN: We can't just wander around out here! We have to go on board! CB/A934: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete) CB/A936: C2 Set vehicle/entity's event speed to normal CB/A937: CC Turn vehicle/entity up CB/A938: FF End queue CB/A939: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long CB/A93B: C3 Set vehicle/entity's event speed to fast CB/A93C: 80 Move vehicle/entity up 1 tile CB/A93D: 1B Do vehicle/entity graphical action $1B CB/A93E: FF End queue CB/A93F: 4B Display dialogue message $02A5, wait for button press CYAN: Sir SABIN! CB/A942: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long CB/A944: E0 Pause for 4 * 2 (8) frames CB/A946: CC Turn vehicle/entity up CB/A947: FF End queue CB/A948: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CB/A94A: E0 Pause for 4 * 4 (16) frames CB/A94C: CE Turn vehicle/entity down CB/A94D: 14 Do vehicle/entity graphical action $14 CB/A94E: FF End queue CB/A94F: 4B Display dialogue message $02D2, wait for button press SABIN: Don't worry! CB/A952: F4 Play sound effect 44 CB/A954: 73 Replace current map's Layer 1 at (72, 7) with the following (2 x 1) chunk, refresh immediately CB/A959: $06, $16 CB/A95B: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CB/A95D: C8 Set object layering priority to 3 (low nibble 3) CB/A95F: C2 Set vehicle/entity's event speed to normal CB/A960: 80 Move vehicle/entity up 1 tile CB/A961: FF End queue CB/A962: 42 Hide object $05 CB/A964: 4B Display dialogue message $02A5, wait for button press CYAN: Sir SABIN! CB/A967: 5A Fade screen at speed $08 CB/A969: 03 Begin action queue for character $03 (Actor in stot 3), 4 bytes long CB/A96B: C3 Set vehicle/entity's event speed to fast CB/A96C: 81 Move vehicle/entity right 1 tile CB/A96D: 88 Move vehicle/entity up 3 tiles CB/A96E: FF End queue CB/A96F: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete) CB/A971: C3 Set vehicle/entity's event speed to fast CB/A972: 84 Move vehicle/entity up 2 tiles CB/A973: FF End queue CB/A974: 42 Hide object $02 CB/A976: 42 Hide object $03 CB/A978: DB Clear event bit $1E80($506) [$1F20, bit 6] CB/A97A: DB Clear event bit $1E80($507) [$1F20, bit 7] CB/A97C: DB Clear event bit $1E80($508) [$1F21, bit 0] CB/A97E: DB Clear event bit $1E80($509) [$1F21, bit 1] CB/A980: D9 Clear event bit $1E80($426) [$1F04, bit 6] CB/A982: D9 Clear event bit $1E80($427) [$1F04, bit 7] CB/A984: 5C Pause execution until fade in or fade out is complete CB/A985: 6B Load map $0091 (Phantom Train, first 3 seating cars) instantly, (upper bits $0000), place party at (26, 11), facing up CB/A98B: 39 Free screen CB/A98C: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/A98E: D7 Center screen on vehicle/entity CB/A98F: FF End queue CB/A990: 03 Begin action queue for character $03 (Actor in stot 3), 2 bytes long CB/A992: D7 Center screen on vehicle/entity CB/A993: FF End queue CB/A994: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CB/A996: D7 Center screen on vehicle/entity CB/A997: FF End queue CB/A998: 41 Show object $05 CB/A99A: 05 Begin action queue for character $05 (Actor in stot 5), 24 bytes long CB/A99C: C2 Set vehicle/entity's event speed to normal CB/A99D: 8C Move vehicle/entity up 4 tiles CB/A99E: E0 Pause for 4 * 5 (20) frames CB/A9A0: CD Turn vehicle/entity right CB/A9A1: E0 Pause for 4 * 5 (20) frames CB/A9A3: CF Turn vehicle/entity left CB/A9A4: E0 Pause for 4 * 5 (20) frames CB/A9A6: CC Turn vehicle/entity up CB/A9A7: E0 Pause for 4 * 5 (20) frames CB/A9A9: CE Turn vehicle/entity down CB/A9AA: E0 Pause for 4 * 5 (20) frames CB/A9AC: CF Turn vehicle/entity left CB/A9AD: E0 Pause for 4 * 3 (12) frames CB/A9AF: CD Turn vehicle/entity right CB/A9B0: E0 Pause for 4 * 3 (12) frames CB/A9B2: CE Turn vehicle/entity down CB/A9B3: FF End queue CB/A9B4: 35 Pause execution until action queue for object $05 (Actor in stot 5) is complete CB/A9B6: B0 Execute the following commands until $B1 2 times CB/A9B8: 05 Begin action queue for character $05 (Actor in stot 5), 7 bytes long (Wait until complete) CB/A9BA: 19 Do vehicle/entity graphical action $19 CB/A9BB: E0 Pause for 4 * 3 (12) frames CB/A9BD: 1A Do vehicle/entity graphical action $1A CB/A9BE: E0 Pause for 4 * 3 (12) frames CB/A9C0: FF End queue CB/A9C1: B1 End block of repeating commands CB/A9C2: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/A9C4: CE Turn vehicle/entity down CB/A9C5: FF End queue CB/A9C6: 4B Display dialogue message $02A7, wait for button press SABIN: What on earth…? CB/A9C9: 41 Show object $02 CB/A9CB: 41 Show object $03 CB/A9CD: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/A9CF: CE Turn vehicle/entity down CB/A9D0: FF End queue CB/A9D1: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete) CB/A9D3: C3 Set vehicle/entity's event speed to fast CB/A9D4: 88 Move vehicle/entity up 3 tiles CB/A9D5: FF End queue CB/A9D6: 03 Begin action queue for character $03 (Actor in stot 3), 6 bytes long CB/A9D8: C2 Set vehicle/entity's event speed to normal CB/A9D9: 84 Move vehicle/entity up 2 tiles CB/A9DA: 83 Move vehicle/entity left 1 tile CB/A9DB: 80 Move vehicle/entity up 1 tile CB/A9DC: CD Turn vehicle/entity right CB/A9DD: FF End queue CB/A9DE: 4B Display dialogue message $02A8, wait for button press CYAN: Let me off! This train's haunted! CB/A9E1: 93 Pause for 45 units CB/A9E2: F4 Play sound effect 146 CB/A9E4: 95 Pause for 120 units CB/A9E5: F4 Play sound effect 146 CB/A9E7: 93 Pause for 45 units CB/A9E8: F0 Play song 32 (The Phantom Train #1), (high bit clear), full volume CB/A9EA: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CB/A9EC: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/A9EE: 1F Do vehicle/entity graphical action $1F CB/A9EF: FF End queue CB/A9F0: 03 Begin action queue for character $03 (Actor in stot 3), 2 bytes long CB/A9F2: 1F Do vehicle/entity graphical action $1F CB/A9F3: FF End queue CB/A9F4: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/A9F6: 1F Do vehicle/entity graphical action $1F CB/A9F7: FF End queue CB/A9F8: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/A9FA: B5 Pause for 15 * 6 (90) units CB/A9FC: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/A9FE: CC Turn vehicle/entity up CB/A9FF: FF End queue CB/AA00: 03 Begin action queue for character $03 (Actor in stot 3), 2 bytes long CB/AA02: CD Turn vehicle/entity right CB/AA03: FF End queue CB/AA04: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/AA06: CE Turn vehicle/entity down CB/AA07: FF End queue CB/AA08: 4B Display dialogue message $02D1, wait for button press SABIN: I…it's moving! CYAN: If we don't get off now… CB/AA0B: B2 Call subroutine $CB2E34 CB/AA0F: 03 Begin action queue for character $03 (Actor in stot 3), 2 bytes long CB/AA11: 81 Move vehicle/entity right 1 tile CB/AA12: FF End queue CB/AA13: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/AA15: 82 Move vehicle/entity down 1 tile CB/AA16: FF End queue CB/AA17: B8 Set bit $1DC9($4B) [$1DD2, bit 3] CB/AA19: B2 Call subroutine $CB2E2B CB/AA1D: B2 Call subroutine $CB6A37 CB/AA21: B2 Call subroutine $CACB95 CB/AA25: FE Return CB/AA26: C0 If ($1E80($039) [$1E87, bit 1] is set), branch to $CA5EB3 (simply returns) CB/AA2C: B2 Call subroutine $CAC6AC CB/AA30: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/AA32: CE Turn vehicle/entity down CB/AA33: FF End queue CB/AA34: 03 Begin action queue for character $03 (Actor in stot 3), 6 bytes long CB/AA36: C2 Set vehicle/entity's event speed to normal CB/AA37: CE Turn vehicle/entity down CB/AA38: C7 Set vehicle/entity to stay still when moving CB/AA39: A3 Move vehicle/entity left/up 1x1 tiles CB/AA3A: C6 Set vehicle/entity to walk when moving CB/AA3B: FF End queue CB/AA3C: 02 Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete) CB/AA3E: C2 Set vehicle/entity's event speed to normal CB/AA3F: CE Turn vehicle/entity down CB/AA40: C7 Set vehicle/entity to stay still when moving CB/AA41: A0 Move vehicle/entity right/up 1x1 tiles CB/AA42: C6 Set vehicle/entity to walk when moving CB/AA43: FF End queue CB/AA44: 4B Display dialogue message $02C5, wait for button press SABIN: Won't open! CB/AA47: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/AA49: 20 Do vehicle/entity graphical action $20 CB/AA4A: FF End queue CB/AA4B: 4B Display dialogue message $02C6, wait for button press CYAN: We're too late. CB/AA4E: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete) CB/AA50: C2 Set vehicle/entity's event speed to normal CB/AA51: 80 Move vehicle/entity up 1 tile CB/AA52: CD Turn vehicle/entity right CB/AA53: FF End queue CB/AA54: 03 Begin action queue for character $03 (Actor in stot 3), 2 bytes long CB/AA56: CD Turn vehicle/entity right CB/AA57: FF End queue CB/AA58: 4B Display dialogue message $02C7, wait for button press SABIN: What's with this train? CB/AA5B: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long CB/AA5D: E0 Pause for 4 * 4 (16) frames CB/AA5F: CF Turn vehicle/entity left CB/AA60: FF End queue CB/AA61: 4B Display dialogue message $02C8, wait for button press CYAN: This is the Phantom Train… It carries the departed to…the other side. CB/AA64: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CB/AA66: 1F Do vehicle/entity graphical action $1F CB/AA67: E0 Pause for 4 * 9 (36) frames CB/AA69: CD Turn vehicle/entity right CB/AA6A: FF End queue CB/AA6B: 4B Display dialogue message $02C9, wait for button press SABIN: Wait a sec… I don't want to go THERE! CYAN: We all have to go sometime… CB/AA6E: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/AA70: 18 Do vehicle/entity graphical action $18 CB/AA71: FF End queue CB/AA72: 4B Display dialogue message $02CA, wait for button press SABIN: I have things to do HERE. We have to stop this thing. Let's make for the engine. CB/AA75: B2 Call subroutine $CB2E34 CB/AA79: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/AA7B: CE Turn vehicle/entity down CB/AA7C: FF End queue CB/AA7D: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long CB/AA7F: D5 Set vehicle/entity's position to (26, 9) CB/AA82: CE Turn vehicle/entity down CB/AA83: FF End queue CB/AA84: 03 Begin action queue for character $03 (Actor in stot 3), 2 bytes long CB/AA86: 81 Move vehicle/entity right 1 tile CB/AA87: FF End queue CB/AA88: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete) CB/AA8A: C2 Set vehicle/entity's event speed to normal CB/AA8B: 83 Move vehicle/entity left 1 tile CB/AA8C: FF End queue CB/AA8D: B2 Call subroutine $CB2E2B CB/AA91: DA Set event bit $1E80($506) [$1F20, bit 6] CB/AA93: DA Set event bit $1E80($567) [$1F2C, bit 7] CB/AA95: 3D Create object $18 CB/AA97: 3D Create object $19 CB/AA99: 3D Create object $1A CB/AA9B: 45 Refresh objects CB/AA9C: 41 Show object $18 CB/AA9E: 41 Show object $19 CB/AAA0: 41 Show object $1A CB/AAA2: D0 Set event bit $1E80($039) [$1E87, bit 1] CB/AAA4: F7 End most recent loop of currently playing song CB/AAA5: B2 Call subroutine $CACB95 CB/AAA9: 3B Position character in a "ready-to-go" stance CB/AAAA: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/AAAC: CE Turn vehicle/entity down CB/AAAD: FF End queue CB/AAAE: FE Return CB/AAAF: C0 If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CA5EB3 (simply returns) CB/AAB5: C0 If ($1E80($039) [$1E87, bit 1] is set), branch to $CBA76C CB/AABB: 4B Display dialogue message $028B, wait for button press Can't leave the train now! CB/AABE: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/AAC0: C2 Set vehicle/entity's event speed to normal CB/AAC1: 83 Move vehicle/entity left 1 tile CB/AAC2: FF End queue CB/AAC3: FE Return CB/AAC4: C0 If ($1E80($1B3) [$1EB6, bit 3] is clear), branch to $CA5EB3 (simply returns) CB/AACA: C0 If ($1E80($039) [$1E87, bit 1] is set), branch to $CBA77F CB/AAD0: 4B Display dialogue message $028B, wait for button press Can't leave the train now! CB/AAD3: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/AAD5: C2 Set vehicle/entity's event speed to normal CB/AAD6: 81 Move vehicle/entity right 1 tile CB/AAD7: FF End queue CB/AAD8: FE Return CB/AAD9: 4B Display dialogue message $02CD, wait for button press SABIN: But… The greater our number, the slower we can move. Forget it! CB/AADC: FE Return CB/AADD: 4B Display dialogue message $02CC, wait for button press SABIN: What is it? CYAN: Seems to want to come with us. Bring it along? ^(Sure) ^(No way) CB/AAE0: B6 Indexed branch based on prior dialogue selection [$CBAC06, $CA5EB3] CB/AAE7: FE Return CB/AAE8: 4B Display dialogue message $02CC, wait for button press SABIN: What is it? CYAN: Seems to want to come with us. Bring it along? ^(Sure) ^(No way) CB/AAEB: B6 Indexed branch based on prior dialogue selection [$CBABB9, $CA5EB3] CB/AAF2: FE Return CB/AAF3: 4B Display dialogue message $02CC, wait for button press SABIN: What is it? CYAN: Seems to want to come with us. Bring it along? ^(Sure) ^(No way) CB/AAF6: B6 Indexed branch based on prior dialogue selection [$CBAB6C, $CA5EB3] CB/AAFD: FE Return CB/AAFE: 4B Display dialogue message $02CC, wait for button press SABIN: What is it? CYAN: Seems to want to come with us. Bring it along? ^(Sure) ^(No way) CB/AB01: B6 Indexed branch based on prior dialogue selection [$CBACA0, $CA5EB3] CB/AB08: FE Return CB/AB09: 4B Display dialogue message $02CC, wait for button press SABIN: What is it? CYAN: Seems to want to come with us. Bring it along? ^(Sure) ^(No way) CB/AB0C: B6 Indexed branch based on prior dialogue selection [$CBAB1F, $CA5EB3] CB/AB13: FE Return CB/AB14: 4B Display dialogue message $02CC, wait for button press SABIN: What is it? CYAN: Seems to want to come with us. Bring it along? ^(Sure) ^(No way) CB/AB17: B6 Indexed branch based on prior dialogue selection [$CBAC53, $CA5EB3] CB/AB1E: FE Return CB/AB1F: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CB/AB23: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CBAAD9 CB/AB29: DE Load CaseWord with the characters in the currently active party? CB/AB2A: C0 If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CBAB4E CB/AB30: 40 Assign properties $10 to character $07 (Actor in stot 7) CB/AB33: 3D Create object $07 CB/AB35: 3F Assign character $07 (Actor in stot 7) to party 1 CB/AB38: 37 Assign graphics $14 to object $07 (Actor in stot 7) CB/AB3B: 43 Assign palette $00 to character $07 (Actor in stot 7) CB/AB3E: 7F Change character $07's name to $10 (????? ) CB/AB41: 88 Remove the following status ailments from character $07 (Actor in stot 7): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CB/AB45: 8B For character $07 (Actor in stot 7), take HP and set to maximum CB/AB48: 8C For character $07 (Actor in stot 7), take MP and set to maximum CB/AB4B: 42 Hide object $10 CB/AB4D: FE Return CB/AB4E: 40 Assign properties $11 to character $08 (Actor in stot 8) CB/AB51: 3D Create object $08 CB/AB53: 3F Assign character $08 (Actor in stot 8) to party 1 CB/AB56: 37 Assign graphics $14 to object $08 (Actor in stot 8) CB/AB59: 43 Assign palette $00 to character $08 (Actor in stot 8) CB/AB5C: 7F Change character $08's name to $11 (????? ) CB/AB5F: 88 Remove the following status ailments from character $08 (Actor in stot 8): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CB/AB63: 8B For character $08 (Actor in stot 8), take HP and set to maximum CB/AB66: 8C For character $08 (Actor in stot 8), take MP and set to maximum CB/AB69: 42 Hide object $10 CB/AB6B: FE Return CB/AB6C: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CB/AB70: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CBAAD9 CB/AB76: DE Load CaseWord with the characters in the currently active party? CB/AB77: C0 If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CBAB9B CB/AB7D: 40 Assign properties $10 to character $07 (Actor in stot 7) CB/AB80: 3D Create object $07 CB/AB82: 3F Assign character $07 (Actor in stot 7) to party 1 CB/AB85: 37 Assign graphics $14 to object $07 (Actor in stot 7) CB/AB88: 43 Assign palette $00 to character $07 (Actor in stot 7) CB/AB8B: 7F Change character $07's name to $10 (????? ) CB/AB8E: 88 Remove the following status ailments from character $07 (Actor in stot 7): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CB/AB92: 8B For character $07 (Actor in stot 7), take HP and set to maximum CB/AB95: 8C For character $07 (Actor in stot 7), take MP and set to maximum CB/AB98: 42 Hide object $18 CB/AB9A: FE Return CB/AB9B: 40 Assign properties $11 to character $08 (Actor in stot 8) CB/AB9E: 3D Create object $08 CB/ABA0: 3F Assign character $08 (Actor in stot 8) to party 1 CB/ABA3: 37 Assign graphics $14 to object $08 (Actor in stot 8) CB/ABA6: 43 Assign palette $00 to character $08 (Actor in stot 8) CB/ABA9: 7F Change character $08's name to $11 (????? ) CB/ABAC: 88 Remove the following status ailments from character $08 (Actor in stot 8): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CB/ABB0: 8B For character $08 (Actor in stot 8), take HP and set to maximum CB/ABB3: 8C For character $08 (Actor in stot 8), take MP and set to maximum CB/ABB6: 42 Hide object $18 CB/ABB8: FE Return CB/ABB9: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CB/ABBD: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CBAAD9 CB/ABC3: DE Load CaseWord with the characters in the currently active party? CB/ABC4: C0 If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CBABE8 CB/ABCA: 40 Assign properties $10 to character $07 (Actor in stot 7) CB/ABCD: 3D Create object $07 CB/ABCF: 3F Assign character $07 (Actor in stot 7) to party 1 CB/ABD2: 37 Assign graphics $14 to object $07 (Actor in stot 7) CB/ABD5: 43 Assign palette $00 to character $07 (Actor in stot 7) CB/ABD8: 7F Change character $07's name to $10 (????? ) CB/ABDB: 88 Remove the following status ailments from character $07 (Actor in stot 7): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CB/ABDF: 8B For character $07 (Actor in stot 7), take HP and set to maximum CB/ABE2: 8C For character $07 (Actor in stot 7), take MP and set to maximum CB/ABE5: 42 Hide object $17 CB/ABE7: FE Return CB/ABE8: 40 Assign properties $11 to character $08 (Actor in stot 8) CB/ABEB: 3D Create object $08 CB/ABED: 3F Assign character $08 (Actor in stot 8) to party 1 CB/ABF0: 37 Assign graphics $14 to object $08 (Actor in stot 8) CB/ABF3: 43 Assign palette $00 to character $08 (Actor in stot 8) CB/ABF6: 7F Change character $08's name to $11 (????? ) CB/ABF9: 88 Remove the following status ailments from character $08 (Actor in stot 8): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CB/ABFD: 8B For character $08 (Actor in stot 8), take HP and set to maximum CB/AC00: 8C For character $08 (Actor in stot 8), take MP and set to maximum CB/AC03: 42 Hide object $17 CB/AC05: FE Return CB/AC06: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CB/AC0A: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CBAAD9 CB/AC10: DE Load CaseWord with the characters in the currently active party? CB/AC11: C0 If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CBAC35 CB/AC17: 40 Assign properties $10 to character $07 (Actor in stot 7) CB/AC1A: 3D Create object $07 CB/AC1C: 3F Assign character $07 (Actor in stot 7) to party 1 CB/AC1F: 37 Assign graphics $14 to object $07 (Actor in stot 7) CB/AC22: 43 Assign palette $00 to character $07 (Actor in stot 7) CB/AC25: 7F Change character $07's name to $10 (????? ) CB/AC28: 88 Remove the following status ailments from character $07 (Actor in stot 7): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CB/AC2C: 8B For character $07 (Actor in stot 7), take HP and set to maximum CB/AC2F: 8C For character $07 (Actor in stot 7), take MP and set to maximum CB/AC32: 42 Hide object $16 CB/AC34: FE Return CB/AC35: 40 Assign properties $11 to character $08 (Actor in stot 8) CB/AC38: 3D Create object $08 CB/AC3A: 3F Assign character $08 (Actor in stot 8) to party 1 CB/AC3D: 37 Assign graphics $14 to object $08 (Actor in stot 8) CB/AC40: 43 Assign palette $00 to character $08 (Actor in stot 8) CB/AC43: 7F Change character $08's name to $11 (????? ) CB/AC46: 88 Remove the following status ailments from character $08 (Actor in stot 8): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CB/AC4A: 8B For character $08 (Actor in stot 8), take HP and set to maximum CB/AC4D: 8C For character $08 (Actor in stot 8), take MP and set to maximum CB/AC50: 42 Hide object $16 CB/AC52: FE Return CB/AC53: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CB/AC57: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CBAAD9 CB/AC5D: DE Load CaseWord with the characters in the currently active party? CB/AC5E: C0 If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CBAC82 CB/AC64: 40 Assign properties $10 to character $07 (Actor in stot 7) CB/AC67: 3D Create object $07 CB/AC69: 3F Assign character $07 (Actor in stot 7) to party 1 CB/AC6C: 37 Assign graphics $14 to object $07 (Actor in stot 7) CB/AC6F: 43 Assign palette $00 to character $07 (Actor in stot 7) CB/AC72: 7F Change character $07's name to $10 (????? ) CB/AC75: 88 Remove the following status ailments from character $07 (Actor in stot 7): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CB/AC79: 8B For character $07 (Actor in stot 7), take HP and set to maximum CB/AC7C: 8C For character $07 (Actor in stot 7), take MP and set to maximum CB/AC7F: 42 Hide object $11 CB/AC81: FE Return CB/AC82: 40 Assign properties $11 to character $08 (Actor in stot 8) CB/AC85: 3D Create object $08 CB/AC87: 3F Assign character $08 (Actor in stot 8) to party 1 CB/AC8A: 37 Assign graphics $14 to object $08 (Actor in stot 8) CB/AC8D: 43 Assign palette $00 to character $08 (Actor in stot 8) CB/AC90: 7F Change character $08's name to $11 (????? ) CB/AC93: 88 Remove the following status ailments from character $08 (Actor in stot 8): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CB/AC97: 8B For character $08 (Actor in stot 8), take HP and set to maximum CB/AC9A: 8C For character $08 (Actor in stot 8), take MP and set to maximum CB/AC9D: 42 Hide object $11 CB/AC9F: FE Return CB/ACA0: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CB/ACA4: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CBAAD9 CB/ACAA: DE Load CaseWord with the characters in the currently active party? CB/ACAB: C0 If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CBACCF CB/ACB1: 40 Assign properties $10 to character $07 (Actor in stot 7) CB/ACB4: 3D Create object $07 CB/ACB6: 3F Assign character $07 (Actor in stot 7) to party 1 CB/ACB9: 37 Assign graphics $14 to object $07 (Actor in stot 7) CB/ACBC: 43 Assign palette $00 to character $07 (Actor in stot 7) CB/ACBF: 7F Change character $07's name to $10 (????? ) CB/ACC2: 88 Remove the following status ailments from character $07 (Actor in stot 7): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CB/ACC6: 8B For character $07 (Actor in stot 7), take HP and set to maximum CB/ACC9: 8C For character $07 (Actor in stot 7), take MP and set to maximum CB/ACCC: 42 Hide object $10 CB/ACCE: FE Return CB/ACCF: 40 Assign properties $11 to character $08 (Actor in stot 8) CB/ACD2: 3D Create object $08 CB/ACD4: 3F Assign character $08 (Actor in stot 8) to party 1 CB/ACD7: 37 Assign graphics $14 to object $08 (Actor in stot 8) CB/ACDA: 43 Assign palette $00 to character $08 (Actor in stot 8) CB/ACDD: 7F Change character $08's name to $11 (????? ) CB/ACE0: 88 Remove the following status ailments from character $08 (Actor in stot 8): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CB/ACE4: 8B For character $08 (Actor in stot 8), take HP and set to maximum CB/ACE7: 8C For character $08 (Actor in stot 8), take MP and set to maximum CB/ACEA: 42 Hide object $10 CB/ACEC: FE Return CB/ACED: 4B Display dialogue message $02CB, wait for button press Look out! CB/ACF0: B2 Call subroutine $CB69D8 CB/ACF4: 4D Invoke battle, enemy set $2F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/ACF7: B2 Call subroutine $CA5EA9 CB/ACFB: 47 Make character in slot 0 the lead character CB/ACFC: 96 Restore screen from fade CB/ACFD: FE Return CB/ACFE: B2 Call subroutine $CBACED CB/AD02: 42 Hide object $19 CB/AD04: FE Return CB/AD05: B2 Call subroutine $CBACED CB/AD09: 42 Hide object $1A CB/AD0B: FE Return CB/AD0C: B2 Call subroutine $CBACED CB/AD10: 42 Hide object $1C CB/AD12: FE Return CB/AD13: B2 Call subroutine $CBACED CB/AD17: 42 Hide object $1B CB/AD19: FE Return CB/AD1A: B2 Call subroutine $CBACED CB/AD1E: 42 Hide object $12 CB/AD20: FE Return CB/AD21: B2 Call subroutine $CBACED CB/AD25: 42 Hide object $13 CB/AD27: FE Return CB/AD28: B2 Call subroutine $CBACED CB/AD2C: 42 Hide object $14 CB/AD2E: FE Return CB/AD2F: B2 Call subroutine $CBACED CB/AD33: 42 Hide object $15 CB/AD35: FE Return CB/AD36: B2 Call subroutine $CBACED CB/AD3A: 42 Hide object $11 CB/AD3C: FE Return CB/AD3D: B2 Call subroutine $CBACED CB/AD41: 42 Hide object $12 CB/AD43: FE Return CB/AD44: 4B Display dialogue message $02D0, wait for button press Howdy, folks. I have some great, value-priced items! ^(Shop) ^(Don't shop) CB/AD47: B6 Indexed branch based on prior dialogue selection [$CBAD4F, $CA5EB3] CB/AD4E: FE Return CB/AD4F: 9B Invoke shop $55 CB/AD51: FE Return CB/AD52: DE Load CaseWord with the characters in the currently active party? CB/AD53: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CBAE77 CB/AD59: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CB/AD5D: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CBAD70 CB/AD63: C0 If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CBADD4 CB/AD69: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CA5EB3 (simply returns) CB/AD6F: FE Return CB/AD70: B2 Call subroutine $CAC6AC CB/AD74: 3C Set up the party as follows: $05 (Actor in stot 5), $02 (Actor in stot 2), $FF (), $FF () CB/AD79: 45 Refresh objects CB/AD7A: B2 Call subroutine $CB2E34 CB/AD7E: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CB/AD80: C2 Set vehicle/entity's event speed to normal CB/AD81: 83 Move vehicle/entity left 1 tile CB/AD82: FF End queue CB/AD83: 34 Begin action queue for character $34 (Party Character 3), 5 bytes long CB/AD85: C2 Set vehicle/entity's event speed to normal CB/AD86: 89 Move vehicle/entity right 3 tiles CB/AD87: 82 Move vehicle/entity down 1 tile CB/AD88: CF Turn vehicle/entity left CB/AD89: FF End queue CB/AD8A: 33 Begin action queue for character $33 (Party Character 2), 6 bytes long (Wait until complete) CB/AD8C: E0 Pause for 4 * 3 (12) frames CB/AD8E: C2 Set vehicle/entity's event speed to normal CB/AD8F: 89 Move vehicle/entity right 3 tiles CB/AD90: CF Turn vehicle/entity left CB/AD91: FF End queue CB/AD92: 92 Pause for 30 units CB/AD93: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CB/AD95: CD Turn vehicle/entity right CB/AD96: FF End queue CB/AD97: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/AD99: CD Turn vehicle/entity right CB/AD9A: FF End queue CB/AD9B: 92 Pause for 30 units CB/AD9C: 4B Display dialogue message $02CE, wait for button press Shall we be off? CB/AD9F: B5 Pause for 15 * 6 (90) units CB/ADA1: 34 Begin action queue for character $34 (Party Character 3), 5 bytes long CB/ADA3: C2 Set vehicle/entity's event speed to normal CB/ADA4: 85 Move vehicle/entity right 2 tiles CB/ADA5: 8C Move vehicle/entity up 4 tiles CB/ADA6: 91 Move vehicle/entity right 5 tiles CB/ADA7: FF End queue CB/ADA8: 33 Begin action queue for character $33 (Party Character 2), 6 bytes long (Wait until complete) CB/ADAA: C2 Set vehicle/entity's event speed to normal CB/ADAB: 82 Move vehicle/entity down 1 tile CB/ADAC: 85 Move vehicle/entity right 2 tiles CB/ADAD: 8C Move vehicle/entity up 4 tiles CB/ADAE: 8D Move vehicle/entity right 4 tiles CB/ADAF: FF End queue CB/ADB0: 42 Hide object $33 CB/ADB2: 42 Hide object $34 CB/ADB4: 3E Delete object $33 CB/ADB6: 3E Delete object $34 CB/ADB8: 3F Remove character $07 (Actor in stot 7) from the party CB/ADBB: 3F Remove character $08 (Actor in stot 8) from the party CB/ADBE: 92 Pause for 30 units CB/ADBF: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/ADC1: CF Turn vehicle/entity left CB/ADC2: FF End queue CB/ADC3: 92 Pause for 30 units CB/ADC4: 4B Display dialogue message $02CF, wait for button press Guess we're on our own now… CB/ADC7: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete) CB/ADC9: 81 Move vehicle/entity right 1 tile CB/ADCA: FF End queue CB/ADCB: B2 Call subroutine $CB2E2B CB/ADCF: B2 Call subroutine $CACB95 CB/ADD3: FE Return CB/ADD4: DE Load CaseWord with the characters in the currently active party? CB/ADD5: 45 Refresh objects CB/ADD6: C0 If ($1E80($1A7) [$1EB4, bit 7] is clear), branch to $CBAE29 CB/ADDC: B2 Call subroutine $CAC6AC CB/ADE0: B2 Call subroutine $CB2E34 CB/ADE4: 3C Set up the party as follows: $05 (Actor in stot 5), $02 (Actor in stot 2), $FF (), $FF () CB/ADE9: 45 Refresh objects CB/ADEA: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CB/ADEC: C2 Set vehicle/entity's event speed to normal CB/ADED: 83 Move vehicle/entity left 1 tile CB/ADEE: FF End queue CB/ADEF: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long (Wait until complete) CB/ADF1: C2 Set vehicle/entity's event speed to normal CB/ADF2: 89 Move vehicle/entity right 3 tiles CB/ADF3: CF Turn vehicle/entity left CB/ADF4: FF End queue CB/ADF5: 92 Pause for 30 units CB/ADF6: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CB/ADF8: CD Turn vehicle/entity right CB/ADF9: FF End queue CB/ADFA: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/ADFC: CD Turn vehicle/entity right CB/ADFD: FF End queue CB/ADFE: 92 Pause for 30 units CB/ADFF: 4B Display dialogue message $02CE, wait for button press Shall we be off? CB/AE02: B5 Pause for 15 * 6 (90) units CB/AE04: 33 Begin action queue for character $33 (Party Character 2), 6 bytes long (Wait until complete) CB/AE06: C2 Set vehicle/entity's event speed to normal CB/AE07: 82 Move vehicle/entity down 1 tile CB/AE08: 85 Move vehicle/entity right 2 tiles CB/AE09: 8C Move vehicle/entity up 4 tiles CB/AE0A: 8D Move vehicle/entity right 4 tiles CB/AE0B: FF End queue CB/AE0C: 42 Hide object $33 CB/AE0E: 3E Delete object $33 CB/AE10: 3F Remove character $07 (Actor in stot 7) from the party CB/AE13: 92 Pause for 30 units CB/AE14: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/AE16: CF Turn vehicle/entity left CB/AE17: FF End queue CB/AE18: 92 Pause for 30 units CB/AE19: 4B Display dialogue message $02CF, wait for button press Guess we're on our own now… CB/AE1C: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete) CB/AE1E: 81 Move vehicle/entity right 1 tile CB/AE1F: FF End queue CB/AE20: B2 Call subroutine $CB2E2B CB/AE24: B2 Call subroutine $CACB95 CB/AE28: FE Return CB/AE29: B2 Call subroutine $CAC6AC CB/AE2D: 3C Set up the party as follows: $05 (Actor in stot 5), $02 (Actor in stot 2), $FF (), $FF () CB/AE32: 45 Refresh objects CB/AE33: B2 Call subroutine $CB2E34 CB/AE37: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CB/AE39: C2 Set vehicle/entity's event speed to normal CB/AE3A: 83 Move vehicle/entity left 1 tile CB/AE3B: FF End queue CB/AE3C: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long (Wait until complete) CB/AE3E: C2 Set vehicle/entity's event speed to normal CB/AE3F: 89 Move vehicle/entity right 3 tiles CB/AE40: CF Turn vehicle/entity left CB/AE41: FF End queue CB/AE42: 92 Pause for 30 units CB/AE43: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CB/AE45: CD Turn vehicle/entity right CB/AE46: FF End queue CB/AE47: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/AE49: CD Turn vehicle/entity right CB/AE4A: FF End queue CB/AE4B: 92 Pause for 30 units CB/AE4C: 4B Display dialogue message $02CE, wait for button press Shall we be off? CB/AE4F: B5 Pause for 15 * 6 (90) units CB/AE51: 33 Begin action queue for character $33 (Party Character 2), 6 bytes long (Wait until complete) CB/AE53: C2 Set vehicle/entity's event speed to normal CB/AE54: 82 Move vehicle/entity down 1 tile CB/AE55: 85 Move vehicle/entity right 2 tiles CB/AE56: 8C Move vehicle/entity up 4 tiles CB/AE57: 8D Move vehicle/entity right 4 tiles CB/AE58: FF End queue CB/AE59: 42 Hide object $33 CB/AE5B: 3E Delete object $33 CB/AE5D: 3F Remove character $08 (Actor in stot 8) from the party CB/AE60: 45 Refresh objects CB/AE61: 92 Pause for 30 units CB/AE62: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/AE64: CF Turn vehicle/entity left CB/AE65: FF End queue CB/AE66: 92 Pause for 30 units CB/AE67: 4B Display dialogue message $02CF, wait for button press Guess we're on our own now… CB/AE6A: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete) CB/AE6C: 81 Move vehicle/entity right 1 tile CB/AE6D: FF End queue CB/AE6E: B2 Call subroutine $CB2E2B CB/AE72: B2 Call subroutine $CACB95 CB/AE76: FE Return CB/AE77: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CB/AE7B: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CBAE88 CB/AE81: C0 If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CA5EB3 (simply returns) CB/AE87: FE Return CB/AE88: B2 Call subroutine $CAC6AC CB/AE8C: 3C Set up the party as follows: $05 (Actor in stot 5), $02 (Actor in stot 2), $03 (Actor in stot 3), $FF () CB/AE91: 45 Refresh objects CB/AE92: B2 Call subroutine $CB2E34 CB/AE96: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CB/AE98: C2 Set vehicle/entity's event speed to normal CB/AE99: 83 Move vehicle/entity left 1 tile CB/AE9A: FF End queue CB/AE9B: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CB/AE9D: C2 Set vehicle/entity's event speed to normal CB/AE9E: 87 Move vehicle/entity left 2 tiles CB/AE9F: FF End queue CB/AEA0: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long (Wait until complete) CB/AEA2: C2 Set vehicle/entity's event speed to normal CB/AEA3: 89 Move vehicle/entity right 3 tiles CB/AEA4: CF Turn vehicle/entity left CB/AEA5: FF End queue CB/AEA6: 92 Pause for 30 units CB/AEA7: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CB/AEA9: CD Turn vehicle/entity right CB/AEAA: FF End queue CB/AEAB: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CB/AEAD: CD Turn vehicle/entity right CB/AEAE: FF End queue CB/AEAF: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/AEB1: CD Turn vehicle/entity right CB/AEB2: FF End queue CB/AEB3: 92 Pause for 30 units CB/AEB4: 4B Display dialogue message $02CE, wait for button press Shall we be off? CB/AEB7: B5 Pause for 15 * 6 (90) units CB/AEB9: 34 Begin action queue for character $34 (Party Character 3), 6 bytes long (Wait until complete) CB/AEBB: C2 Set vehicle/entity's event speed to normal CB/AEBC: 82 Move vehicle/entity down 1 tile CB/AEBD: 85 Move vehicle/entity right 2 tiles CB/AEBE: 8C Move vehicle/entity up 4 tiles CB/AEBF: 8D Move vehicle/entity right 4 tiles CB/AEC0: FF End queue CB/AEC1: 42 Hide object $34 CB/AEC3: 3E Delete object $34 CB/AEC5: 3F Remove character $07 (Actor in stot 7) from the party CB/AEC8: 45 Refresh objects CB/AEC9: 92 Pause for 30 units CB/AECA: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/AECC: CF Turn vehicle/entity left CB/AECD: FF End queue CB/AECE: 92 Pause for 30 units CB/AECF: 4B Display dialogue message $02CF, wait for button press Guess we're on our own now… CB/AED2: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CB/AED4: 81 Move vehicle/entity right 1 tile CB/AED5: FF End queue CB/AED6: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long (Wait until complete) CB/AED8: 85 Move vehicle/entity right 2 tiles CB/AED9: FF End queue CB/AEDA: B2 Call subroutine $CB2E2B CB/AEDE: B2 Call subroutine $CACB95 CB/AEE2: FE Return CB/AEE3: 4B Display dialogue message $0296, wait for button press IMPRESARIO: I manage this train! What business have you here? Hmmm… ^(Tell us about the train.) ^(How do we stop it?) ^(Leave us in peace.) CB/AEE6: B6 Indexed branch based on prior dialogue selection [$CBAEF1, $CBB90A, $CA5EB3] CB/AEF0: FE Return CB/AEF1: 4B Display dialogue message $0297, wait for button press IMPRESARIO: This train ferries the dear departed to the “other side.” There they can take their eternal rest. CB/AEF4: FE Return CB/AEF5: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/AEFB: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CB/AF01: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/AF03: 4B Display dialogue message $0299, wait for button press CYAN: Be these time schedules? SABIN: Hmmm… They're all blank! CB/AF06: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CB/AF08: CD Turn vehicle/entity right CB/AF09: FF End queue CB/AF0A: 4B Display dialogue message $029A, wait for button press IMPRESARIO: The Phantom Train guides “the departed ones” to the spirit world. They have no need of schedules! CB/AF0D: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/AF0F: CE Turn vehicle/entity down CB/AF10: FF End queue CB/AF11: FE Return CB/AF12: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CB/AF1A: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CB/AF1C: B2 Call subroutine $CAC6AC CB/AF20: B2 Call subroutine $CB2E34 CB/AF24: 3C Set up the party as follows: $05 (Actor in stot 5), $02 (Actor in stot 2), $FF (), $FF () CB/AF29: 45 Refresh objects CB/AF2A: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/AF2C: CC Turn vehicle/entity up CB/AF2D: FF End queue CB/AF2E: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CB/AF30: C2 Set vehicle/entity's event speed to normal CB/AF31: 8A Move vehicle/entity down 3 tiles CB/AF32: CC Turn vehicle/entity up CB/AF33: FF End queue CB/AF34: 33 Begin action queue for character $33 (Party Character 2), 5 bytes long CB/AF36: C2 Set vehicle/entity's event speed to normal CB/AF37: 8A Move vehicle/entity down 3 tiles CB/AF38: 83 Move vehicle/entity left 1 tile CB/AF39: CC Turn vehicle/entity up CB/AF3A: FF End queue CB/AF3B: 02 Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete) CB/AF3D: C2 Set vehicle/entity's event speed to normal CB/AF3E: CC Turn vehicle/entity up CB/AF3F: C7 Set vehicle/entity to stay still when moving CB/AF40: A2 Move vehicle/entity left/down 1x1 tiles CB/AF41: C6 Set vehicle/entity to walk when moving CB/AF42: FF End queue CB/AF43: 4B Display dialogue message $029B, wait for button press SABIN: What's this? Let me just give it a… CB/AF46: 02 Begin action queue for character $02 (Actor in stot 2), 8 bytes long (Wait until complete) CB/AF48: 1F Do vehicle/entity graphical action $1F CB/AF49: E0 Pause for 4 * 4 (16) frames CB/AF4B: CC Turn vehicle/entity up CB/AF4C: E0 Pause for 4 * 2 (8) frames CB/AF4E: 1B Do vehicle/entity graphical action $1B CB/AF4F: FF End queue CB/AF50: 4B Display dialogue message $029C, wait for button press CYAN: Sir SABIN! Maybe we shouldn't fumble with that! CB/AF53: 05 Begin action queue for character $05 (Actor in stot 5), 17 bytes long CB/AF55: 1D Do vehicle/entity graphical action $1D CB/AF56: E0 Pause for 4 * 1 (4) frames CB/AF58: 1E Do vehicle/entity graphical action $1E CB/AF59: E0 Pause for 4 * 1 (4) frames CB/AF5B: 1D Do vehicle/entity graphical action $1D CB/AF5C: E0 Pause for 4 * 1 (4) frames CB/AF5E: 1E Do vehicle/entity graphical action $1E CB/AF5F: E0 Pause for 4 * 1 (4) frames CB/AF61: 1D Do vehicle/entity graphical action $1D CB/AF62: E0 Pause for 4 * 1 (4) frames CB/AF64: 1E Do vehicle/entity graphical action $1E CB/AF65: FF End queue CB/AF66: 35 Pause execution until action queue for object $05 (Actor in stot 5) is complete CB/AF68: F4 Play sound effect 150 CB/AF6A: 73 Replace current map's Layer 1 at (25, 5) with the following (1 x 1) chunk, refresh immediately CB/AF6F: $2E CB/AF70: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CB/AF72: C2 Set vehicle/entity's event speed to normal CB/AF73: DD Make vehicle/entity jump (high) CB/AF74: 86 Move vehicle/entity down 2 tiles CB/AF75: CF Turn vehicle/entity left CB/AF76: FF End queue CB/AF77: 92 Pause for 30 units CB/AF78: 4B Display dialogue message $029E, wait for button press SABIN: Gave it my best shot. CB/AF7B: 02 Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete) CB/AF7D: CE Turn vehicle/entity down CB/AF7E: 1F Do vehicle/entity graphical action $1F CB/AF7F: C7 Set vehicle/entity to stay still when moving CB/AF80: DC Make vehicle/entity jump (low) CB/AF81: C6 Set vehicle/entity to walk when moving CB/AF82: FF End queue CB/AF83: 4B Display dialogue message $02A0, wait for button press CYAN: How can you…!? CB/AF86: 48 Display dialogue message $029F, continue executing commands CYAN: How could you… CB/AF89: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/AF8B: CC Turn vehicle/entity up CB/AF8C: FF End queue CB/AF8D: 02 Begin action queue for character $02 (Actor in stot 2), 11 bytes long (Wait until complete) CB/AF8F: C2 Set vehicle/entity's event speed to normal CB/AF90: 80 Move vehicle/entity up 1 tile CB/AF91: 81 Move vehicle/entity right 1 tile CB/AF92: CC Turn vehicle/entity up CB/AF93: E0 Pause for 4 * 3 (12) frames CB/AF95: 1B Do vehicle/entity graphical action $1B CB/AF96: E0 Pause for 4 * 2 (8) frames CB/AF98: CC Turn vehicle/entity up CB/AF99: FF End queue CB/AF9A: F4 Play sound effect 150 CB/AF9C: 73 Replace current map's Layer 1 at (25, 5) with the following (1 x 1) chunk, refresh immediately CB/AFA1: $3D CB/AFA2: 49 If dialogue window is up, wait for keypress then dismiss CB/AFA3: 92 Pause for 30 units CB/AFA4: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CB/AFA6: CE Turn vehicle/entity down CB/AFA7: FF End queue CB/AFA8: 05 Begin action queue for character $05 (Actor in stot 5), 9 bytes long CB/AFAA: 1B Do vehicle/entity graphical action $1B CB/AFAB: E0 Pause for 4 * 3 (12) frames CB/AFAD: 1C Do vehicle/entity graphical action $1C CB/AFAE: E0 Pause for 4 * 3 (12) frames CB/AFB0: FC Branch 6 bytes backwards ($CBAFAA) CB/AFB2: FF End queue CB/AFB3: 4B Display dialogue message $029D, wait for button press SABIN: CYAN… You're not…scared, are you!? CB/AFB6: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long CB/AFB8: E0 Pause for 4 * 8 (32) frames CB/AFBA: CC Turn vehicle/entity up CB/AFBB: FF End queue CB/AFBC: 02 Begin action queue for character $02 (Actor in stot 2), 23 bytes long (Wait until complete) CB/AFBE: 1F Do vehicle/entity graphical action $1F CB/AFBF: E0 Pause for 4 * 4 (16) frames CB/AFC1: 23 Do vehicle/entity graphical action $23 CB/AFC2: E0 Pause for 4 * 1 (4) frames CB/AFC4: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/AFC5: E0 Pause for 4 * 1 (4) frames CB/AFC7: 23 Do vehicle/entity graphical action $23 CB/AFC8: E0 Pause for 4 * 1 (4) frames CB/AFCA: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/AFCB: E0 Pause for 4 * 1 (4) frames CB/AFCD: 23 Do vehicle/entity graphical action $23 CB/AFCE: E0 Pause for 4 * 1 (4) frames CB/AFD0: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/AFD1: E0 Pause for 4 * 1 (4) frames CB/AFD3: CE Turn vehicle/entity down CB/AFD4: FF End queue CB/AFD5: 4B Display dialogue message $02A1, wait for button press CYAN: How dare you?! Just because I respect other beings' property doesn't mean I'm not mechanically minded! CB/AFD8: 35 Pause execution until action queue for object $02 (Actor in stot 2) is complete CB/AFDA: 93 Pause for 45 units CB/AFDB: 4B Display dialogue message $02A2, wait for button press SABIN: CYAN… You're a total klutz when it comes to machines. CB/AFDE: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/AFE0: 1F Do vehicle/entity graphical action $1F CB/AFE1: FF End queue CB/AFE2: 4B Display dialogue message $02A3, wait for button press CYAN: SILENCE…! H…how could you tell? CB/AFE5: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete) CB/AFE7: E0 Pause for 4 * 5 (20) frames CB/AFE9: 21 Do vehicle/entity graphical action $21 CB/AFEA: E0 Pause for 4 * 8 (32) frames CB/AFEC: FF End queue CB/AFED: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CB/AFEF: C2 Set vehicle/entity's event speed to normal CB/AFF0: 81 Move vehicle/entity right 1 tile CB/AFF1: 84 Move vehicle/entity up 2 tiles CB/AFF2: FF End queue CB/AFF3: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CB/AFF5: C2 Set vehicle/entity's event speed to normal CB/AFF6: 84 Move vehicle/entity up 2 tiles CB/AFF7: FF End queue CB/AFF8: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long CB/AFFA: C2 Set vehicle/entity's event speed to normal CB/AFFB: E0 Pause for 4 * 4 (16) frames CB/AFFD: 80 Move vehicle/entity up 1 tile CB/AFFE: FF End queue CB/AFFF: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete) CB/B001: C2 Set vehicle/entity's event speed to normal CB/B002: E0 Pause for 4 * 4 (16) frames CB/B004: 82 Move vehicle/entity down 1 tile CB/B005: FF End queue CB/B006: 92 Pause for 30 units CB/B007: B2 Call subroutine $CB2E2B CB/B00B: B2 Call subroutine $CACB95 CB/B00F: FE Return CB/B010: 4B Display dialogue message $0289, wait for button press WAITER: Please order at the table… CB/B013: FE Return CB/B014: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CB/B01A: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/B01C: C0 If ($1E80($19D) [$1EB3, bit 5] is clear), branch to $CBB193 CB/B022: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/B024: CE Turn vehicle/entity down CB/B025: FF End queue CB/B026: 94 Pause for 60 units CB/B027: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/B029: C2 Set vehicle/entity's event speed to normal CB/B02A: 99 Move vehicle/entity right 7 tiles CB/B02B: 80 Move vehicle/entity up 1 tile CB/B02C: 81 Move vehicle/entity right 1 tile CB/B02D: FF End queue CB/B02E: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/B030: CF Turn vehicle/entity left CB/B031: FF End queue CB/B032: 4B Display dialogue message $028C, wait for button press (At bottom of screen) WAITER: Care for something? ^(Yes, please!) ^(No, thanks) CB/B035: B6 Indexed branch based on prior dialogue selection [$CBB04D, $CBB03D] CB/B03C: FE Return CB/B03D: 94 Pause for 60 units CB/B03E: 10 Begin action queue for character $10 (NPC $10), 8 bytes long (Wait until complete) CB/B040: C2 Set vehicle/entity's event speed to normal CB/B041: C7 Set vehicle/entity to stay still when moving CB/B042: 83 Move vehicle/entity left 1 tile CB/B043: C6 Set vehicle/entity to walk when moving CB/B044: 82 Move vehicle/entity down 1 tile CB/B045: 9B Move vehicle/entity left 7 tiles CB/B046: CD Turn vehicle/entity right CB/B047: FF End queue CB/B048: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/B04A: CE Turn vehicle/entity down CB/B04B: FF End queue CB/B04C: FE Return CB/B04D: 93 Pause for 45 units CB/B04E: 48 Display dialogue message $0291, continue executing commands (At bottom of screen) WAITER: One moment, please. CB/B051: 10 Begin action queue for character $10 (NPC $10), 10 bytes long (Wait until complete) CB/B053: C2 Set vehicle/entity's event speed to normal CB/B054: C7 Set vehicle/entity to stay still when moving CB/B055: 83 Move vehicle/entity left 1 tile CB/B056: C6 Set vehicle/entity to walk when moving CB/B057: 82 Move vehicle/entity down 1 tile CB/B058: 9B Move vehicle/entity left 7 tiles CB/B059: CD Turn vehicle/entity right CB/B05A: E0 Pause for 4 * 15 (60) frames CB/B05C: FF End queue CB/B05D: 49 If dialogue window is up, wait for keypress then dismiss CB/B05E: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/B060: CE Turn vehicle/entity down CB/B061: FF End queue CB/B062: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/B064: C2 Set vehicle/entity's event speed to normal CB/B065: 99 Move vehicle/entity right 7 tiles CB/B066: 80 Move vehicle/entity up 1 tile CB/B067: 81 Move vehicle/entity right 1 tile CB/B068: FF End queue CB/B069: 93 Pause for 45 units CB/B06A: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/B06C: 81 Move vehicle/entity right 1 tile CB/B06D: CE Turn vehicle/entity down CB/B06E: E0 Pause for 4 * 5 (20) frames CB/B070: FF End queue CB/B071: 73 Replace current map's Layer 1 at (15, 69) with the following (2 x 3) chunk, refresh immediately CB/B076: $37, $BA CB/B078: $69, $8E CB/B07A: $0C, $8F CB/B07C: 93 Pause for 45 units CB/B07D: 10 Begin action queue for character $10 (NPC $10), 9 bytes long (Wait until complete) CB/B07F: C2 Set vehicle/entity's event speed to normal CB/B080: CD Turn vehicle/entity right CB/B081: C7 Set vehicle/entity to stay still when moving CB/B082: 87 Move vehicle/entity left 2 tiles CB/B083: C6 Set vehicle/entity to walk when moving CB/B084: 82 Move vehicle/entity down 1 tile CB/B085: 9B Move vehicle/entity left 7 tiles CB/B086: CD Turn vehicle/entity right CB/B087: FF End queue CB/B088: E2 Set bit in CaseWord for the lead character in the current party CB/B089: C0 If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CBB0B6 CB/B08F: C0 If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CBB0CB CB/B095: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CBB0E0 CB/B09B: 31 Begin action queue for character $31 (Party Character 0), 15 bytes long CB/B09D: 1F Do vehicle/entity graphical action $1F CB/B09E: E0 Pause for 4 * 2 (8) frames CB/B0A0: CE Turn vehicle/entity down CB/B0A1: E0 Pause for 4 * 2 (8) frames CB/B0A3: 5F Do vehicle/entity graphical action $1F, flipped horizontally CB/B0A4: E0 Pause for 4 * 2 (8) frames CB/B0A6: CE Turn vehicle/entity down CB/B0A7: E0 Pause for 4 * 2 (8) frames CB/B0A9: FC Branch 12 bytes backwards ($CBB09D) CB/B0AB: FF End queue CB/B0AC: 4B Display dialogue message $06D5, wait for button press (Show text only) (At bottom of screen) CB/B0AF: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CBB140 CB/B0B5: FE Return CB/B0B6: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long CB/B0B8: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/B0B9: E0 Pause for 4 * 2 (8) frames CB/B0BB: CE Turn vehicle/entity down CB/B0BC: E0 Pause for 4 * 2 (8) frames CB/B0BE: FC Branch 6 bytes backwards ($CBB0B8) CB/B0C0: FF End queue CB/B0C1: 4B Display dialogue message $028A, wait for button press (At bottom of screen) SABIN: Food! Chop! Let's go slop the hogs! CB/B0C4: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CBB140 CB/B0CA: FE Return CB/B0CB: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long CB/B0CD: 1F Do vehicle/entity graphical action $1F CB/B0CE: E0 Pause for 4 * 2 (8) frames CB/B0D0: CE Turn vehicle/entity down CB/B0D1: E0 Pause for 4 * 2 (8) frames CB/B0D3: FC Branch 6 bytes backwards ($CBB0CD) CB/B0D5: FF End queue CB/B0D6: 4B Display dialogue message $0292, wait for button press (At bottom of screen) CYAN: A…are you going to be okay if you eat THIS? CB/B0D9: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CBB140 CB/B0DF: FE Return CB/B0E0: DA Set event bit $1E80($5F7) [$1F3E, bit 7] CB/B0E2: 3D Create object $12 CB/B0E4: 45 Refresh objects CB/B0E5: 41 Show object $12 CB/B0E7: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CB/B0E9: C2 Set vehicle/entity's event speed to normal CB/B0EA: 81 Move vehicle/entity right 1 tile CB/B0EB: CE Turn vehicle/entity down CB/B0EC: FF End queue CB/B0ED: 95 Pause for 120 units CB/B0EE: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/B0F0: CD Turn vehicle/entity right CB/B0F1: FF End queue CB/B0F2: 4B Display dialogue message $0293, wait for button press (At bottom of screen) SHADOW: …… Interceptor…are you hungry? CB/B0F5: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CB/B0F7: C2 Set vehicle/entity's event speed to normal CB/B0F8: 81 Move vehicle/entity right 1 tile CB/B0F9: A1 Move vehicle/entity right/down 1x1 tiles CB/B0FA: CF Turn vehicle/entity left CB/B0FB: FF End queue CB/B0FC: 12 Begin action queue for character $12 (NPC $12), 6 bytes long CB/B0FE: DC Make vehicle/entity jump (low) CB/B0FF: E0 Pause for 4 * 3 (12) frames CB/B101: FC Branch 3 bytes backwards ($CBB0FE) CB/B103: FF End queue CB/B104: B3 Call subroutine $CB6ABF, 2 times CB/B109: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/B10B: CF Turn vehicle/entity left CB/B10C: FF End queue CB/B10D: 93 Pause for 45 units CB/B10E: 38 Hold screen CB/B10F: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete) CB/B111: C2 Set vehicle/entity's event speed to normal CB/B112: 85 Move vehicle/entity right 2 tiles CB/B113: 09 Do vehicle/entity graphical action $09 (kneeling) CB/B114: E0 Pause for 4 * 15 (60) frames CB/B116: CE Turn vehicle/entity down CB/B117: E0 Pause for 4 * 2 (8) frames CB/B119: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/B11A: FF End queue CB/B11B: 92 Pause for 30 units CB/B11C: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CB/B11E: DC Make vehicle/entity jump (low) CB/B11F: FF End queue CB/B120: B2 Call subroutine $CB6ABF CB/B124: 94 Pause for 60 units CB/B125: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/B127: C2 Set vehicle/entity's event speed to normal CB/B128: 87 Move vehicle/entity left 2 tiles CB/B129: CE Turn vehicle/entity down CB/B12A: FF End queue CB/B12B: 78 Enable ability to pass through other objects for object $12 (NPC $12) CB/B12D: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CB/B12F: C2 Set vehicle/entity's event speed to normal CB/B130: A3 Move vehicle/entity left/up 1x1 tiles CB/B131: 87 Move vehicle/entity left 2 tiles CB/B132: D1 Make vehicle/entity disappear CB/B133: FF End queue CB/B134: 36 Disable ability to pass through other objects for object $12 (NPC $12) CB/B136: DB Clear event bit $1E80($5F7) [$1F3E, bit 7] CB/B138: 39 Free screen CB/B139: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CBB140 CB/B13F: FE Return CB/B140: 93 Pause for 45 units CB/B141: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/B143: 20 Do vehicle/entity graphical action $20 CB/B144: FF End queue CB/B145: 94 Pause for 60 units CB/B146: 4B Display dialogue message $0294, wait for button press (At bottom of screen) Gobble… snarf… snap… CB/B149: 94 Pause for 60 units CB/B14A: F4 Play sound effect 233 CB/B14C: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CB/B14E: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/B150: 0A Do vehicle/entity graphical action $0A CB/B151: FF End queue CB/B152: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CB/B156: 4B Display dialogue message $0B1A, wait for button press (At bottom of screen) HP and MP recovered, and status ailments, like Poison, cured! CB/B159: 92 Pause for 30 units CB/B15A: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/B15C: CE Turn vehicle/entity down CB/B15D: FF End queue CB/B15E: 94 Pause for 60 units CB/B15F: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/B161: C2 Set vehicle/entity's event speed to normal CB/B162: 99 Move vehicle/entity right 7 tiles CB/B163: 80 Move vehicle/entity up 1 tile CB/B164: 81 Move vehicle/entity right 1 tile CB/B165: FF End queue CB/B166: 93 Pause for 45 units CB/B167: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/B169: CF Turn vehicle/entity left CB/B16A: FF End queue CB/B16B: 10 Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete) CB/B16D: 81 Move vehicle/entity right 1 tile CB/B16E: E0 Pause for 4 * 5 (20) frames CB/B170: CE Turn vehicle/entity down CB/B171: E0 Pause for 4 * 4 (16) frames CB/B173: FF End queue CB/B174: 73 Replace current map's Layer 1 at (15, 69) with the following (2 x 3) chunk, refresh immediately CB/B179: $37, $BA CB/B17B: $37, $56 CB/B17D: $4A, $57 CB/B17F: 94 Pause for 60 units CB/B180: 10 Begin action queue for character $10 (NPC $10), 12 bytes long (Wait until complete) CB/B182: CD Turn vehicle/entity right CB/B183: E0 Pause for 4 * 2 (8) frames CB/B185: C7 Set vehicle/entity to stay still when moving CB/B186: 87 Move vehicle/entity left 2 tiles CB/B187: C6 Set vehicle/entity to walk when moving CB/B188: 82 Move vehicle/entity down 1 tile CB/B189: 9B Move vehicle/entity left 7 tiles CB/B18A: CD Turn vehicle/entity right CB/B18B: E0 Pause for 4 * 15 (60) frames CB/B18D: FF End queue CB/B18E: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/B190: CE Turn vehicle/entity down CB/B191: FF End queue CB/B192: FE Return CB/B193: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/B195: D7 Center screen on vehicle/entity CB/B196: FF End queue CB/B197: 42 Hide object $31 CB/B199: 41 Show object $05 CB/B19B: 93 Pause for 45 units CB/B19C: 05 Begin action queue for character $05 (Actor in stot 5), 9 bytes long CB/B19E: CF Turn vehicle/entity left CB/B19F: E0 Pause for 4 * 2 (8) frames CB/B1A1: 0F Do vehicle/entity graphical action $0F CB/B1A2: E0 Pause for 4 * 2 (8) frames CB/B1A4: FC Branch 6 bytes backwards ($CBB19E) CB/B1A6: FF End queue CB/B1A7: 4B Display dialogue message $028D, wait for button press (At bottom of screen) SABIN: Food! Food! Bring me everything ya got! CB/B1AA: 05 Begin action queue for character $05 (Actor in stot 5), 9 bytes long CB/B1AC: CE Turn vehicle/entity down CB/B1AD: E0 Pause for 4 * 2 (8) frames CB/B1AF: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/B1B0: E0 Pause for 4 * 2 (8) frames CB/B1B2: FC Branch 6 bytes backwards ($CBB1AC) CB/B1B4: FF End queue CB/B1B5: 94 Pause for 60 units CB/B1B6: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/B1B8: C3 Set vehicle/entity's event speed to fast CB/B1B9: 99 Move vehicle/entity right 7 tiles CB/B1BA: 80 Move vehicle/entity up 1 tile CB/B1BB: 81 Move vehicle/entity right 1 tile CB/B1BC: FF End queue CB/B1BD: 93 Pause for 45 units CB/B1BE: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/B1C0: 81 Move vehicle/entity right 1 tile CB/B1C1: CE Turn vehicle/entity down CB/B1C2: E0 Pause for 4 * 5 (20) frames CB/B1C4: FF End queue CB/B1C5: 73 Replace current map's Layer 1 at (15, 69) with the following (2 x 3) chunk, refresh immediately CB/B1CA: $37, $BA CB/B1CC: $69, $8E CB/B1CE: $0C, $8F CB/B1D0: 93 Pause for 45 units CB/B1D1: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/B1D3: CE Turn vehicle/entity down CB/B1D4: FF End queue CB/B1D5: 10 Begin action queue for character $10 (NPC $10), 9 bytes long (Wait until complete) CB/B1D7: C2 Set vehicle/entity's event speed to normal CB/B1D8: CD Turn vehicle/entity right CB/B1D9: C7 Set vehicle/entity to stay still when moving CB/B1DA: 87 Move vehicle/entity left 2 tiles CB/B1DB: C6 Set vehicle/entity to walk when moving CB/B1DC: 82 Move vehicle/entity down 1 tile CB/B1DD: 9B Move vehicle/entity left 7 tiles CB/B1DE: CD Turn vehicle/entity right CB/B1DF: FF End queue CB/B1E0: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CB/B1E2: D7 Center screen on vehicle/entity CB/B1E3: FF End queue CB/B1E4: 41 Show object $02 CB/B1E6: 02 Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete) CB/B1E8: C2 Set vehicle/entity's event speed to normal CB/B1E9: CF Turn vehicle/entity left CB/B1EA: C7 Set vehicle/entity to stay still when moving CB/B1EB: 81 Move vehicle/entity right 1 tile CB/B1EC: C6 Set vehicle/entity to walk when moving CB/B1ED: FF End queue CB/B1EE: 02 Begin action queue for character $02 (Actor in stot 2), 14 bytes long CB/B1F0: CE Turn vehicle/entity down CB/B1F1: E0 Pause for 4 * 9 (36) frames CB/B1F3: CF Turn vehicle/entity left CB/B1F4: E0 Pause for 4 * 4 (16) frames CB/B1F6: CE Turn vehicle/entity down CB/B1F7: E0 Pause for 4 * 4 (16) frames CB/B1F9: CF Turn vehicle/entity left CB/B1FA: E0 Pause for 4 * 5 (20) frames CB/B1FC: 0F Do vehicle/entity graphical action $0F CB/B1FD: FF End queue CB/B1FE: 4B Display dialogue message $0292, wait for button press (At bottom of screen) CYAN: A…are you going to be okay if you eat THIS? CB/B201: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/B203: CD Turn vehicle/entity right CB/B204: FF End queue CB/B205: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long CB/B207: E0 Pause for 4 * 8 (32) frames CB/B209: CF Turn vehicle/entity left CB/B20A: FF End queue CB/B20B: 05 Begin action queue for character $05 (Actor in stot 5), 20 bytes long CB/B20D: CE Turn vehicle/entity down CB/B20E: 1D Do vehicle/entity graphical action $1D CB/B20F: E0 Pause for 4 * 1 (4) frames CB/B211: 1E Do vehicle/entity graphical action $1E CB/B212: E0 Pause for 4 * 1 (4) frames CB/B214: 1D Do vehicle/entity graphical action $1D CB/B215: E0 Pause for 4 * 1 (4) frames CB/B217: 1E Do vehicle/entity graphical action $1E CB/B218: E0 Pause for 4 * 1 (4) frames CB/B21A: 1D Do vehicle/entity graphical action $1D CB/B21B: E0 Pause for 4 * 1 (4) frames CB/B21D: 1E Do vehicle/entity graphical action $1E CB/B21E: E0 Pause for 4 * 1 (4) frames CB/B220: FF End queue CB/B221: 35 Pause execution until action queue for object $05 (Actor in stot 5) is complete CB/B223: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/B225: CE Turn vehicle/entity down CB/B226: FF End queue CB/B227: 4B Display dialogue message $028E, wait for button press (At bottom of screen) SABIN: Worried? Can't wage war on an empty stomach! CB/B22A: 02 Begin action queue for character $02 (Actor in stot 2), 10 bytes long (Wait until complete) CB/B22C: E0 Pause for 4 * 5 (20) frames CB/B22E: CE Turn vehicle/entity down CB/B22F: E0 Pause for 4 * 10 (40) frames CB/B231: 20 Do vehicle/entity graphical action $20 CB/B232: E0 Pause for 4 * 10 (40) frames CB/B234: 23 Do vehicle/entity graphical action $23 CB/B235: FF End queue CB/B236: 4B Display dialogue message $028F, wait for button press (At bottom of screen) CYAN: Hummm… Sir! I won't hear any more of this kind of talk! CB/B239: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/B23B: 20 Do vehicle/entity graphical action $20 CB/B23C: FF End queue CB/B23D: 3C Set up the party as follows: $05 (Actor in stot 5), $02 (Actor in stot 2), $FF (), $FF () CB/B242: 45 Refresh objects CB/B243: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long CB/B245: E0 Pause for 4 * 32 (128) frames CB/B247: CF Turn vehicle/entity left CB/B248: FF End queue CB/B249: B2 Call subroutine $CBB140 CB/B24D: D2 Set event bit $1E80($19D) [$1EB3, bit 5] CB/B24F: 4B Display dialogue message $0290, wait for button press (At bottom of screen) SABIN: Well! I've stuffed down all I can… Let's go! CB/B252: 78 Enable ability to pass through other objects for object $02 (CYAN ) CB/B254: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete) CB/B256: C2 Set vehicle/entity's event speed to normal CB/B257: 83 Move vehicle/entity left 1 tile CB/B258: FF End queue CB/B259: 36 Disable ability to pass through other objects for object $02 (Actor in stot 2) CB/B25B: B2 Call subroutine $CACB95 CB/B25F: 3B Position character in a "ready-to-go" stance CB/B260: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/B262: CE Turn vehicle/entity down CB/B263: FF End queue CB/B264: FE Return CB/B265: D2 Set event bit $1E80($17C) [$1EAF, bit 4] CB/B267: 4B Display dialogue message $02AE, wait for button press (Show text only) (At bottom of screen) N.o…e.s.c.a.p.e…! CB/B26A: B2 Call subroutine $CB69D8 CB/B26E: 4D Invoke battle, enemy set $2F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/B271: B2 Call subroutine $CA5EA9 CB/B275: 47 Make character in slot 0 the lead character CB/B276: 6B Load map $008E (Phantom Train, exterior (before detaching rear cars)) instantly, (upper bits $2000), place party at (41, 9), facing down CB/B27C: 4B Display dialogue message $02AC, wait for button press Ha, ha ha… What ever did you think you were doing? CB/B27F: D1 Clear event bit $1E80($03D) [$1E87, bit 5] CB/B281: D3 Clear event bit $1E80($17B) [$1EAF, bit 3] CB/B283: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/B285: D5 Set vehicle/entity's position to (34, 8) CB/B288: CE Turn vehicle/entity down CB/B289: FF End queue CB/B28A: 41 Show object $10 CB/B28C: 45 Refresh objects CB/B28D: 4B Display dialogue message $02AE, wait for button press (Show text only) N.o…e.s.c.a.p.e…! CB/B290: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long CB/B292: CF Turn vehicle/entity left CB/B293: E0 Pause for 4 * 5 (20) frames CB/B295: CD Turn vehicle/entity right CB/B296: E0 Pause for 4 * 5 (20) frames CB/B298: FC Branch 6 bytes backwards ($CBB292) CB/B29A: FF End queue CB/B29B: 4B Display dialogue message $02AD, wait for button press Huh!? CB/B29E: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/B2A0: CE Turn vehicle/entity down CB/B2A1: FF End queue CB/B2A2: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CB/B2A4: D5 Set vehicle/entity's position to (34, 8) CB/B2A7: CE Turn vehicle/entity down CB/B2A8: FF End queue CB/B2A9: 41 Show object $11 CB/B2AB: 45 Refresh objects CB/B2AC: 48 Display dialogue message $02AE, continue executing commands (Show text only) N.o…e.s.c.a.p.e…! CB/B2AF: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CB/B2B1: C1 Set vehicle/entity's event speed to slow CB/B2B2: 82 Move vehicle/entity down 1 tile CB/B2B3: FF End queue CB/B2B4: 49 If dialogue window is up, wait for keypress then dismiss CB/B2B5: 4B Display dialogue message $02AF, wait for button press Who's there!? CB/B2B8: 48 Display dialogue message $02B0, continue executing commands It came from this direction. CB/B2BB: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long CB/B2BD: C2 Set vehicle/entity's event speed to normal CB/B2BE: 8B Move vehicle/entity left 3 tiles CB/B2BF: FF End queue CB/B2C0: 49 If dialogue window is up, wait for keypress then dismiss CB/B2C1: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CB/B2C3: D5 Set vehicle/entity's position to (34, 8) CB/B2C6: CE Turn vehicle/entity down CB/B2C7: FF End queue CB/B2C8: 13 Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete) CB/B2CA: D5 Set vehicle/entity's position to (34, 8) CB/B2CD: CE Turn vehicle/entity down CB/B2CE: FF End queue CB/B2CF: 15 Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete) CB/B2D1: D5 Set vehicle/entity's position to (43, 8) CB/B2D4: CE Turn vehicle/entity down CB/B2D5: FF End queue CB/B2D6: 16 Begin action queue for character $16 (NPC $16), 5 bytes long (Wait until complete) CB/B2D8: D5 Set vehicle/entity's position to (43, 8) CB/B2DB: CE Turn vehicle/entity down CB/B2DC: FF End queue CB/B2DD: 41 Show object $12 CB/B2DF: 41 Show object $13 CB/B2E1: 41 Show object $15 CB/B2E3: 41 Show object $16 CB/B2E5: 45 Refresh objects CB/B2E6: 48 Display dialogue message $02AE, continue executing commands (Show text only) N.o…e.s.c.a.p.e…! CB/B2E9: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long CB/B2EB: E0 Pause for 4 * 3 (12) frames CB/B2ED: 1F Do vehicle/entity graphical action $1F CB/B2EE: FF End queue CB/B2EF: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CB/B2F1: C1 Set vehicle/entity's event speed to slow CB/B2F2: 81 Move vehicle/entity right 1 tile CB/B2F3: FF End queue CB/B2F4: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CB/B2F6: C1 Set vehicle/entity's event speed to slow CB/B2F7: 83 Move vehicle/entity left 1 tile CB/B2F8: CE Turn vehicle/entity down CB/B2F9: FF End queue CB/B2FA: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CB/B2FC: C1 Set vehicle/entity's event speed to slow CB/B2FD: 82 Move vehicle/entity down 1 tile CB/B2FE: FF End queue CB/B2FF: 13 Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete) CB/B301: C1 Set vehicle/entity's event speed to slow CB/B302: 82 Move vehicle/entity down 1 tile CB/B303: FF End queue CB/B304: 49 If dialogue window is up, wait for keypress then dismiss CB/B305: 4B Display dialogue message $02B1, wait for button press Whoa! They're coming…! CB/B308: 14 Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete) CB/B30A: D5 Set vehicle/entity's position to (34, 8) CB/B30D: CE Turn vehicle/entity down CB/B30E: FF End queue CB/B30F: 18 Begin action queue for character $18 (NPC $18), 5 bytes long (Wait until complete) CB/B311: D5 Set vehicle/entity's position to (43, 8) CB/B314: CE Turn vehicle/entity down CB/B315: FF End queue CB/B316: 19 Begin action queue for character $19 (NPC $19), 5 bytes long (Wait until complete) CB/B318: D5 Set vehicle/entity's position to (43, 8) CB/B31B: CE Turn vehicle/entity down CB/B31C: FF End queue CB/B31D: 41 Show object $14 CB/B31F: 41 Show object $18 CB/B321: 41 Show object $19 CB/B323: 45 Refresh objects CB/B324: 48 Display dialogue message $02AE, continue executing commands (Show text only) N.o…e.s.c.a.p.e…! CB/B327: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long CB/B329: C2 Set vehicle/entity's event speed to normal CB/B32A: 89 Move vehicle/entity right 3 tiles CB/B32B: 1F Do vehicle/entity graphical action $1F CB/B32C: FF End queue CB/B32D: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CB/B32F: C1 Set vehicle/entity's event speed to slow CB/B330: 81 Move vehicle/entity right 1 tile CB/B331: FF End queue CB/B332: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CB/B334: C1 Set vehicle/entity's event speed to slow CB/B335: 81 Move vehicle/entity right 1 tile CB/B336: FF End queue CB/B337: 18 Begin action queue for character $18 (NPC $18), 3 bytes long CB/B339: C1 Set vehicle/entity's event speed to slow CB/B33A: 82 Move vehicle/entity down 1 tile CB/B33B: FF End queue CB/B33C: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CB/B33E: C1 Set vehicle/entity's event speed to slow CB/B33F: 83 Move vehicle/entity left 1 tile CB/B340: FF End queue CB/B341: 19 Begin action queue for character $19 (NPC $19), 4 bytes long CB/B343: C1 Set vehicle/entity's event speed to slow CB/B344: 81 Move vehicle/entity right 1 tile CB/B345: CE Turn vehicle/entity down CB/B346: FF End queue CB/B347: 14 Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete) CB/B349: C1 Set vehicle/entity's event speed to slow CB/B34A: 82 Move vehicle/entity down 1 tile CB/B34B: FF End queue CB/B34C: 49 If dialogue window is up, wait for keypress then dismiss CB/B34D: 4B Display dialogue message $02B2, wait for button press This way too! CB/B350: 1B Begin action queue for character $1B (NPC $1B), 5 bytes long (Wait until complete) CB/B352: D5 Set vehicle/entity's position to (43, 8) CB/B355: CE Turn vehicle/entity down CB/B356: FF End queue CB/B357: 17 Begin action queue for character $17 (NPC $17), 5 bytes long (Wait until complete) CB/B359: D5 Set vehicle/entity's position to (34, 8) CB/B35C: CE Turn vehicle/entity down CB/B35D: FF End queue CB/B35E: 41 Show object $17 CB/B360: 41 Show object $1B CB/B362: 45 Refresh objects CB/B363: 48 Display dialogue message $02B3, continue executing commands (Show text only) You can't escape… Nowhere to run… Nowhere to hide… CB/B366: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long CB/B368: C2 Set vehicle/entity's event speed to normal CB/B369: 87 Move vehicle/entity left 2 tiles CB/B36A: E0 Pause for 4 * 2 (8) frames CB/B36C: 1F Do vehicle/entity graphical action $1F CB/B36D: FF End queue CB/B36E: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CB/B370: C1 Set vehicle/entity's event speed to slow CB/B371: 81 Move vehicle/entity right 1 tile CB/B372: FF End queue CB/B373: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CB/B375: C1 Set vehicle/entity's event speed to slow CB/B376: 81 Move vehicle/entity right 1 tile CB/B377: FF End queue CB/B378: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/B37A: C1 Set vehicle/entity's event speed to slow CB/B37B: 81 Move vehicle/entity right 1 tile CB/B37C: FF End queue CB/B37D: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CB/B37F: C1 Set vehicle/entity's event speed to slow CB/B380: 83 Move vehicle/entity left 1 tile CB/B381: FF End queue CB/B382: 18 Begin action queue for character $18 (NPC $18), 3 bytes long CB/B384: C2 Set vehicle/entity's event speed to normal CB/B385: 83 Move vehicle/entity left 1 tile CB/B386: FF End queue CB/B387: 1B Begin action queue for character $1B (NPC $1B), 3 bytes long CB/B389: C1 Set vehicle/entity's event speed to slow CB/B38A: 82 Move vehicle/entity down 1 tile CB/B38B: FF End queue CB/B38C: 17 Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete) CB/B38E: C1 Set vehicle/entity's event speed to slow CB/B38F: 82 Move vehicle/entity down 1 tile CB/B390: FF End queue CB/B391: 49 If dialogue window is up, wait for keypress then dismiss CB/B392: B4 Pause for 9 units CB/B394: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/B396: CE Turn vehicle/entity down CB/B397: FF End queue CB/B398: FE Return CB/B399: C0 If ($1E80($180) [$1EB0, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/B39F: C0 If ($1E80($03D) [$1E87, bit 5] is set), branch to $CA5EB3 (simply returns) CB/B3A5: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/B3A7: D5 Set vehicle/entity's position to (26, 11) CB/B3AA: CC Turn vehicle/entity up CB/B3AB: FF End queue CB/B3AC: 41 Show object $10 CB/B3AE: 45 Refresh objects CB/B3AF: 3A Enable player to move while event commands execute CB/B3B0: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CB/B3B2: C1 Set vehicle/entity's event speed to slow CB/B3B3: 80 Move vehicle/entity up 1 tile CB/B3B4: FF End queue CB/B3B5: D0 Set event bit $1E80($03D) [$1E87, bit 5] CB/B3B7: FE Return CB/B3B8: B2 Call subroutine $CBACED CB/B3BC: 96 Restore screen from fade CB/B3BD: 42 Hide object $11 CB/B3BF: FE Return CB/B3C0: B2 Call subroutine $CBACED CB/B3C4: 42 Hide object $12 CB/B3C6: FE Return CB/B3C7: B2 Call subroutine $CBACED CB/B3CB: 42 Hide object $13 CB/B3CD: FE Return CB/B3CE: B2 Call subroutine $CBACED CB/B3D2: 42 Hide object $14 CB/B3D4: FE Return CB/B3D5: B2 Call subroutine $CBACED CB/B3D9: 42 Hide object $15 CB/B3DB: FE Return CB/B3DC: D2 Set event bit $1E80($17B) [$1EAF, bit 3] CB/B3DE: FE Return CB/B3DF: D2 Set event bit $1E80($17C) [$1EAF, bit 4] CB/B3E1: FE Return CB/B3E2: 4B Display dialogue message $02AE, wait for button press (Show text only) N.o…e.s.c.a.p.e…! CB/B3E5: FE Return CB/B3E6: C0 If ($1E80($17C) [$1EAF, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/B3EC: C0 If ($1E80($17D) [$1EAF, bit 5] is set), branch to $CA5EB3 (simply returns) CB/B3F2: D2 Set event bit $1E80($17D) [$1EAF, bit 5] CB/B3F4: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete) CB/B3F6: D5 Set vehicle/entity's position to (43, 8) CB/B3F9: CE Turn vehicle/entity down CB/B3FA: FF End queue CB/B3FB: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete) CB/B3FD: D5 Set vehicle/entity's position to (34, 8) CB/B400: CE Turn vehicle/entity down CB/B401: FF End queue CB/B402: 41 Show object $1A CB/B404: 41 Show object $1C CB/B406: 45 Refresh objects CB/B407: 48 Display dialogue message $02B3, continue executing commands (Show text only) You can't escape… Nowhere to run… Nowhere to hide… CB/B40A: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CB/B40C: C1 Set vehicle/entity's event speed to slow CB/B40D: 81 Move vehicle/entity right 1 tile CB/B40E: FF End queue CB/B40F: 16 Begin action queue for character $16 (NPC $16), 4 bytes long CB/B411: C1 Set vehicle/entity's event speed to slow CB/B412: 83 Move vehicle/entity left 1 tile CB/B413: CC Turn vehicle/entity up CB/B414: FF End queue CB/B415: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CB/B417: C1 Set vehicle/entity's event speed to slow CB/B418: 81 Move vehicle/entity right 1 tile CB/B419: FF End queue CB/B41A: 18 Begin action queue for character $18 (NPC $18), 3 bytes long CB/B41C: C1 Set vehicle/entity's event speed to slow CB/B41D: 83 Move vehicle/entity left 1 tile CB/B41E: FF End queue CB/B41F: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/B421: C1 Set vehicle/entity's event speed to slow CB/B422: 81 Move vehicle/entity right 1 tile CB/B423: FF End queue CB/B424: 1B Begin action queue for character $1B (NPC $1B), 3 bytes long CB/B426: C1 Set vehicle/entity's event speed to slow CB/B427: 83 Move vehicle/entity left 1 tile CB/B428: FF End queue CB/B429: 17 Begin action queue for character $17 (NPC $17), 3 bytes long CB/B42B: C1 Set vehicle/entity's event speed to slow CB/B42C: 81 Move vehicle/entity right 1 tile CB/B42D: FF End queue CB/B42E: 1A Begin action queue for character $1A (NPC $1A), 3 bytes long CB/B430: C1 Set vehicle/entity's event speed to slow CB/B431: 82 Move vehicle/entity down 1 tile CB/B432: FF End queue CB/B433: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete) CB/B435: C1 Set vehicle/entity's event speed to slow CB/B436: 82 Move vehicle/entity down 1 tile CB/B437: FF End queue CB/B438: 49 If dialogue window is up, wait for keypress then dismiss CB/B439: 1D Begin action queue for character $1D (NPC $1D), 5 bytes long (Wait until complete) CB/B43B: D5 Set vehicle/entity's position to (43, 8) CB/B43E: CE Turn vehicle/entity down CB/B43F: FF End queue CB/B440: 1E Begin action queue for character $1E (NPC $1E), 5 bytes long (Wait until complete) CB/B442: D5 Set vehicle/entity's position to (34, 8) CB/B445: CE Turn vehicle/entity down CB/B446: FF End queue CB/B447: 41 Show object $1D CB/B449: 41 Show object $1E CB/B44B: 45 Refresh objects CB/B44C: 48 Display dialogue message $02B3, continue executing commands (Show text only) You can't escape… Nowhere to run… Nowhere to hide… CB/B44F: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CB/B451: C1 Set vehicle/entity's event speed to slow CB/B452: 81 Move vehicle/entity right 1 tile CB/B453: FF End queue CB/B454: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CB/B456: C1 Set vehicle/entity's event speed to slow CB/B457: 80 Move vehicle/entity up 1 tile CB/B458: FF End queue CB/B459: 18 Begin action queue for character $18 (NPC $18), 4 bytes long CB/B45B: C1 Set vehicle/entity's event speed to slow CB/B45C: 83 Move vehicle/entity left 1 tile CB/B45D: CC Turn vehicle/entity up CB/B45E: FF End queue CB/B45F: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CB/B461: C1 Set vehicle/entity's event speed to slow CB/B462: 81 Move vehicle/entity right 1 tile CB/B463: FF End queue CB/B464: 1B Begin action queue for character $1B (NPC $1B), 3 bytes long CB/B466: C1 Set vehicle/entity's event speed to slow CB/B467: 83 Move vehicle/entity left 1 tile CB/B468: FF End queue CB/B469: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/B46B: C1 Set vehicle/entity's event speed to slow CB/B46C: 81 Move vehicle/entity right 1 tile CB/B46D: FF End queue CB/B46E: 17 Begin action queue for character $17 (NPC $17), 3 bytes long CB/B470: C1 Set vehicle/entity's event speed to slow CB/B471: 81 Move vehicle/entity right 1 tile CB/B472: FF End queue CB/B473: 1A Begin action queue for character $1A (NPC $1A), 3 bytes long CB/B475: C1 Set vehicle/entity's event speed to slow CB/B476: 83 Move vehicle/entity left 1 tile CB/B477: FF End queue CB/B478: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long CB/B47A: C1 Set vehicle/entity's event speed to slow CB/B47B: 81 Move vehicle/entity right 1 tile CB/B47C: FF End queue CB/B47D: 1E Begin action queue for character $1E (NPC $1E), 3 bytes long CB/B47F: C1 Set vehicle/entity's event speed to slow CB/B480: 82 Move vehicle/entity down 1 tile CB/B481: FF End queue CB/B482: 1D Begin action queue for character $1D (NPC $1D), 3 bytes long (Wait until complete) CB/B484: C1 Set vehicle/entity's event speed to slow CB/B485: 82 Move vehicle/entity down 1 tile CB/B486: FF End queue CB/B487: 49 If dialogue window is up, wait for keypress then dismiss CB/B488: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/B48A: C2 Set vehicle/entity's event speed to normal CB/B48B: 80 Move vehicle/entity up 1 tile CB/B48C: CE Turn vehicle/entity down CB/B48D: FF End queue CB/B48E: 4B Display dialogue message $02B4, wait for button press (At bottom of screen) Bloody persistent…! CB/B491: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CB/B493: CC Turn vehicle/entity up CB/B494: FF End queue CB/B495: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long CB/B497: CC Turn vehicle/entity up CB/B498: FF End queue CB/B499: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CB/B49B: CC Turn vehicle/entity up CB/B49C: FF End queue CB/B49D: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CB/B49F: CC Turn vehicle/entity up CB/B4A0: FF End queue CB/B4A1: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long CB/B4A3: CC Turn vehicle/entity up CB/B4A4: FF End queue CB/B4A5: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CB/B4A7: CC Turn vehicle/entity up CB/B4A8: FF End queue CB/B4A9: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long CB/B4AB: CC Turn vehicle/entity up CB/B4AC: FF End queue CB/B4AD: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CB/B4AF: CC Turn vehicle/entity up CB/B4B0: FF End queue CB/B4B1: 18 Begin action queue for character $18 (NPC $18), 2 bytes long CB/B4B3: CC Turn vehicle/entity up CB/B4B4: FF End queue CB/B4B5: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CB/B4B7: CD Turn vehicle/entity right CB/B4B8: FF End queue CB/B4B9: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CB/B4BB: CD Turn vehicle/entity right CB/B4BC: FF End queue CB/B4BD: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CB/B4BF: CF Turn vehicle/entity left CB/B4C0: FF End queue CB/B4C1: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long CB/B4C3: CF Turn vehicle/entity left CB/B4C4: FF End queue CB/B4C5: 1E Begin action queue for character $1E (NPC $1E), 2 bytes long CB/B4C7: CD Turn vehicle/entity right CB/B4C8: FF End queue CB/B4C9: 19 Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete) CB/B4CB: CF Turn vehicle/entity left CB/B4CC: FF End queue CB/B4CD: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/B4CF: 1F Do vehicle/entity graphical action $1F CB/B4D0: E0 Pause for 4 * 6 (24) frames CB/B4D2: CE Turn vehicle/entity down CB/B4D3: FF End queue CB/B4D4: FE Return CB/B4D5: C0 If ($1E80($17C) [$1EAF, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/B4DB: 73 Replace current map's Layer 1 at (11, 5) with the following (1 x 1) chunk, refresh immediately CB/B4E0: $90 CB/B4E1: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/B4E3: D7 Center screen on vehicle/entity CB/B4E4: FF End queue CB/B4E5: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CB/B4E7: D7 Center screen on vehicle/entity CB/B4E8: FF End queue CB/B4E9: 42 Hide object $31 CB/B4EB: 41 Show object $02 CB/B4ED: 41 Show object $05 CB/B4EF: 45 Refresh objects CB/B4F0: 3C Set up the party as follows: $05 (Actor in stot 5), $FF (), $FF (), $FF () CB/B4F5: 45 Refresh objects CB/B4F6: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete) CB/B4F8: C3 Set vehicle/entity's event speed to fast CB/B4F9: 85 Move vehicle/entity right 2 tiles CB/B4FA: CF Turn vehicle/entity left CB/B4FB: FF End queue CB/B4FC: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/B4FE: 0A Do vehicle/entity graphical action $0A CB/B4FF: FF End queue CB/B500: 4B Display dialogue message $02B5, wait for button press (At bottom of screen) CYAN: I believe we're stuck! CB/B503: 93 Pause for 45 units CB/B504: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long CB/B506: E0 Pause for 4 * 10 (40) frames CB/B508: CD Turn vehicle/entity right CB/B509: FF End queue CB/B50A: 05 Begin action queue for character $05 (Actor in stot 5), 20 bytes long CB/B50C: E0 Pause for 4 * 6 (24) frames CB/B50E: CE Turn vehicle/entity down CB/B50F: E0 Pause for 4 * 9 (36) frames CB/B511: CC Turn vehicle/entity up CB/B512: 21 Do vehicle/entity graphical action $21 CB/B513: E0 Pause for 4 * 10 (40) frames CB/B515: CE Turn vehicle/entity down CB/B516: E0 Pause for 4 * 5 (20) frames CB/B518: 22 Do vehicle/entity graphical action $22 CB/B519: E0 Pause for 4 * 2 (8) frames CB/B51B: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/B51C: E0 Pause for 4 * 2 (8) frames CB/B51E: CE Turn vehicle/entity down CB/B51F: FF End queue CB/B520: 35 Pause execution until action queue for object $05 (Actor in stot 5) is complete CB/B522: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/B524: CF Turn vehicle/entity left CB/B525: FF End queue CB/B526: 4B Display dialogue message $02B6, wait for button press (At bottom of screen) SABIN: I know! CYAN: You have an idea? CB/B529: 4B Display dialogue message $02B7, wait for button press (At bottom of screen) SABIN: Okay… The time has come to see if all my training has paid off. Come, CYAN! CB/B52C: 78 Enable ability to pass through other objects for object $02 (CYAN ) CB/B52E: 78 Enable ability to pass through other objects for object $05 (SABIN ) CB/B530: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete) CB/B532: C2 Set vehicle/entity's event speed to normal CB/B533: 85 Move vehicle/entity right 2 tiles CB/B534: D1 Make vehicle/entity disappear CB/B535: FF End queue CB/B536: 45 Refresh objects CB/B537: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete) CB/B539: C2 Set vehicle/entity's event speed to normal CB/B53A: 91 Move vehicle/entity right 5 tiles CB/B53B: E0 Pause for 4 * 3 (12) frames CB/B53D: CF Turn vehicle/entity left CB/B53E: FF End queue CB/B53F: 36 Disable ability to pass through other objects for object $02 (Actor in stot 2) CB/B541: 36 Disable ability to pass through other objects for object $05 (Actor in stot 5) CB/B543: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/B545: 0A Do vehicle/entity graphical action $0A CB/B546: FF End queue CB/B547: 4B Display dialogue message $02B8, wait for button press (At bottom of screen) SABIN: Yahoooo!! CB/B54A: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete) CB/B54C: C3 Set vehicle/entity's event speed to fast CB/B54D: 9B Move vehicle/entity left 7 tiles CB/B54E: FF End queue CB/B54F: F4 Play sound effect 106 CB/B551: 05 Begin action queue for character $05 (Actor in stot 5), 10 bytes long (Wait until complete) CB/B553: C3 Set vehicle/entity's event speed to fast CB/B554: 0F Do vehicle/entity graphical action $0F CB/B555: C7 Set vehicle/entity to stay still when moving CB/B556: A3 Move vehicle/entity left/up 1x1 tiles CB/B557: A3 Move vehicle/entity left/up 1x1 tiles CB/B558: 8B Move vehicle/entity left 3 tiles CB/B559: A2 Move vehicle/entity left/down 1x1 tiles CB/B55A: A2 Move vehicle/entity left/down 1x1 tiles CB/B55B: C6 Set vehicle/entity to walk when moving CB/B55C: FF End queue CB/B55D: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete) CB/B55F: C3 Set vehicle/entity's event speed to fast CB/B560: 9B Move vehicle/entity left 7 tiles CB/B561: FF End queue CB/B562: F4 Play sound effect 106 CB/B564: 05 Begin action queue for character $05 (Actor in stot 5), 14 bytes long (Wait until complete) CB/B566: C3 Set vehicle/entity's event speed to fast CB/B567: 83 Move vehicle/entity left 1 tile CB/B568: 0F Do vehicle/entity graphical action $0F CB/B569: C7 Set vehicle/entity to stay still when moving CB/B56A: A3 Move vehicle/entity left/up 1x1 tiles CB/B56B: A3 Move vehicle/entity left/up 1x1 tiles CB/B56C: 8F Move vehicle/entity left 4 tiles CB/B56D: A2 Move vehicle/entity left/down 1x1 tiles CB/B56E: A2 Move vehicle/entity left/down 1x1 tiles CB/B56F: C6 Set vehicle/entity to walk when moving CB/B570: E0 Pause for 4 * 5 (20) frames CB/B572: CF Turn vehicle/entity left CB/B573: FF End queue CB/B574: D3 Clear event bit $1E80($17C) [$1EAF, bit 4] CB/B576: D3 Clear event bit $1E80($17D) [$1EAF, bit 5] CB/B578: 73 Replace current map's Layer 1 at (11, 5) with the following (1 x 1) chunk, refresh immediately CB/B57D: $98 CB/B57E: F4 Play sound effect 169 CB/B580: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete) CB/B582: C7 Set vehicle/entity to stay still when moving CB/B583: 82 Move vehicle/entity down 1 tile CB/B584: C6 Set vehicle/entity to walk when moving CB/B585: FF End queue CB/B586: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete) CB/B588: 1F Do vehicle/entity graphical action $1F CB/B589: E0 Pause for 4 * 6 (24) frames CB/B58B: FF End queue CB/B58C: 05 Begin action queue for character $05 (Actor in stot 5), 14 bytes long (Wait until complete) CB/B58E: C7 Set vehicle/entity to stay still when moving CB/B58F: 86 Move vehicle/entity down 2 tiles CB/B590: 09 Do vehicle/entity graphical action $09 (kneeling) CB/B591: A0 Move vehicle/entity right/up 1x1 tiles CB/B592: 82 Move vehicle/entity down 1 tile CB/B593: DC Make vehicle/entity jump (low) CB/B594: C6 Set vehicle/entity to walk when moving CB/B595: 28 Do vehicle/entity graphical action $28 CB/B596: E0 Pause for 4 * 15 (60) frames CB/B598: 09 Do vehicle/entity graphical action $09 (kneeling) CB/B599: E0 Pause for 4 * 3 (12) frames CB/B59B: FF End queue CB/B59C: 05 Begin action queue for character $05 (Actor in stot 5), 21 bytes long (Wait until complete) CB/B59E: CE Turn vehicle/entity down CB/B59F: 23 Do vehicle/entity graphical action $23 CB/B5A0: E0 Pause for 4 * 1 (4) frames CB/B5A2: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/B5A3: E0 Pause for 4 * 1 (4) frames CB/B5A5: 23 Do vehicle/entity graphical action $23 CB/B5A6: E0 Pause for 4 * 1 (4) frames CB/B5A8: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/B5A9: E0 Pause for 4 * 1 (4) frames CB/B5AB: 23 Do vehicle/entity graphical action $23 CB/B5AC: E0 Pause for 4 * 1 (4) frames CB/B5AE: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/B5AF: E0 Pause for 4 * 1 (4) frames CB/B5B1: CE Turn vehicle/entity down CB/B5B2: FF End queue CB/B5B3: 47 Make character in slot 0 the lead character CB/B5B4: 3A Enable player to move while event commands execute CB/B5B5: FE Return CB/B5B6: C0 If ($1E80($182) [$1EB0, bit 2] is set), branch to $CA5EB3 (simply returns) CB/B5BC: B2 Call subroutine $CAC6AC CB/B5C0: 3C Set up the party as follows: $05 (Actor in stot 5), $02 (Actor in stot 2), $FF (), $FF () CB/B5C5: 45 Refresh objects CB/B5C6: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CB/B5C8: C3 Set vehicle/entity's event speed to fast CB/B5C9: 85 Move vehicle/entity right 2 tiles CB/B5CA: CF Turn vehicle/entity left CB/B5CB: FF End queue CB/B5CC: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CB/B5CE: C2 Set vehicle/entity's event speed to normal CB/B5CF: 82 Move vehicle/entity down 1 tile CB/B5D0: CF Turn vehicle/entity left CB/B5D1: FF End queue CB/B5D2: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/B5D4: CF Turn vehicle/entity left CB/B5D5: FF End queue CB/B5D6: 02 Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete) CB/B5D8: E0 Pause for 4 * 2 (8) frames CB/B5DA: C2 Set vehicle/entity's event speed to normal CB/B5DB: 81 Move vehicle/entity right 1 tile CB/B5DC: CF Turn vehicle/entity left CB/B5DD: FF End queue CB/B5DE: B4 Pause for 15 units CB/B5E0: 4B Display dialogue message $02AE, wait for button press (Show text only) N.o…e.s.c.a.p.e…! CB/B5E3: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CB/B5E5: CC Turn vehicle/entity up CB/B5E6: FF End queue CB/B5E7: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete) CB/B5E9: E0 Pause for 4 * 2 (8) frames CB/B5EB: CD Turn vehicle/entity right CB/B5EC: FF End queue CB/B5ED: 4B Display dialogue message $02B9, wait for button press Hey… Uh, oh…? CB/B5F0: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CB/B5F2: D5 Set vehicle/entity's position to (20, 5) CB/B5F5: FF End queue CB/B5F6: 45 Refresh objects CB/B5F7: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CB/B5F9: C1 Set vehicle/entity's event speed to slow CB/B5FA: 87 Move vehicle/entity left 2 tiles CB/B5FB: FF End queue CB/B5FC: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CB/B5FE: 5F Do vehicle/entity graphical action $1F, flipped horizontally CB/B5FF: FF End queue CB/B600: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CB/B602: 5F Do vehicle/entity graphical action $1F, flipped horizontally CB/B603: FF End queue CB/B604: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/B606: 5F Do vehicle/entity graphical action $1F, flipped horizontally CB/B607: FF End queue CB/B608: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete) CB/B60A: 5F Do vehicle/entity graphical action $1F, flipped horizontally CB/B60B: E0 Pause for 4 * 3 (12) frames CB/B60D: FF End queue CB/B60E: B5 Pause for 15 * 5 (75) units CB/B610: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CB/B612: CF Turn vehicle/entity left CB/B613: FF End queue CB/B614: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CB/B616: CC Turn vehicle/entity up CB/B617: FF End queue CB/B618: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/B61A: CD Turn vehicle/entity right CB/B61B: FF End queue CB/B61C: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete) CB/B61E: E0 Pause for 4 * 2 (8) frames CB/B620: CF Turn vehicle/entity left CB/B621: FF End queue CB/B622: 4B Display dialogue message $02B4, wait for button press Bloody persistent…! CB/B625: B2 Call subroutine $CB2E34 CB/B629: 4B Display dialogue message $02C0, wait for button press We have to detach the rear train cars! CB/B62C: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CB/B62E: 87 Move vehicle/entity left 2 tiles CB/B62F: FF End queue CB/B630: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CB/B632: 80 Move vehicle/entity up 1 tile CB/B633: FF End queue CB/B634: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete) CB/B636: E0 Pause for 4 * 3 (12) frames CB/B638: 83 Move vehicle/entity left 1 tile CB/B639: FF End queue CB/B63A: D2 Set event bit $1E80($182) [$1EB0, bit 2] CB/B63C: B2 Call subroutine $CB2E2B CB/B640: B2 Call subroutine $CACB95 CB/B644: FE Return CB/B645: C0 If ($1E80($17F) [$1EAF, bit 7] is set), branch to $CA5EB3 (simply returns) CB/B64B: C0 If ($1E80($183) [$1EB0, bit 3] is set), branch to $CBB7C7 CB/B651: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/B659: B2 Call subroutine $CB6AC3 CB/B65D: 73 Replace current map's Layer 1 at (28, 3) with the following (1 x 1) chunk, refresh immediately CB/B662: $2E CB/B663: D2 Set event bit $1E80($183) [$1EB0, bit 3] CB/B665: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/B667: E0 Pause for 4 * 6 (24) frames CB/B669: CE Turn vehicle/entity down CB/B66A: FF End queue CB/B66B: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/B66D: C2 Set vehicle/entity's event speed to normal CB/B66E: E0 Pause for 4 * 2 (8) frames CB/B670: 86 Move vehicle/entity down 2 tiles CB/B671: E0 Pause for 4 * 1 (4) frames CB/B673: 89 Move vehicle/entity right 3 tiles CB/B674: FF End queue CB/B675: 6A Load map $008D (Phantom Train, exterior (after detaching rear cars)) after fade out, (upper bits $1000), place party at (117, 8), facing right CB/B67B: 73 Replace current map's Layer 1 at (120, 5) with the following (7 x 8) chunk, refresh immediately CB/B680: $00, $00, $00, $00, $99, $9A, $90 CB/B687: $90, $00, $00, $A5, $A6, $A7, $A9 CB/B68E: $A0, $A7, $1E, $1F, $B5, $B1, $B7 CB/B695: $B8, $B0, $B7, $2E, $2F, $C5, $C6 CB/B69C: $C7, $C8, $C0, $C7, $D3, $D4, $D5 CB/B6A3: $D6, $D7, $D8, $D0, $D7, $E3, $00 CB/B6AA: $E5, $E6, $E7, $ED, $EE, $ED, $00 CB/B6B1: $00, $00, $84, $85, $86, $84, $85 CB/B6B8: 94 Pause for 60 units CB/B6B9: F4 Play sound effect 46 CB/B6BB: 73 Replace current map's Layer 1 at (120, 7) with the following (2 x 2) chunk, refresh immediately CB/B6C0: $B3, $B4 CB/B6C2: $C3, $C4 CB/B6C4: 94 Pause for 60 units CB/B6C5: F4 Play sound effect 187 CB/B6C7: 73 Replace current map's Layer 1 at (121, 5) with the following (7 x 7) chunk, refresh immediately CB/B6CC: $00, $00, $00, $00, $99, $9A, $90 CB/B6D3: $00, $00, $A5, $A6, $A7, $A9, $A0 CB/B6DA: $00, $B4, $B5, $B1, $B7, $B8, $B0 CB/B6E1: $5E, $C4, $C5, $C6, $C7, $C8, $C0 CB/B6E8: $6E, $D4, $D5, $D6, $D7, $D8, $D0 CB/B6EF: $00, $E4, $E5, $E6, $E7, $ED, $EE CB/B6F6: $00, $00, $00, $84, $85, $86, $84 CB/B6FD: 93 Pause for 45 units CB/B6FE: F4 Play sound effect 187 CB/B700: 73 Replace current map's Layer 1 at (122, 5) with the following (7 x 6) chunk, refresh immediately CB/B705: $00, $00, $00, $00, $99, $9A, $00 CB/B70C: $00, $A5, $A6, $A7, $A9, $00, $B4 CB/B713: $B5, $B1, $B7, $B8, $5F, $C4, $C5 CB/B71A: $C6, $C7, $C8, $6F, $D4, $D5, $D6 CB/B721: $D7, $D8, $00, $E4, $E5, $E6, $E7 CB/B728: $ED, $00, $00, $00, $84, $85, $86 CB/B72F: 93 Pause for 45 units CB/B730: F4 Play sound effect 187 CB/B732: 73 Replace current map's Layer 1 at (122, 5) with the following (7 x 6) chunk, refresh immediately CB/B737: $00, $00, $00, $00, $00, $99, $00 CB/B73E: $00, $00, $A5, $A6, $A7, $00, $00 CB/B745: $B4, $B5, $B1, $B7, $00, $5F, $C4 CB/B74C: $C5, $C6, $C7, $00, $6F, $D4, $D5 CB/B753: $D6, $D7, $00, $00, $E4, $E5, $E6 CB/B75A: $E7, $00, $00, $00, $00, $84, $85 CB/B761: 93 Pause for 45 units CB/B762: F4 Play sound effect 187 CB/B764: 73 Replace current map's Layer 1 at (123, 5) with the following (7 x 5) chunk, refresh immediately CB/B769: $00, $00, $00, $00, $00, $00, $00 CB/B770: $00, $A5, $A6, $00, $00, $B4, $B5 CB/B777: $B1, $00, $5F, $C4, $C5, $C6, $00 CB/B77E: $6F, $D4, $D5, $D6, $00, $00, $E4 CB/B785: $E5, $E6, $00, $00, $00, $00, $84 CB/B78C: 93 Pause for 45 units CB/B78D: F4 Play sound effect 187 CB/B78F: 73 Replace current map's Layer 1 at (122, 5) with the following (7 x 6) chunk, refresh immediately CB/B794: $00, $00, $00, $00, $00, $00, $00 CB/B79B: $00, $00, $00, $00, $00, $00, $00 CB/B7A2: $00, $00, $00, $00, $00, $00, $00 CB/B7A9: $00, $00, $00, $00, $00, $00, $00 CB/B7B0: $00, $00, $00, $00, $00, $00, $00 CB/B7B7: $00, $00, $00, $00, $00, $00, $00 CB/B7BE: 93 Pause for 45 units CB/B7BF: D2 Set event bit $1E80($183) [$1EB0, bit 3] CB/B7C1: D3 Clear event bit $1E80($180) [$1EB0, bit 0] CB/B7C3: 4B Display dialogue message $0298, wait for button press Can't follow us now. CB/B7C6: FE Return CB/B7C7: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/B7CF: B2 Call subroutine $CB6AC3 CB/B7D3: 73 Replace current map's Layer 1 at (28, 3) with the following (1 x 1) chunk, refresh immediately CB/B7D8: $2E CB/B7D9: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/B7DB: E0 Pause for 4 * 6 (24) frames CB/B7DD: CE Turn vehicle/entity down CB/B7DE: FF End queue CB/B7DF: D2 Set event bit $1E80($17F) [$1EAF, bit 7] CB/B7E1: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/B7E3: E0 Pause for 4 * 10 (40) frames CB/B7E5: CE Turn vehicle/entity down CB/B7E6: FF End queue CB/B7E7: B2 Call subroutine $CB6ACD CB/B7EB: 73 Replace current map's Layer 1 at (26, 5) with the following (4 x 1) chunk, refresh immediately CB/B7F0: $97, $97, $41, $41 CB/B7F4: 93 Pause for 45 units CB/B7F5: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/B7F7: FE Return CB/B7F8: C2 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($187) [$1EB0, bit 7] is set) or ($1E80($188) [$1EB1, bit 0] is set), branch to $CA5EB3 (simply returns) CB/B802: DA Set event bit $1E80($502) [$1F20, bit 2] CB/B804: 3D Create object $10 CB/B806: 45 Refresh objects CB/B807: 41 Show object $10 CB/B809: 48 Display dialogue message $02BA, continue executing commands VOICE: Stop where you are! CB/B80C: B2 Call subroutine $CAC6AC CB/B810: 3C Set up the party as follows: $05 (Actor in stot 5), $02 (Actor in stot 2), $FF (), $FF () CB/B815: 45 Refresh objects CB/B816: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/B818: CC Turn vehicle/entity up CB/B819: FF End queue CB/B81A: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CB/B81C: C2 Set vehicle/entity's event speed to normal CB/B81D: 82 Move vehicle/entity down 1 tile CB/B81E: CC Turn vehicle/entity up CB/B81F: FF End queue CB/B820: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CB/B822: C2 Set vehicle/entity's event speed to normal CB/B823: A1 Move vehicle/entity right/down 1x1 tiles CB/B824: CC Turn vehicle/entity up CB/B825: FF End queue CB/B826: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete) CB/B828: E0 Pause for 4 * 3 (12) frames CB/B82A: C3 Set vehicle/entity's event speed to fast CB/B82B: 81 Move vehicle/entity right 1 tile CB/B82C: CC Turn vehicle/entity up CB/B82D: FF End queue CB/B82E: 49 If dialogue window is up, wait for keypress then dismiss CB/B82F: 34 Begin action queue for character $34 (Party Character 3), 11 bytes long CB/B831: CF Turn vehicle/entity left CB/B832: E0 Pause for 4 * 4 (16) frames CB/B834: CD Turn vehicle/entity right CB/B835: E0 Pause for 4 * 4 (16) frames CB/B837: CC Turn vehicle/entity up CB/B838: E0 Pause for 4 * 4 (16) frames CB/B83A: CE Turn vehicle/entity down CB/B83B: FF End queue CB/B83C: 33 Begin action queue for character $33 (Party Character 2), 11 bytes long CB/B83E: CD Turn vehicle/entity right CB/B83F: E0 Pause for 4 * 4 (16) frames CB/B841: CF Turn vehicle/entity left CB/B842: E0 Pause for 4 * 4 (16) frames CB/B844: CE Turn vehicle/entity down CB/B845: E0 Pause for 4 * 4 (16) frames CB/B847: CC Turn vehicle/entity up CB/B848: FF End queue CB/B849: 02 Begin action queue for character $02 (Actor in stot 2), 11 bytes long CB/B84B: CC Turn vehicle/entity up CB/B84C: E0 Pause for 4 * 4 (16) frames CB/B84E: CE Turn vehicle/entity down CB/B84F: E0 Pause for 4 * 4 (16) frames CB/B851: CD Turn vehicle/entity right CB/B852: E0 Pause for 4 * 4 (16) frames CB/B854: CF Turn vehicle/entity left CB/B855: FF End queue CB/B856: 05 Begin action queue for character $05 (Actor in stot 5), 11 bytes long (Wait until complete) CB/B858: CE Turn vehicle/entity down CB/B859: E0 Pause for 4 * 4 (16) frames CB/B85B: CC Turn vehicle/entity up CB/B85C: E0 Pause for 4 * 4 (16) frames CB/B85E: CF Turn vehicle/entity left CB/B85F: E0 Pause for 4 * 4 (16) frames CB/B861: CD Turn vehicle/entity right CB/B862: FF End queue CB/B863: F4 Play sound effect 186 CB/B865: 92 Pause for 30 units CB/B866: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/B868: C7 Set vehicle/entity to stay still when moving CB/B869: C3 Set vehicle/entity's event speed to fast CB/B86A: 9E Move vehicle/entity down 8 tiles CB/B86B: C6 Set vehicle/entity to walk when moving CB/B86C: FF End queue CB/B86D: F4 Play sound effect 181 CB/B86F: B4 Pause for 10 units CB/B871: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CB/B873: CD Turn vehicle/entity right CB/B874: FF End queue CB/B875: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CB/B877: CD Turn vehicle/entity right CB/B878: FF End queue CB/B879: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/B87B: CD Turn vehicle/entity right CB/B87C: FF End queue CB/B87D: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/B87F: CD Turn vehicle/entity right CB/B880: FF End queue CB/B881: B4 Pause for 18 units CB/B883: 4B Display dialogue message $02BB, wait for button press MAN: I am Ziegfried, the world's greatest swordsman! That treasure chest is mine. If I were you, Ox, I'd grab grandpa, here, and run! CB/B886: B4 Pause for 10 units CB/B888: 05 Begin action queue for character $05 (Actor in stot 5), 20 bytes long CB/B88A: CE Turn vehicle/entity down CB/B88B: 1D Do vehicle/entity graphical action $1D CB/B88C: E0 Pause for 4 * 1 (4) frames CB/B88E: 1E Do vehicle/entity graphical action $1E CB/B88F: E0 Pause for 4 * 1 (4) frames CB/B891: 1D Do vehicle/entity graphical action $1D CB/B892: E0 Pause for 4 * 1 (4) frames CB/B894: 1E Do vehicle/entity graphical action $1E CB/B895: E0 Pause for 4 * 1 (4) frames CB/B897: 1D Do vehicle/entity graphical action $1D CB/B898: E0 Pause for 4 * 1 (4) frames CB/B89A: 1E Do vehicle/entity graphical action $1E CB/B89B: E0 Pause for 4 * 1 (4) frames CB/B89D: FF End queue CB/B89E: 35 Pause execution until action queue for object $05 (Actor in stot 5) is complete CB/B8A0: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/B8A2: CD Turn vehicle/entity right CB/B8A3: FF End queue CB/B8A4: 4B Display dialogue message $02BC, wait for button press SABIN: You look more like a manicurist. Now SCRAM!!! ZIEGFRIED: Aha! The ox bellows! Allow me to introduce my blade! CB/B8A7: 78 Enable ability to pass through other objects for object $10 (NPC $10) CB/B8A9: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CB/B8AB: C3 Set vehicle/entity's event speed to fast CB/B8AC: 83 Move vehicle/entity left 1 tile CB/B8AD: FF End queue CB/B8AE: 4D Invoke battle, enemy set $6D, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/B8B1: B2 Call subroutine $CA5EA9 CB/B8B5: B2 Call subroutine $CACB95 CB/B8B9: 3B Position character in a "ready-to-go" stance CB/B8BA: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/B8BC: D5 Set vehicle/entity's position to (6, 25) CB/B8BF: CD Turn vehicle/entity right CB/B8C0: FF End queue CB/B8C1: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/B8C3: D5 Set vehicle/entity's position to (8, 25) CB/B8C6: CF Turn vehicle/entity left CB/B8C7: FF End queue CB/B8C8: 36 Disable ability to pass through other objects for object $10 (NPC $10) CB/B8CA: 59 Unfade screen at speed $04 CB/B8CC: 94 Pause for 60 units CB/B8CD: 4B Display dialogue message $02BD, wait for button press “What a bag of wind…” CB/B8D0: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CB/B8D2: CE Turn vehicle/entity down CB/B8D3: FF End queue CB/B8D4: 4B Display dialogue message $02BE, wait for button press SIGFRIED: Impossible! I…I'm the greatest… But I'll still laugh last! CB/B8D7: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long CB/B8D9: E0 Pause for 4 * 1 (4) frames CB/B8DB: C3 Set vehicle/entity's event speed to fast CB/B8DC: 80 Move vehicle/entity up 1 tile CB/B8DD: CE Turn vehicle/entity down CB/B8DE: FF End queue CB/B8DF: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CB/B8E1: C3 Set vehicle/entity's event speed to fast CB/B8E2: 8B Move vehicle/entity left 3 tiles CB/B8E3: CC Turn vehicle/entity up CB/B8E4: FF End queue CB/B8E5: B4 Pause for 3 units CB/B8E7: F4 Play sound effect 166 CB/B8E9: 73 Replace current map's Layer 1 at (5, 24) with the following (1 x 1) chunk, refresh immediately CB/B8EE: $12 CB/B8EF: B4 Pause for 8 units CB/B8F1: 10 Begin action queue for character $10 (NPC $10), 9 bytes long (Wait until complete) CB/B8F3: C3 Set vehicle/entity's event speed to fast CB/B8F4: 89 Move vehicle/entity right 3 tiles CB/B8F5: E0 Pause for 4 * 1 (4) frames CB/B8F7: 86 Move vehicle/entity down 2 tiles CB/B8F8: E0 Pause for 4 * 3 (12) frames CB/B8FA: CF Turn vehicle/entity left CB/B8FB: FF End queue CB/B8FC: D2 Set event bit $1E80($187) [$1EB0, bit 7] CB/B8FE: DB Clear event bit $1E80($502) [$1F20, bit 2] CB/B900: 4B Display dialogue message $02BF, wait for button press SIGFRIED: Uwa, ha, ha! This treasure is mine! Ta ta, cretins! CB/B903: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CB/B905: C3 Set vehicle/entity's event speed to fast CB/B906: 86 Move vehicle/entity down 2 tiles CB/B907: D1 Make vehicle/entity disappear CB/B908: FF End queue CB/B909: FE Return CB/B90A: 4B Display dialogue message $0295, wait for button press IMPRESARIO: Wanna stop the train? Just use the controls in the engineer's compartment! CB/B90D: FE Return CB/B90E: C0 If ($1E80($184) [$1EB0, bit 4] is clear), branch to $CBB91B CB/B914: 73 Replace current map's Layer 1 at (7, 5) with the following (1 x 1) chunk, refresh immediately CB/B919: $2E CB/B91A: FE Return CB/B91B: 73 Replace current map's Layer 1 at (7, 5) with the following (1 x 1) chunk, refresh immediately CB/B920: $3D CB/B921: FE Return CB/B922: C0 If ($1E80($185) [$1EB0, bit 5] is clear), branch to $CBB92F CB/B928: 73 Replace current map's Layer 1 at (8, 5) with the following (1 x 1) chunk, refresh immediately CB/B92D: $2E CB/B92E: FE Return CB/B92F: 73 Replace current map's Layer 1 at (8, 5) with the following (1 x 1) chunk, refresh immediately CB/B934: $3D CB/B935: FE Return CB/B936: C0 If ($1E80($186) [$1EB0, bit 6] is clear), branch to $CBB943 CB/B93C: 73 Replace current map's Layer 1 at (9, 5) with the following (1 x 1) chunk, refresh immediately CB/B941: $2E CB/B942: FE Return CB/B943: 73 Replace current map's Layer 1 at (9, 5) with the following (1 x 1) chunk, refresh immediately CB/B948: $3D CB/B949: FE Return CB/B94A: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/B952: B2 Call subroutine $CB6AC3 CB/B956: C0 If ($1E80($184) [$1EB0, bit 4] is set), branch to $CBB967 CB/B95C: 73 Replace current map's Layer 1 at (7, 5) with the following (1 x 1) chunk, refresh immediately CB/B961: $2E CB/B962: D2 Set event bit $1E80($184) [$1EB0, bit 4] CB/B964: 3A Enable player to move while event commands execute CB/B965: 92 Pause for 30 units CB/B966: FE Return CB/B967: 73 Replace current map's Layer 1 at (7, 5) with the following (1 x 1) chunk, refresh immediately CB/B96C: $3D CB/B96D: D3 Clear event bit $1E80($184) [$1EB0, bit 4] CB/B96F: 3A Enable player to move while event commands execute CB/B970: 92 Pause for 30 units CB/B971: FE Return CB/B972: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/B97A: B2 Call subroutine $CB6AC3 CB/B97E: C0 If ($1E80($185) [$1EB0, bit 5] is set), branch to $CBB98F CB/B984: 73 Replace current map's Layer 1 at (8, 5) with the following (1 x 1) chunk, refresh immediately CB/B989: $2E CB/B98A: D2 Set event bit $1E80($185) [$1EB0, bit 5] CB/B98C: 3A Enable player to move while event commands execute CB/B98D: 92 Pause for 30 units CB/B98E: FE Return CB/B98F: 73 Replace current map's Layer 1 at (8, 5) with the following (1 x 1) chunk, refresh immediately CB/B994: $3D CB/B995: D3 Clear event bit $1E80($185) [$1EB0, bit 5] CB/B997: 3A Enable player to move while event commands execute CB/B998: 92 Pause for 30 units CB/B999: FE Return CB/B99A: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/B9A2: B2 Call subroutine $CB6AC3 CB/B9A6: C0 If ($1E80($186) [$1EB0, bit 6] is set), branch to $CBB9B7 CB/B9AC: 73 Replace current map's Layer 1 at (9, 5) with the following (1 x 1) chunk, refresh immediately CB/B9B1: $2E CB/B9B2: D2 Set event bit $1E80($186) [$1EB0, bit 6] CB/B9B4: 3A Enable player to move while event commands execute CB/B9B5: 92 Pause for 30 units CB/B9B6: FE Return CB/B9B7: 73 Replace current map's Layer 1 at (9, 5) with the following (1 x 1) chunk, refresh immediately CB/B9BC: $3D CB/B9BD: D3 Clear event bit $1E80($186) [$1EB0, bit 6] CB/B9BF: 3A Enable player to move while event commands execute CB/B9C0: 92 Pause for 30 units CB/B9C1: FE Return CB/B9C2: C2 If ($1E80($0A4) [$1E94, bit 4] is set) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B3) [$1EB6, bit 3] is clear), branch to $CA5EB3 (simply returns) CB/B9CC: 4B Display dialogue message $02C2, wait for button press Something's written here! What? What? To stop the train, shut the first and third pressure valves, and operate the switch outside, near the smoke stack. CB/B9CF: FE Return CB/B9D0: 4B Display dialogue message $02C4, wait for button press Just throw this switch, and… Huh? Nothing's happening! CB/B9D3: FE Return CB/B9D4: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CB/B9DC: C2 If ($1E80($185) [$1EB0, bit 5] is set) or ($1E80($186) [$1EB0, bit 6] is clear) or ($1E80($184) [$1EB0, bit 4] is clear), branch to $CBB9D0 CB/B9E6: 4B Display dialogue message $02C3, wait for button press Press this switch and the train'll stop. CB/B9E9: F4 Play sound effect 150 CB/B9EB: 93 Pause for 45 units CB/B9EC: F4 Play sound effect 137 CB/B9EE: 58 Shake screen ($DA): (Intensity: 2)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 unaffected) (Layer 3 affected) (Sprite layer affected) CB/B9F0: 94 Pause for 60 units CB/B9F1: 58 Shake screen ($D8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 unaffected) (Layer 3 affected) (Sprite layer affected) CB/B9F3: 95 Pause for 120 units CB/B9F4: 4B Display dialogue message $02D3, wait for button press PHANTOM TRAIN: So! You've been slowing my progress! CB/B9F7: D0 Set event bit $1E80($03A) [$1E87, bit 2] CB/B9F9: D3 Clear event bit $1E80($179) [$1EAF, bit 1] CB/B9FB: 93 Pause for 45 units CB/B9FC: F4 Play sound effect 146 CB/B9FE: 95 Pause for 120 units CB/B9FF: 4D Invoke battle, enemy set $44, background $21 (Running on Train Tracks), (mosaic effect enabled), (swoosh sound enabled) CB/BA02: B2 Call subroutine $CA5EA9 CB/BA06: 96 Restore screen from fade CB/BA07: D0 Set event bit $1E80($03B) [$1E87, bit 3] CB/BA09: DB Clear event bit $1E80($517) [$1F22, bit 7] CB/BA0B: 4B Display dialogue message $02D4, wait for button press PHANTOM TRAIN: I will let you go… …but first there is something I must do… CB/BA0E: 5A Fade screen at speed $04 CB/BA10: 5C Pause execution until fade in or fade out is complete CB/BA11: F2 Fade out current song with transition time 32 CB/BA13: FA Stop temporarily played song CB/BA14: F0 Play song 0 (Silence), (high bit clear), full volume CB/BA16: 42 Hide object $31 CB/BA18: 45 Refresh objects CB/BA19: 6B Load map $008A (Arrival platform for Phantom Train (train pulls into station)) instantly, (upper bits $0000), place party at (19, 9), facing up CB/BA1F: 65 Command $65, $00, $08 CB/BA22: 65 Command $65, $01, $08 CB/BA25: 65 Command $65, $02, $08 CB/BA28: 65 Command $65, $03, $08 CB/BA2B: 65 Command $65, $04, $08 CB/BA2E: 95 Pause for 120 units CB/BA2F: F4 Play sound effect 146 CB/BA31: 94 Pause for 60 units CB/BA32: 59 Unfade screen at speed $08 CB/BA34: 5C Pause execution until fade in or fade out is complete CB/BA35: F4 Play sound effect 146 CB/BA37: B5 Pause for 15 * 5 (75) units CB/BA39: F0 Play song 0 (Silence), (high bit clear), full volume CB/BA3B: B5 Pause for 15 * 5 (75) units CB/BA3D: F0 Play song 60 (The Raft and the Flowing River), (high bit clear), full volume CB/BA3F: 93 Pause for 45 units CB/BA40: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CB/BA42: 5D Scroll Layer 1, speed 20 x 0 CB/BA45: 93 Pause for 45 units CB/BA46: 5D Scroll Layer 1, speed 19 x 0 CB/BA49: 94 Pause for 60 units CB/BA4A: 5D Scroll Layer 1, speed 18 x 0 CB/BA4D: 94 Pause for 60 units CB/BA4E: 5D Scroll Layer 1, speed 17 x 0 CB/BA51: 94 Pause for 60 units CB/BA52: 5D Scroll Layer 1, speed 16 x 0 CB/BA55: 94 Pause for 60 units CB/BA56: 5D Scroll Layer 1, speed 9 x 0 CB/BA59: 94 Pause for 60 units CB/BA5A: 5D Scroll Layer 1, speed 8 x 0 CB/BA5D: 94 Pause for 60 units CB/BA5E: 5D Scroll Layer 1, speed 7 x 0 CB/BA61: 94 Pause for 60 units CB/BA62: 5D Scroll Layer 1, speed 6 x 0 CB/BA65: 94 Pause for 60 units CB/BA66: 5D Scroll Layer 1, speed 5 x 0 CB/BA69: 93 Pause for 45 units CB/BA6A: 5D Scroll Layer 1, speed 4 x 0 CB/BA6D: 93 Pause for 45 units CB/BA6E: 5D Scroll Layer 1, speed 3 x 0 CB/BA71: 93 Pause for 45 units CB/BA72: 5D Scroll Layer 1, speed 2 x 0 CB/BA75: 94 Pause for 60 units CB/BA76: 5D Scroll Layer 1, speed 1 x 0 CB/BA79: 94 Pause for 60 units CB/BA7A: 5D Scroll Layer 1, speed 0 x 0 CB/BA7D: 95 Pause for 120 units CB/BA7E: F4 Play sound effect 146 CB/BA80: 94 Pause for 60 units CB/BA81: F4 Play sound effect 146 CB/BA83: B5 Pause for 15 * 7 (105) units CB/BA85: F0 Play song 0 (Silence), (high bit clear), full volume CB/BA87: 6A Load map $0099 (Phantom Train, suite rooms and save point car (inc. Cyan's Dream)) after fade out, (upper bits $0000), place party at (8, 9), facing up CB/BA8D: B2 Call subroutine $CAC6AC CB/BA91: B2 Call subroutine $CB2E34 CB/BA95: 38 Hold screen CB/BA96: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long CB/BA98: C3 Set vehicle/entity's event speed to fast CB/BA99: 83 Move vehicle/entity left 1 tile CB/BA9A: CE Turn vehicle/entity down CB/BA9B: FF End queue CB/BA9C: 03 Begin action queue for character $03 (Actor in stot 3), 4 bytes long CB/BA9E: C3 Set vehicle/entity's event speed to fast CB/BA9F: 80 Move vehicle/entity up 1 tile CB/BAA0: CE Turn vehicle/entity down CB/BAA1: FF End queue CB/BAA2: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete) CB/BAA4: C3 Set vehicle/entity's event speed to fast CB/BAA5: 81 Move vehicle/entity right 1 tile CB/BAA6: CE Turn vehicle/entity down CB/BAA7: FF End queue CB/BAA8: 59 Unfade screen at speed $02 CB/BAAA: B5 Pause for 15 * 5 (75) units CB/BAAC: 58 Shake screen ($3A): (Intensity: 2)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 unaffected) (Sprite layer unaffected) CB/BAAE: 94 Pause for 60 units CB/BAAF: 58 Shake screen ($38): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 unaffected) (Sprite layer unaffected) CB/BAB1: 94 Pause for 60 units CB/BAB2: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CB/BAB4: CD Turn vehicle/entity right CB/BAB5: FF End queue CB/BAB6: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/BAB8: CF Turn vehicle/entity left CB/BAB9: FF End queue CB/BABA: 4B Display dialogue message $02A9, wait for button press (At bottom of screen) CYAN: Gulp…where are we? CB/BABD: 02 Begin action queue for character $02 (Actor in stot 2), 6 bytes long CB/BABF: C2 Set vehicle/entity's event speed to normal CB/BAC0: E0 Pause for 4 * 8 (32) frames CB/BAC2: 81 Move vehicle/entity right 1 tile CB/BAC3: 8A Move vehicle/entity down 3 tiles CB/BAC4: FF End queue CB/BAC5: 03 Begin action queue for character $03 (Actor in stot 3), 5 bytes long CB/BAC7: C2 Set vehicle/entity's event speed to normal CB/BAC8: E0 Pause for 4 * 15 (60) frames CB/BACA: 8E Move vehicle/entity down 4 tiles CB/BACB: FF End queue CB/BACC: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete) CB/BACE: C2 Set vehicle/entity's event speed to normal CB/BACF: 83 Move vehicle/entity left 1 tile CB/BAD0: 8A Move vehicle/entity down 3 tiles CB/BAD1: E0 Pause for 4 * 2 (8) frames CB/BAD3: FF End queue CB/BAD4: 97 Fade screen to black CB/BAD5: 5C Pause execution until fade in or fade out is complete CB/BAD6: B5 Pause for 15 * 7 (105) units CB/BAD8: B2 Call subroutine $CB2E2B CB/BADC: B2 Call subroutine $CACB95 CB/BAE0: 3B Position character in a "ready-to-go" stance CB/BAE1: 6B Load map $008B (Arrival platform for Phantom Train (ghosts board, train leaves)) instantly, (upper bits $0000), place party at (49, 8), facing up CB/BAE7: 74 Replace current map's Layer 2 at (46, 7) with the following (2 x 1) chunk CB/BAEC: $B8, $C8 CB/BAEE: 74 Replace current map's Layer 2 at (50, 7) with the following (2 x 1) chunk CB/BAF3: $B8, $C9 CB/BAF5: 74 Replace current map's Layer 2 at (59, 7) with the following (2 x 1) chunk CB/BAFA: $B8, $C8 CB/BAFC: 74 Replace current map's Layer 2 at (66, 7) with the following (2 x 1) chunk CB/BB01: $B8, $C9 CB/BB03: 74 Replace current map's Layer 2 at (75, 7) with the following (2 x 1) chunk CB/BB08: $B8, $C8 CB/BB0A: 74 Replace current map's Layer 2 at (82, 7) with the following (2 x 1) chunk CB/BB0F: $B8, $C9 CB/BB11: 74 Replace current map's Layer 2 at (91, 7) with the following (2 x 1) chunk CB/BB16: $B8, $C8 CB/BB18: 74 Replace current map's Layer 2 at (100, 7) with the following (2 x 1) chunk CB/BB1D: $B8, $C9 CB/BB1F: 74 Replace current map's Layer 2 at (109, 7) with the following (2 x 1) chunk CB/BB24: $B8, $C8 CB/BB26: 74 Replace current map's Layer 2 at (116, 7) with the following (2 x 1) chunk CB/BB2B: $B8, $BE CB/BB2D: 75 Refresh map after alteration CB/BB2E: 5E Scroll Layer 2, speed 16 x 0 CB/BB31: 91 Pause for 15 units CB/BB32: 5E Scroll Layer 2, speed 0 x 0 CB/BB35: 42 Hide object $31 CB/BB37: 45 Refresh objects CB/BB38: 73 Replace current map's Layer 1 at (26, 69) with the following (5 x 1) chunk, refresh immediately CB/BB3D: $00, $00, $00, $00, $C4 CB/BB42: B0 Execute the following commands until $B1 2 times CB/BB44: 50 Tint screen (cumulative) with color $9F CB/BB46: B1 End block of repeating commands CB/BB47: 65 Command $65, $00, $06 CB/BB4A: 65 Command $65, $01, $06 CB/BB4D: 65 Command $65, $02, $06 CB/BB50: 65 Command $65, $03, $06 CB/BB53: 65 Command $65, $04, $06 CB/BB56: 96 Restore screen from fade CB/BB57: 5C Pause execution until fade in or fade out is complete CB/BB58: DA Set event bit $1E80($5F7) [$1F3E, bit 7] CB/BB5A: 93 Pause for 45 units CB/BB5B: 73 Replace current map's Layer 1 at (48, 7) with the following (2 x 1) chunk, refresh immediately CB/BB60: $06, $16 CB/BB62: F4 Play sound effect 44 CB/BB64: 3D Create object $20 CB/BB66: 45 Refresh objects CB/BB67: 20 Begin action queue for character $20 (NPC $20), 4 bytes long (Wait until complete) CB/BB69: C2 Set vehicle/entity's event speed to normal CB/BB6A: 81 Move vehicle/entity right 1 tile CB/BB6B: CE Turn vehicle/entity down CB/BB6C: FF End queue CB/BB6D: 41 Show object $20 CB/BB6F: 45 Refresh objects CB/BB70: 20 Begin action queue for character $20 (NPC $20), 3 bytes long (Wait until complete) CB/BB72: C8 Set object layering priority to 2 (low nibble 2) CB/BB74: FF End queue CB/BB75: 92 Pause for 30 units CB/BB76: 48 Display dialogue message $02AA, continue executing commands SABIN: Hoo, boy! Finally got off… CB/BB79: 20 Begin action queue for character $20 (NPC $20), 11 bytes long (Wait until complete) CB/BB7B: C2 Set vehicle/entity's event speed to normal CB/BB7C: 82 Move vehicle/entity down 1 tile CB/BB7D: E0 Pause for 4 * 5 (20) frames CB/BB7F: DD Make vehicle/entity jump (high) CB/BB80: 86 Move vehicle/entity down 2 tiles CB/BB81: 09 Do vehicle/entity graphical action $09 (kneeling) CB/BB82: E0 Pause for 4 * 1 (4) frames CB/BB84: CE Turn vehicle/entity down CB/BB85: FF End queue CB/BB86: 20 Begin action queue for character $20 (NPC $20), 21 bytes long (Wait until complete) CB/BB88: CE Turn vehicle/entity down CB/BB89: 23 Do vehicle/entity graphical action $23 CB/BB8A: E0 Pause for 4 * 1 (4) frames CB/BB8C: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/BB8D: E0 Pause for 4 * 1 (4) frames CB/BB8F: 23 Do vehicle/entity graphical action $23 CB/BB90: E0 Pause for 4 * 1 (4) frames CB/BB92: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/BB93: E0 Pause for 4 * 1 (4) frames CB/BB95: 23 Do vehicle/entity graphical action $23 CB/BB96: E0 Pause for 4 * 1 (4) frames CB/BB98: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/BB99: E0 Pause for 4 * 1 (4) frames CB/BB9B: CE Turn vehicle/entity down CB/BB9C: FF End queue CB/BB9D: 49 If dialogue window is up, wait for keypress then dismiss CB/BB9E: 3D Create object $21 CB/BBA0: 45 Refresh objects CB/BBA1: 21 Begin action queue for character $21 (NPC $21), 4 bytes long (Wait until complete) CB/BBA3: C2 Set vehicle/entity's event speed to normal CB/BBA4: 81 Move vehicle/entity right 1 tile CB/BBA5: CE Turn vehicle/entity down CB/BBA6: FF End queue CB/BBA7: 41 Show object $21 CB/BBA9: 45 Refresh objects CB/BBAA: 21 Begin action queue for character $21 (NPC $21), 3 bytes long (Wait until complete) CB/BBAC: C8 Set object layering priority to 2 (low nibble 2) CB/BBAE: FF End queue CB/BBAF: 21 Begin action queue for character $21 (NPC $21), 5 bytes long (Wait until complete) CB/BBB1: C2 Set vehicle/entity's event speed to normal CB/BBB2: 86 Move vehicle/entity down 2 tiles CB/BBB3: 81 Move vehicle/entity right 1 tile CB/BBB4: CE Turn vehicle/entity down CB/BBB5: FF End queue CB/BBB6: BE If character $03 (SHADOW) is in the current CaseWord, call subroutine $CBBEC4 CB/BBBB: B5 Pause for 15 * 6 (90) units CB/BBBD: 20 Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete) CB/BBBF: 18 Do vehicle/entity graphical action $18 CB/BBC0: FF End queue CB/BBC1: 4B Display dialogue message $02DA, wait for button press SABIN: We shouldn't be here. Let's go NOW! CB/BBC4: 22 Begin action queue for character $22 (NPC $22), 11 bytes long CB/BBC6: 20 Do vehicle/entity graphical action $20 CB/BBC7: E0 Pause for 4 * 2 (8) frames CB/BBC9: CE Turn vehicle/entity down CB/BBCA: E0 Pause for 4 * 2 (8) frames CB/BBCC: 20 Do vehicle/entity graphical action $20 CB/BBCD: E0 Pause for 4 * 2 (8) frames CB/BBCF: CE Turn vehicle/entity down CB/BBD0: FF End queue CB/BBD1: 21 Begin action queue for character $21 (NPC $21), 11 bytes long (Wait until complete) CB/BBD3: 20 Do vehicle/entity graphical action $20 CB/BBD4: E0 Pause for 4 * 2 (8) frames CB/BBD6: CE Turn vehicle/entity down CB/BBD7: E0 Pause for 4 * 2 (8) frames CB/BBD9: 20 Do vehicle/entity graphical action $20 CB/BBDA: E0 Pause for 4 * 2 (8) frames CB/BBDC: CE Turn vehicle/entity down CB/BBDD: FF End queue CB/BBDE: B5 Pause for 15 * 7 (105) units CB/BBE0: F4 Play sound effect 44 CB/BBE2: B5 Pause for 15 * 6 (90) units CB/BBE4: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CB/BBE6: CE Turn vehicle/entity down CB/BBE7: FF End queue CB/BBE8: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CB/BBEA: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/BBEB: FF End queue CB/BBEC: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CB/BBEE: CD Turn vehicle/entity right CB/BBEF: FF End queue CB/BBF0: 93 Pause for 45 units CB/BBF1: 21 Begin action queue for character $21 (NPC $21), 5 bytes long (Wait until complete) CB/BBF3: 1F Do vehicle/entity graphical action $1F CB/BBF4: E0 Pause for 4 * 6 (24) frames CB/BBF6: CD Turn vehicle/entity right CB/BBF7: FF End queue CB/BBF8: 92 Pause for 30 units CB/BBF9: 20 Begin action queue for character $20 (NPC $20), 2 bytes long CB/BBFB: CD Turn vehicle/entity right CB/BBFC: FF End queue CB/BBFD: 22 Begin action queue for character $22 (NPC $22), 2 bytes long CB/BBFF: CD Turn vehicle/entity right CB/BC00: FF End queue CB/BC01: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CB/BC03: C1 Set vehicle/entity's event speed to slow CB/BC04: 85 Move vehicle/entity right 2 tiles CB/BC05: 80 Move vehicle/entity up 1 tile CB/BC06: D1 Make vehicle/entity disappear CB/BC07: FF End queue CB/BC08: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CB/BC0A: C1 Set vehicle/entity's event speed to slow CB/BC0B: 89 Move vehicle/entity right 3 tiles CB/BC0C: 80 Move vehicle/entity up 1 tile CB/BC0D: D1 Make vehicle/entity disappear CB/BC0E: FF End queue CB/BC0F: 1E Begin action queue for character $1E (NPC $1E), 6 bytes long CB/BC11: C1 Set vehicle/entity's event speed to slow CB/BC12: 80 Move vehicle/entity up 1 tile CB/BC13: 89 Move vehicle/entity right 3 tiles CB/BC14: 80 Move vehicle/entity up 1 tile CB/BC15: D1 Make vehicle/entity disappear CB/BC16: FF End queue CB/BC17: 1F Begin action queue for character $1F (NPC $1F), 6 bytes long CB/BC19: C1 Set vehicle/entity's event speed to slow CB/BC1A: 84 Move vehicle/entity up 2 tiles CB/BC1B: 89 Move vehicle/entity right 3 tiles CB/BC1C: 80 Move vehicle/entity up 1 tile CB/BC1D: D1 Make vehicle/entity disappear CB/BC1E: FF End queue CB/BC1F: 11 Begin action queue for character $11 (NPC $11), 6 bytes long CB/BC21: C1 Set vehicle/entity's event speed to slow CB/BC22: 88 Move vehicle/entity up 3 tiles CB/BC23: 89 Move vehicle/entity right 3 tiles CB/BC24: 80 Move vehicle/entity up 1 tile CB/BC25: D1 Make vehicle/entity disappear CB/BC26: FF End queue CB/BC27: 12 Begin action queue for character $12 (NPC $12), 6 bytes long CB/BC29: C1 Set vehicle/entity's event speed to slow CB/BC2A: 8C Move vehicle/entity up 4 tiles CB/BC2B: 89 Move vehicle/entity right 3 tiles CB/BC2C: 80 Move vehicle/entity up 1 tile CB/BC2D: D1 Make vehicle/entity disappear CB/BC2E: FF End queue CB/BC2F: 13 Begin action queue for character $13 (NPC $13), 6 bytes long CB/BC31: C1 Set vehicle/entity's event speed to slow CB/BC32: 90 Move vehicle/entity up 5 tiles CB/BC33: 89 Move vehicle/entity right 3 tiles CB/BC34: 80 Move vehicle/entity up 1 tile CB/BC35: D1 Make vehicle/entity disappear CB/BC36: FF End queue CB/BC37: 16 Begin action queue for character $16 (NPC $16), 6 bytes long CB/BC39: C1 Set vehicle/entity's event speed to slow CB/BC3A: 94 Move vehicle/entity up 6 tiles CB/BC3B: 89 Move vehicle/entity right 3 tiles CB/BC3C: 80 Move vehicle/entity up 1 tile CB/BC3D: D1 Make vehicle/entity disappear CB/BC3E: FF End queue CB/BC3F: 17 Begin action queue for character $17 (NPC $17), 6 bytes long CB/BC41: C1 Set vehicle/entity's event speed to slow CB/BC42: 98 Move vehicle/entity up 7 tiles CB/BC43: 89 Move vehicle/entity right 3 tiles CB/BC44: 80 Move vehicle/entity up 1 tile CB/BC45: D1 Make vehicle/entity disappear CB/BC46: FF End queue CB/BC47: 18 Begin action queue for character $18 (NPC $18), 8 bytes long CB/BC49: C1 Set vehicle/entity's event speed to slow CB/BC4A: E0 Pause for 4 * 3 (12) frames CB/BC4C: 98 Move vehicle/entity up 7 tiles CB/BC4D: 89 Move vehicle/entity right 3 tiles CB/BC4E: 80 Move vehicle/entity up 1 tile CB/BC4F: D1 Make vehicle/entity disappear CB/BC50: FF End queue CB/BC51: 19 Begin action queue for character $19 (NPC $19), 8 bytes long CB/BC53: C1 Set vehicle/entity's event speed to slow CB/BC54: E0 Pause for 4 * 6 (24) frames CB/BC56: 98 Move vehicle/entity up 7 tiles CB/BC57: 89 Move vehicle/entity right 3 tiles CB/BC58: 80 Move vehicle/entity up 1 tile CB/BC59: D1 Make vehicle/entity disappear CB/BC5A: FF End queue CB/BC5B: 1A Begin action queue for character $1A (NPC $1A), 8 bytes long CB/BC5D: C1 Set vehicle/entity's event speed to slow CB/BC5E: E0 Pause for 4 * 9 (36) frames CB/BC60: 98 Move vehicle/entity up 7 tiles CB/BC61: 89 Move vehicle/entity right 3 tiles CB/BC62: 80 Move vehicle/entity up 1 tile CB/BC63: D1 Make vehicle/entity disappear CB/BC64: FF End queue CB/BC65: 1B Begin action queue for character $1B (NPC $1B), 8 bytes long CB/BC67: C1 Set vehicle/entity's event speed to slow CB/BC68: E0 Pause for 4 * 12 (48) frames CB/BC6A: 98 Move vehicle/entity up 7 tiles CB/BC6B: 89 Move vehicle/entity right 3 tiles CB/BC6C: 80 Move vehicle/entity up 1 tile CB/BC6D: D1 Make vehicle/entity disappear CB/BC6E: FF End queue CB/BC6F: 1C Begin action queue for character $1C (NPC $1C), 8 bytes long CB/BC71: C1 Set vehicle/entity's event speed to slow CB/BC72: E0 Pause for 4 * 14 (56) frames CB/BC74: 98 Move vehicle/entity up 7 tiles CB/BC75: 89 Move vehicle/entity right 3 tiles CB/BC76: 80 Move vehicle/entity up 1 tile CB/BC77: D1 Make vehicle/entity disappear CB/BC78: FF End queue CB/BC79: 1D Begin action queue for character $1D (NPC $1D), 8 bytes long CB/BC7B: C1 Set vehicle/entity's event speed to slow CB/BC7C: E0 Pause for 4 * 16 (64) frames CB/BC7E: 98 Move vehicle/entity up 7 tiles CB/BC7F: 89 Move vehicle/entity right 3 tiles CB/BC80: 80 Move vehicle/entity up 1 tile CB/BC81: D1 Make vehicle/entity disappear CB/BC82: FF End queue CB/BC83: 30 Begin action queue for character $30 (Camera), 4 bytes long CB/BC85: C2 Set vehicle/entity's event speed to normal CB/BC86: 9D Move vehicle/entity right 8 tiles CB/BC87: 8D Move vehicle/entity right 4 tiles CB/BC88: FF End queue CB/BC89: F1 Fade in song 23 (The Mines of Narshe) (high bit clear) with transition time 255 CB/BC8C: 35 Pause execution until action queue for object $30 (Camera) is complete CB/BC8E: B5 Pause for 15 * 15 (225) units CB/BC90: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CB/BC92: C3 Set vehicle/entity's event speed to fast CB/BC93: 9F Move vehicle/entity left 8 tiles CB/BC94: 8F Move vehicle/entity left 4 tiles CB/BC95: FF End queue CB/BC96: 93 Pause for 45 units CB/BC97: 42 Hide object $11 CB/BC99: 42 Hide object $12 CB/BC9B: 42 Hide object $13 CB/BC9D: 42 Hide object $14 CB/BC9F: 42 Hide object $15 CB/BCA1: 42 Hide object $16 CB/BCA3: 42 Hide object $17 CB/BCA5: 42 Hide object $18 CB/BCA7: 42 Hide object $19 CB/BCA9: 42 Hide object $1A CB/BCAB: 42 Hide object $1B CB/BCAD: 42 Hide object $1C CB/BCAF: 42 Hide object $1D CB/BCB1: 42 Hide object $1E CB/BCB3: 42 Hide object $1F CB/BCB5: 45 Refresh objects CB/BCB6: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CB/BCB8: 4A Do vehicle/entity graphical action $0A, flipped horizontally CB/BCB9: FF End queue CB/BCBA: 4B Display dialogue message $02D8, wait for button press CYAN: No!!! Elayne! Owain!! CB/BCBD: 20 Begin action queue for character $20 (NPC $20), 2 bytes long CB/BCBF: 4B Do vehicle/entity graphical action $0B, flipped horizontally CB/BCC0: FF End queue CB/BCC1: 22 Begin action queue for character $22 (NPC $22), 2 bytes long CB/BCC3: 4B Do vehicle/entity graphical action $0B, flipped horizontally CB/BCC4: FF End queue CB/BCC5: 93 Pause for 45 units CB/BCC6: 22 Begin action queue for character $22 (NPC $22), 2 bytes long CB/BCC8: CD Turn vehicle/entity right CB/BCC9: FF End queue CB/BCCA: 20 Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete) CB/BCCC: CD Turn vehicle/entity right CB/BCCD: FF End queue CB/BCCE: 92 Pause for 30 units CB/BCCF: 22 Begin action queue for character $22 (NPC $22), 5 bytes long CB/BCD1: C3 Set vehicle/entity's event speed to fast CB/BCD2: 82 Move vehicle/entity down 1 tile CB/BCD3: 89 Move vehicle/entity right 3 tiles CB/BCD4: CC Turn vehicle/entity up CB/BCD5: FF End queue CB/BCD6: 20 Begin action queue for character $20 (NPC $20), 5 bytes long (Wait until complete) CB/BCD8: C3 Set vehicle/entity's event speed to fast CB/BCD9: 89 Move vehicle/entity right 3 tiles CB/BCDA: 80 Move vehicle/entity up 1 tile CB/BCDB: CF Turn vehicle/entity left CB/BCDC: FF End queue CB/BCDD: 92 Pause for 30 units CB/BCDE: 20 Begin action queue for character $20 (NPC $20), 9 bytes long CB/BCE0: 0F Do vehicle/entity graphical action $0F CB/BCE1: E0 Pause for 4 * 1 (4) frames CB/BCE3: CF Turn vehicle/entity left CB/BCE4: E0 Pause for 4 * 1 (4) frames CB/BCE6: FC Branch 6 bytes backwards ($CBBCE0) CB/BCE8: FF End queue CB/BCE9: 4B Display dialogue message $02D7, wait for button press SABIN: CYAN! Is that your wife and child? CB/BCEC: 20 Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete) CB/BCEE: CF Turn vehicle/entity left CB/BCEF: FF End queue CB/BCF0: F4 Play sound effect 146 CB/BCF2: 94 Pause for 60 units CB/BCF3: 21 Begin action queue for character $21 (NPC $21), 2 bytes long CB/BCF5: 1F Do vehicle/entity graphical action $1F CB/BCF6: FF End queue CB/BCF7: 22 Begin action queue for character $22 (NPC $22), 2 bytes long CB/BCF9: 1F Do vehicle/entity graphical action $1F CB/BCFA: FF End queue CB/BCFB: 20 Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete) CB/BCFD: 1F Do vehicle/entity graphical action $1F CB/BCFE: FF End queue CB/BCFF: 93 Pause for 45 units CB/BD00: 20 Begin action queue for character $20 (NPC $20), 2 bytes long CB/BD02: CF Turn vehicle/entity left CB/BD03: FF End queue CB/BD04: 22 Begin action queue for character $22 (NPC $22), 2 bytes long CB/BD06: CC Turn vehicle/entity up CB/BD07: FF End queue CB/BD08: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CB/BD0A: CD Turn vehicle/entity right CB/BD0B: FF End queue CB/BD0C: 4B Display dialogue message $02D6, wait for button press Departing?! CB/BD0F: F6 Subcommand $10: Play song $20 (The Phantom Train #1) at volume $80 (may have other effects) CB/BD13: 5D Scroll Layer 1, speed 1 x 0 CB/BD16: 92 Pause for 30 units CB/BD17: 20 Begin action queue for character $20 (NPC $20), 15 bytes long CB/BD19: E0 Pause for 4 * 1 (4) frames CB/BD1B: 28 Do vehicle/entity graphical action $28 CB/BD1C: C2 Set vehicle/entity's event speed to normal CB/BD1D: C7 Set vehicle/entity to stay still when moving CB/BD1E: DD Make vehicle/entity jump (high) CB/BD1F: 86 Move vehicle/entity down 2 tiles CB/BD20: DD Make vehicle/entity jump (high) CB/BD21: E0 Pause for 4 * 2 (8) frames CB/BD23: C3 Set vehicle/entity's event speed to fast CB/BD24: 1F Do vehicle/entity graphical action $1F CB/BD25: 92 Move vehicle/entity down 5 tiles CB/BD26: C6 Set vehicle/entity to walk when moving CB/BD27: FF End queue CB/BD28: 21 Begin action queue for character $21 (NPC $21), 5 bytes long CB/BD2A: C3 Set vehicle/entity's event speed to fast CB/BD2B: 9D Move vehicle/entity right 8 tiles CB/BD2C: 9D Move vehicle/entity right 8 tiles CB/BD2D: CC Turn vehicle/entity up CB/BD2E: FF End queue CB/BD2F: 22 Begin action queue for character $22 (NPC $22), 15 bytes long CB/BD31: C2 Set vehicle/entity's event speed to normal CB/BD32: E0 Pause for 4 * 6 (24) frames CB/BD34: CD Turn vehicle/entity right CB/BD35: E0 Pause for 4 * 13 (52) frames CB/BD37: 49 Do vehicle/entity graphical action $09, flipped horizontally CB/BD38: E0 Pause for 4 * 10 (40) frames CB/BD3A: C3 Set vehicle/entity's event speed to fast CB/BD3B: C7 Set vehicle/entity to stay still when moving CB/BD3C: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/BD3D: 92 Move vehicle/entity down 5 tiles CB/BD3E: C6 Set vehicle/entity to walk when moving CB/BD3F: FF End queue CB/BD40: 30 Begin action queue for character $30 (Camera), 4 bytes long CB/BD42: C2 Set vehicle/entity's event speed to normal CB/BD43: 9D Move vehicle/entity right 8 tiles CB/BD44: 9D Move vehicle/entity right 8 tiles CB/BD45: FF End queue CB/BD46: 93 Pause for 45 units CB/BD47: 5D Scroll Layer 1, speed 2 x 0 CB/BD4A: 35 Pause execution until action queue for object $21 (NPC $21) is complete CB/BD4C: 21 Begin action queue for character $21 (NPC $21), 9 bytes long CB/BD4E: 1B Do vehicle/entity graphical action $1B CB/BD4F: E0 Pause for 4 * 2 (8) frames CB/BD51: CC Turn vehicle/entity up CB/BD52: E0 Pause for 4 * 3 (12) frames CB/BD54: FC Branch 6 bytes backwards ($CBBD4E) CB/BD56: FF End queue CB/BD57: 5D Scroll Layer 1, speed 3 x 0 CB/BD5A: 94 Pause for 60 units CB/BD5B: 42 Hide object $20 CB/BD5D: 42 Hide object $22 CB/BD5F: 48 Display dialogue message $02D9, continue executing commands CYAN: Please, wait! CB/BD62: 5D Scroll Layer 1, speed 4 x 0 CB/BD65: 21 Begin action queue for character $21 (NPC $21), 4 bytes long (Wait until complete) CB/BD67: C1 Set vehicle/entity's event speed to slow CB/BD68: 83 Move vehicle/entity left 1 tile CB/BD69: CC Turn vehicle/entity up CB/BD6A: FF End queue CB/BD6B: 5D Scroll Layer 1, speed 5 x 0 CB/BD6E: B5 Pause for 15 * 6 (90) units CB/BD70: 21 Begin action queue for character $21 (NPC $21), 4 bytes long (Wait until complete) CB/BD72: C2 Set vehicle/entity's event speed to normal CB/BD73: 87 Move vehicle/entity left 2 tiles CB/BD74: CC Turn vehicle/entity up CB/BD75: FF End queue CB/BD76: 5D Scroll Layer 1, speed 6 x 0 CB/BD79: 92 Pause for 30 units CB/BD7A: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CB/BD7C: CE Turn vehicle/entity down CB/BD7D: C8 Set object layering priority to 3 (low nibble 3) CB/BD7F: FF End queue CB/BD80: 5D Scroll Layer 1, speed 7 x 0 CB/BD83: 78 Enable ability to pass through other objects for object $11 (NPC $11) CB/BD85: 41 Show object $11 CB/BD87: 93 Pause for 45 units CB/BD88: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CB/BD8A: C1 Set vehicle/entity's event speed to slow CB/BD8B: 82 Move vehicle/entity down 1 tile CB/BD8C: FF End queue CB/BD8D: 48 Display dialogue message $02D5, continue executing commands CYAN: Elayne! CB/BD90: 92 Pause for 30 units CB/BD91: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CB/BD93: CE Turn vehicle/entity down CB/BD94: C8 Set object layering priority to 3 (low nibble 3) CB/BD96: FF End queue CB/BD97: 78 Enable ability to pass through other objects for object $12 (NPC $12) CB/BD99: 41 Show object $12 CB/BD9B: 5D Scroll Layer 1, speed 8 x 0 CB/BD9E: 91 Pause for 15 units CB/BD9F: 48 Display dialogue message $02DB, continue executing commands CYAN: Owain… CB/BDA2: 30 Begin action queue for character $30 (Camera), 5 bytes long CB/BDA4: C2 Set vehicle/entity's event speed to normal CB/BDA5: 9F Move vehicle/entity left 8 tiles CB/BDA6: 9F Move vehicle/entity left 8 tiles CB/BDA7: 8F Move vehicle/entity left 4 tiles CB/BDA8: FF End queue CB/BDA9: 91 Pause for 15 units CB/BDAA: 21 Begin action queue for character $21 (NPC $21), 2 bytes long CB/BDAC: CF Turn vehicle/entity left CB/BDAD: FF End queue CB/BDAE: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CB/BDB0: 81 Move vehicle/entity right 1 tile CB/BDB1: FF End queue CB/BDB2: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CB/BDB4: CD Turn vehicle/entity right CB/BDB5: FF End queue CB/BDB6: 5D Scroll Layer 1, speed 9 x 0 CB/BDB9: 91 Pause for 15 units CB/BDBA: 21 Begin action queue for character $21 (NPC $21), 7 bytes long CB/BDBC: C2 Set vehicle/entity's event speed to normal CB/BDBD: 9F Move vehicle/entity left 8 tiles CB/BDBE: 97 Move vehicle/entity left 6 tiles CB/BDBF: A2 Move vehicle/entity left/down 1x1 tiles CB/BDC0: C3 Set vehicle/entity's event speed to fast CB/BDC1: 93 Move vehicle/entity left 5 tiles CB/BDC2: FF End queue CB/BDC3: 65 Command $65, $00, $0A CB/BDC6: 65 Command $65, $01, $0A CB/BDC9: 65 Command $65, $02, $0A CB/BDCC: 65 Command $65, $03, $0A CB/BDCF: 65 Command $65, $04, $0A CB/BDD2: 91 Pause for 15 units CB/BDD3: 5D Scroll Layer 1, speed 10 x 0 CB/BDD6: 91 Pause for 15 units CB/BDD7: 5D Scroll Layer 1, speed 11 x 0 CB/BDDA: 91 Pause for 15 units CB/BDDB: 5D Scroll Layer 1, speed 12 x 0 CB/BDDE: 91 Pause for 15 units CB/BDDF: 5D Scroll Layer 1, speed 13 x 0 CB/BDE2: 91 Pause for 15 units CB/BDE3: 5D Scroll Layer 1, speed 14 x 0 CB/BDE6: 91 Pause for 15 units CB/BDE7: 5D Scroll Layer 1, speed 15 x 0 CB/BDEA: 91 Pause for 15 units CB/BDEB: 5D Scroll Layer 1, speed 16 x 0 CB/BDEE: 91 Pause for 15 units CB/BDEF: 5D Scroll Layer 1, speed 17 x 0 CB/BDF2: 91 Pause for 15 units CB/BDF3: 5D Scroll Layer 1, speed 18 x 0 CB/BDF6: 91 Pause for 15 units CB/BDF7: 5D Scroll Layer 1, speed 19 x 0 CB/BDFA: 91 Pause for 15 units CB/BDFB: 5D Scroll Layer 1, speed 20 x 0 CB/BDFE: 91 Pause for 15 units CB/BDFF: 5D Scroll Layer 1, speed 21 x 0 CB/BE02: 91 Pause for 15 units CB/BE03: 5D Scroll Layer 1, speed 22 x 0 CB/BE06: 91 Pause for 15 units CB/BE07: 5D Scroll Layer 1, speed 23 x 0 CB/BE0A: 91 Pause for 15 units CB/BE0B: 5D Scroll Layer 1, speed 24 x 0 CB/BE0E: 91 Pause for 15 units CB/BE0F: 5D Scroll Layer 1, speed 25 x 0 CB/BE12: 91 Pause for 15 units CB/BE13: 5D Scroll Layer 1, speed 26 x 0 CB/BE16: 91 Pause for 15 units CB/BE17: 5D Scroll Layer 1, speed 27 x 0 CB/BE1A: 91 Pause for 15 units CB/BE1B: 5D Scroll Layer 1, speed 28 x 0 CB/BE1E: 91 Pause for 15 units CB/BE1F: 5D Scroll Layer 1, speed 28 x 0 CB/BE22: 93 Pause for 45 units CB/BE23: 4B Display dialogue message $02DC, wait for button press (Show text only) My love… You made me so happy. Don't forget me… CB/BE26: 91 Pause for 15 units CB/BE27: 4B Display dialogue message $02DD, wait for button press (Show text only) Dad! I'll make sure Mom's all right! CB/BE2A: 5D Scroll Layer 1, speed 29 x 0 CB/BE2D: 91 Pause for 15 units CB/BE2E: 5D Scroll Layer 1, speed 30 x 0 CB/BE31: 91 Pause for 15 units CB/BE32: 5D Scroll Layer 1, speed 31 x 0 CB/BE35: 91 Pause for 15 units CB/BE36: 5D Scroll Layer 1, speed 32 x 0 CB/BE39: 91 Pause for 15 units CB/BE3A: 5D Scroll Layer 1, speed 33 x 0 CB/BE3D: 91 Pause for 15 units CB/BE3E: 5D Scroll Layer 1, speed 34 x 0 CB/BE41: 91 Pause for 15 units CB/BE42: 5D Scroll Layer 1, speed 35 x 0 CB/BE45: 91 Pause for 15 units CB/BE46: F2 Fade out current song with transition time 48 CB/BE48: 5D Scroll Layer 1, speed 0 x 0 CB/BE4B: 95 Pause for 120 units CB/BE4C: F4 Play sound effect 146 CB/BE4E: 93 Pause for 45 units CB/BE4F: 5D Scroll Layer 1, speed 0 x 0 CB/BE52: 94 Pause for 60 units CB/BE53: 21 Begin action queue for character $21 (NPC $21), 4 bytes long (Wait until complete) CB/BE55: E0 Pause for 4 * 5 (20) frames CB/BE57: 22 Do vehicle/entity graphical action $22 CB/BE58: FF End queue CB/BE59: B5 Pause for 15 * 5 (75) units CB/BE5B: 5A Fade screen at speed $02 CB/BE5D: 5C Pause execution until fade in or fade out is complete CB/BE5E: 39 Free screen CB/BE5F: 94 Pause for 60 units CB/BE60: B9 Clear bit $1DC9($4B) [$1DD2, bit 3] CB/BE62: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CB/BE64: DB Clear event bit $1E80($506) [$1F20, bit 6] CB/BE66: DB Clear event bit $1E80($507) [$1F20, bit 7] CB/BE68: DB Clear event bit $1E80($508) [$1F21, bit 0] CB/BE6A: DB Clear event bit $1E80($509) [$1F21, bit 1] CB/BE6C: DB Clear event bit $1E80($5F7) [$1F3E, bit 7] CB/BE6E: D3 Clear event bit $1E80($184) [$1EB0, bit 4] CB/BE70: D3 Clear event bit $1E80($185) [$1EB0, bit 5] CB/BE72: D3 Clear event bit $1E80($186) [$1EB0, bit 6] CB/BE74: 41 Show object $31 CB/BE76: 3F Remove character $02 (Actor in stot 2) from the party CB/BE79: BE If character $03 (SHADOW) is in the current CaseWord, call subroutine $CBBEDD CB/BE7E: 47 Make character in slot 0 the lead character CB/BE7F: 6B Load map $0089 (Arrival platform for Phantom Train (train is gone, Cyan is sad)) instantly, (upper bits $2000), place party at (12, 10), facing down CB/BE85: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/BE87: C8 Set object layering priority to 2 (low nibble 2) CB/BE89: FF End queue CB/BE8A: 59 Unfade screen at speed $04 CB/BE8C: 5C Pause execution until fade in or fade out is complete CB/BE8D: A0 Set timer 0 to $04B0 [0m: 20s: 00j], jump to subroutine $CBBEA3 if it expires. Flags: (Countdown continues in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CB/BE93: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/BE95: 22 Do vehicle/entity graphical action $22 CB/BE96: FF End queue CB/BE97: 3A Enable player to move while event commands execute CB/BE98: FE Return CB/BE99: B5 Pause for 15 * 5 (75) units CB/BE9B: 4B Display dialogue message $02DF, wait for button press CYAN: …… CB/BE9E: FE Return CB/BE9F: 4B Display dialogue message $02DE, wait for button press SHADOW: Leave 'em alone. CB/BEA2: FE Return CB/BEA3: 5A Fade screen at speed $04 CB/BEA5: 5C Pause execution until fade in or fade out is complete CB/BEA6: 3B Position character in a "ready-to-go" stance CB/BEA7: 3F Assign character $02 (Actor in stot 2) to party 1 CB/BEAA: C0 If ($1E80($18D) [$1EB1, bit 5] is set), branch to $CBBEE5 CB/BEB0: B2 Call subroutine $CB6A37 CB/BEB4: B2 Call subroutine $CACB95 CB/BEB8: 3B Position character in a "ready-to-go" stance CB/BEB9: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/BEBB: CE Turn vehicle/entity down CB/BEBC: FF End queue CB/BEBD: 6B Load map $0000 (World of Balance) instantly, (upper bits $2400), place party at (178, 93), facing down CB/BEC3: FF End map script CB/BEC4: 3D Create object $22 CB/BEC6: 45 Refresh objects CB/BEC7: 22 Begin action queue for character $22 (NPC $22), 4 bytes long (Wait until complete) CB/BEC9: C2 Set vehicle/entity's event speed to normal CB/BECA: 81 Move vehicle/entity right 1 tile CB/BECB: CE Turn vehicle/entity down CB/BECC: FF End queue CB/BECD: 41 Show object $22 CB/BECF: 45 Refresh objects CB/BED0: 22 Begin action queue for character $22 (NPC $22), 3 bytes long (Wait until complete) CB/BED2: C8 Set object layering priority to 2 (low nibble 2) CB/BED4: FF End queue CB/BED5: 22 Begin action queue for character $22 (NPC $22), 5 bytes long (Wait until complete) CB/BED7: C2 Set vehicle/entity's event speed to normal CB/BED8: 86 Move vehicle/entity down 2 tiles CB/BED9: 83 Move vehicle/entity left 1 tile CB/BEDA: CE Turn vehicle/entity down CB/BEDB: FF End queue CB/BEDC: FE Return CB/BEDD: DA Set event bit $1E80($5F7) [$1F3E, bit 7] CB/BEDF: 3F Remove character $03 (Actor in stot 3) from the party CB/BEE2: D2 Set event bit $1E80($18D) [$1EB1, bit 5] CB/BEE4: FE Return CB/BEE5: DB Clear event bit $1E80($5F7) [$1F3E, bit 7] CB/BEE7: 3F Assign character $03 (Actor in stot 3) to party 1 CB/BEEA: D3 Clear event bit $1E80($18D) [$1EB1, bit 5] CB/BEEC: B2 Call subroutine $CBBEB0 CB/BEF0: FE Return CB/BEF1: C0 If ($1E80($03C) [$1E87, bit 4] is set), branch to $CA5EB3 (simply returns) CB/BEF7: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CB/BEFD: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CB/BEFF: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/BF01: C2 Set vehicle/entity's event speed to normal CB/BF02: 84 Move vehicle/entity up 2 tiles CB/BF03: FF End queue CB/BF04: B2 Call subroutine $CBBFA5 CB/BF08: FE Return CB/BF09: C0 If ($1E80($03C) [$1E87, bit 4] is set), branch to $CA5EB3 (simply returns) CB/BF0F: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CB/BF15: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CB/BF17: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/BF19: C2 Set vehicle/entity's event speed to normal CB/BF1A: 80 Move vehicle/entity up 1 tile CB/BF1B: 87 Move vehicle/entity left 2 tiles CB/BF1C: 80 Move vehicle/entity up 1 tile CB/BF1D: FF End queue CB/BF1E: B2 Call subroutine $CBBFA5 CB/BF22: FE Return CB/BF23: C0 If ($1E80($03C) [$1E87, bit 4] is set), branch to $CA5EB3 (simply returns) CB/BF29: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CB/BF2F: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CB/BF31: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/BF33: C2 Set vehicle/entity's event speed to normal CB/BF34: 80 Move vehicle/entity up 1 tile CB/BF35: 8B Move vehicle/entity left 3 tiles CB/BF36: 80 Move vehicle/entity up 1 tile CB/BF37: FF End queue CB/BF38: B2 Call subroutine $CBBFA5 CB/BF3C: FE Return CB/BF3D: C0 If ($1E80($03C) [$1E87, bit 4] is set), branch to $CA5EB3 (simply returns) CB/BF43: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CB/BF49: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CB/BF4B: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/BF4D: C2 Set vehicle/entity's event speed to normal CB/BF4E: 80 Move vehicle/entity up 1 tile CB/BF4F: 85 Move vehicle/entity right 2 tiles CB/BF50: 80 Move vehicle/entity up 1 tile CB/BF51: FF End queue CB/BF52: B2 Call subroutine $CBBFA5 CB/BF56: FE Return CB/BF57: C0 If ($1E80($03C) [$1E87, bit 4] is set), branch to $CA5EB3 (simply returns) CB/BF5D: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CB/BF63: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CB/BF65: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/BF67: C2 Set vehicle/entity's event speed to normal CB/BF68: 80 Move vehicle/entity up 1 tile CB/BF69: 89 Move vehicle/entity right 3 tiles CB/BF6A: 80 Move vehicle/entity up 1 tile CB/BF6B: FF End queue CB/BF6C: B2 Call subroutine $CBBFA5 CB/BF70: FE Return CB/BF71: C0 If ($1E80($03C) [$1E87, bit 4] is set), branch to $CA5EB3 (simply returns) CB/BF77: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CB/BF7D: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CB/BF7F: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/BF81: C2 Set vehicle/entity's event speed to normal CB/BF82: 80 Move vehicle/entity up 1 tile CB/BF83: 8D Move vehicle/entity right 4 tiles CB/BF84: 80 Move vehicle/entity up 1 tile CB/BF85: FF End queue CB/BF86: B2 Call subroutine $CBBFA5 CB/BF8A: FE Return CB/BF8B: C0 If ($1E80($03C) [$1E87, bit 4] is set), branch to $CA5EB3 (simply returns) CB/BF91: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CB/BF97: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CB/BF99: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/BF9B: C2 Set vehicle/entity's event speed to normal CB/BF9C: 84 Move vehicle/entity up 2 tiles CB/BF9D: 81 Move vehicle/entity right 1 tile CB/BF9E: CC Turn vehicle/entity up CB/BF9F: FF End queue CB/BFA0: B2 Call subroutine $CBBFA5 CB/BFA4: FE Return CB/BFA5: D0 Set event bit $1E80($03C) [$1E87, bit 4] CB/BFA7: 38 Hold screen CB/BFA8: B2 Call subroutine $CAC6AC CB/BFAC: 03 Begin action queue for character $03 (Actor in stot 3), 4 bytes long CB/BFAE: C2 Set vehicle/entity's event speed to normal CB/BFAF: A2 Move vehicle/entity left/down 1x1 tiles CB/BFB0: CC Turn vehicle/entity up CB/BFB1: FF End queue CB/BFB2: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete) CB/BFB4: C2 Set vehicle/entity's event speed to normal CB/BFB5: A1 Move vehicle/entity right/down 1x1 tiles CB/BFB6: CC Turn vehicle/entity up CB/BFB7: FF End queue CB/BFB8: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/BFBA: 1C Do vehicle/entity graphical action $1C CB/BFBB: FF End queue CB/BFBC: 4B Display dialogue message $02E0, wait for button press (At bottom of screen) SABIN: This must be Baren Falls. CB/BFBF: 48 Display dialogue message $02E1, continue executing commands (At bottom of screen) CYAN: To the south is the Veldt. Dangerous creatures there. SABIN: And the Empire's right on our tails. CYAN: If we can slip through the Veldt, we can reach the town of Mobliz, to the east… CB/BFC2: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long CB/BFC4: C2 Set vehicle/entity's event speed to normal CB/BFC5: 80 Move vehicle/entity up 1 tile CB/BFC6: CF Turn vehicle/entity left CB/BFC7: FF End queue CB/BFC8: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CB/BFCA: CC Turn vehicle/entity up CB/BFCB: E0 Pause for 4 * 8 (32) frames CB/BFCD: CD Turn vehicle/entity right CB/BFCE: FF End queue CB/BFCF: 49 If dialogue window is up, wait for keypress then dismiss CB/BFD0: BE If character $03 (SHADOW) is in the current CaseWord, call subroutine $CBBFE9 CB/BFD5: 78 Enable ability to pass through other objects for object $02 (CYAN ) CB/BFD7: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CB/BFD9: 83 Move vehicle/entity left 1 tile CB/BFDA: FF End queue CB/BFDB: 36 Disable ability to pass through other objects for object $02 (Actor in stot 2) CB/BFDD: B2 Call subroutine $CACB95 CB/BFE1: 3B Position character in a "ready-to-go" stance CB/BFE2: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/BFE4: CE Turn vehicle/entity down CB/BFE5: FF End queue CB/BFE6: 3A Enable player to move while event commands execute CB/BFE7: 39 Free screen CB/BFE8: FE Return CB/BFE9: B5 Pause for 15 * 10 (150) units CB/BFEB: 4B Display dialogue message $02E4, wait for button press (At bottom of screen) SHADOW: I have served my purpose… CB/BFEE: 03 Begin action queue for character $03 (Actor in stot 3), 3 bytes long (Wait until complete) CB/BFF0: C2 Set vehicle/entity's event speed to normal CB/BFF1: 8A Move vehicle/entity down 3 tiles CB/BFF2: FF End queue CB/BFF3: 48 Display dialogue message $02E2, continue executing commands SABIN: SHADOW! CB/BFF6: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete) CB/BFF8: C2 Set vehicle/entity's event speed to normal CB/BFF9: 82 Move vehicle/entity down 1 tile CB/BFFA: FF End queue CB/BFFB: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/BFFD: CE Turn vehicle/entity down CB/BFFE: FF End queue CB/BFFF: 49 If dialogue window is up, wait for keypress then dismiss CB/C000: 03 Begin action queue for character $03 (Actor in stot 3), 6 bytes long (Wait until complete) CB/C002: E0 Pause for 4 * 8 (32) frames CB/C004: CC Turn vehicle/entity up CB/C005: E0 Pause for 4 * 5 (20) frames CB/C007: FF End queue CB/C008: 4B Display dialogue message $02E3, wait for button press SABIN: Thanks for your help! Let's join ranks again some time! CB/C00B: B5 Pause for 15 * 6 (90) units CB/C00D: 03 Begin action queue for character $03 (Actor in stot 3), 5 bytes long (Wait until complete) CB/C00F: C2 Set vehicle/entity's event speed to normal CB/C010: 8E Move vehicle/entity down 4 tiles CB/C011: C8 Set object layering priority to 0 (low nibble 0) CB/C013: FF End queue CB/C014: 3F Remove character $03 (Actor in stot 3) from the party CB/C017: D5 Clear event bit $1E80($2F3) [$1EDE, bit 3] CB/C019: 42 Hide object $03 CB/C01B: 3E Delete object $03 CB/C01D: 45 Refresh objects CB/C01E: B4 Pause for 10 units CB/C020: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete) CB/C022: C2 Set vehicle/entity's event speed to normal CB/C023: 80 Move vehicle/entity up 1 tile CB/C024: CD Turn vehicle/entity right CB/C025: FF End queue CB/C026: FE Return CB/C027: C0 If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CA5EB3 (simply returns) CB/C02D: D2 Set event bit $1E80($1F1) [$1EBE, bit 1] CB/C02F: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CB/C031: C8 Set object layering priority to 2 (low nibble 2) CB/C033: FF End queue CB/C034: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CB/C036: C8 Set object layering priority to 2 (low nibble 2) CB/C038: FF End queue CB/C039: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/C03B: C8 Set object layering priority to 2 (low nibble 2) CB/C03D: FF End queue CB/C03E: FE Return CB/C03F: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/C045: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CB/C04B: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CB/C04D: 4B Display dialogue message $02E5, wait for button press (At bottom of screen) Jump? ^(Why not?) ^(You crazy?) CB/C050: B6 Indexed branch based on prior dialogue selection [$CBC058, $CA5EB3] CB/C057: FE Return CB/C058: D2 Set event bit $1E80($1BB) [$1EB7, bit 3] CB/C05A: 93 Pause for 45 units CB/C05B: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long CB/C05D: C1 Set vehicle/entity's event speed to slow CB/C05E: 86 Move vehicle/entity down 2 tiles CB/C05F: CC Turn vehicle/entity up CB/C060: FF End queue CB/C061: 5D Scroll Layer 1, speed 0 x 250 CB/C064: 5E Scroll Layer 2, speed 0 x 4 CB/C067: 5F Scroll Layer 3, speed 0 x 4 CB/C06A: F6 Subcommand $81: Change volume of currently playing song to $FF, transition time 8 CB/C06E: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/C070: 95 Pause for 120 units CB/C071: 5D Scroll Layer 1, speed 0 x 0 CB/C074: 5E Scroll Layer 2, speed 0 x 0 CB/C077: 5F Scroll Layer 3, speed 0 x 0 CB/C07A: B5 Pause for 15 * 6 (90) units CB/C07C: 38 Hold screen CB/C07D: 5D Scroll Layer 1, speed 0 x 250 CB/C080: 5E Scroll Layer 2, speed 0 x 4 CB/C083: 5F Scroll Layer 3, speed 0 x 4 CB/C086: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long CB/C088: C3 Set vehicle/entity's event speed to fast CB/C089: 84 Move vehicle/entity up 2 tiles CB/C08A: 17 Do vehicle/entity graphical action $17 CB/C08B: C7 Set vehicle/entity to stay still when moving CB/C08C: 8C Move vehicle/entity up 4 tiles CB/C08D: E0 Pause for 4 * 8 (32) frames CB/C08F: C3 Set vehicle/entity's event speed to fast CB/C090: 8A Move vehicle/entity down 3 tiles CB/C091: FF End queue CB/C092: B5 Pause for 15 * 6 (90) units CB/C094: 5A Fade screen at speed $10 CB/C096: 5C Pause execution until fade in or fade out is complete CB/C097: 5D Scroll Layer 1, speed 0 x 0 CB/C09A: 5E Scroll Layer 2, speed 0 x 0 CB/C09D: 5F Scroll Layer 3, speed 0 x 0 CB/C0A0: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/C0A2: 39 Free screen CB/C0A3: F2 Fade out current song with transition time 15 CB/C0A5: FA Stop temporarily played song CB/C0A6: B5 Pause for 15 * 6 (90) units CB/C0A8: C0 If ($1E80($03F) [$1E87, bit 7] is set), branch to $CBC1FB CB/C0AE: F0 Play song 0 (Silence), (high bit clear), full volume CB/C0B0: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CB/C0B2: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CB/C0B6: 4D Invoke battle, enemy set $12, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/C0B9: B2 Call subroutine $CA5EA9 CB/C0BD: DA Set event bit $1E80($50C) [$1F21, bit 4] CB/C0BF: 6B Load map $009F (Calm riverbank (Cyan and Sabin wash up, Gau freaks out)) instantly, (upper bits $2000), place party at (15, 0), facing down CB/C0C5: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CB/C0C7: B2 Call subroutine $CB6A37 CB/C0CB: B5 Pause for 15 * 10 (150) units CB/C0CD: F0 Play song 58 (Windy Shores), (high bit clear), full volume CB/C0CF: B5 Pause for 15 * 10 (150) units CB/C0D1: 59 Unfade screen at speed $01 CB/C0D3: 5C Pause execution until fade in or fade out is complete CB/C0D4: 38 Hold screen CB/C0D5: 31 Begin action queue for character $31 (Party Character 0), 22 bytes long (Wait until complete) CB/C0D7: C1 Set vehicle/entity's event speed to slow CB/C0D8: 28 Do vehicle/entity graphical action $28 CB/C0D9: E0 Pause for 4 * 32 (128) frames CB/C0DB: C7 Set vehicle/entity to stay still when moving CB/C0DC: 86 Move vehicle/entity down 2 tiles CB/C0DD: E0 Pause for 4 * 2 (8) frames CB/C0DF: 83 Move vehicle/entity left 1 tile CB/C0E0: E0 Pause for 4 * 4 (16) frames CB/C0E2: A2 Move vehicle/entity left/down 1x1 tiles CB/C0E3: A2 Move vehicle/entity left/down 1x1 tiles CB/C0E4: C2 Set vehicle/entity's event speed to normal CB/C0E5: 86 Move vehicle/entity down 2 tiles CB/C0E6: C2 Set vehicle/entity's event speed to normal CB/C0E7: A1 Move vehicle/entity right/down 1x1 tiles CB/C0E8: C1 Set vehicle/entity's event speed to slow CB/C0E9: E0 Pause for 4 * 3 (12) frames CB/C0EB: A2 Move vehicle/entity left/down 1x1 tiles CB/C0EC: FF End queue CB/C0ED: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/C0EF: C0 Set vehicle/entity's event speed to slowest CB/C0F0: A2 Move vehicle/entity left/down 1x1 tiles CB/C0F1: 82 Move vehicle/entity down 1 tile CB/C0F2: A2 Move vehicle/entity left/down 1x1 tiles CB/C0F3: C6 Set vehicle/entity to walk when moving CB/C0F4: E0 Pause for 4 * 16 (64) frames CB/C0F6: FF End queue CB/C0F7: F2 Fade out current song with transition time 31 CB/C0F9: 95 Pause for 120 units CB/C0FA: 3D Create object $10 CB/C0FC: 41 Show object $10 CB/C0FE: 45 Refresh objects CB/C0FF: F0 Play song 9 (Gau), (high bit clear), full volume CB/C101: 95 Pause for 120 units CB/C102: 10 Begin action queue for character $10 (NPC $10), 12 bytes long (Wait until complete) CB/C104: C2 Set vehicle/entity's event speed to normal CB/C105: 88 Move vehicle/entity up 3 tiles CB/C106: E0 Pause for 4 * 2 (8) frames CB/C108: CF Turn vehicle/entity left CB/C109: E0 Pause for 4 * 3 (12) frames CB/C10B: CC Turn vehicle/entity up CB/C10C: E0 Pause for 4 * 5 (20) frames CB/C10E: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/C10F: FF End queue CB/C110: B5 Pause for 15 * 5 (75) units CB/C112: 10 Begin action queue for character $10 (NPC $10), 15 bytes long (Wait until complete) CB/C114: 20 Do vehicle/entity graphical action $20 CB/C115: E0 Pause for 4 * 1 (4) frames CB/C117: CE Turn vehicle/entity down CB/C118: 20 Do vehicle/entity graphical action $20 CB/C119: E0 Pause for 4 * 1 (4) frames CB/C11B: CE Turn vehicle/entity down CB/C11C: E0 Pause for 4 * 8 (32) frames CB/C11E: CD Turn vehicle/entity right CB/C11F: E0 Pause for 4 * 3 (12) frames CB/C121: CE Turn vehicle/entity down CB/C122: FF End queue CB/C123: 10 Begin action queue for character $10 (NPC $10), 14 bytes long (Wait until complete) CB/C125: 1F Do vehicle/entity graphical action $1F CB/C126: E0 Pause for 4 * 6 (24) frames CB/C128: CD Turn vehicle/entity right CB/C129: E0 Pause for 4 * 5 (20) frames CB/C12B: 1F Do vehicle/entity graphical action $1F CB/C12C: E0 Pause for 4 * 4 (16) frames CB/C12E: C3 Set vehicle/entity's event speed to fast CB/C12F: 91 Move vehicle/entity right 5 tiles CB/C130: 80 Move vehicle/entity up 1 tile CB/C131: CD Turn vehicle/entity right CB/C132: FF End queue CB/C133: 94 Pause for 60 units CB/C134: 10 Begin action queue for character $10 (NPC $10), 14 bytes long (Wait until complete) CB/C136: 49 Do vehicle/entity graphical action $09, flipped horizontally CB/C137: E0 Pause for 4 * 10 (40) frames CB/C139: CE Turn vehicle/entity down CB/C13A: E0 Pause for 4 * 2 (8) frames CB/C13C: 23 Do vehicle/entity graphical action $23 CB/C13D: E0 Pause for 4 * 6 (24) frames CB/C13F: 82 Move vehicle/entity down 1 tile CB/C140: 85 Move vehicle/entity right 2 tiles CB/C141: 80 Move vehicle/entity up 1 tile CB/C142: CF Turn vehicle/entity left CB/C143: FF End queue CB/C144: 94 Pause for 60 units CB/C145: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/C147: 0D Do vehicle/entity graphical action $0D CB/C148: FF End queue CB/C149: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/C14B: 0C Do vehicle/entity graphical action $0C CB/C14C: FF End queue CB/C14D: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/C14F: 0D Do vehicle/entity graphical action $0D CB/C150: FF End queue CB/C151: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/C153: 0C Do vehicle/entity graphical action $0C CB/C154: FF End queue CB/C155: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/C157: 0D Do vehicle/entity graphical action $0D CB/C158: FF End queue CB/C159: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/C15B: 0C Do vehicle/entity graphical action $0C CB/C15C: FF End queue CB/C15D: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CB/C15F: B5 Pause for 15 * 6 (90) units CB/C161: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/C163: 22 Do vehicle/entity graphical action $22 CB/C164: FF End queue CB/C165: 92 Pause for 30 units CB/C166: 42 Hide object $31 CB/C168: 45 Refresh objects CB/C169: B2 Call subroutine $CAD00F CB/C16D: 10 Begin action queue for character $10 (NPC $10), 9 bytes long (Wait until complete) CB/C16F: C2 Set vehicle/entity's event speed to normal CB/C170: C7 Set vehicle/entity to stay still when moving CB/C171: A3 Move vehicle/entity left/up 1x1 tiles CB/C172: A3 Move vehicle/entity left/up 1x1 tiles CB/C173: A3 Move vehicle/entity left/up 1x1 tiles CB/C174: A3 Move vehicle/entity left/up 1x1 tiles CB/C175: 80 Move vehicle/entity up 1 tile CB/C176: CE Turn vehicle/entity down CB/C177: FF End queue CB/C178: 94 Pause for 60 units CB/C179: 4B Display dialogue message $02E6, wait for button press (Show text only) (At bottom of screen) Draped in monster hides, eyes shining with intelligence. A youth surviving against all odds… CB/C17C: 92 Pause for 30 units CB/C17D: 40 Assign properties $0B to character $0B (Actor in stot 11) CB/C180: 3D Create object $0B CB/C182: 37 Assign graphics $0B to object $0B (Actor in stot 11) CB/C185: 43 Assign palette $03 to character $0B (Actor in stot 11) CB/C188: 3F Remove character $0B (Actor in stot 11) from the party CB/C18B: D4 Set event bit $1E80($2EB) [$1EDD, bit 3] CB/C18D: 7F Change character $0B's name to $0B (GAU ) CB/C190: 98 Invoke name change screen for character $0B (Actor in stot 11) CB/C192: 88 Remove the following status ailments from character $0B (Actor in stot 11): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CB/C196: 8B For character $0B (Actor in stot 11), take HP and set to maximum CB/C199: 8C For character $0B (Actor in stot 11), take MP and set to maximum CB/C19C: 50 Tint screen (cumulative) with color $BC CB/C19E: 59 Unfade screen at speed $10 CB/C1A0: 92 Pause for 30 units CB/C1A1: 10 Begin action queue for character $10 (NPC $10), 8 bytes long (Wait until complete) CB/C1A3: C2 Set vehicle/entity's event speed to normal CB/C1A4: 82 Move vehicle/entity down 1 tile CB/C1A5: A1 Move vehicle/entity right/down 1x1 tiles CB/C1A6: A1 Move vehicle/entity right/down 1x1 tiles CB/C1A7: A1 Move vehicle/entity right/down 1x1 tiles CB/C1A8: A1 Move vehicle/entity right/down 1x1 tiles CB/C1A9: C6 Set vehicle/entity to walk when moving CB/C1AA: FF End queue CB/C1AB: B2 Call subroutine $CAD015 CB/C1AF: 41 Show object $31 CB/C1B1: 45 Refresh objects CB/C1B2: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/C1B4: 22 Do vehicle/entity graphical action $22 CB/C1B5: FF End queue CB/C1B6: B5 Pause for 15 * 5 (75) units CB/C1B8: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CB/C1BA: 49 Do vehicle/entity graphical action $09, flipped horizontally CB/C1BB: E0 Pause for 4 * 16 (64) frames CB/C1BD: 20 Do vehicle/entity graphical action $20 CB/C1BE: E0 Pause for 4 * 6 (24) frames CB/C1C0: FF End queue CB/C1C1: 93 Pause for 45 units CB/C1C2: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CB/C1C4: CF Turn vehicle/entity left CB/C1C5: FF End queue CB/C1C6: 31 Begin action queue for character $31 (Party Character 0), 20 bytes long (Wait until complete) CB/C1C8: 23 Do vehicle/entity graphical action $23 CB/C1C9: E0 Pause for 4 * 1 (4) frames CB/C1CB: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/C1CC: E0 Pause for 4 * 1 (4) frames CB/C1CE: 23 Do vehicle/entity graphical action $23 CB/C1CF: E0 Pause for 4 * 1 (4) frames CB/C1D1: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/C1D2: E0 Pause for 4 * 1 (4) frames CB/C1D4: 23 Do vehicle/entity graphical action $23 CB/C1D5: E0 Pause for 4 * 1 (4) frames CB/C1D7: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/C1D8: E0 Pause for 4 * 1 (4) frames CB/C1DA: CE Turn vehicle/entity down CB/C1DB: FF End queue CB/C1DC: B5 Pause for 15 * 6 (90) units CB/C1DE: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/C1E0: CD Turn vehicle/entity right CB/C1E1: FF End queue CB/C1E2: 93 Pause for 45 units CB/C1E3: 4B Display dialogue message $02E7, wait for button press And you are? CB/C1E6: 93 Pause for 45 units CB/C1E7: 10 Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete) CB/C1E9: 1F Do vehicle/entity graphical action $1F CB/C1EA: E0 Pause for 4 * 5 (20) frames CB/C1EC: C3 Set vehicle/entity's event speed to fast CB/C1ED: 8E Move vehicle/entity down 4 tiles CB/C1EE: FF End queue CB/C1EF: 42 Hide object $10 CB/C1F1: 45 Refresh objects CB/C1F2: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CB/C1F4: D0 Set event bit $1E80($03F) [$1E87, bit 7] CB/C1F6: 39 Free screen CB/C1F7: 3A Enable player to move while event commands execute CB/C1F8: DB Clear event bit $1E80($50C) [$1F21, bit 4] CB/C1FA: FE Return CB/C1FB: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/C1FD: C6 Set vehicle/entity to walk when moving CB/C1FE: FF End queue CB/C1FF: B2 Call subroutine $CB6A37 CB/C203: 6B Load map $0000 (World of Balance) instantly, (upper bits $2400), place party at (192, 106), facing down CB/C209: FF End map script CB/C20A: F6 Subcommand $10: Play song $1E (Waterfall) at volume $80 (may have other effects) CB/C20E: FE Return CB/C20F: F6 Subcommand $10: Play song $1E (Waterfall) at volume $BB (may have other effects) CB/C213: FE Return CB/C214: F6 Subcommand $81: Change volume of currently playing song to $BB, transition time 8 CB/C218: FE Return CB/C219: F6 Subcommand $10: Play song $1E (Waterfall) at volume $80 (may have other effects) CB/C21D: FE Return CB/C21E: F6 Subcommand $81: Change volume of currently playing song to $FF, transition time 8 CB/C222: FE Return CB/C223: F6 Subcommand $81: Change volume of currently playing song to $80, transition time 8 CB/C227: FE Return CB/C228: C0 If ($1E80($041) [$1E88, bit 1] is set), branch to $CA5EB3 (simply returns) CB/C22E: C0 If ($1E80($184) [$1EB0, bit 4] is set), branch to $CA5EB3 (simply returns) CB/C234: DE Load CaseWord with the characters in the currently active party? CB/C235: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CA5EB3 (simply returns) CB/C23B: B2 Call subroutine $CAC6AC CB/C23F: 3C Set up the party as follows: $05 (Actor in stot 5), $02 (Actor in stot 2), $0B (Actor in stot 11), $FF () CB/C244: 45 Refresh objects CB/C245: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/C247: CC Turn vehicle/entity up CB/C248: FF End queue CB/C249: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long CB/C24B: C2 Set vehicle/entity's event speed to normal CB/C24C: 81 Move vehicle/entity right 1 tile CB/C24D: CC Turn vehicle/entity up CB/C24E: FF End queue CB/C24F: 0B Begin action queue for character $0B (Actor in stot 11), 17 bytes long (Wait until complete) CB/C251: C2 Set vehicle/entity's event speed to normal CB/C252: DD Make vehicle/entity jump (high) CB/C253: 84 Move vehicle/entity up 2 tiles CB/C254: E0 Pause for 4 * 2 (8) frames CB/C256: DD Make vehicle/entity jump (high) CB/C257: 84 Move vehicle/entity up 2 tiles CB/C258: E0 Pause for 4 * 3 (12) frames CB/C25A: CD Turn vehicle/entity right CB/C25B: E0 Pause for 4 * 3 (12) frames CB/C25D: CF Turn vehicle/entity left CB/C25E: E0 Pause for 4 * 3 (12) frames CB/C260: CE Turn vehicle/entity down CB/C261: FF End queue CB/C262: 94 Pause for 60 units CB/C263: 0B Begin action queue for character $0B (Actor in stot 11), 12 bytes long (Wait until complete) CB/C265: 09 Do vehicle/entity graphical action $09 (kneeling) CB/C266: C7 Set vehicle/entity to stay still when moving CB/C267: C2 Set vehicle/entity's event speed to normal CB/C268: 83 Move vehicle/entity left 1 tile CB/C269: E0 Pause for 4 * 5 (20) frames CB/C26B: 83 Move vehicle/entity left 1 tile CB/C26C: E0 Pause for 4 * 5 (20) frames CB/C26E: 49 Do vehicle/entity graphical action $09, flipped horizontally CB/C26F: A1 Move vehicle/entity right/down 1x1 tiles CB/C270: FF End queue CB/C271: 93 Pause for 45 units CB/C272: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/C274: CF Turn vehicle/entity left CB/C275: FF End queue CB/C276: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/C278: CD Turn vehicle/entity right CB/C279: FF End queue CB/C27A: 92 Pause for 30 units CB/C27B: DA Set event bit $1E80($5F7) [$1F3E, bit 7] CB/C27D: 3D Create object $10 CB/C27F: 45 Refresh objects CB/C280: 3D Create object $11 CB/C282: 45 Refresh objects CB/C283: 91 Pause for 15 units CB/C284: 41 Show object $10 CB/C286: 45 Refresh objects CB/C287: 41 Show object $11 CB/C289: 91 Pause for 15 units CB/C28A: 42 Hide object $10 CB/C28C: 42 Hide object $11 CB/C28E: 91 Pause for 15 units CB/C28F: 41 Show object $10 CB/C291: 41 Show object $11 CB/C293: 91 Pause for 15 units CB/C294: 42 Hide object $10 CB/C296: 42 Hide object $11 CB/C298: B5 Pause for 15 * 5 (75) units CB/C29A: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/C29C: CE Turn vehicle/entity down CB/C29D: FF End queue CB/C29E: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/C2A0: CE Turn vehicle/entity down CB/C2A1: FF End queue CB/C2A2: 93 Pause for 45 units CB/C2A3: 0B Begin action queue for character $0B (Actor in stot 11), 17 bytes long CB/C2A5: C0 Set vehicle/entity's event speed to slowest CB/C2A6: E0 Pause for 4 * 3 (12) frames CB/C2A8: 81 Move vehicle/entity right 1 tile CB/C2A9: E0 Pause for 4 * 3 (12) frames CB/C2AB: 81 Move vehicle/entity right 1 tile CB/C2AC: E0 Pause for 4 * 3 (12) frames CB/C2AE: 82 Move vehicle/entity down 1 tile CB/C2AF: E0 Pause for 4 * 3 (12) frames CB/C2B1: 09 Do vehicle/entity graphical action $09 (kneeling) CB/C2B2: E0 Pause for 4 * 1 (4) frames CB/C2B4: 83 Move vehicle/entity left 1 tile CB/C2B5: FF End queue CB/C2B6: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long CB/C2B8: CE Turn vehicle/entity down CB/C2B9: E0 Pause for 4 * 5 (20) frames CB/C2BB: 20 Do vehicle/entity graphical action $20 CB/C2BC: FF End queue CB/C2BD: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CB/C2BF: CE Turn vehicle/entity down CB/C2C0: E0 Pause for 4 * 5 (20) frames CB/C2C2: 20 Do vehicle/entity graphical action $20 CB/C2C3: FF End queue CB/C2C4: 93 Pause for 45 units CB/C2C5: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/C2C7: CE Turn vehicle/entity down CB/C2C8: FF End queue CB/C2C9: 92 Pause for 30 units CB/C2CA: 3D Create object $12 CB/C2CC: 45 Refresh objects CB/C2CD: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/C2CF: 0A Do vehicle/entity graphical action $0A CB/C2D0: FF End queue CB/C2D1: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CB/C2D3: D5 Set vehicle/entity's position to (12, 21) CB/C2D6: FF End queue CB/C2D7: 41 Show object $12 CB/C2D9: 12 Begin action queue for character $12 (NPC $12), 6 bytes long (Wait until complete) CB/C2DB: DD Make vehicle/entity jump (high) CB/C2DC: CE Turn vehicle/entity down CB/C2DD: E0 Pause for 4 * 8 (32) frames CB/C2DF: D1 Make vehicle/entity disappear CB/C2E0: FF End queue CB/C2E1: 93 Pause for 45 units CB/C2E2: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CB/C2E4: CF Turn vehicle/entity left CB/C2E5: FF End queue CB/C2E6: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/C2E8: CD Turn vehicle/entity right CB/C2E9: FF End queue CB/C2EA: 4B Display dialogue message $0312, wait for button press (At bottom of screen) SABIN: CYAN! The shiny thing GAU spoke of is in here. CB/C2ED: 02 Begin action queue for character $02 (Actor in stot 2), 11 bytes long (Wait until complete) CB/C2EF: 22 Do vehicle/entity graphical action $22 CB/C2F0: E0 Pause for 4 * 1 (4) frames CB/C2F2: CF Turn vehicle/entity left CB/C2F3: E0 Pause for 4 * 1 (4) frames CB/C2F5: 22 Do vehicle/entity graphical action $22 CB/C2F6: E0 Pause for 4 * 1 (4) frames CB/C2F8: CF Turn vehicle/entity left CB/C2F9: FF End queue CB/C2FA: 91 Pause for 15 units CB/C2FB: 35 Pause execution until action queue for object $0B (Actor in stot 11) is complete CB/C2FD: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/C2FF: CC Turn vehicle/entity up CB/C300: FF End queue CB/C301: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long CB/C303: CE Turn vehicle/entity down CB/C304: FF End queue CB/C305: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/C307: CC Turn vehicle/entity up CB/C308: FF End queue CB/C309: 4B Display dialogue message $0313, wait for button press (At bottom of screen) CYAN: Uh, Sir GAU, where exactly is it? CB/C30C: B5 Pause for 15 * 5 (75) units CB/C30E: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long CB/C310: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/C311: FF End queue CB/C312: 4B Display dialogue message $0314, wait for button press (At bottom of screen) GAU: GAU…forget!! CB/C315: 0B Begin action queue for character $0B (Actor in stot 11), 9 bytes long CB/C317: 19 Do vehicle/entity graphical action $19 CB/C318: E0 Pause for 4 * 2 (8) frames CB/C31A: 1A Do vehicle/entity graphical action $1A CB/C31B: E0 Pause for 4 * 2 (8) frames CB/C31D: FC Branch 6 bytes backwards ($CBC317) CB/C31F: FF End queue CB/C320: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/C322: 0B Do vehicle/entity graphical action $0B CB/C323: FF End queue CB/C324: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/C326: 4B Do vehicle/entity graphical action $0B, flipped horizontally CB/C327: FF End queue CB/C328: B5 Pause for 15 * 5 (75) units CB/C32A: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CB/C32C: CF Turn vehicle/entity left CB/C32D: FF End queue CB/C32E: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/C330: CD Turn vehicle/entity right CB/C331: FF End queue CB/C332: 4B Display dialogue message $0315, wait for button press (At bottom of screen) SABIN: Shall we look around? CYAN: Indeed! CB/C335: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CB/C337: CE Turn vehicle/entity down CB/C338: FF End queue CB/C339: B2 Call subroutine $CB2E34 CB/C33D: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/C33F: 83 Move vehicle/entity left 1 tile CB/C340: FF End queue CB/C341: 0B Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete) CB/C343: C2 Set vehicle/entity's event speed to normal CB/C344: DD Make vehicle/entity jump (high) CB/C345: 86 Move vehicle/entity down 2 tiles CB/C346: C6 Set vehicle/entity to walk when moving CB/C347: FF End queue CB/C348: B2 Call subroutine $CB2E2B CB/C34C: B2 Call subroutine $CACB95 CB/C350: 3B Position character in a "ready-to-go" stance CB/C351: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/C353: CC Turn vehicle/entity up CB/C354: FF End queue CB/C355: D2 Set event bit $1E80($184) [$1EB0, bit 4] CB/C357: DB Clear event bit $1E80($5F7) [$1F3E, bit 7] CB/C359: FE Return CB/C35A: C0 If ($1E80($041) [$1E88, bit 1] is set), branch to $CA5EB3 (simply returns) CB/C360: C0 If ($1E80($185) [$1EB0, bit 5] is set), branch to $CA5EB3 (simply returns) CB/C366: DE Load CaseWord with the characters in the currently active party? CB/C367: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CA5EB3 (simply returns) CB/C36D: B2 Call subroutine $CAC6AC CB/C371: 3C Set up the party as follows: $05 (Actor in stot 5), $02 (Actor in stot 2), $0B (Actor in stot 11), $FF () CB/C376: 45 Refresh objects CB/C377: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/C379: CD Turn vehicle/entity right CB/C37A: FF End queue CB/C37B: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long CB/C37D: C2 Set vehicle/entity's event speed to normal CB/C37E: A3 Move vehicle/entity left/up 1x1 tiles CB/C37F: CD Turn vehicle/entity right CB/C380: FF End queue CB/C381: 0B Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete) CB/C383: C2 Set vehicle/entity's event speed to normal CB/C384: DC Make vehicle/entity jump (low) CB/C385: A0 Move vehicle/entity right/up 1x1 tiles CB/C386: FF End queue CB/C387: 92 Pause for 30 units CB/C388: 0B Begin action queue for character $0B (Actor in stot 11), 7 bytes long (Wait until complete) CB/C38A: C2 Set vehicle/entity's event speed to normal CB/C38B: 81 Move vehicle/entity right 1 tile CB/C38C: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/C38D: E0 Pause for 4 * 3 (12) frames CB/C38F: 49 Do vehicle/entity graphical action $09, flipped horizontally CB/C390: FF End queue CB/C391: B5 Pause for 15 * 6 (90) units CB/C393: 0B Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete) CB/C395: CD Turn vehicle/entity right CB/C396: E0 Pause for 4 * 4 (16) frames CB/C398: 83 Move vehicle/entity left 1 tile CB/C399: FF End queue CB/C39A: 93 Pause for 45 units CB/C39B: B0 Execute the following commands until $B1 2 times CB/C39D: 0B Begin action queue for character $0B (Actor in stot 11), 7 bytes long (Wait until complete) CB/C39F: 19 Do vehicle/entity graphical action $19 CB/C3A0: E0 Pause for 4 * 2 (8) frames CB/C3A2: 1A Do vehicle/entity graphical action $1A CB/C3A3: E0 Pause for 4 * 2 (8) frames CB/C3A5: FF End queue CB/C3A6: B1 End block of repeating commands CB/C3A7: 91 Pause for 15 units CB/C3A8: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CB/C3AA: CE Turn vehicle/entity down CB/C3AB: FF End queue CB/C3AC: 91 Pause for 15 units CB/C3AD: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/C3AF: CF Turn vehicle/entity left CB/C3B0: FF End queue CB/C3B1: 4B Display dialogue message $0316, wait for button press (At bottom of screen) SABIN: Not over here… CB/C3B4: B2 Call subroutine $CB2E34 CB/C3B8: 92 Pause for 30 units CB/C3B9: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/C3BB: A1 Move vehicle/entity right/down 1x1 tiles CB/C3BC: FF End queue CB/C3BD: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CB/C3BF: A2 Move vehicle/entity left/down 1x1 tiles CB/C3C0: FF End queue CB/C3C1: B2 Call subroutine $CACB95 CB/C3C5: 3B Position character in a "ready-to-go" stance CB/C3C6: B2 Call subroutine $CB2E2B CB/C3CA: D2 Set event bit $1E80($185) [$1EB0, bit 5] CB/C3CC: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/C3CE: CE Turn vehicle/entity down CB/C3CF: FF End queue CB/C3D0: 3A Enable player to move while event commands execute CB/C3D1: FE Return CB/C3D2: C0 If ($1E80($041) [$1E88, bit 1] is set), branch to $CA5EB3 (simply returns) CB/C3D8: C0 If ($1E80($186) [$1EB0, bit 6] is set), branch to $CA5EB3 (simply returns) CB/C3DE: DE Load CaseWord with the characters in the currently active party? CB/C3DF: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CA5EB3 (simply returns) CB/C3E5: B2 Call subroutine $CAC6AC CB/C3E9: 3C Set up the party as follows: $05 (Actor in stot 5), $02 (Actor in stot 2), $0B (Actor in stot 11), $FF () CB/C3EE: 45 Refresh objects CB/C3EF: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/C3F1: CF Turn vehicle/entity left CB/C3F2: FF End queue CB/C3F3: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long CB/C3F5: C2 Set vehicle/entity's event speed to normal CB/C3F6: A1 Move vehicle/entity right/down 1x1 tiles CB/C3F7: CF Turn vehicle/entity left CB/C3F8: FF End queue CB/C3F9: 0B Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete) CB/C3FB: C1 Set vehicle/entity's event speed to slow CB/C3FC: A2 Move vehicle/entity left/down 1x1 tiles CB/C3FD: E0 Pause for 4 * 2 (8) frames CB/C3FF: 09 Do vehicle/entity graphical action $09 (kneeling) CB/C400: FF End queue CB/C401: 93 Pause for 45 units CB/C402: 0B Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete) CB/C404: C7 Set vehicle/entity to stay still when moving CB/C405: A2 Move vehicle/entity left/down 1x1 tiles CB/C406: FF End queue CB/C407: B5 Pause for 15 * 6 (90) units CB/C409: 0B Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete) CB/C40B: 1F Do vehicle/entity graphical action $1F CB/C40C: DC Make vehicle/entity jump (low) CB/C40D: C6 Set vehicle/entity to walk when moving CB/C40E: FF End queue CB/C40F: 92 Pause for 30 units CB/C410: 0B Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete) CB/C412: C2 Set vehicle/entity's event speed to normal CB/C413: A0 Move vehicle/entity right/up 1x1 tiles CB/C414: CD Turn vehicle/entity right CB/C415: FF End queue CB/C416: 91 Pause for 15 units CB/C417: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CB/C419: 4F Do vehicle/entity graphical action $0F, flipped horizontally CB/C41A: FF End queue CB/C41B: 91 Pause for 15 units CB/C41C: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/C41E: 06 Do vehicle/entity graphical action $06 CB/C41F: FF End queue CB/C420: 93 Pause for 45 units CB/C421: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long CB/C423: CD Turn vehicle/entity right CB/C424: FF End queue CB/C425: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/C427: CF Turn vehicle/entity left CB/C428: FF End queue CB/C429: 91 Pause for 15 units CB/C42A: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/C42C: 22 Do vehicle/entity graphical action $22 CB/C42D: FF End queue CB/C42E: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/C430: 22 Do vehicle/entity graphical action $22 CB/C431: FF End queue CB/C432: 4B Display dialogue message $0317, wait for button press SABIN: Tonic… CB/C435: 80 Add item $E8 ( Tonic ) to inventory CB/C437: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/C439: CF Turn vehicle/entity left CB/C43A: FF End queue CB/C43B: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CB/C43D: CF Turn vehicle/entity left CB/C43E: FF End queue CB/C43F: 92 Pause for 30 units CB/C440: 4B Display dialogue message $0318, wait for button press CYAN: T…this is Sir GAU's treasure?! CB/C443: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CB/C445: 1F Do vehicle/entity graphical action $1F CB/C446: FF End queue CB/C447: 93 Pause for 45 units CB/C448: 0B Begin action queue for character $0B (Actor in stot 11), 20 bytes long (Wait until complete) CB/C44A: 23 Do vehicle/entity graphical action $23 CB/C44B: E0 Pause for 4 * 1 (4) frames CB/C44D: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/C44E: E0 Pause for 4 * 1 (4) frames CB/C450: 23 Do vehicle/entity graphical action $23 CB/C451: E0 Pause for 4 * 1 (4) frames CB/C453: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/C454: E0 Pause for 4 * 1 (4) frames CB/C456: 23 Do vehicle/entity graphical action $23 CB/C457: E0 Pause for 4 * 1 (4) frames CB/C459: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/C45A: E0 Pause for 4 * 1 (4) frames CB/C45C: CE Turn vehicle/entity down CB/C45D: FF End queue CB/C45E: 92 Pause for 30 units CB/C45F: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/C461: CD Turn vehicle/entity right CB/C462: FF End queue CB/C463: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete) CB/C465: 80 Move vehicle/entity up 1 tile CB/C466: CF Turn vehicle/entity left CB/C467: FF End queue CB/C468: 94 Pause for 60 units CB/C469: B0 Execute the following commands until $B1 2 times CB/C46B: 02 Begin action queue for character $02 (Actor in stot 2), 7 bytes long CB/C46D: 59 Do vehicle/entity graphical action $19, flipped horizontally CB/C46E: E0 Pause for 4 * 3 (12) frames CB/C470: 5A Do vehicle/entity graphical action $1A, flipped horizontally CB/C471: E0 Pause for 4 * 3 (12) frames CB/C473: FF End queue CB/C474: 05 Begin action queue for character $05 (Actor in stot 5), 7 bytes long (Wait until complete) CB/C476: 19 Do vehicle/entity graphical action $19 CB/C477: E0 Pause for 4 * 3 (12) frames CB/C479: 1A Do vehicle/entity graphical action $1A CB/C47A: E0 Pause for 4 * 3 (12) frames CB/C47C: FF End queue CB/C47D: B1 End block of repeating commands CB/C47E: 92 Pause for 30 units CB/C47F: B2 Call subroutine $CB2E34 CB/C483: 92 Pause for 30 units CB/C484: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long CB/C486: C2 Set vehicle/entity's event speed to normal CB/C487: 83 Move vehicle/entity left 1 tile CB/C488: FF End queue CB/C489: 0B Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete) CB/C48B: C2 Set vehicle/entity's event speed to normal CB/C48C: A0 Move vehicle/entity right/up 1x1 tiles CB/C48D: FF End queue CB/C48E: B2 Call subroutine $CB2E2B CB/C492: B2 Call subroutine $CACB95 CB/C496: 3B Position character in a "ready-to-go" stance CB/C497: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/C499: CE Turn vehicle/entity down CB/C49A: FF End queue CB/C49B: D2 Set event bit $1E80($186) [$1EB0, bit 6] CB/C49D: 3A Enable player to move while event commands execute CB/C49E: FE Return CB/C49F: C0 If ($1E80($041) [$1E88, bit 1] is set), branch to $CA5EB3 (simply returns) CB/C4A5: C0 If ($1E80($17B) [$1EAF, bit 3] is set), branch to $CA5EB3 (simply returns) CB/C4AB: DE Load CaseWord with the characters in the currently active party? CB/C4AC: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CA5EB3 (simply returns) CB/C4B2: B2 Call subroutine $CAC6AC CB/C4B6: 3C Set up the party as follows: $05 (Actor in stot 5), $02 (Actor in stot 2), $0B (Actor in stot 11), $FF () CB/C4BB: 45 Refresh objects CB/C4BC: 38 Hold screen CB/C4BD: B2 Call subroutine $CB2E34 CB/C4C1: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/C4C3: CF Turn vehicle/entity left CB/C4C4: FF End queue CB/C4C5: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long CB/C4C7: C2 Set vehicle/entity's event speed to normal CB/C4C8: 81 Move vehicle/entity right 1 tile CB/C4C9: CF Turn vehicle/entity left CB/C4CA: FF End queue CB/C4CB: 0B Begin action queue for character $0B (Actor in stot 11), 8 bytes long (Wait until complete) CB/C4CD: C2 Set vehicle/entity's event speed to normal CB/C4CE: 8F Move vehicle/entity left 4 tiles CB/C4CF: E0 Pause for 4 * 3 (12) frames CB/C4D1: 22 Do vehicle/entity graphical action $22 CB/C4D2: E0 Pause for 4 * 8 (32) frames CB/C4D4: FF End queue CB/C4D5: 0B Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete) CB/C4D7: 81 Move vehicle/entity right 1 tile CB/C4D8: 82 Move vehicle/entity down 1 tile CB/C4D9: 81 Move vehicle/entity right 1 tile CB/C4DA: E0 Pause for 4 * 5 (20) frames CB/C4DC: FF End queue CB/C4DD: 0B Begin action queue for character $0B (Actor in stot 11), 9 bytes long CB/C4DF: 4F Do vehicle/entity graphical action $0F, flipped horizontally CB/C4E0: E0 Pause for 4 * 3 (12) frames CB/C4E2: CD Turn vehicle/entity right CB/C4E3: E0 Pause for 4 * 2 (8) frames CB/C4E5: FC Branch 6 bytes backwards ($CBC4DF) CB/C4E7: FF End queue CB/C4E8: B5 Pause for 15 * 6 (90) units CB/C4EA: 48 Display dialogue message $0319, continue executing commands (At bottom of screen) SABIN: Hey, GAU. What's wrong? CB/C4ED: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete) CB/C4EF: C2 Set vehicle/entity's event speed to normal CB/C4F0: 8F Move vehicle/entity left 4 tiles CB/C4F1: FF End queue CB/C4F2: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CB/C4F4: CF Turn vehicle/entity left CB/C4F5: FF End queue CB/C4F6: 49 If dialogue window is up, wait for keypress then dismiss CB/C4F7: 92 Pause for 30 units CB/C4F8: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/C4FA: 22 Do vehicle/entity graphical action $22 CB/C4FB: FF End queue CB/C4FC: 0B Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete) CB/C4FE: C0 Set vehicle/entity's event speed to slowest CB/C4FF: 80 Move vehicle/entity up 1 tile CB/C500: E0 Pause for 4 * 2 (8) frames CB/C502: 83 Move vehicle/entity left 1 tile CB/C503: FF End queue CB/C504: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long CB/C506: 0F Do vehicle/entity graphical action $0F CB/C507: FF End queue CB/C508: 4B Display dialogue message $031A, wait for button press (At bottom of screen) GAU: GAU!! CB/C50B: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/C50D: 1F Do vehicle/entity graphical action $1F CB/C50E: FF End queue CB/C50F: F4 Play sound effect 186 CB/C511: B5 Pause for 15 * 5 (75) units CB/C513: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/C515: 0D Do vehicle/entity graphical action $0D CB/C516: FF End queue CB/C517: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/C519: 0C Do vehicle/entity graphical action $0C CB/C51A: FF End queue CB/C51B: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/C51D: 0D Do vehicle/entity graphical action $0D CB/C51E: FF End queue CB/C51F: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/C521: 0C Do vehicle/entity graphical action $0C CB/C522: FF End queue CB/C523: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/C525: 0D Do vehicle/entity graphical action $0D CB/C526: FF End queue CB/C527: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/C529: 0C Do vehicle/entity graphical action $0C CB/C52A: FF End queue CB/C52B: 92 Pause for 30 units CB/C52C: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/C52E: 1F Do vehicle/entity graphical action $1F CB/C52F: FF End queue CB/C530: 4B Display dialogue message $031B, wait for button press (At bottom of screen) SABIN: G'uh! My pouch! There was 500 GP in it…! CB/C533: 0B Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete) CB/C535: C3 Set vehicle/entity's event speed to fast CB/C536: 80 Move vehicle/entity up 1 tile CB/C537: CE Turn vehicle/entity down CB/C538: FF End queue CB/C539: 0B Begin action queue for character $0B (Actor in stot 11), 9 bytes long CB/C53B: 1D Do vehicle/entity graphical action $1D CB/C53C: E0 Pause for 4 * 1 (4) frames CB/C53E: 1E Do vehicle/entity graphical action $1E CB/C53F: E0 Pause for 4 * 1 (4) frames CB/C541: FC Branch 6 bytes backwards ($CBC53B) CB/C543: FF End queue CB/C544: 91 Pause for 15 units CB/C545: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CB/C547: C2 Set vehicle/entity's event speed to normal CB/C548: DC Make vehicle/entity jump (low) CB/C549: A1 Move vehicle/entity right/down 1x1 tiles CB/C54A: CC Turn vehicle/entity up CB/C54B: FF End queue CB/C54C: 91 Pause for 15 units CB/C54D: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/C54F: 17 Do vehicle/entity graphical action $17 CB/C550: FF End queue CB/C551: 4B Display dialogue message $031D, wait for button press SABIN: GAU…YOU! CB/C554: 92 Pause for 30 units CB/C555: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/C557: C2 Set vehicle/entity's event speed to normal CB/C558: 8B Move vehicle/entity left 3 tiles CB/C559: FF End queue CB/C55A: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete) CB/C55C: C2 Set vehicle/entity's event speed to normal CB/C55D: 8B Move vehicle/entity left 3 tiles CB/C55E: FF End queue CB/C55F: 85 Take 500 GP from party CB/C562: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CBC5B2 CB/C568: 4B Display dialogue message $031E, wait for button press (At bottom of screen) CYAN: Oh, dear. Sir SABIN, let me handle this. CB/C56B: 91 Pause for 15 units CB/C56C: 05 Begin action queue for character $05 (Actor in stot 5), 7 bytes long (Wait until complete) CB/C56E: CD Turn vehicle/entity right CB/C56F: E0 Pause for 4 * 4 (16) frames CB/C571: CC Turn vehicle/entity up CB/C572: E0 Pause for 4 * 5 (20) frames CB/C574: FF End queue CB/C575: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CB/C577: 20 Do vehicle/entity graphical action $20 CB/C578: C3 Set vehicle/entity's event speed to fast CB/C579: E0 Pause for 4 * 5 (20) frames CB/C57B: FF End queue CB/C57C: 05 Begin action queue for character $05 (Actor in stot 5), 9 bytes long CB/C57E: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/C57F: E0 Pause for 4 * 2 (8) frames CB/C581: CE Turn vehicle/entity down CB/C582: E0 Pause for 4 * 1 (4) frames CB/C584: FC Branch 6 bytes backwards ($CBC57E) CB/C586: FF End queue CB/C587: 4B Display dialogue message $0320, wait for button press SABIN: Urggggh! CB/C58A: 92 Pause for 30 units CB/C58B: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long CB/C58D: C2 Set vehicle/entity's event speed to normal CB/C58E: 80 Move vehicle/entity up 1 tile CB/C58F: FF End queue CB/C590: 0B Begin action queue for character $0B (Actor in stot 11), 3 bytes long CB/C592: C2 Set vehicle/entity's event speed to normal CB/C593: 82 Move vehicle/entity down 1 tile CB/C594: FF End queue CB/C595: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long CB/C597: C2 Set vehicle/entity's event speed to normal CB/C598: 83 Move vehicle/entity left 1 tile CB/C599: FF End queue CB/C59A: 35 Pause execution until action queue for object $05 (Actor in stot 5) is complete CB/C59C: 35 Pause execution until action queue for object $02 (Actor in stot 2) is complete CB/C59E: 35 Pause execution until action queue for object $0B (Actor in stot 11) is complete CB/C5A0: B2 Call subroutine $CB2E2B CB/C5A4: B2 Call subroutine $CACB95 CB/C5A8: 3B Position character in a "ready-to-go" stance CB/C5A9: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/C5AB: CE Turn vehicle/entity down CB/C5AC: FF End queue CB/C5AD: 39 Free screen CB/C5AE: D2 Set event bit $1E80($17B) [$1EAF, bit 3] CB/C5B0: 3A Enable player to move while event commands execute CB/C5B1: FE Return CB/C5B2: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long CB/C5B4: E0 Pause for 4 * 5 (20) frames CB/C5B6: CD Turn vehicle/entity right CB/C5B7: FF End queue CB/C5B8: 4B Display dialogue message $031F, wait for button press CYAN: Sir SABIN… Recall that you had me hold onto your pouch. Here. CB/C5BB: 05 Begin action queue for character $05 (Actor in stot 5), 7 bytes long (Wait until complete) CB/C5BD: E0 Pause for 4 * 8 (32) frames CB/C5BF: CC Turn vehicle/entity up CB/C5C0: E0 Pause for 4 * 8 (32) frames CB/C5C2: CE Turn vehicle/entity down CB/C5C3: FF End queue CB/C5C4: 05 Begin action queue for character $05 (Actor in stot 5), 13 bytes long (Wait until complete) CB/C5C6: 19 Do vehicle/entity graphical action $19 CB/C5C7: E0 Pause for 4 * 2 (8) frames CB/C5C9: 1A Do vehicle/entity graphical action $1A CB/C5CA: E0 Pause for 4 * 2 (8) frames CB/C5CC: 19 Do vehicle/entity graphical action $19 CB/C5CD: E0 Pause for 4 * 2 (8) frames CB/C5CF: 1A Do vehicle/entity graphical action $1A CB/C5D0: E0 Pause for 4 * 2 (8) frames CB/C5D2: FF End queue CB/C5D3: 93 Pause for 45 units CB/C5D4: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long CB/C5D6: C2 Set vehicle/entity's event speed to normal CB/C5D7: 80 Move vehicle/entity up 1 tile CB/C5D8: FF End queue CB/C5D9: 0B Begin action queue for character $0B (Actor in stot 11), 3 bytes long CB/C5DB: C2 Set vehicle/entity's event speed to normal CB/C5DC: 82 Move vehicle/entity down 1 tile CB/C5DD: FF End queue CB/C5DE: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long CB/C5E0: C2 Set vehicle/entity's event speed to normal CB/C5E1: 83 Move vehicle/entity left 1 tile CB/C5E2: FF End queue CB/C5E3: 35 Pause execution until action queue for object $05 (Actor in stot 5) is complete CB/C5E5: 35 Pause execution until action queue for object $02 (Actor in stot 2) is complete CB/C5E7: 35 Pause execution until action queue for object $0B (Actor in stot 11) is complete CB/C5E9: B2 Call subroutine $CB2E2B CB/C5ED: B2 Call subroutine $CACB95 CB/C5F1: 3B Position character in a "ready-to-go" stance CB/C5F2: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/C5F4: CE Turn vehicle/entity down CB/C5F5: FF End queue CB/C5F6: 39 Free screen CB/C5F7: D2 Set event bit $1E80($17B) [$1EAF, bit 3] CB/C5F9: 3A Enable player to move while event commands execute CB/C5FA: FE Return CB/C5FB: C0 If ($1E80($041) [$1E88, bit 1] is set), branch to $CA5EB3 (simply returns) CB/C601: DE Load CaseWord with the characters in the currently active party? CB/C602: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CA5EB3 (simply returns) CB/C608: B2 Call subroutine $CAC6AC CB/C60C: 3C Set up the party as follows: $0B (Actor in stot 11), $05 (Actor in stot 5), $02 (Actor in stot 2), $FF () CB/C611: 45 Refresh objects CB/C612: B2 Call subroutine $CB2E34 CB/C616: 0B Begin action queue for character $0B (Actor in stot 11), 4 bytes long CB/C618: C2 Set vehicle/entity's event speed to normal CB/C619: DC Make vehicle/entity jump (low) CB/C61A: 82 Move vehicle/entity down 1 tile CB/C61B: FF End queue CB/C61C: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long CB/C61E: C2 Set vehicle/entity's event speed to normal CB/C61F: 81 Move vehicle/entity right 1 tile CB/C620: CE Turn vehicle/entity down CB/C621: FF End queue CB/C622: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long CB/C624: C2 Set vehicle/entity's event speed to normal CB/C625: 83 Move vehicle/entity left 1 tile CB/C626: CE Turn vehicle/entity down CB/C627: FF End queue CB/C628: 35 Pause execution until action queue for object $05 (Actor in stot 5) is complete CB/C62A: 35 Pause execution until action queue for object $02 (Actor in stot 2) is complete CB/C62C: 35 Pause execution until action queue for object $0B (Actor in stot 11) is complete CB/C62E: 38 Hold screen CB/C62F: 92 Pause for 30 units CB/C630: 3D Create object $12 CB/C632: 45 Refresh objects CB/C633: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CB/C635: D5 Set vehicle/entity's position to (24, 17) CB/C638: FF End queue CB/C639: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CB/C63B: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/C63C: FF End queue CB/C63D: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CB/C63F: 0C Do vehicle/entity graphical action $0C CB/C640: FF End queue CB/C641: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CB/C643: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/C644: FF End queue CB/C645: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CB/C647: 0C Do vehicle/entity graphical action $0C CB/C648: FF End queue CB/C649: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CB/C64B: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/C64C: FF End queue CB/C64D: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CB/C64F: 0C Do vehicle/entity graphical action $0C CB/C650: FF End queue CB/C651: 92 Pause for 30 units CB/C652: 0B Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete) CB/C654: DC Make vehicle/entity jump (low) CB/C655: A2 Move vehicle/entity left/down 1x1 tiles CB/C656: CD Turn vehicle/entity right CB/C657: 49 Do vehicle/entity graphical action $09, flipped horizontally CB/C658: FF End queue CB/C659: DA Set event bit $1E80($5F7) [$1F3E, bit 7] CB/C65B: 3D Create object $13 CB/C65D: 45 Refresh objects CB/C65E: F4 Play sound effect 27 CB/C660: 41 Show object $13 CB/C662: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/C664: 1F Do vehicle/entity graphical action $1F CB/C665: FF End queue CB/C666: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/C668: 1F Do vehicle/entity graphical action $1F CB/C669: FF End queue CB/C66A: 94 Pause for 60 units CB/C66B: 0B Begin action queue for character $0B (Actor in stot 11), 9 bytes long CB/C66D: CC Turn vehicle/entity up CB/C66E: E0 Pause for 4 * 2 (8) frames CB/C670: 17 Do vehicle/entity graphical action $17 CB/C671: E0 Pause for 4 * 2 (8) frames CB/C673: FC Branch 6 bytes backwards ($CBC66D) CB/C675: FF End queue CB/C676: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/C678: CE Turn vehicle/entity down CB/C679: FF End queue CB/C67A: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/C67C: CE Turn vehicle/entity down CB/C67D: FF End queue CB/C67E: 4B Display dialogue message $0321, wait for button press CYAN: Is this it? GAU's “treasure”? CB/C681: 0B Begin action queue for character $0B (Actor in stot 11), 4 bytes long CB/C683: DC Make vehicle/entity jump (low) CB/C684: A1 Move vehicle/entity right/down 1x1 tiles CB/C685: CC Turn vehicle/entity up CB/C686: FF End queue CB/C687: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long CB/C689: C2 Set vehicle/entity's event speed to normal CB/C68A: 82 Move vehicle/entity down 1 tile CB/C68B: 22 Do vehicle/entity graphical action $22 CB/C68C: FF End queue CB/C68D: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete) CB/C68F: C2 Set vehicle/entity's event speed to normal CB/C690: 82 Move vehicle/entity down 1 tile CB/C691: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/C692: FF End queue CB/C693: 94 Pause for 60 units CB/C694: 0B Begin action queue for character $0B (Actor in stot 11), 9 bytes long CB/C696: CC Turn vehicle/entity up CB/C697: E0 Pause for 4 * 2 (8) frames CB/C699: 17 Do vehicle/entity graphical action $17 CB/C69A: E0 Pause for 4 * 2 (8) frames CB/C69C: FC Branch 6 bytes backwards ($CBC696) CB/C69E: FF End queue CB/C69F: 4B Display dialogue message $030F, wait for button press GAU: Treasure…yesss… CYAN: Looks like glass… SABIN: Looks like it just might fit… CB/C6A2: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CB/C6A4: CC Turn vehicle/entity up CB/C6A5: FF End queue CB/C6A6: B5 Pause for 15 * 5 (75) units CB/C6A8: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/C6AA: CE Turn vehicle/entity down CB/C6AB: FF End queue CB/C6AC: 92 Pause for 30 units CB/C6AD: 41 Show object $12 CB/C6AF: 12 Begin action queue for character $12 (NPC $12), 6 bytes long CB/C6B1: DD Make vehicle/entity jump (high) CB/C6B2: CE Turn vehicle/entity down CB/C6B3: E0 Pause for 4 * 8 (32) frames CB/C6B5: D1 Make vehicle/entity disappear CB/C6B6: FF End queue CB/C6B7: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/C6B9: 0A Do vehicle/entity graphical action $0A CB/C6BA: FF End queue CB/C6BB: 35 Pause execution until action queue for object $12 (NPC $12) is complete CB/C6BD: 93 Pause for 45 units CB/C6BE: 05 Begin action queue for character $05 (Actor in stot 5), 9 bytes long CB/C6C0: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/C6C1: E0 Pause for 4 * 2 (8) frames CB/C6C3: CD Turn vehicle/entity right CB/C6C4: E0 Pause for 4 * 2 (8) frames CB/C6C6: FC Branch 6 bytes backwards ($CBC6C0) CB/C6C8: FF End queue CB/C6C9: 4B Display dialogue message $0310, wait for button press SABIN: Hummm… Is this of any use? CB/C6CC: 91 Pause for 15 units CB/C6CD: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CB/C6CF: CF Turn vehicle/entity left CB/C6D0: FF End queue CB/C6D1: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/C6D3: CD Turn vehicle/entity right CB/C6D4: FF End queue CB/C6D5: 3D Create object $10 CB/C6D7: 45 Refresh objects CB/C6D8: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CB/C6DA: D5 Set vehicle/entity's position to (26, 17) CB/C6DD: FF End queue CB/C6DE: 45 Refresh objects CB/C6DF: B2 Call subroutine $CB6A22 CB/C6E3: 3E Delete object $10 CB/C6E5: 45 Refresh objects CB/C6E6: 4B Display dialogue message $0311, wait for button press SABIN: Will this really let us breathe underwater? CB/C6E9: D3 Clear event bit $1E80($1BB) [$1EB7, bit 3] CB/C6EB: D0 Set event bit $1E80($041) [$1E88, bit 1] CB/C6ED: D3 Clear event bit $1E80($184) [$1EB0, bit 4] CB/C6EF: D3 Clear event bit $1E80($185) [$1EB0, bit 5] CB/C6F1: D3 Clear event bit $1E80($186) [$1EB0, bit 6] CB/C6F3: D3 Clear event bit $1E80($17B) [$1EAF, bit 3] CB/C6F5: D3 Clear event bit $1E80($17C) [$1EAF, bit 4] CB/C6F7: DB Clear event bit $1E80($5F7) [$1F3E, bit 7] CB/C6F9: 94 Pause for 60 units CB/C6FA: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CB/C6FC: 18 Do vehicle/entity graphical action $18 CB/C6FD: FF End queue CB/C6FE: 4B Display dialogue message $0322, wait for button press SABIN: Let's go! CB/C701: 92 Pause for 30 units CB/C702: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/C704: 81 Move vehicle/entity right 1 tile CB/C705: FF End queue CB/C706: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long CB/C708: 84 Move vehicle/entity up 2 tiles CB/C709: FF End queue CB/C70A: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CB/C70C: 83 Move vehicle/entity left 1 tile CB/C70D: FF End queue CB/C70E: 35 Pause execution until action queue for object $05 (Actor in stot 5) is complete CB/C710: 35 Pause execution until action queue for object $02 (Actor in stot 2) is complete CB/C712: 35 Pause execution until action queue for object $0B (Actor in stot 11) is complete CB/C714: 42 Hide object $13 CB/C716: B2 Call subroutine $CB2E2B CB/C71A: B2 Call subroutine $CACB95 CB/C71E: 3B Position character in a "ready-to-go" stance CB/C71F: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/C721: CE Turn vehicle/entity down CB/C722: C2 Set vehicle/entity's event speed to normal CB/C723: 9E Move vehicle/entity down 8 tiles CB/C724: FF End queue CB/C725: 6B Load map $00A8 (Crescent Mountain, Serpent Trench overlook) instantly, (upper bits $2000), place party at (9, 10), facing down CB/C72B: B2 Call subroutine $CBC21E CB/C72F: 92 Pause for 30 units CB/C730: B2 Call subroutine $CAC6AC CB/C734: 38 Hold screen CB/C735: B2 Call subroutine $CB2E34 CB/C739: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete) CB/C73B: C8 Set object layering priority to 2 (low nibble 2) CB/C73D: FF End queue CB/C73E: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete) CB/C740: C8 Set object layering priority to 2 (low nibble 2) CB/C742: FF End queue CB/C743: 0B Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete) CB/C745: C8 Set object layering priority to 2 (low nibble 2) CB/C747: FF End queue CB/C748: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long CB/C74A: CE Turn vehicle/entity down CB/C74B: FF End queue CB/C74C: 05 Begin action queue for character $05 (Actor in stot 5), 7 bytes long CB/C74E: C2 Set vehicle/entity's event speed to normal CB/C74F: A2 Move vehicle/entity left/down 1x1 tiles CB/C750: CE Turn vehicle/entity down CB/C751: E0 Pause for 4 * 8 (32) frames CB/C753: 20 Do vehicle/entity graphical action $20 CB/C754: FF End queue CB/C755: 02 Begin action queue for character $02 (Actor in stot 2), 7 bytes long (Wait until complete) CB/C757: C2 Set vehicle/entity's event speed to normal CB/C758: A1 Move vehicle/entity right/down 1x1 tiles CB/C759: CE Turn vehicle/entity down CB/C75A: E0 Pause for 4 * 8 (32) frames CB/C75C: 20 Do vehicle/entity graphical action $20 CB/C75D: FF End queue CB/C75E: B4 Pause for 10 units CB/C760: 4B Display dialogue message $031C, wait for button press CYAN: Current's…fast. SABIN: No kidding. SABIN: But unless we hop in, we won't see our friends again… CB/C763: 30 Begin action queue for character $30 (Camera), 6 bytes long (Wait until complete) CB/C765: C2 Set vehicle/entity's event speed to normal CB/C766: 9E Move vehicle/entity down 8 tiles CB/C767: E0 Pause for 4 * 32 (128) frames CB/C769: 9C Move vehicle/entity up 8 tiles CB/C76A: FF End queue CB/C76B: 0B Begin action queue for character $0B (Actor in stot 11), 9 bytes long (Wait until complete) CB/C76D: C1 Set vehicle/entity's event speed to slow CB/C76E: 82 Move vehicle/entity down 1 tile CB/C76F: E0 Pause for 4 * 8 (32) frames CB/C771: 20 Do vehicle/entity graphical action $20 CB/C772: E0 Pause for 4 * 10 (40) frames CB/C774: 1F Do vehicle/entity graphical action $1F CB/C775: FF End queue CB/C776: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long CB/C778: E0 Pause for 4 * 5 (20) frames CB/C77A: CD Turn vehicle/entity right CB/C77B: FF End queue CB/C77C: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long CB/C77E: E0 Pause for 4 * 5 (20) frames CB/C780: CF Turn vehicle/entity left CB/C781: FF End queue CB/C782: 0B Begin action queue for character $0B (Actor in stot 11), 11 bytes long (Wait until complete) CB/C784: C8 Set object layering priority to 2 (low nibble 2) CB/C786: 1F Do vehicle/entity graphical action $1F CB/C787: C7 Set vehicle/entity to stay still when moving CB/C788: DD Make vehicle/entity jump (high) CB/C789: E0 Pause for 4 * 5 (20) frames CB/C78B: C8 Set object layering priority to 0 (low nibble 0) CB/C78D: C6 Set vehicle/entity to walk when moving CB/C78E: FF End queue CB/C78F: 94 Pause for 60 units CB/C790: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long CB/C792: E0 Pause for 4 * 4 (16) frames CB/C794: CC Turn vehicle/entity up CB/C795: FF End queue CB/C796: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long CB/C798: E0 Pause for 4 * 4 (16) frames CB/C79A: CC Turn vehicle/entity up CB/C79B: FF End queue CB/C79C: 0B Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete) CB/C79E: C3 Set vehicle/entity's event speed to fast CB/C79F: 80 Move vehicle/entity up 1 tile CB/C7A0: E0 Pause for 4 * 5 (20) frames CB/C7A2: 09 Do vehicle/entity graphical action $09 (kneeling) CB/C7A3: FF End queue CB/C7A4: 95 Pause for 120 units CB/C7A5: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/C7A7: CD Turn vehicle/entity right CB/C7A8: FF End queue CB/C7A9: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete) CB/C7AB: E0 Pause for 4 * 8 (32) frames CB/C7AD: CF Turn vehicle/entity left CB/C7AE: FF End queue CB/C7AF: 95 Pause for 120 units CB/C7B0: 05 Begin action queue for character $05 (Actor in stot 5), 19 bytes long CB/C7B2: 1D Do vehicle/entity graphical action $1D CB/C7B3: E0 Pause for 4 * 1 (4) frames CB/C7B5: 1E Do vehicle/entity graphical action $1E CB/C7B6: E0 Pause for 4 * 1 (4) frames CB/C7B8: 1D Do vehicle/entity graphical action $1D CB/C7B9: E0 Pause for 4 * 1 (4) frames CB/C7BB: 1E Do vehicle/entity graphical action $1E CB/C7BC: E0 Pause for 4 * 1 (4) frames CB/C7BE: 1D Do vehicle/entity graphical action $1D CB/C7BF: E0 Pause for 4 * 1 (4) frames CB/C7C1: 1E Do vehicle/entity graphical action $1E CB/C7C2: E0 Pause for 4 * 8 (32) frames CB/C7C4: FF End queue CB/C7C5: 02 Begin action queue for character $02 (Actor in stot 2), 19 bytes long (Wait until complete) CB/C7C7: 1D Do vehicle/entity graphical action $1D CB/C7C8: E0 Pause for 4 * 1 (4) frames CB/C7CA: 1E Do vehicle/entity graphical action $1E CB/C7CB: E0 Pause for 4 * 1 (4) frames CB/C7CD: 1D Do vehicle/entity graphical action $1D CB/C7CE: E0 Pause for 4 * 1 (4) frames CB/C7D0: 1E Do vehicle/entity graphical action $1E CB/C7D1: E0 Pause for 4 * 1 (4) frames CB/C7D3: 1D Do vehicle/entity graphical action $1D CB/C7D4: E0 Pause for 4 * 1 (4) frames CB/C7D6: 1E Do vehicle/entity graphical action $1E CB/C7D7: E0 Pause for 4 * 8 (32) frames CB/C7D9: FF End queue CB/C7DA: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CB/C7DC: CE Turn vehicle/entity down CB/C7DD: FF End queue CB/C7DE: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CB/C7E0: CE Turn vehicle/entity down CB/C7E1: FF End queue CB/C7E2: 93 Pause for 45 units CB/C7E3: 4B Display dialogue message $0322, wait for button press SABIN: Let's go! CB/C7E6: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long CB/C7E8: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/C7E9: C7 Set vehicle/entity to stay still when moving CB/C7EA: C3 Set vehicle/entity's event speed to fast CB/C7EB: DD Make vehicle/entity jump (high) CB/C7EC: 9E Move vehicle/entity down 8 tiles CB/C7ED: FF End queue CB/C7EE: 02 Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete) CB/C7F0: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/C7F1: C7 Set vehicle/entity to stay still when moving CB/C7F2: C3 Set vehicle/entity's event speed to fast CB/C7F3: DD Make vehicle/entity jump (high) CB/C7F4: 9E Move vehicle/entity down 8 tiles CB/C7F5: FF End queue CB/C7F6: F4 Play sound effect 206 CB/C7F8: 91 Pause for 15 units CB/C7F9: F4 Play sound effect 206 CB/C7FB: 95 Pause for 120 units CB/C7FC: 0B Begin action queue for character $0B (Actor in stot 11), 20 bytes long (Wait until complete) CB/C7FE: C1 Set vehicle/entity's event speed to slow CB/C7FF: 82 Move vehicle/entity down 1 tile CB/C800: E0 Pause for 4 * 3 (12) frames CB/C802: 20 Do vehicle/entity graphical action $20 CB/C803: E0 Pause for 4 * 9 (36) frames CB/C805: 83 Move vehicle/entity left 1 tile CB/C806: E0 Pause for 4 * 3 (12) frames CB/C808: 09 Do vehicle/entity graphical action $09 (kneeling) CB/C809: E0 Pause for 4 * 10 (40) frames CB/C80B: 85 Move vehicle/entity right 2 tiles CB/C80C: E0 Pause for 4 * 3 (12) frames CB/C80E: 49 Do vehicle/entity graphical action $09, flipped horizontally CB/C80F: E0 Pause for 4 * 10 (40) frames CB/C811: FF End queue CB/C812: 0B Begin action queue for character $0B (Actor in stot 11), 12 bytes long (Wait until complete) CB/C814: 83 Move vehicle/entity left 1 tile CB/C815: E0 Pause for 4 * 3 (12) frames CB/C817: 20 Do vehicle/entity graphical action $20 CB/C818: E0 Pause for 4 * 10 (40) frames CB/C81A: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/C81B: C7 Set vehicle/entity to stay still when moving CB/C81C: C3 Set vehicle/entity's event speed to fast CB/C81D: DD Make vehicle/entity jump (high) CB/C81E: 9E Move vehicle/entity down 8 tiles CB/C81F: FF End queue CB/C820: 92 Pause for 30 units CB/C821: F4 Play sound effect 206 CB/C823: 0B Begin action queue for character $0B (Actor in stot 11), 5 bytes long CB/C825: D5 Set vehicle/entity's position to (1, 5) CB/C828: C6 Set vehicle/entity to walk when moving CB/C829: FF End queue CB/C82A: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long CB/C82C: D5 Set vehicle/entity's position to (1, 5) CB/C82F: C6 Set vehicle/entity to walk when moving CB/C830: FF End queue CB/C831: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CB/C833: D5 Set vehicle/entity's position to (1, 5) CB/C836: C6 Set vehicle/entity to walk when moving CB/C837: FF End queue CB/C838: 39 Free screen CB/C839: B2 Call subroutine $CB6A37 CB/C83D: B2 Call subroutine $CB2E2B CB/C841: B2 Call subroutine $CACB95 CB/C845: 94 Pause for 60 units CB/C846: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA8AE3 CB/C84C: FE Return CB/C84D: C0 If ($1E80($041) [$1E88, bit 1] is clear), branch to $CA5EB3 (simply returns) CB/C853: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CB/C859: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CB/C85B: 4B Display dialogue message $02E5, wait for button press Jump? ^(Why not?) ^(You crazy?) CB/C85E: B6 Indexed branch based on prior dialogue selection [$CBC866, $CA5EB3] CB/C865: FE Return CB/C866: 38 Hold screen CB/C867: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CB/C869: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/C86A: C7 Set vehicle/entity to stay still when moving CB/C86B: C3 Set vehicle/entity's event speed to fast CB/C86C: DD Make vehicle/entity jump (high) CB/C86D: 9E Move vehicle/entity down 8 tiles CB/C86E: C6 Set vehicle/entity to walk when moving CB/C86F: FF End queue CB/C870: 39 Free screen CB/C871: D3 Clear event bit $1E80($1BB) [$1EB7, bit 3] CB/C873: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA8AE3 CB/C879: FE Return CB/C87A: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CBC887 CB/C880: 6A Load map $0143 (Albrook, outdoors (WoB, including shadowed by Floating Island)) after fade out, (upper bits $0000), place party at (44, 28), facing up CB/C886: FE Return CB/C887: 6A Load map $0144 (Albrook, outdoors (WoR)) after fade out, (upper bits $0000), place party at (44, 28), facing up CB/C88D: FE Return CB/C88E: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA5EB3 (simply returns) CB/C894: C0 If ($1E80($09E) [$1E93, bit 6] is clear), branch to $CA5EB3 (simply returns) CB/C89A: B0 Execute the following commands until $B1 6 times CB/C89C: 50 Tint screen (cumulative) with color $9F CB/C89E: B1 End block of repeating commands CB/C89F: FE Return CB/C8A0: B2 Call subroutine $CC5F09 CB/C8A4: B2 Call subroutine $CBC88E CB/C8A8: C0 If ($1E80($09B) [$1E93, bit 3] is set), branch to $CA5EB3 (simply returns) CB/C8AE: C0 If ($1E80($083) [$1E90, bit 3] is set), branch to $CBC8D0 CB/C8B4: 19 Begin action queue for character $19 (NPC $19), 15 bytes long CB/C8B6: E0 Pause for 4 * 15 (60) frames CB/C8B8: 22 Do vehicle/entity graphical action $22 CB/C8B9: E0 Pause for 4 * 2 (8) frames CB/C8BB: CF Turn vehicle/entity left CB/C8BC: E0 Pause for 4 * 2 (8) frames CB/C8BE: 22 Do vehicle/entity graphical action $22 CB/C8BF: E0 Pause for 4 * 2 (8) frames CB/C8C1: CF Turn vehicle/entity left CB/C8C2: FC Branch 12 bytes backwards ($CBC8B6) CB/C8C4: FF End queue CB/C8C5: C0 If ($1E80($087) [$1E90, bit 7] is clear), branch to $CA5EB3 (simply returns) CB/C8CB: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CB/C8CD: 49 Do vehicle/entity graphical action $09, flipped horizontally CB/C8CE: FF End queue CB/C8CF: FE Return CB/C8D0: F0 Play song 58 (Windy Shores), (high bit clear), full volume CB/C8D2: 74 Replace current map's Layer 2 at (1, 5) with the following (5 x 24) chunk CB/C8D7: $1E, $1E, $1E, $1E, $1E CB/C8DC: $1E, $1E, $1E, $1E, $1E CB/C8E1: $1E, $1E, $1E, $1E, $1E CB/C8E6: $1E, $1E, $1E, $1E, $1E CB/C8EB: $1E, $1E, $1E, $1E, $1E CB/C8F0: $1E, $1E, $1E, $1E, $1E CB/C8F5: $1E, $1E, $1E, $1E, $1E CB/C8FA: $1E, $1E, $1E, $1E, $1E CB/C8FF: $1E, $1E, $1E, $1E, $1E CB/C904: $1E, $1E, $1E, $1E, $1E CB/C909: $1E, $1E, $1E, $1E, $1E CB/C90E: $1E, $1E, $1E, $1E, $1E CB/C913: $1E, $1E, $1E, $1E, $1E CB/C918: $1E, $1E, $1E, $1E, $1E CB/C91D: $1E, $1E, $1E, $1E, $1E CB/C922: $1E, $1E, $1E, $1E, $1E CB/C927: $1E, $1E, $1E, $1E, $1E CB/C92C: $1E, $1E, $1E, $1E, $1E CB/C931: $1E, $1E, $1E, $1E, $1E CB/C936: $1E, $1E, $1E, $1E, $1E CB/C93B: $1E, $1E, $1E, $1E, $1E CB/C940: $1E, $1E, $1E, $1E, $1E CB/C945: $1E, $1E, $1E, $1E, $1E CB/C94A: $1E, $1E, $1E, $1E, $1E CB/C94F: 74 Replace current map's Layer 2 at (7, 10) with the following (1 x 13) chunk CB/C954: $1E CB/C955: $1E CB/C956: $1E CB/C957: $1E CB/C958: $1E CB/C959: $1E CB/C95A: $1E CB/C95B: $1E CB/C95C: $1E CB/C95D: $1E CB/C95E: $1E CB/C95F: $1E CB/C960: $1E CB/C961: 74 Replace current map's Layer 2 at (10, 11) with the following (2 x 2) chunk CB/C966: $CE, $CF CB/C968: $DE, $DF CB/C96A: 74 Replace current map's Layer 2 at (10, 17) with the following (2 x 2) chunk CB/C96F: $87, $87 CB/C971: $1E, $1E CB/C973: 74 Replace current map's Layer 2 at (16, 17) with the following (2 x 2) chunk CB/C978: $87, $87 CB/C97A: $1E, $1E CB/C97C: 74 Replace current map's Layer 2 at (20, 17) with the following (2 x 2) chunk CB/C981: $87, $87 CB/C983: $1E, $1E CB/C985: 74 Replace current map's Layer 2 at (9, 19) with the following (4 x 16) chunk CB/C98A: $1E, $1E, $1E, $1E CB/C98E: $1E, $1E, $1E, $1E CB/C992: $1E, $1E, $1E, $1E CB/C996: $1E, $1E, $1E, $1E CB/C99A: $1E, $1E, $1E, $1E CB/C99E: $1E, $1E, $1E, $1E CB/C9A2: $1E, $1E, $1E, $1E CB/C9A6: $1E, $1E, $1E, $1E CB/C9AA: $1E, $1E, $1E, $1E CB/C9AE: $1E, $1E, $1E, $1E CB/C9B2: $1E, $1E, $1E, $1E CB/C9B6: $1E, $1E, $1E, $1E CB/C9BA: $1E, $1E, $1E, $1E CB/C9BE: $1E, $1E, $1E, $1E CB/C9C2: $1E, $1E, $1E, $1E CB/C9C6: $1E, $1E, $1E, $1E CB/C9CA: 74 Replace current map's Layer 2 at (10, 80) with the following (1 x 12) chunk CB/C9CF: $09 CB/C9D0: $08 CB/C9D1: $5C CB/C9D2: $75 CB/C9D3: $76 CB/C9D4: $79 CB/C9D5: $09 CB/C9D6: $08 CB/C9D7: $5C CB/C9D8: $79 CB/C9D9: $09 CB/C9DA: $08 CB/C9DB: 74 Replace current map's Layer 2 at (12, 73) with the following (2 x 2) chunk CB/C9E0: $F4, $F4 CB/C9E2: $F4, $F4 CB/C9E4: 74 Replace current map's Layer 2 at (2, 74) with the following (3 x 5) chunk CB/C9E9: $F4, $F4, $F4 CB/C9EC: $F4, $F4, $F4 CB/C9EF: $F4, $F4, $F4 CB/C9F2: $F4, $F4, $F4 CB/C9F5: $F4, $F4, $F4 CB/C9F8: 74 Replace current map's Layer 2 at (11, 83) with the following (3 x 2) chunk CB/C9FD: $F4, $F4, $F4 CB/CA00: $F4, $F4, $F4 CB/CA03: 74 Replace current map's Layer 2 at (2, 69) with the following (3 x 4) chunk CB/CA08: $F4, $F4, $F4 CB/CA0B: $F4, $F4, $F4 CB/CA0E: $F4, $F4, $F4 CB/CA11: $F4, $F4, $F4 CB/CA14: 74 Replace current map's Layer 2 at (6, 69) with the following (1 x 3) chunk CB/CA19: $F4 CB/CA1A: $F4 CB/CA1B: $F4 CB/CA1C: 74 Replace current map's Layer 2 at (13, 69) with the following (1 x 2) chunk CB/CA21: $F4 CB/CA22: $F4 CB/CA23: 74 Replace current map's Layer 2 at (17, 69) with the following (3 x 2) chunk CB/CA28: $F4, $F4, $F4 CB/CA2B: $F4, $F4, $F4 CB/CA2E: 74 Replace current map's Layer 2 at (8, 73) with the following (1 x 1) chunk CB/CA33: $F4 CB/CA34: 74 Replace current map's Layer 2 at (22, 72) with the following (1 x 1) chunk CB/CA39: $F4 CB/CA3A: 74 Replace current map's Layer 2 at (17, 73) with the following (1 x 1) chunk CB/CA3F: $F4 CB/CA40: 74 Replace current map's Layer 2 at (20, 74) with the following (1 x 5) chunk CB/CA45: $F4 CB/CA46: $F4 CB/CA47: $F4 CB/CA48: $F4 CB/CA49: $F4 CB/CA4A: 74 Replace current map's Layer 2 at (9, 85) with the following (2 x 1) chunk CB/CA4F: $F4, $F4 CB/CA51: 74 Replace current map's Layer 2 at (16, 86) with the following (1 x 1) chunk CB/CA56: $F4 CB/CA57: 74 Replace current map's Layer 2 at (21, 85) with the following (2 x 4) chunk CB/CA5C: $F4, $F4 CB/CA5E: $F4, $F4 CB/CA60: $F4, $F4 CB/CA62: $F4, $F4 CB/CA64: 74 Replace current map's Layer 2 at (2, 133) with the following (5 x 23) chunk CB/CA69: $07, $07, $07, $07, $07 CB/CA6E: $07, $07, $07, $07, $07 CB/CA73: $07, $07, $07, $07, $07 CB/CA78: $07, $07, $07, $07, $07 CB/CA7D: $07, $07, $07, $07, $07 CB/CA82: $07, $07, $07, $07, $07 CB/CA87: $07, $07, $07, $07, $07 CB/CA8C: $07, $07, $07, $07, $07 CB/CA91: $07, $07, $07, $07, $07 CB/CA96: $07, $07, $07, $07, $07 CB/CA9B: $07, $07, $07, $07, $07 CB/CAA0: $07, $07, $07, $07, $07 CB/CAA5: $07, $07, $07, $07, $07 CB/CAAA: $07, $07, $07, $07, $07 CB/CAAF: $07, $07, $07, $07, $07 CB/CAB4: $07, $07, $07, $07, $07 CB/CAB9: $07, $07, $07, $07, $07 CB/CABE: $07, $07, $07, $07, $07 CB/CAC3: $07, $07, $07, $07, $07 CB/CAC8: $07, $07, $07, $07, $07 CB/CACD: $07, $07, $07, $07, $07 CB/CAD2: $07, $07, $07, $07, $07 CB/CAD7: $07, $07, $07, $07, $07 CB/CADC: 74 Replace current map's Layer 2 at (6, 138) with the following (2 x 19) chunk CB/CAE1: $07, $07 CB/CAE3: $07, $07 CB/CAE5: $07, $07 CB/CAE7: $07, $07 CB/CAE9: $07, $07 CB/CAEB: $07, $07 CB/CAED: $07, $07 CB/CAEF: $07, $07 CB/CAF1: $07, $07 CB/CAF3: $07, $07 CB/CAF5: $0F, $0F CB/CAF7: $0F, $0F CB/CAF9: $0F, $0F CB/CAFB: $0F, $0F CB/CAFD: $0F, $0F CB/CAFF: $0F, $0F CB/CB01: $0F, $0F CB/CB03: $0F, $0F CB/CB05: $0F, $0F CB/CB07: 74 Replace current map's Layer 2 at (9, 146) with the following (5 x 16) chunk CB/CB0C: $04, $04, $04, $04, $04 CB/CB11: $04, $04, $04, $04, $04 CB/CB16: $04, $04, $04, $04, $04 CB/CB1B: $04, $07, $07, $07, $07 CB/CB20: $07, $07, $07, $07, $07 CB/CB25: $07, $07, $07, $07, $07 CB/CB2A: $07, $07, $07, $07, $07 CB/CB2F: $07, $07, $07, $07, $07 CB/CB34: $07, $07, $07, $07, $07 CB/CB39: $07, $07, $07, $07, $07 CB/CB3E: $07, $07, $07, $07, $07 CB/CB43: $07, $07, $07, $07, $07 CB/CB48: $07, $07, $07, $07, $07 CB/CB4D: $07, $07, $07, $07, $07 CB/CB52: $07, $07, $07, $07, $07 CB/CB57: $07, $07, $07, $07, $07 CB/CB5C: 75 Refresh map after alteration CB/CB5D: C0 If ($1E80($086) [$1E90, bit 6] is set), branch to $CBCB6B CB/CB63: B0 Execute the following commands until $B1 8 times CB/CB65: 51 Modify background color range from [10, 77]: Do (Black) at intensity 3 CB/CB69: B1 End block of repeating commands CB/CB6A: FE Return CB/CB6B: B2 Call subroutine $CB6A77 CB/CB6F: 1E Begin action queue for character $1E (NPC $1E), 2 bytes long CB/CB71: 09 Do vehicle/entity graphical action $09 (kneeling) CB/CB72: FF End queue CB/CB73: FE Return CB/CB74: DE Load CaseWord with the characters in the currently active party? CB/CB75: C1 If ($1E80($09D) [$1E93, bit 5] is set) or ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CA5EB3 (simply returns) CB/CB7D: 3C Set up the party as follows: $00 (Actor in stot 0), $01 (Actor in stot 1), $0B (Actor in stot 11), $FF () CB/CB82: 45 Refresh objects CB/CB83: B2 Call subroutine $CAC6AC CB/CB87: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CB/CB89: CE Turn vehicle/entity down CB/CB8A: FF End queue CB/CB8B: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/CB8D: CE Turn vehicle/entity down CB/CB8E: FF End queue CB/CB8F: 0B Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete) CB/CB91: C2 Set vehicle/entity's event speed to normal CB/CB92: 84 Move vehicle/entity up 2 tiles CB/CB93: CE Turn vehicle/entity down CB/CB94: FF End queue CB/CB95: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CB/CB97: CC Turn vehicle/entity up CB/CB98: FF End queue CB/CB99: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CB/CB9B: C2 Set vehicle/entity's event speed to normal CB/CB9C: 81 Move vehicle/entity right 1 tile CB/CB9D: CC Turn vehicle/entity up CB/CB9E: FF End queue CB/CB9F: 92 Pause for 30 units CB/CBA0: 0B Begin action queue for character $0B (Actor in stot 11), 14 bytes long (Wait until complete) CB/CBA2: 19 Do vehicle/entity graphical action $19 CB/CBA3: E0 Pause for 4 * 2 (8) frames CB/CBA5: 1A Do vehicle/entity graphical action $1A CB/CBA6: E0 Pause for 4 * 2 (8) frames CB/CBA8: 19 Do vehicle/entity graphical action $19 CB/CBA9: E0 Pause for 4 * 2 (8) frames CB/CBAB: 1A Do vehicle/entity graphical action $1A CB/CBAC: E0 Pause for 4 * 2 (8) frames CB/CBAE: CE Turn vehicle/entity down CB/CBAF: FF End queue CB/CBB0: 92 Pause for 30 units CB/CBB1: 0B Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete) CB/CBB3: C3 Set vehicle/entity's event speed to fast CB/CBB4: 9D Move vehicle/entity right 8 tiles CB/CBB5: FF End queue CB/CBB6: 42 Hide object $0B CB/CBB8: 3F Remove character $0B (Actor in stot 11) from the party CB/CBBB: D5 Clear event bit $1E80($2FB) [$1EDF, bit 3] CB/CBBD: 91 Pause for 15 units CB/CBBE: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CB/CBC0: CD Turn vehicle/entity right CB/CBC1: FF End queue CB/CBC2: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CB/CBC4: CF Turn vehicle/entity left CB/CBC5: FF End queue CB/CBC6: 91 Pause for 15 units CB/CBC7: 4B Display dialogue message $0286, wait for button press TERRA: … Where's GAU…? LOCKE: He hates ships. We must…leave him behind! CB/CBCA: 78 Enable ability to pass through other objects for object $00 (TERRA ) CB/CBCC: 78 Enable ability to pass through other objects for object $01 (LOCKE ) CB/CBCE: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CB/CBD0: 83 Move vehicle/entity left 1 tile CB/CBD1: FF End queue CB/CBD2: B2 Call subroutine $CACB95 CB/CBD6: 3B Position character in a "ready-to-go" stance CB/CBD7: DC Set event bit $1E80($637) [$1F46, bit 7] CB/CBD9: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/CBDB: CE Turn vehicle/entity down CB/CBDC: FF End queue CB/CBDD: FE Return CB/CBDE: DE Load CaseWord with the characters in the currently active party? CB/CBDF: C1 If ($1E80($09D) [$1E93, bit 5] is set) or ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CA5EB3 (simply returns) CB/CBE7: 3C Set up the party as follows: $00 (Actor in stot 0), $01 (Actor in stot 1), $0B (Actor in stot 11), $FF () CB/CBEC: 45 Refresh objects CB/CBED: B2 Call subroutine $CAC6AC CB/CBF1: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CB/CBF3: CE Turn vehicle/entity down CB/CBF4: FF End queue CB/CBF5: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/CBF7: CE Turn vehicle/entity down CB/CBF8: FF End queue CB/CBF9: 0B Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete) CB/CBFB: C2 Set vehicle/entity's event speed to normal CB/CBFC: 84 Move vehicle/entity up 2 tiles CB/CBFD: CE Turn vehicle/entity down CB/CBFE: FF End queue CB/CBFF: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CB/CC01: CC Turn vehicle/entity up CB/CC02: FF End queue CB/CC03: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CB/CC05: C2 Set vehicle/entity's event speed to normal CB/CC06: 83 Move vehicle/entity left 1 tile CB/CC07: CC Turn vehicle/entity up CB/CC08: FF End queue CB/CC09: 92 Pause for 30 units CB/CC0A: 0B Begin action queue for character $0B (Actor in stot 11), 14 bytes long (Wait until complete) CB/CC0C: 19 Do vehicle/entity graphical action $19 CB/CC0D: E0 Pause for 4 * 2 (8) frames CB/CC0F: 1A Do vehicle/entity graphical action $1A CB/CC10: E0 Pause for 4 * 2 (8) frames CB/CC12: 19 Do vehicle/entity graphical action $19 CB/CC13: E0 Pause for 4 * 2 (8) frames CB/CC15: 1A Do vehicle/entity graphical action $1A CB/CC16: E0 Pause for 4 * 2 (8) frames CB/CC18: CE Turn vehicle/entity down CB/CC19: FF End queue CB/CC1A: 92 Pause for 30 units CB/CC1B: 0B Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete) CB/CC1D: C3 Set vehicle/entity's event speed to fast CB/CC1E: 9D Move vehicle/entity right 8 tiles CB/CC1F: FF End queue CB/CC20: 42 Hide object $0B CB/CC22: 3F Remove character $0B (Actor in stot 11) from the party CB/CC25: D5 Clear event bit $1E80($2FB) [$1EDF, bit 3] CB/CC27: 91 Pause for 15 units CB/CC28: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CB/CC2A: CF Turn vehicle/entity left CB/CC2B: FF End queue CB/CC2C: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CB/CC2E: CD Turn vehicle/entity right CB/CC2F: FF End queue CB/CC30: 91 Pause for 15 units CB/CC31: 4B Display dialogue message $0286, wait for button press TERRA: … Where's GAU…? LOCKE: He hates ships. We must…leave him behind! CB/CC34: 78 Enable ability to pass through other objects for object $00 (TERRA ) CB/CC36: 78 Enable ability to pass through other objects for object $01 (LOCKE ) CB/CC38: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CB/CC3A: 81 Move vehicle/entity right 1 tile CB/CC3B: FF End queue CB/CC3C: B2 Call subroutine $CACB95 CB/CC40: 3B Position character in a "ready-to-go" stance CB/CC41: DC Set event bit $1E80($637) [$1F46, bit 7] CB/CC43: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/CC45: CE Turn vehicle/entity down CB/CC46: FF End queue CB/CC47: FE Return CB/CC48: 4B Display dialogue message $0280, wait for button press Stay clear of the engine room. It's dangerous. CB/CC4B: FE Return CB/CC4C: 4B Display dialogue message $0767, wait for button press General Leo's holding a meeting. CB/CC4F: FE Return CB/CC50: C0 If ($1E80($086) [$1E90, bit 6] is set), branch to $CBCC80 CB/CC56: 4B Display dialogue message $0282, wait for button press The Magitek Armor's being refurbished. CB/CC59: FE Return CB/CC5A: 4B Display dialogue message $0285, wait for button press Once we find an Esper, we'll be able to restore peace! CB/CC5D: FE Return CB/CC5E: C0 If ($1E80($086) [$1E90, bit 6] is set), branch to $CBCC7C CB/CC64: 4B Display dialogue message $0766, wait for button press (At bottom of screen) General Leo's waiting for you. CB/CC67: FE Return CB/CC68: C0 If ($1E80($086) [$1E90, bit 6] is set), branch to $CBCC5A CB/CC6E: 4B Display dialogue message $0280, wait for button press Stay clear of the engine room. It's dangerous. CB/CC71: FE Return CB/CC72: C0 If ($1E80($086) [$1E90, bit 6] is set), branch to $CBCC80 CB/CC78: 4B Display dialogue message $0280, wait for button press Stay clear of the engine room. It's dangerous. CB/CC7B: FE Return CB/CC7C: 4B Display dialogue message $0281, wait for button press We're almost to Crescent Island. CB/CC7F: FE Return CB/CC80: 4B Display dialogue message $0284, wait for button press Rumor has it that the power of magic still exists on Crescent Island. CB/CC83: FE Return CB/CC84: C0 If ($1E80($087) [$1E90, bit 7] is set), branch to $CBCE36 CB/CC8A: C0 If ($1E80($085) [$1E90, bit 5] is set), branch to $CBCE32 CB/CC90: 19 Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete) CB/CC92: CF Turn vehicle/entity left CB/CC93: FF End queue CB/CC94: DA Set event bit $1E80($522) [$1F24, bit 2] CB/CC96: 3D Create object $14 CB/CC98: 45 Refresh objects CB/CC99: 3D Create object $15 CB/CC9B: 45 Refresh objects CB/CC9C: 3D Create object $16 CB/CC9E: 45 Refresh objects CB/CC9F: 41 Show object $14 CB/CCA1: 41 Show object $15 CB/CCA3: 41 Show object $16 CB/CCA5: 45 Refresh objects CB/CCA6: 4B Display dialogue message $0760, wait for button press (At bottom of screen) LEO: There you are. Another of the Empire's generals, and a person I hired in town will be traveling with us. CB/CCA9: C0 If ($1E80($1B2) [$1EB6, bit 2] is set), branch to $CBCCBC CB/CCAF: C0 If ($1E80($1B0) [$1EB6, bit 0] is set), branch to $CBCCC8 CB/CCB5: C0 If ($1E80($1B1) [$1EB6, bit 1] is set), branch to $CBCCD3 CB/CCBB: FE Return CB/CCBC: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/CCBE: C2 Set vehicle/entity's event speed to normal CB/CCBF: 83 Move vehicle/entity left 1 tile CB/CCC0: 86 Move vehicle/entity down 2 tiles CB/CCC1: CC Turn vehicle/entity up CB/CCC2: FF End queue CB/CCC3: B2 Call subroutine $CBCCE1 CB/CCC7: FE Return CB/CCC8: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/CCCA: C2 Set vehicle/entity's event speed to normal CB/CCCB: 83 Move vehicle/entity left 1 tile CB/CCCC: CC Turn vehicle/entity up CB/CCCD: FF End queue CB/CCCE: B2 Call subroutine $CBCCE1 CB/CCD2: FE Return CB/CCD3: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/CCD5: C2 Set vehicle/entity's event speed to normal CB/CCD6: 82 Move vehicle/entity down 1 tile CB/CCD7: CC Turn vehicle/entity up CB/CCD8: FF End queue CB/CCD9: B2 Call subroutine $CBCCE1 CB/CCDD: FE Return CB/CCDE: F0 Play song 7 (Shadow), (high bit clear), full volume CB/CCE0: FE Return CB/CCE1: B2 Call subroutine $CAC6AC CB/CCE5: 3C Set up the party as follows: $01 (Actor in stot 1), $00 (Actor in stot 0), $FF (), $FF () CB/CCEA: 45 Refresh objects CB/CCEB: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/CCED: CC Turn vehicle/entity up CB/CCEE: FF End queue CB/CCEF: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CB/CCF1: E0 Pause for 4 * 10 (40) frames CB/CCF3: CC Turn vehicle/entity up CB/CCF4: FF End queue CB/CCF5: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CB/CCF7: C2 Set vehicle/entity's event speed to normal CB/CCF8: 83 Move vehicle/entity left 1 tile CB/CCF9: CC Turn vehicle/entity up CB/CCFA: FF End queue CB/CCFB: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CB/CCFD: C2 Set vehicle/entity's event speed to normal CB/CCFE: 8A Move vehicle/entity down 3 tiles CB/CCFF: 8B Move vehicle/entity left 3 tiles CB/CD00: 92 Move vehicle/entity down 5 tiles CB/CD01: FF End queue CB/CD02: 15 Begin action queue for character $15 (NPC $15), 8 bytes long CB/CD04: E0 Pause for 4 * 3 (12) frames CB/CD06: C2 Set vehicle/entity's event speed to normal CB/CD07: 83 Move vehicle/entity left 1 tile CB/CD08: 8A Move vehicle/entity down 3 tiles CB/CD09: 8F Move vehicle/entity left 4 tiles CB/CD0A: 8E Move vehicle/entity down 4 tiles CB/CD0B: FF End queue CB/CD0C: 16 Begin action queue for character $16 (NPC $16), 8 bytes long (Wait until complete) CB/CD0E: E0 Pause for 4 * 5 (20) frames CB/CD10: C2 Set vehicle/entity's event speed to normal CB/CD11: 87 Move vehicle/entity left 2 tiles CB/CD12: 8A Move vehicle/entity down 3 tiles CB/CD13: 8F Move vehicle/entity left 4 tiles CB/CD14: 8A Move vehicle/entity down 3 tiles CB/CD15: FF End queue CB/CD16: 92 Pause for 30 units CB/CD17: C0 If ($1E80($00B) [$1E81, bit 3] is clear), branch to $CBCD24 CB/CD1D: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CBCD99 CB/CD23: FE Return CB/CD24: F2 Fade out current song with transition time 16 CB/CD26: FA Stop temporarily played song CB/CD27: F0 Play song 7 (Shadow), (high bit set), full volume CB/CD29: D0 Set event bit $1E80($09A) [$1E93, bit 2] CB/CD2B: 94 Pause for 60 units CB/CD2C: 4B Display dialogue message $03E4, wait for button press (At bottom of screen) I've forsaken the world. Some people call me… CB/CD2F: 42 Hide object $10 CB/CD31: 42 Hide object $12 CB/CD33: 42 Hide object $19 CB/CD35: 42 Hide object $13 CB/CD37: 42 Hide object $14 CB/CD39: 42 Hide object $16 CB/CD3B: 42 Hide object $00 CB/CD3D: 42 Hide object $01 CB/CD3F: 45 Refresh objects CB/CD40: B2 Call subroutine $CAD00F CB/CD44: 38 Hold screen CB/CD45: 15 Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete) CB/CD47: C2 Set vehicle/entity's event speed to normal CB/CD48: C7 Set vehicle/entity to stay still when moving CB/CD49: 82 Move vehicle/entity down 1 tile CB/CD4A: A1 Move vehicle/entity right/down 1x1 tiles CB/CD4B: FF End queue CB/CD4C: 94 Pause for 60 units CB/CD4D: 4B Display dialogue message $00C1, wait for button press (Show text only) (At bottom of screen) He owes allegiance to no one, and will do anything for money. He comes and goes like the wind… CB/CD50: 92 Pause for 30 units CB/CD51: 40 Assign properties $03 to character $03 (Actor in stot 3) CB/CD54: 3D Create object $03 CB/CD56: 37 Assign graphics $03 to object $03 (Actor in stot 3) CB/CD59: 43 Assign palette $04 to character $03 (Actor in stot 3) CB/CD5C: 45 Refresh objects CB/CD5D: 7F Change character $03's name to $03 (SHADOW) CB/CD60: 98 Invoke name change screen for character $03 (Actor in stot 3) CB/CD62: F0 Play song 7 (Shadow), (high bit clear), full volume CB/CD64: D0 Set event bit $1E80($00B) [$1E81, bit 3] CB/CD66: 50 Tint screen (cumulative) with color $BC CB/CD68: 59 Unfade screen at speed $10 CB/CD6A: 95 Pause for 120 units CB/CD6B: 15 Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete) CB/CD6D: C2 Set vehicle/entity's event speed to normal CB/CD6E: A3 Move vehicle/entity left/up 1x1 tiles CB/CD6F: 80 Move vehicle/entity up 1 tile CB/CD70: C6 Set vehicle/entity to walk when moving CB/CD71: FF End queue CB/CD72: B2 Call subroutine $CAD015 CB/CD76: 41 Show object $10 CB/CD78: 41 Show object $12 CB/CD7A: 41 Show object $19 CB/CD7C: 41 Show object $13 CB/CD7E: 41 Show object $16 CB/CD80: 41 Show object $14 CB/CD82: 41 Show object $00 CB/CD84: 41 Show object $01 CB/CD86: 45 Refresh objects CB/CD87: 39 Free screen CB/CD88: F2 Fade out current song with transition time 21 CB/CD8A: FA Stop temporarily played song CB/CD8B: 3E Delete object $03 CB/CD8D: 45 Refresh objects CB/CD8E: F3 Fade in previously faded out song with transition time 32 CB/CD90: D1 Clear event bit $1E80($09A) [$1E93, bit 2] CB/CD92: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CBCD99 CB/CD98: FE Return CB/CD99: 4B Display dialogue message $0768, wait for button press (At bottom of screen) LEO: Let me introduce… General CELES…and SHADOW. CB/CD9C: 93 Pause for 45 units CB/CD9D: 14 Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete) CB/CD9F: 20 Do vehicle/entity graphical action $20 CB/CDA0: E0 Pause for 4 * 3 (12) frames CB/CDA2: CE Turn vehicle/entity down CB/CDA3: FF End queue CB/CDA4: 92 Pause for 30 units CB/CDA5: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CB/CDA7: 1F Do vehicle/entity graphical action $1F CB/CDA8: E0 Pause for 4 * 5 (20) frames CB/CDAA: CC Turn vehicle/entity up CB/CDAB: FF End queue CB/CDAC: 92 Pause for 30 units CB/CDAD: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CB/CDAF: CE Turn vehicle/entity down CB/CDB0: FF End queue CB/CDB1: 91 Pause for 15 units CB/CDB2: 4B Display dialogue message $0769, wait for button press (At bottom of screen) LEO: Is something wrong? LOCKE: No… CB/CDB5: 93 Pause for 45 units CB/CDB6: 4B Display dialogue message $076A, wait for button press (At bottom of screen) LEO: Our departure isn't till tomorrow. I've arranged some lodging for you. CB/CDB9: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CB/CDBB: CF Turn vehicle/entity left CB/CDBC: FF End queue CB/CDBD: 4B Display dialogue message $076B, wait for button press (At bottom of screen) LEO: Please, get some rest. CB/CDC0: 92 Pause for 30 units CB/CDC1: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CB/CDC3: CD Turn vehicle/entity right CB/CDC4: FF End queue CB/CDC5: 19 Begin action queue for character $19 (NPC $19), 15 bytes long CB/CDC7: E0 Pause for 4 * 15 (60) frames CB/CDC9: 22 Do vehicle/entity graphical action $22 CB/CDCA: E0 Pause for 4 * 2 (8) frames CB/CDCC: CF Turn vehicle/entity left CB/CDCD: E0 Pause for 4 * 2 (8) frames CB/CDCF: 22 Do vehicle/entity graphical action $22 CB/CDD0: E0 Pause for 4 * 2 (8) frames CB/CDD2: CF Turn vehicle/entity left CB/CDD3: FC Branch 12 bytes backwards ($CBCDC7) CB/CDD5: FF End queue CB/CDD6: 93 Pause for 45 units CB/CDD7: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CB/CDD9: C2 Set vehicle/entity's event speed to normal CB/CDDA: 84 Move vehicle/entity up 2 tiles CB/CDDB: CD Turn vehicle/entity right CB/CDDC: FF End queue CB/CDDD: 92 Pause for 30 units CB/CDDE: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CB/CDE0: CF Turn vehicle/entity left CB/CDE1: FF End queue CB/CDE2: 4B Display dialogue message $0762, wait for button press (At bottom of screen) TERRA: CELES… CELES: …… CB/CDE5: 92 Pause for 30 units CB/CDE6: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CB/CDE8: C2 Set vehicle/entity's event speed to normal CB/CDE9: 80 Move vehicle/entity up 1 tile CB/CDEA: FF End queue CB/CDEB: 91 Pause for 15 units CB/CDEC: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/CDEE: CE Turn vehicle/entity down CB/CDEF: FF End queue CB/CDF0: 94 Pause for 60 units CB/CDF1: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/CDF3: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/CDF4: FF End queue CB/CDF5: 95 Pause for 120 units CB/CDF6: 14 Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete) CB/CDF8: C3 Set vehicle/entity's event speed to fast CB/CDF9: 9C Move vehicle/entity up 8 tiles CB/CDFA: FF End queue CB/CDFB: 42 Hide object $14 CB/CDFD: 95 Pause for 120 units CB/CDFE: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CB/CE00: 21 Do vehicle/entity graphical action $21 CB/CE01: E0 Pause for 4 * 8 (32) frames CB/CE03: FF End queue CB/CE04: 4B Display dialogue message $0763, wait for button press (At bottom of screen) LOCKE: CELES… CB/CE07: 78 Enable ability to pass through other objects for object $00 (TERRA ) CB/CE09: 78 Enable ability to pass through other objects for object $01 (LOCKE ) CB/CE0B: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete) CB/CE0D: C2 Set vehicle/entity's event speed to normal CB/CE0E: 82 Move vehicle/entity down 1 tile CB/CE0F: FF End queue CB/CE10: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CB/CE12: C2 Set vehicle/entity's event speed to normal CB/CE13: 83 Move vehicle/entity left 1 tile CB/CE14: FF End queue CB/CE15: D0 Set event bit $1E80($084) [$1E90, bit 4] CB/CE17: D0 Set event bit $1E80($085) [$1E90, bit 5] CB/CE19: DB Clear event bit $1E80($522) [$1F24, bit 2] CB/CE1B: B2 Call subroutine $CACB95 CB/CE1F: 3B Position character in a "ready-to-go" stance CB/CE20: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/CE22: CE Turn vehicle/entity down CB/CE23: FF End queue CB/CE24: 3A Enable player to move while event commands execute CB/CE25: FE Return CB/CE26: 4B Display dialogue message $0765, wait for button press SHADOW: I'm working for the Empire. But don't worry… I'm not going to garrote you! CB/CE29: FE Return CB/CE2A: 4B Display dialogue message $076C, wait for button press SHADOW: You kids stay out of trouble now, you hear? CB/CE2D: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CB/CE2F: 49 Do vehicle/entity graphical action $09, flipped horizontally CB/CE30: FF End queue CB/CE31: FE Return CB/CE32: 4B Display dialogue message $076B, wait for button press (At bottom of screen) LEO: Please, get some rest. CB/CE35: FE Return CB/CE36: 4B Display dialogue message $0764, wait for button press LEO: Right…let's go. CB/CE39: D0 Set event bit $1E80($083) [$1E90, bit 3] CB/CE3B: DB Clear event bit $1E80($542) [$1F28, bit 2] CB/CE3D: DB Clear event bit $1E80($513) [$1F22, bit 3] CB/CE3F: DA Set event bit $1E80($506) [$1F20, bit 6] CB/CE41: 5A Fade screen at speed $04 CB/CE43: F2 Fade out current song with transition time 10 CB/CE45: 5C Pause execution until fade in or fade out is complete CB/CE46: 93 Pause for 45 units CB/CE47: F0 Play song 58 (Windy Shores), (high bit clear), full volume CB/CE49: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CB/CE4B: 92 Pause for 30 units CB/CE4C: 6B Load map $0000 (World of Balance) instantly, (upper bits $2400), place party at (138, 206), facing down CB/CE52: C2 Set vehicle/entity's event speed to normal CB/CE53: FC Change character to ship graphic CB/CE54: 9E Move vehicle/entity down 8 tiles CB/CE55: 99 Move vehicle/entity right 7 tiles CB/CE56: 9E Move vehicle/entity down 8 tiles CB/CE57: 9D Move vehicle/entity right 8 tiles CB/CE58: 85 Move vehicle/entity right 2 tiles CB/CE59: 9E Move vehicle/entity down 8 tiles CB/CE5A: 86 Move vehicle/entity down 2 tiles CB/CE5B: 9D Move vehicle/entity right 8 tiles CB/CE5C: 99 Move vehicle/entity right 7 tiles CB/CE5D: D2 Load map $014C (Albrook, docks / Magitek ship at sea (always)), position (10, 14), mode $C0 CB/CE63: 42 Hide object $31 CB/CE65: 45 Refresh objects CB/CE66: 50 Tint screen (cumulative) with color $FB CB/CE68: B2 Call subroutine $CB6A77 CB/CE6C: 38 Hold screen CB/CE6D: 95 Pause for 120 units CB/CE6E: DA Set event bit $1E80($542) [$1F28, bit 2] CB/CE70: 3D Create object $10 CB/CE72: 3D Create object $12 CB/CE74: 45 Refresh objects CB/CE75: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/CE77: D5 Set vehicle/entity's position to (13, 12) CB/CE7A: CE Turn vehicle/entity down CB/CE7B: FF End queue CB/CE7C: 41 Show object $10 CB/CE7E: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CB/CE80: D5 Set vehicle/entity's position to (9, 13) CB/CE83: CF Turn vehicle/entity left CB/CE84: FF End queue CB/CE85: 41 Show object $12 CB/CE87: 59 Unfade screen at speed $08 CB/CE89: 5C Pause execution until fade in or fade out is complete CB/CE8A: 12 Begin action queue for character $12 (NPC $12), 13 bytes long (Wait until complete) CB/CE8C: E0 Pause for 4 * 10 (40) frames CB/CE8E: CE Turn vehicle/entity down CB/CE8F: E0 Pause for 4 * 2 (8) frames CB/CE91: 19 Do vehicle/entity graphical action $19 CB/CE92: E0 Pause for 4 * 1 (4) frames CB/CE94: 1A Do vehicle/entity graphical action $1A CB/CE95: E0 Pause for 4 * 8 (32) frames CB/CE97: CE Turn vehicle/entity down CB/CE98: FF End queue CB/CE99: 4B Display dialogue message $0287, wait for button press SOLDIER: All systems A-O-K. CB/CE9C: 1C Begin action queue for character $1C (NPC $1C), 11 bytes long (Wait until complete) CB/CE9E: CD Turn vehicle/entity right CB/CE9F: E0 Pause for 4 * 3 (12) frames CB/CEA1: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/CEA2: E0 Pause for 4 * 3 (12) frames CB/CEA4: CD Turn vehicle/entity right CB/CEA5: E0 Pause for 4 * 9 (36) frames CB/CEA7: CE Turn vehicle/entity down CB/CEA8: FF End queue CB/CEA9: 4B Display dialogue message $0761, wait for button press LEO: We should arrive tomorrow morning. Why not rest until then? CB/CEAC: B0 Execute the following commands until $B1 2 times CB/CEAE: 1B Begin action queue for character $1B (NPC $1B), 7 bytes long CB/CEB0: 21 Do vehicle/entity graphical action $21 CB/CEB1: E0 Pause for 4 * 1 (4) frames CB/CEB3: CC Turn vehicle/entity up CB/CEB4: E0 Pause for 4 * 1 (4) frames CB/CEB6: FF End queue CB/CEB7: 1D Begin action queue for character $1D (NPC $1D), 7 bytes long (Wait until complete) CB/CEB9: 21 Do vehicle/entity graphical action $21 CB/CEBA: E0 Pause for 4 * 1 (4) frames CB/CEBC: CC Turn vehicle/entity up CB/CEBD: E0 Pause for 4 * 1 (4) frames CB/CEBF: FF End queue CB/CEC0: B1 End block of repeating commands CB/CEC1: 78 Enable ability to pass through other objects for object $1D (NPC $1D) CB/CEC3: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CB/CEC5: 1D Begin action queue for character $1D (NPC $1D), 3 bytes long CB/CEC7: C2 Set vehicle/entity's event speed to normal CB/CEC8: 9D Move vehicle/entity right 8 tiles CB/CEC9: FF End queue CB/CECA: 1B Begin action queue for character $1B (NPC $1B), 3 bytes long CB/CECC: C2 Set vehicle/entity's event speed to normal CB/CECD: 9D Move vehicle/entity right 8 tiles CB/CECE: FF End queue CB/CECF: B5 Pause for 15 * 5 (75) units CB/CED1: 5A Fade screen at speed $04 CB/CED3: 5C Pause execution until fade in or fade out is complete CB/CED4: 35 Pause execution until action queue for object $1D (NPC $1D) is complete CB/CED6: 35 Pause execution until action queue for object $1B (NPC $1B) is complete CB/CED8: 93 Pause for 45 units CB/CED9: DB Clear event bit $1E80($506) [$1F20, bit 6] CB/CEDB: DA Set event bit $1E80($507) [$1F20, bit 7] CB/CEDD: DB Clear event bit $1E80($542) [$1F28, bit 2] CB/CEDF: 3F Remove character $01 (Actor in stot 1) from the party CB/CEE2: 45 Refresh objects CB/CEE3: 36 Disable ability to pass through other objects for object $1D (NPC $1D) CB/CEE5: 36 Disable ability to pass through other objects for object $1B (NPC $1B) CB/CEE7: 41 Show object $31 CB/CEE9: 3C Set up the party as follows: $00 (Actor in stot 0), $FF (), $FF (), $FF () CB/CEEE: 45 Refresh objects CB/CEEF: 47 Make character in slot 0 the lead character CB/CEF0: 6B Load map $014C (Albrook, docks / Magitek ship at sea (always)) instantly, (upper bits $2000), place party at (12, 16), facing down CB/CEF6: 95 Pause for 120 units CB/CEF7: 59 Unfade screen at speed $08 CB/CEF9: 5C Pause execution until fade in or fade out is complete CB/CEFA: 39 Free screen CB/CEFB: FE Return CB/CEFC: F0 Play song 5 (Awakening), (high bit clear), full volume CB/CEFE: 38 Hold screen CB/CEFF: 4B Display dialogue message $0772, wait for button press LEO: You all right? CB/CF02: 92 Pause for 30 units CB/CF03: C0 If ($1E80($1B1) [$1EB6, bit 1] is set), branch to $CBCF1C CB/CF09: C0 If ($1E80($1B0) [$1EB6, bit 0] is set), branch to $CBCF4A CB/CF0F: C0 If ($1E80($1B3) [$1EB6, bit 3] is set), branch to $CBCF77 CB/CF15: C0 If ($1E80($1B2) [$1EB6, bit 2] is set), branch to $CBCFA0 CB/CF1B: FE Return CB/CF1C: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CB/CF1E: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/CF1F: E0 Pause for 4 * 2 (8) frames CB/CF21: CD Turn vehicle/entity right CB/CF22: E0 Pause for 4 * 2 (8) frames CB/CF24: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/CF25: E0 Pause for 4 * 2 (8) frames CB/CF27: CD Turn vehicle/entity right CB/CF28: FF End queue CB/CF29: 94 Pause for 60 units CB/CF2A: 21 Begin action queue for character $21 (NPC $21), 7 bytes long (Wait until complete) CB/CF2C: C1 Set vehicle/entity's event speed to slow CB/CF2D: 81 Move vehicle/entity right 1 tile CB/CF2E: 82 Move vehicle/entity down 1 tile CB/CF2F: E0 Pause for 4 * 3 (12) frames CB/CF31: 23 Do vehicle/entity graphical action $23 CB/CF32: FF End queue CB/CF33: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/CF35: C1 Set vehicle/entity's event speed to slow CB/CF36: 81 Move vehicle/entity right 1 tile CB/CF37: FF End queue CB/CF38: 4B Display dialogue message $0773, wait for button press LEO: Looks like you're feeling better… CB/CF3B: 93 Pause for 45 units CB/CF3C: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/CF3E: C1 Set vehicle/entity's event speed to slow CB/CF3F: 82 Move vehicle/entity down 1 tile CB/CF40: C1 Set vehicle/entity's event speed to slow CB/CF41: 82 Move vehicle/entity down 1 tile CB/CF42: FF End queue CB/CF43: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CBCFCE CB/CF49: FE Return CB/CF4A: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CB/CF4C: 21 Do vehicle/entity graphical action $21 CB/CF4D: E0 Pause for 4 * 2 (8) frames CB/CF4F: CC Turn vehicle/entity up CB/CF50: E0 Pause for 4 * 2 (8) frames CB/CF52: 21 Do vehicle/entity graphical action $21 CB/CF53: E0 Pause for 4 * 2 (8) frames CB/CF55: CC Turn vehicle/entity up CB/CF56: FF End queue CB/CF57: 94 Pause for 60 units CB/CF58: 21 Begin action queue for character $21 (NPC $21), 7 bytes long (Wait until complete) CB/CF5A: C1 Set vehicle/entity's event speed to slow CB/CF5B: 81 Move vehicle/entity right 1 tile CB/CF5C: 82 Move vehicle/entity down 1 tile CB/CF5D: E0 Pause for 4 * 3 (12) frames CB/CF5F: 23 Do vehicle/entity graphical action $23 CB/CF60: FF End queue CB/CF61: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/CF63: C1 Set vehicle/entity's event speed to slow CB/CF64: A0 Move vehicle/entity right/up 1x1 tiles CB/CF65: FF End queue CB/CF66: 4B Display dialogue message $0773, wait for button press LEO: Looks like you're feeling better… CB/CF69: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/CF6B: C1 Set vehicle/entity's event speed to slow CB/CF6C: 83 Move vehicle/entity left 1 tile CB/CF6D: C1 Set vehicle/entity's event speed to slow CB/CF6E: 82 Move vehicle/entity down 1 tile CB/CF6F: FF End queue CB/CF70: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CBCFCE CB/CF76: FE Return CB/CF77: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CB/CF79: 22 Do vehicle/entity graphical action $22 CB/CF7A: E0 Pause for 4 * 2 (8) frames CB/CF7C: CF Turn vehicle/entity left CB/CF7D: E0 Pause for 4 * 2 (8) frames CB/CF7F: 22 Do vehicle/entity graphical action $22 CB/CF80: E0 Pause for 4 * 2 (8) frames CB/CF82: CF Turn vehicle/entity left CB/CF83: FF End queue CB/CF84: 94 Pause for 60 units CB/CF85: 21 Begin action queue for character $21 (NPC $21), 7 bytes long (Wait until complete) CB/CF87: C1 Set vehicle/entity's event speed to slow CB/CF88: 82 Move vehicle/entity down 1 tile CB/CF89: 81 Move vehicle/entity right 1 tile CB/CF8A: E0 Pause for 4 * 3 (12) frames CB/CF8C: 23 Do vehicle/entity graphical action $23 CB/CF8D: FF End queue CB/CF8E: 4B Display dialogue message $0773, wait for button press LEO: Looks like you're feeling better… CB/CF91: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CB/CF93: C1 Set vehicle/entity's event speed to slow CB/CF94: 87 Move vehicle/entity left 2 tiles CB/CF95: 82 Move vehicle/entity down 1 tile CB/CF96: C1 Set vehicle/entity's event speed to slow CB/CF97: 82 Move vehicle/entity down 1 tile CB/CF98: FF End queue CB/CF99: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CBCFCE CB/CF9F: FE Return CB/CFA0: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CB/CFA2: 20 Do vehicle/entity graphical action $20 CB/CFA3: E0 Pause for 4 * 2 (8) frames CB/CFA5: CE Turn vehicle/entity down CB/CFA6: E0 Pause for 4 * 2 (8) frames CB/CFA8: 20 Do vehicle/entity graphical action $20 CB/CFA9: E0 Pause for 4 * 2 (8) frames CB/CFAB: CE Turn vehicle/entity down CB/CFAC: FF End queue CB/CFAD: 94 Pause for 60 units CB/CFAE: 21 Begin action queue for character $21 (NPC $21), 7 bytes long (Wait until complete) CB/CFB0: C1 Set vehicle/entity's event speed to slow CB/CFB1: 82 Move vehicle/entity down 1 tile CB/CFB2: 81 Move vehicle/entity right 1 tile CB/CFB3: E0 Pause for 4 * 3 (12) frames CB/CFB5: 23 Do vehicle/entity graphical action $23 CB/CFB6: FF End queue CB/CFB7: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/CFB9: C1 Set vehicle/entity's event speed to slow CB/CFBA: A1 Move vehicle/entity right/down 1x1 tiles CB/CFBB: FF End queue CB/CFBC: 4B Display dialogue message $0773, wait for button press LEO: Looks like you're feeling better… CB/CFBF: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CB/CFC1: C2 Set vehicle/entity's event speed to normal CB/CFC2: 83 Move vehicle/entity left 1 tile CB/CFC3: 86 Move vehicle/entity down 2 tiles CB/CFC4: C1 Set vehicle/entity's event speed to slow CB/CFC5: 82 Move vehicle/entity down 1 tile CB/CFC6: FF End queue CB/CFC7: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CBCFCE CB/CFCD: FE Return CB/CFCE: 92 Pause for 30 units CB/CFCF: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/CFD1: 20 Do vehicle/entity graphical action $20 CB/CFD2: FF End queue CB/CFD3: 95 Pause for 120 units CB/CFD4: 48 Display dialogue message $0774, continue executing commands TERRA: Funny, isn't it… I was used by the Empire… even had my thoughts ripped from me… But here I am cooperating with the “enemy”… CB/CFD7: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/CFD9: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/CFDA: FF End queue CB/CFDB: 49 If dialogue window is up, wait for keypress then dismiss CB/CFDC: 92 Pause for 30 units CB/CFDD: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long CB/CFDF: E0 Pause for 4 * 4 (16) frames CB/CFE1: CD Turn vehicle/entity right CB/CFE2: FF End queue CB/CFE3: 4B Display dialogue message $0775, wait for button press LEO: People are people. Not all of us are like Kefka. CB/CFE6: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/CFE8: B5 Pause for 15 * 6 (90) units CB/CFEA: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/CFEC: CE Turn vehicle/entity down CB/CFED: E0 Pause for 4 * 2 (8) frames CB/CFEF: 22 Do vehicle/entity graphical action $22 CB/CFF0: E0 Pause for 4 * 11 (44) frames CB/CFF2: CF Turn vehicle/entity left CB/CFF3: FF End queue CB/CFF4: 4B Display dialogue message $0776, wait for button press TERRA: What… what's with you? CB/CFF7: B5 Pause for 15 * 5 (75) units CB/CFF9: 21 Begin action queue for character $21 (NPC $21), 11 bytes long (Wait until complete) CB/CFFB: CC Turn vehicle/entity up CB/CFFC: E0 Pause for 4 * 3 (12) frames CB/CFFE: C1 Set vehicle/entity's event speed to slow CB/CFFF: 80 Move vehicle/entity up 1 tile CB/D000: E0 Pause for 4 * 6 (24) frames CB/D002: 21 Do vehicle/entity graphical action $21 CB/D003: E0 Pause for 4 * 6 (24) frames CB/D005: FF End queue CB/D006: 4B Display dialogue message $0777, wait for button press LEO: I knew you were being used as a kind of biological weapon… And because I didn't do anything about it, I'm no different than Kefka… CB/D009: B5 Pause for 15 * 10 (150) units CB/D00B: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete) CB/D00D: CC Turn vehicle/entity up CB/D00E: E0 Pause for 4 * 3 (12) frames CB/D010: C1 Set vehicle/entity's event speed to slow CB/D011: 80 Move vehicle/entity up 1 tile CB/D012: E0 Pause for 4 * 3 (12) frames CB/D014: CD Turn vehicle/entity right CB/D015: E0 Pause for 4 * 6 (24) frames CB/D017: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/D018: FF End queue CB/D019: 92 Pause for 30 units CB/D01A: 4B Display dialogue message $0778, wait for button press TERRA: I'm the product of a human and an Esper… Will I ever be able to love someone? CB/D01D: 93 Pause for 45 units CB/D01E: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CB/D020: CF Turn vehicle/entity left CB/D021: FF End queue CB/D022: 4B Display dialogue message $0779, wait for button press LEO: Of course! CB/D025: 92 Pause for 30 units CB/D026: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CB/D028: C1 Set vehicle/entity's event speed to slow CB/D029: 86 Move vehicle/entity down 2 tiles CB/D02A: E0 Pause for 4 * 5 (20) frames CB/D02C: 20 Do vehicle/entity graphical action $20 CB/D02D: FF End queue CB/D02E: 4B Display dialogue message $077A, wait for button press TERRA: But… I haven't felt that way yet… CB/D031: 21 Begin action queue for character $21 (NPC $21), 4 bytes long CB/D033: E0 Pause for 4 * 6 (24) frames CB/D035: 22 Do vehicle/entity graphical action $22 CB/D036: FF End queue CB/D037: B5 Pause for 15 * 5 (75) units CB/D039: 21 Begin action queue for character $21 (NPC $21), 4 bytes long (Wait until complete) CB/D03B: E0 Pause for 4 * 3 (12) frames CB/D03D: CC Turn vehicle/entity up CB/D03E: FF End queue CB/D03F: 95 Pause for 120 units CB/D040: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CB/D042: 82 Move vehicle/entity down 1 tile CB/D043: FF End queue CB/D044: B5 Pause for 15 * 6 (90) units CB/D046: 21 Begin action queue for character $21 (NPC $21), 3 bytes long CB/D048: 86 Move vehicle/entity down 2 tiles CB/D049: CF Turn vehicle/entity left CB/D04A: FF End queue CB/D04B: 4B Display dialogue message $077B, wait for button press LEO: You're just young. …but I understand what you mean. I understand only too well… CB/D04E: 95 Pause for 120 units CB/D04F: 78 Enable ability to pass through other objects for object $21 (NPC $21) CB/D051: 21 Begin action queue for character $21 (NPC $21), 7 bytes long (Wait until complete) CB/D053: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/D054: E0 Pause for 4 * 15 (60) frames CB/D056: C2 Set vehicle/entity's event speed to normal CB/D057: 9D Move vehicle/entity right 8 tiles CB/D058: 89 Move vehicle/entity right 3 tiles CB/D059: FF End queue CB/D05A: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/D05C: E0 Pause for 4 * 3 (12) frames CB/D05E: CE Turn vehicle/entity down CB/D05F: E0 Pause for 4 * 3 (12) frames CB/D061: C1 Set vehicle/entity's event speed to slow CB/D062: 85 Move vehicle/entity right 2 tiles CB/D063: FF End queue CB/D064: 36 Disable ability to pass through other objects for object $21 (NPC $21) CB/D066: 42 Hide object $21 CB/D068: 3E Delete object $21 CB/D06A: 45 Refresh objects CB/D06B: 93 Pause for 45 units CB/D06C: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/D06E: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/D06F: FF End queue CB/D070: B5 Pause for 15 * 6 (90) units CB/D072: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/D074: 20 Do vehicle/entity graphical action $20 CB/D075: FF End queue CB/D076: 95 Pause for 120 units CB/D077: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/D079: 23 Do vehicle/entity graphical action $23 CB/D07A: FF End queue CB/D07B: 94 Pause for 60 units CB/D07C: 4B Display dialogue message $077C, wait for button press TERRA: But… I want to know what love is… now! CB/D07F: DA Set event bit $1E80($508) [$1F21, bit 0] CB/D081: 3D Create object $1E CB/D083: 45 Refresh objects CB/D084: 41 Show object $1E CB/D086: B5 Pause for 15 * 15 (225) units CB/D088: F4 Play sound effect 44 CB/D08A: 93 Pause for 45 units CB/D08B: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/D08D: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/D08E: FF End queue CB/D08F: 4B Display dialogue message $077D, wait for button press TERRA: Who is it? CB/D092: B5 Pause for 15 * 6 (90) units CB/D094: 1E Begin action queue for character $1E (NPC $1E), 7 bytes long (Wait until complete) CB/D096: C1 Set vehicle/entity's event speed to slow CB/D097: 8F Move vehicle/entity left 4 tiles CB/D098: 82 Move vehicle/entity down 1 tile CB/D099: E0 Pause for 4 * 2 (8) frames CB/D09B: 23 Do vehicle/entity graphical action $23 CB/D09C: FF End queue CB/D09D: 4B Display dialogue message $077E, wait for button press SHADOW: Thought I'd sleep out under the stars. CB/D0A0: 94 Pause for 60 units CB/D0A1: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long CB/D0A3: 20 Do vehicle/entity graphical action $20 CB/D0A4: E0 Pause for 4 * 6 (24) frames CB/D0A6: 23 Do vehicle/entity graphical action $23 CB/D0A7: FF End queue CB/D0A8: 4B Display dialogue message $077F, wait for button press TERRA: Did you hear… …what we were just talking about? CB/D0AB: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CB/D0AD: 94 Pause for 60 units CB/D0AE: 1E Begin action queue for character $1E (NPC $1E), 4 bytes long (Wait until complete) CB/D0B0: C1 Set vehicle/entity's event speed to slow CB/D0B1: 87 Move vehicle/entity left 2 tiles CB/D0B2: CC Turn vehicle/entity up CB/D0B3: FF End queue CB/D0B4: 4B Display dialogue message $0782, wait for button press SHADOW: I didn't mean to overhear anything. CB/D0B7: 94 Pause for 60 units CB/D0B8: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/D0BA: C1 Set vehicle/entity's event speed to slow CB/D0BB: 80 Move vehicle/entity up 1 tile CB/D0BC: FF End queue CB/D0BD: 92 Pause for 30 units CB/D0BE: 4B Display dialogue message $0780, wait for button press TERRA: Umm… CB/D0C1: 1E Begin action queue for character $1E (NPC $1E), 14 bytes long (Wait until complete) CB/D0C3: 23 Do vehicle/entity graphical action $23 CB/D0C4: E0 Pause for 4 * 2 (8) frames CB/D0C6: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/D0C7: E0 Pause for 4 * 2 (8) frames CB/D0C9: 23 Do vehicle/entity graphical action $23 CB/D0CA: E0 Pause for 4 * 2 (8) frames CB/D0CC: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/D0CD: E0 Pause for 4 * 2 (8) frames CB/D0CF: CE Turn vehicle/entity down CB/D0D0: FF End queue CB/D0D1: 92 Pause for 30 units CB/D0D2: 4B Display dialogue message $0781, wait for button press SHADOW: I can't help you. You must look within for answers. CB/D0D5: 93 Pause for 45 units CB/D0D6: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/D0D8: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/D0D9: FF End queue CB/D0DA: 95 Pause for 120 units CB/D0DB: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/D0DD: C2 Set vehicle/entity's event speed to normal CB/D0DE: 82 Move vehicle/entity down 1 tile CB/D0DF: 89 Move vehicle/entity right 3 tiles CB/D0E0: FF End queue CB/D0E1: 4B Display dialogue message $0783, wait for button press SHADOW: TERRA. CB/D0E4: 95 Pause for 120 units CB/D0E5: 1E Begin action queue for character $1E (NPC $1E), 3 bytes long (Wait until complete) CB/D0E7: C1 Set vehicle/entity's event speed to slow CB/D0E8: 82 Move vehicle/entity down 1 tile CB/D0E9: FF End queue CB/D0EA: 92 Pause for 30 units CB/D0EB: 4B Display dialogue message $0784, wait for button press SHADOW: In this world are many like me who've killed their emotions. Don't forget that. CB/D0EE: 95 Pause for 120 units CB/D0EF: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CB/D0F1: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/D0F3: C2 Set vehicle/entity's event speed to normal CB/D0F4: 95 Move vehicle/entity right 6 tiles CB/D0F5: FF End queue CB/D0F6: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CB/D0F8: DA Set event bit $1E80($506) [$1F20, bit 6] CB/D0FA: 3D Create object $1D CB/D0FC: 1D Begin action queue for character $1D (NPC $1D), 4 bytes long (Wait until complete) CB/D0FE: D5 Set vehicle/entity's position to (15, 13) CB/D101: FF End queue CB/D102: 41 Show object $1D CB/D104: 45 Refresh objects CB/D105: 94 Pause for 60 units CB/D106: 1E Begin action queue for character $1E (NPC $1E), 7 bytes long (Wait until complete) CB/D108: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/D109: E0 Pause for 4 * 21 (84) frames CB/D10B: C1 Set vehicle/entity's event speed to slow CB/D10C: A2 Move vehicle/entity left/down 1x1 tiles CB/D10D: 82 Move vehicle/entity down 1 tile CB/D10E: FF End queue CB/D10F: 95 Pause for 120 units CB/D110: F0 Play song 43 (???, Crazy Old Man's House), (high bit clear), full volume CB/D112: B5 Pause for 15 * 5 (75) units CB/D114: 1D Begin action queue for character $1D (NPC $1D), 5 bytes long (Wait until complete) CB/D116: C1 Set vehicle/entity's event speed to slow CB/D117: 09 Do vehicle/entity graphical action $09 (kneeling) CB/D118: C7 Set vehicle/entity to stay still when moving CB/D119: A3 Move vehicle/entity left/up 1x1 tiles CB/D11A: FF End queue CB/D11B: 4B Display dialogue message $0288, wait for button press (At bottom of screen) LOCKE: Urgh… Uooh… Argh… CB/D11E: 93 Pause for 45 units CB/D11F: 1D Begin action queue for character $1D (NPC $1D), 6 bytes long (Wait until complete) CB/D121: C1 Set vehicle/entity's event speed to slow CB/D122: C7 Set vehicle/entity to stay still when moving CB/D123: A2 Move vehicle/entity left/down 1x1 tiles CB/D124: C6 Set vehicle/entity to walk when moving CB/D125: 28 Do vehicle/entity graphical action $28 CB/D126: FF End queue CB/D127: B5 Pause for 15 * 5 (75) units CB/D129: 4B Display dialogue message $027F, wait for button press (At bottom of screen) LOCKE: Ooh… Ohhhhhhh… CB/D12C: B5 Pause for 15 * 6 (90) units CB/D12E: 1D Begin action queue for character $1D (NPC $1D), 13 bytes long (Wait until complete) CB/D130: 1F Do vehicle/entity graphical action $1F CB/D131: E0 Pause for 4 * 3 (12) frames CB/D133: C3 Set vehicle/entity's event speed to fast CB/D134: 87 Move vehicle/entity left 2 tiles CB/D135: 80 Move vehicle/entity up 1 tile CB/D136: 17 Do vehicle/entity graphical action $17 CB/D137: E0 Pause for 4 * 2 (8) frames CB/D139: C7 Set vehicle/entity to stay still when moving CB/D13A: 80 Move vehicle/entity up 1 tile CB/D13B: CC Turn vehicle/entity up CB/D13C: FF End queue CB/D13D: 4B Display dialogue message $027E, wait for button press (At bottom of screen) LOCKE: I think I'm gonna… CB/D140: 95 Pause for 120 units CB/D141: 1D Begin action queue for character $1D (NPC $1D), 6 bytes long (Wait until complete) CB/D143: C3 Set vehicle/entity's event speed to fast CB/D144: DC Make vehicle/entity jump (low) CB/D145: 86 Move vehicle/entity down 2 tiles CB/D146: 28 Do vehicle/entity graphical action $28 CB/D147: C6 Set vehicle/entity to walk when moving CB/D148: FF End queue CB/D149: B5 Pause for 15 * 10 (150) units CB/D14B: 78 Enable ability to pass through other objects for object $1E (NPC $1E) CB/D14D: 1E Begin action queue for character $1E (NPC $1E), 4 bytes long CB/D14F: C2 Set vehicle/entity's event speed to normal CB/D150: 9D Move vehicle/entity right 8 tiles CB/D151: 91 Move vehicle/entity right 5 tiles CB/D152: FF End queue CB/D153: B5 Pause for 15 * 5 (75) units CB/D155: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete) CB/D157: 09 Do vehicle/entity graphical action $09 (kneeling) CB/D158: FF End queue CB/D159: 4B Display dialogue message $076D, wait for button press (At bottom of screen) LOCKE: Not a word of this to anyone else, o shrouded one… CB/D15C: B5 Pause for 15 * 6 (90) units CB/D15E: 1D Begin action queue for character $1D (NPC $1D), 12 bytes long (Wait until complete) CB/D160: 1F Do vehicle/entity graphical action $1F CB/D161: E0 Pause for 4 * 3 (12) frames CB/D163: C3 Set vehicle/entity's event speed to fast CB/D164: 80 Move vehicle/entity up 1 tile CB/D165: 17 Do vehicle/entity graphical action $17 CB/D166: E0 Pause for 4 * 2 (8) frames CB/D168: C7 Set vehicle/entity to stay still when moving CB/D169: 80 Move vehicle/entity up 1 tile CB/D16A: CC Turn vehicle/entity up CB/D16B: FF End queue CB/D16C: 4B Display dialogue message $027E, wait for button press (At bottom of screen) LOCKE: I think I'm gonna… CB/D16F: 5A Fade screen at speed $02 CB/D171: 5C Pause execution until fade in or fade out is complete CB/D172: DB Clear event bit $1E80($506) [$1F20, bit 6] CB/D174: DA Set event bit $1E80($511) [$1F22, bit 1] CB/D176: DB Clear event bit $1E80($508) [$1F21, bit 0] CB/D178: DA Set event bit $1E80($507) [$1F20, bit 7] CB/D17A: DA Set event bit $1E80($522) [$1F24, bit 2] CB/D17C: DB Clear event bit $1E80($513) [$1F22, bit 3] CB/D17E: DA Set event bit $1E80($542) [$1F28, bit 2] CB/D180: DA Set event bit $1E80($565) [$1F2C, bit 5] CB/D182: 39 Free screen CB/D183: 94 Pause for 60 units CB/D184: F0 Play song 58 (Windy Shores), (high bit clear), full volume CB/D186: 92 Pause for 30 units CB/D187: 6B Load map $0000 (World of Balance) instantly, (upper bits $2400), place party at (193, 157), facing down CB/D18D: C2 Set vehicle/entity's event speed to normal CB/D18E: FC Change character to ship graphic CB/D18F: 9D Move vehicle/entity right 8 tiles CB/D190: 9D Move vehicle/entity right 8 tiles CB/D191: 8E Move vehicle/entity down 4 tiles CB/D192: 9D Move vehicle/entity right 8 tiles CB/D193: 9D Move vehicle/entity right 8 tiles CB/D194: D2 Load map $014C (Albrook, docks / Magitek ship at sea (always)), position (14, 16), mode $C0 CB/D19A: 42 Hide object $13 CB/D19C: 42 Hide object $21 CB/D19E: 3E Delete object $21 CB/D1A0: 3E Delete object $13 CB/D1A2: 45 Refresh objects CB/D1A3: 15 Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete) CB/D1A5: D5 Set vehicle/entity's position to (8, 15) CB/D1A8: 09 Do vehicle/entity graphical action $09 (kneeling) CB/D1A9: FF End queue CB/D1AA: 16 Begin action queue for character $16 (NPC $16), 5 bytes long (Wait until complete) CB/D1AC: D5 Set vehicle/entity's position to (7, 16) CB/D1AF: CD Turn vehicle/entity right CB/D1B0: FF End queue CB/D1B1: 3D Create object $1D CB/D1B3: 45 Refresh objects CB/D1B4: 1D Begin action queue for character $1D (NPC $1D), 5 bytes long (Wait until complete) CB/D1B6: D5 Set vehicle/entity's position to (10, 14) CB/D1B9: CD Turn vehicle/entity right CB/D1BA: FF End queue CB/D1BB: 41 Show object $1D CB/D1BD: 14 Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete) CB/D1BF: D5 Set vehicle/entity's position to (7, 13) CB/D1C2: CE Turn vehicle/entity down CB/D1C3: FF End queue CB/D1C4: 19 Begin action queue for character $19 (NPC $19), 5 bytes long (Wait until complete) CB/D1C6: D5 Set vehicle/entity's position to (11, 13) CB/D1C9: CE Turn vehicle/entity down CB/D1CA: FF End queue CB/D1CB: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CB/D1CD: D5 Set vehicle/entity's position to (10, 16) CB/D1D0: CC Turn vehicle/entity up CB/D1D1: FF End queue CB/D1D2: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CB/D1D4: D5 Set vehicle/entity's position to (10, 12) CB/D1D7: CE Turn vehicle/entity down CB/D1D8: FF End queue CB/D1D9: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/D1DB: D5 Set vehicle/entity's position to (11, 15) CB/D1DE: CC Turn vehicle/entity up CB/D1DF: FF End queue CB/D1E0: 1F Begin action queue for character $1F (NPC $1F), 5 bytes long (Wait until complete) CB/D1E2: D5 Set vehicle/entity's position to (13, 13) CB/D1E5: CE Turn vehicle/entity down CB/D1E6: FF End queue CB/D1E7: D0 Set event bit $1E80($086) [$1E90, bit 6] CB/D1E9: 50 Tint screen (cumulative) with color $FB CB/D1EB: B2 Call subroutine $CB6A77 CB/D1EF: 59 Unfade screen at speed $08 CB/D1F1: 5C Pause execution until fade in or fade out is complete CB/D1F2: FE Return CB/D1F3: C0 If ($1E80($089) [$1E91, bit 1] is set), branch to $CBD205 CB/D1F9: 4B Display dialogue message $0785, wait for button press LEO: We're almost at Crescent Island. When we disembark, we'll split into two groups. CELES and I will form one group. TERRA, you go with LOCKE and SHADOW. If you spot the Espers, report at once! CB/D1FC: D0 Set event bit $1E80($089) [$1E91, bit 1] CB/D1FE: 22 Begin action queue for character $22 (NPC $22), 4 bytes long (Wait until complete) CB/D200: C2 Set vehicle/entity's event speed to normal CB/D201: 80 Move vehicle/entity up 1 tile CB/D202: CE Turn vehicle/entity down CB/D203: FF End queue CB/D204: FE Return CB/D205: 4B Display dialogue message $0786, wait for button press LEO: TERRA, we'll continue yesterday's conversation later… CB/D208: FE Return CB/D209: 20 Begin action queue for character $20 (NPC $20), 5 bytes long CB/D20B: E0 Pause for 4 * 64 (256) frames CB/D20D: C2 Set vehicle/entity's event speed to normal CB/D20E: 89 Move vehicle/entity right 3 tiles CB/D20F: FF End queue CB/D210: 4B Display dialogue message $0787, wait for button press LOCKE: Let's go. CB/D213: 93 Pause for 45 units CB/D214: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete) CB/D216: CF Turn vehicle/entity left CB/D217: FF End queue CB/D218: 92 Pause for 30 units CB/D219: 4B Display dialogue message $07C0, wait for button press LOCKE: SHADOW! CB/D21C: 92 Pause for 30 units CB/D21D: 15 Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete) CB/D21F: CE Turn vehicle/entity down CB/D220: E0 Pause for 4 * 3 (12) frames CB/D222: CF Turn vehicle/entity left CB/D223: FF End queue CB/D224: 94 Pause for 60 units CB/D225: B2 Call subroutine $CB6ABF CB/D229: 92 Pause for 30 units CB/D22A: 15 Begin action queue for character $15 (NPC $15), 6 bytes long (Wait until complete) CB/D22C: CD Turn vehicle/entity right CB/D22D: E0 Pause for 4 * 2 (8) frames CB/D22F: C2 Set vehicle/entity's event speed to normal CB/D230: 81 Move vehicle/entity right 1 tile CB/D231: FF End queue CB/D232: 4B Display dialogue message $0283, wait for button press CELES: Hey…LOCKE… CB/D235: 48 Display dialogue message $0788, continue executing commands CELES: Um, I… CB/D238: 14 Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete) CB/D23A: C2 Set vehicle/entity's event speed to normal CB/D23B: 82 Move vehicle/entity down 1 tile CB/D23C: CD Turn vehicle/entity right CB/D23D: 81 Move vehicle/entity right 1 tile CB/D23E: FF End queue CB/D23F: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CB/D241: 03 Do vehicle/entity graphical action $03 CB/D242: CC Turn vehicle/entity up CB/D243: C1 Set vehicle/entity's event speed to slow CB/D244: 81 Move vehicle/entity right 1 tile CB/D245: E0 Pause for 4 * 3 (12) frames CB/D247: CC Turn vehicle/entity up CB/D248: FF End queue CB/D249: 49 If dialogue window is up, wait for keypress then dismiss CB/D24A: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete) CB/D24C: 23 Do vehicle/entity graphical action $23 CB/D24D: FF End queue CB/D24E: B5 Pause for 15 * 6 (90) units CB/D250: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete) CB/D252: CD Turn vehicle/entity right CB/D253: FF End queue CB/D254: 4B Display dialogue message $0789, wait for button press (At bottom of screen) LOCKE: Come on. CB/D257: 38 Hold screen CB/D258: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long CB/D25A: C2 Set vehicle/entity's event speed to normal CB/D25B: 85 Move vehicle/entity right 2 tiles CB/D25C: CF Turn vehicle/entity left CB/D25D: FF End queue CB/D25E: 78 Enable ability to pass through other objects for object $1D (NPC $1D) CB/D260: 78 Enable ability to pass through other objects for object $15 (NPC $15) CB/D262: 78 Enable ability to pass through other objects for object $16 (NPC $16) CB/D264: 1D Begin action queue for character $1D (NPC $1D), 5 bytes long CB/D266: C2 Set vehicle/entity's event speed to normal CB/D267: 85 Move vehicle/entity right 2 tiles CB/D268: 86 Move vehicle/entity down 2 tiles CB/D269: 9D Move vehicle/entity right 8 tiles CB/D26A: FF End queue CB/D26B: 15 Begin action queue for character $15 (NPC $15), 7 bytes long CB/D26D: C2 Set vehicle/entity's event speed to normal CB/D26E: 81 Move vehicle/entity right 1 tile CB/D26F: 80 Move vehicle/entity up 1 tile CB/D270: 85 Move vehicle/entity right 2 tiles CB/D271: 86 Move vehicle/entity down 2 tiles CB/D272: 9D Move vehicle/entity right 8 tiles CB/D273: FF End queue CB/D274: 16 Begin action queue for character $16 (NPC $16), 7 bytes long (Wait until complete) CB/D276: C2 Set vehicle/entity's event speed to normal CB/D277: 81 Move vehicle/entity right 1 tile CB/D278: 84 Move vehicle/entity up 2 tiles CB/D279: 89 Move vehicle/entity right 3 tiles CB/D27A: 86 Move vehicle/entity down 2 tiles CB/D27B: 9D Move vehicle/entity right 8 tiles CB/D27C: FF End queue CB/D27D: 91 Pause for 15 units CB/D27E: 14 Begin action queue for character $14 (NPC $14), 8 bytes long (Wait until complete) CB/D280: CE Turn vehicle/entity down CB/D281: E0 Pause for 4 * 2 (8) frames CB/D283: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/D284: E0 Pause for 4 * 1 (4) frames CB/D286: 49 Do vehicle/entity graphical action $09, flipped horizontally CB/D287: FF End queue CB/D288: 94 Pause for 60 units CB/D289: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CB/D28B: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CB/D28D: C2 Set vehicle/entity's event speed to normal CB/D28E: 83 Move vehicle/entity left 1 tile CB/D28F: E0 Pause for 4 * 6 (24) frames CB/D291: 23 Do vehicle/entity graphical action $23 CB/D292: E0 Pause for 4 * 10 (40) frames CB/D294: C3 Set vehicle/entity's event speed to fast CB/D295: 86 Move vehicle/entity down 2 tiles CB/D296: 9D Move vehicle/entity right 8 tiles CB/D297: FF End queue CB/D298: 94 Pause for 60 units CB/D299: 5A Fade screen at speed $03 CB/D29B: 5C Pause execution until fade in or fade out is complete CB/D29C: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CB/D29E: 3F Assign character $01 (Actor in stot 1) to party 1 CB/D2A1: 3D Create object $03 CB/D2A3: 3F Assign character $03 (Actor in stot 3) to party 1 CB/D2A6: 45 Refresh objects CB/D2A7: D4 Set event bit $1E80($2E3) [$1EDC, bit 3] CB/D2A9: 77 Perform level averaging on character $03 (SHADOW) and calculate new maximum HP/MP CB/D2AB: D4 Set event bit $1E80($2F3) [$1EDE, bit 3] CB/D2AD: 88 Remove the following status ailments from character $03 (Actor in stot 3): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CB/D2B1: 8B For character $03 (Actor in stot 3), take HP and set to maximum CB/D2B4: 8C For character $03 (Actor in stot 3), take MP and set to maximum CB/D2B7: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CB/D2BB: 39 Free screen CB/D2BC: 36 Disable ability to pass through other objects for object $1D (NPC $1D) CB/D2BE: 36 Disable ability to pass through other objects for object $15 (NPC $15) CB/D2C0: 36 Disable ability to pass through other objects for object $16 (NPC $16) CB/D2C2: DB Clear event bit $1E80($506) [$1F20, bit 6] CB/D2C4: DB Clear event bit $1E80($507) [$1F20, bit 7] CB/D2C6: DB Clear event bit $1E80($508) [$1F21, bit 0] CB/D2C8: DB Clear event bit $1E80($511) [$1F22, bit 1] CB/D2CA: DB Clear event bit $1E80($513) [$1F22, bit 3] CB/D2CC: DB Clear event bit $1E80($522) [$1F24, bit 2] CB/D2CE: DB Clear event bit $1E80($542) [$1F28, bit 2] CB/D2D0: DB Clear event bit $1E80($565) [$1F2C, bit 5] CB/D2D2: B8 Set bit $1DC9($4B) [$1DD2, bit 3] CB/D2D4: B2 Call subroutine $CACB95 CB/D2D8: 3B Position character in a "ready-to-go" stance CB/D2D9: 6B Load map $0000 (World of Balance) instantly, (upper bits $2400), place party at (225, 161), facing down CB/D2DF: C2 Set vehicle/entity's event speed to normal CB/D2E0: FC Change character to ship graphic CB/D2E1: 99 Move vehicle/entity right 7 tiles CB/D2E2: 9C Move vehicle/entity up 8 tiles CB/D2E3: 84 Move vehicle/entity up 2 tiles CB/D2E4: C9 Clear bit $1E80($CC) [$1E99, bit 4] CB/D2E6: 01 Do vehicle/entity graphical action $01 CB/D2E7: D3 Load map $0000 (World of Balance), position (232, 150), mode $40 CB/D2ED: FF End map script CB/D2EE: B0 Execute the following commands until $B1 156 times CB/D2F0: 80 Move vehicle/entity up 1 tile CB/D2F1: 08 Do vehicle/entity graphical action $08 CB/D2F2: D3 Load map $0001 (World of Ruin), position (153, 128), mode $01 CB/D2F8: D3 Clear event bit $1E80($101) [$1EA0, bit 1] CB/D2FA: D2 Load map $0157 (Thamasa, outdoors (WoB pre-Espers / Shadow's last dream / "That evening")), position (23, 46), mode $80 CB/D300: FE Return CB/D301: D2 Load map $0155 (Thamasa, outdoors (WoB, during Esper visit and Kefka scenes)), position (23, 46), mode $80 CB/D307: FE Return CB/D308: D2 Load map $0154 (Thamasa, outdoors (WoB, after Leo dies / WoR, Relm and Gungho talk)), position (23, 46), mode $80 CB/D30E: FE Return CB/D30F: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CBD328 CB/D315: C0 If ($1E80($09C) [$1E93, bit 4] is set), branch to $CBD32F CB/D31B: C0 If ($1E80($099) [$1E93, bit 1] is clear), branch to $CA5EB3 (simply returns) CB/D321: 6A Load map $0155 (Thamasa, outdoors (WoB, during Esper visit and Kefka scenes)) after fade out, (upper bits $2000), place party at (14, 39), facing down CB/D327: FE Return CB/D328: 6A Load map $0158 (Thamasa, outdoors (WoR)) after fade out, (upper bits $2000), place party at (14, 39), facing down CB/D32E: FE Return CB/D32F: 6A Load map $0154 (Thamasa, outdoors (WoB, after Leo dies / WoR, Relm and Gungho talk)) after fade out, (upper bits $2000), place party at (14, 39), facing down CB/D335: FE Return CB/D336: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CBD34F CB/D33C: C0 If ($1E80($09C) [$1E93, bit 4] is set), branch to $CBD356 CB/D342: C0 If ($1E80($099) [$1E93, bit 1] is clear), branch to $CA5EB3 (simply returns) CB/D348: 6A Load map $0155 (Thamasa, outdoors (WoB, during Esper visit and Kefka scenes)) after fade out, (upper bits $2000), place party at (20, 39), facing down CB/D34E: FE Return CB/D34F: 6A Load map $0158 (Thamasa, outdoors (WoR)) after fade out, (upper bits $2000), place party at (20, 39), facing down CB/D355: FE Return CB/D356: 6A Load map $0154 (Thamasa, outdoors (WoB, after Leo dies / WoR, Relm and Gungho talk)) after fade out, (upper bits $2000), place party at (20, 39), facing down CB/D35C: FE Return CB/D35D: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CBD376 CB/D363: C0 If ($1E80($09C) [$1E93, bit 4] is set), branch to $CBD37D CB/D369: C0 If ($1E80($099) [$1E93, bit 1] is clear), branch to $CA5EB3 (simply returns) CB/D36F: 6A Load map $0155 (Thamasa, outdoors (WoB, during Esper visit and Kefka scenes)) after fade out, (upper bits $2000), place party at (12, 21), facing down CB/D375: FE Return CB/D376: 6A Load map $0158 (Thamasa, outdoors (WoR)) after fade out, (upper bits $2000), place party at (12, 21), facing down CB/D37C: FE Return CB/D37D: 6A Load map $0154 (Thamasa, outdoors (WoB, after Leo dies / WoR, Relm and Gungho talk)) after fade out, (upper bits $2000), place party at (12, 21), facing down CB/D383: FE Return CB/D384: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CBD39D CB/D38A: C0 If ($1E80($09C) [$1E93, bit 4] is set), branch to $CBD3A4 CB/D390: C0 If ($1E80($099) [$1E93, bit 1] is clear), branch to $CA5EB3 (simply returns) CB/D396: 6A Load map $0155 (Thamasa, outdoors (WoB, during Esper visit and Kefka scenes)) after fade out, (upper bits $2000), place party at (26, 39), facing down CB/D39C: FE Return CB/D39D: 6A Load map $0158 (Thamasa, outdoors (WoR)) after fade out, (upper bits $2000), place party at (26, 39), facing down CB/D3A3: FE Return CB/D3A4: 6A Load map $0154 (Thamasa, outdoors (WoB, after Leo dies / WoR, Relm and Gungho talk)) after fade out, (upper bits $2000), place party at (26, 39), facing down CB/D3AA: FE Return CB/D3AB: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CBD3C4 CB/D3B1: C0 If ($1E80($09C) [$1E93, bit 4] is set), branch to $CBD3CB CB/D3B7: C0 If ($1E80($099) [$1E93, bit 1] is clear), branch to $CA5EB3 (simply returns) CB/D3BD: 6A Load map $0155 (Thamasa, outdoors (WoB, during Esper visit and Kefka scenes)) after fade out, (upper bits $2000), place party at (16, 9), facing down CB/D3C3: FE Return CB/D3C4: 6A Load map $0158 (Thamasa, outdoors (WoR)) after fade out, (upper bits $2000), place party at (16, 9), facing down CB/D3CA: FE Return CB/D3CB: 6A Load map $0154 (Thamasa, outdoors (WoB, after Leo dies / WoR, Relm and Gungho talk)) after fade out, (upper bits $2000), place party at (16, 9), facing down CB/D3D1: FE Return CB/D3D2: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CBD3E5 CB/D3D8: C0 If ($1E80($09C) [$1E93, bit 4] is set), branch to $CBD3EC CB/D3DE: 6A Load map $0155 (Thamasa, outdoors (WoB, during Esper visit and Kefka scenes)) after fade out, (upper bits $2000), place party at (29, 15), facing down CB/D3E4: FE Return CB/D3E5: 6A Load map $0158 (Thamasa, outdoors (WoR)) after fade out, (upper bits $2000), place party at (29, 15), facing down CB/D3EB: FE Return CB/D3EC: 6A Load map $0154 (Thamasa, outdoors (WoB, after Leo dies / WoR, Relm and Gungho talk)) after fade out, (upper bits $2000), place party at (29, 15), facing down CB/D3F2: FE Return CB/D3F3: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CBD40C CB/D3F9: C0 If ($1E80($09C) [$1E93, bit 4] is set), branch to $CBD413 CB/D3FF: C0 If ($1E80($099) [$1E93, bit 1] is clear), branch to $CA5EB3 (simply returns) CB/D405: 6A Load map $0155 (Thamasa, outdoors (WoB, during Esper visit and Kefka scenes)) after fade out, (upper bits $2000), place party at (40, 32), facing down CB/D40B: FE Return CB/D40C: 6A Load map $0158 (Thamasa, outdoors (WoR)) after fade out, (upper bits $2000), place party at (40, 32), facing down CB/D412: FE Return CB/D413: 6A Load map $0154 (Thamasa, outdoors (WoB, after Leo dies / WoR, Relm and Gungho talk)) after fade out, (upper bits $2000), place party at (40, 32), facing down CB/D419: FE Return CB/D41A: B2 Call subroutine $CBD65F CB/D41E: C0 If ($1E80($090) [$1E92, bit 0] is set), branch to $CA5EB3 (simply returns) CB/D424: C0 If ($1E80($08E) [$1E91, bit 6] is clear), branch to $CBD51E CB/D42A: 42 Hide object $11 CB/D42C: 74 Replace current map's Layer 2 at (38, 23) with the following (2 x 6) chunk CB/D431: $F0, $F0 CB/D433: $F1, $E2 CB/D435: $F3, $F0 CB/D437: $F0, $F0 CB/D439: $F0, $E0 CB/D43B: $F0, $F0 CB/D43D: 74 Replace current map's Layer 2 at (36, 18) with the following (3 x 2) chunk CB/D442: $C0, $43, $A2 CB/D445: $47, $12, $88 CB/D448: 74 Replace current map's Layer 2 at (40, 18) with the following (2 x 1) chunk CB/D44D: $C0, $A2 CB/D44F: 74 Replace current map's Layer 2 at (43, 18) with the following (2 x 1) chunk CB/D454: $C0, $A2 CB/D456: 74 Replace current map's Layer 2 at (45, 18) with the following (1 x 2) chunk CB/D45B: $43 CB/D45C: $44 CB/D45D: 74 Replace current map's Layer 2 at (40, 77) with the following (3 x 3) chunk CB/D462: $14, $14, $14 CB/D465: $0C, $0C, $0C CB/D468: $DA, $DA, $DA CB/D46B: 74 Replace current map's Layer 2 at (36, 78) with the following (1 x 2) chunk CB/D470: $27 CB/D471: $18 CB/D472: 74 Replace current map's Layer 2 at (45, 78) with the following (4 x 2) chunk CB/D477: $18, $29, $18, $29 CB/D47B: $18, $29, $C0, $29 CB/D47F: 74 Replace current map's Layer 2 at (39, 80) with the following (1 x 3) chunk CB/D484: $14 CB/D485: $1A CB/D486: $14 CB/D487: 74 Replace current map's Layer 2 at (36, 141) with the following (7 x 10) chunk CB/D48C: $03, $00, $00, $00, $00, $00, $00 CB/D493: $00, $00, $00, $00, $43, $41, $00 CB/D49A: $42, $00, $00, $00, $00, $00, $00 CB/D4A1: $00, $44, $00, $00, $00, $00, $42 CB/D4A8: $00, $00, $03, $41, $00, $03, $01 CB/D4AF: $42, $43, $00, $00, $00, $01, $44 CB/D4B6: $00, $00, $04, $45, $00, $00, $00 CB/D4BD: $00, $04, $81, $00, $03, $00, $00 CB/D4C4: $00, $83, $01, $03, $00, $00, $00 CB/D4CB: $00, $00, $00, $00, $00, $04, $00 CB/D4D2: 75 Refresh map after alteration CB/D4D3: B0 Execute the following commands until $B1 11 times CB/D4D5: 51 Modify background color range from [15, 18]: Do (Black) at intensity 3 CB/D4D9: 51 Modify background color range from [20, 30]: Do (Black) at intensity 3 CB/D4DD: 51 Modify background color range from [35, 77]: Do (Black) at intensity 3 CB/D4E1: 51 Modify background color range from [19, 1F]: Do (Black) at intensity 3 CB/D4E5: 51 Modify background color range from [11, 14]: Do (Black) at intensity 3 CB/D4E9: 51 Modify background color range from [31, 34]: Do (Black) at intensity 3 CB/D4ED: 51 Modify background color range from [0D, 0F]: Add (Black) at intensity 3 CB/D4F1: B1 End block of repeating commands CB/D4F2: B0 Execute the following commands until $B1 5 times CB/D4F4: 52 Tint characters (cumulative) with color $9B CB/D4F6: B1 End block of repeating commands CB/D4F7: 25 Begin action queue for character $25 (NPC $25), 7 bytes long CB/D4F9: CE Turn vehicle/entity down CB/D4FA: DC Make vehicle/entity jump (low) CB/D4FB: E0 Pause for 4 * 4 (16) frames CB/D4FD: FC Branch 3 bytes backwards ($CBD4FA) CB/D4FF: FF End queue CB/D500: 26 Begin action queue for character $26 (NPC $26), 7 bytes long CB/D502: C3 Set vehicle/entity's event speed to fast CB/D503: 81 Move vehicle/entity right 1 tile CB/D504: 87 Move vehicle/entity left 2 tiles CB/D505: 81 Move vehicle/entity right 1 tile CB/D506: FC Branch 4 bytes backwards ($CBD502) CB/D508: FF End queue CB/D509: 13 Begin action queue for character $13 (NPC $13), 7 bytes long CB/D50B: CC Turn vehicle/entity up CB/D50C: DC Make vehicle/entity jump (low) CB/D50D: E0 Pause for 4 * 2 (8) frames CB/D50F: FC Branch 3 bytes backwards ($CBD50C) CB/D511: FF End queue CB/D512: 14 Begin action queue for character $14 (NPC $14), 9 bytes long CB/D514: 17 Do vehicle/entity graphical action $17 CB/D515: E0 Pause for 4 * 1 (4) frames CB/D517: CC Turn vehicle/entity up CB/D518: E0 Pause for 4 * 1 (4) frames CB/D51A: FC Branch 6 bytes backwards ($CBD514) CB/D51C: FF End queue CB/D51D: FE Return CB/D51E: 74 Replace current map's Layer 2 at (35, 21) with the following (1 x 1) chunk CB/D523: $F0 CB/D524: 74 Replace current map's Layer 2 at (34, 12) with the following (13 x 14) chunk CB/D529: $F0, $93, $F0, $F0, $F0, $F0, $F0, $F0, $F0, $F0, $F0, $F0, $F0 CB/D536: $F0, $48, $C2, $F0, $F0, $F0, $F0, $F0, $F0, $F0, $F0, $F0, $F0 CB/D543: $F0, $F0, $58, $BB, $F0, $F0, $F0, $F0, $F0, $F0, $F0, $F0, $F0 CB/D550: $F0, $F0, $F0, $BB, $45, $31, $31, $31, $C0, $C1, $47, $47, $47 CB/D55D: $31, $31, $31, $46, $F0, $55, $31, $00, $00, $00, $00, $00, $00 CB/D56A: $00, $00, $00, $31, $56, $F0, $65, $00, $00, $00, $00, $00, $00 CB/D577: $00, $00, $00, $00, $00, $66, $F0, $45, $42, $43, $44, $48, $47 CB/D584: $05, $47, $47, $42, $43, $44, $46, $F0, $55, $47, $47, $47, $38 CB/D591: $37, $15, $37, $37, $47, $47, $47, $56, $F0, $65, $A2, $25, $26 CB/D59E: $58, $22, $23, $24, $57, $25, $26, $79, $66, $F0, $F0, $B2, $35 CB/D5AB: $36, $E2, $32, $33, $34, $E2, $35, $36, $89, $BB, $F0, $F0, $F0 CB/D5B8: $F0, $F1, $F2, $E2, $E2, $E2, $F2, $F3, $C5, $C5, $F0, $F0, $F0 CB/D5C5: $F0, $F0, $F0, $F0, $F1, $E2, $F3, $F0, $06, $40, $40, $06, $F0 CB/D5D2: $F0, $F0, $F0, $F0, $F0, $F0, $E0, $F0, $F0, $F0, $06, $06, $F0 CB/D5DF: 74 Replace current map's Layer 2 at (48, 15) with the following (6 x 1) chunk CB/D5E4: $F0, $F0, $F0, $F0, $F0, $F0 CB/D5EA: 74 Replace current map's Layer 2 at (36, 76) with the following (10 x 11) chunk CB/D5EF: $26, $08, $26, $1B, $26, $26, $26, $26, $26, $08 CB/D5F9: $26, $17, $18, $14, $2B, $14, $14, $14, $14, $14 CB/D603: $18, $19, $05, $18, $09, $0C, $0C, $0C, $0C, $0C CB/D60D: $07, $18, $06, $27, $18, $29, $26, $26, $26, $26 CB/D617: $26, $27, $18, $29, $1C, $18, $14, $14, $1A, $14 CB/D621: $1A, $14, $14, $18, $06, $2C, $28, $09, $0B, $2A CB/D62B: $0B, $2A, $0C, $07, $28, $29, $26, $26, $26, $26 CB/D635: $26, $26, $26, $26, $26, $26, $26, $26, $26, $26 CB/D63F: $26, $26, $26, $26, $26, $26, $26, $26, $26, $26 CB/D649: $26, $26, $26, $26, $26, $26, $26, $26, $26, $26 CB/D653: $26, $26, $26, $46, $46, $46, $26, $26, $26, $26 CB/D65D: 75 Refresh map after alteration CB/D65E: FE Return CB/D65F: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CBD68B CB/D665: C0 If ($1E80($09C) [$1E93, bit 4] is set), branch to $CBD688 CB/D66B: C0 If ($1E80($18A) [$1EB1, bit 2] is set), branch to $CBD685 CB/D671: C0 If ($1E80($1CB) [$1EB9, bit 3] is set), branch to $CBD682 CB/D677: C1 If ($1E80($090) [$1E92, bit 0] is set) or ($1E80($08E) [$1E91, bit 6] is clear), branch to $CBD68B CB/D67F: F0 Play song 74 (Inside the Burning House), (high bit clear), full volume CB/D681: FE Return CB/D682: F0 Play song 15 (Relm), (high bit clear), full volume CB/D684: FE Return CB/D685: F0 Play song 22 (Kefka), (high bit clear), full volume CB/D687: FE Return CB/D688: F0 Play song 29 (Under Martial Law), (high bit clear), full volume CB/D68A: FE Return CB/D68B: F0 Play song 8 (Strago), (high bit clear), full volume CB/D68D: FE Return CB/D68E: B2 Call subroutine $CBD65F CB/D692: C0 If ($1E80($090) [$1E92, bit 0] is set), branch to $CA5EB3 (simply returns) CB/D698: C0 If ($1E80($08E) [$1E91, bit 6] is clear), branch to $CA5EB3 (simply returns) CB/D69E: B2 Call subroutine $CB6A03 CB/D6A2: FE Return CB/D6A3: B2 Call subroutine $CBD65F CB/D6A7: C0 If ($1E80($090) [$1E92, bit 0] is set), branch to $CA5EB3 (simply returns) CB/D6AD: C0 If ($1E80($08E) [$1E91, bit 6] is clear), branch to $CA5EB3 (simply returns) CB/D6B3: B2 Call subroutine $CB6A03 CB/D6B7: FE Return CB/D6B8: B2 Call subroutine $CBD65F CB/D6BC: C0 If ($1E80($090) [$1E92, bit 0] is set), branch to $CA5EB3 (simply returns) CB/D6C2: C0 If ($1E80($08E) [$1E91, bit 6] is clear), branch to $CA5EB3 (simply returns) CB/D6C8: B2 Call subroutine $CB6A03 CB/D6CC: FE Return CB/D6CD: B2 Call subroutine $CBD65F CB/D6D1: C0 If ($1E80($090) [$1E92, bit 0] is set), branch to $CA5EB3 (simply returns) CB/D6D7: C0 If ($1E80($08E) [$1E91, bit 6] is clear), branch to $CA5EB3 (simply returns) CB/D6DD: B2 Call subroutine $CB6A03 CB/D6E1: FE Return CB/D6E2: B2 Call subroutine $CBD65F CB/D6E6: C0 If ($1E80($090) [$1E92, bit 0] is set), branch to $CA5EB3 (simply returns) CB/D6EC: C0 If ($1E80($08E) [$1E91, bit 6] is clear), branch to $CA5EB3 (simply returns) CB/D6F2: B2 Call subroutine $CB6A03 CB/D6F6: FE Return CB/D6F7: 73 Replace current map's Layer 1 at (44, 68) with the following (1 x 1) chunk, refresh immediately CB/D6FC: $D0 CB/D6FD: B2 Call subroutine $CBD65F CB/D701: C0 If ($1E80($090) [$1E92, bit 0] is set), branch to $CA5EB3 (simply returns) CB/D707: C0 If ($1E80($08E) [$1E91, bit 6] is clear), branch to $CA5EB3 (simply returns) CB/D70D: B2 Call subroutine $CB6A03 CB/D711: FE Return CB/D712: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB7552 CB/D718: C0 If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CBD801 CB/D71E: 9B Invoke shop $21 CB/D720: FE Return CB/D721: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB7555 CB/D727: C0 If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CBD801 CB/D72D: 9B Invoke shop $22 CB/D72F: FE Return CB/D730: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB7558 CB/D736: C0 If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CBD801 CB/D73C: 9B Invoke shop $23 CB/D73E: FE Return CB/D73F: C1 If ($1E80($08D) [$1E91, bit 5] is clear) or ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CBD769 CB/D747: C0 If ($1E80($090) [$1E92, bit 0] is set), branch to $CBD75E CB/D74D: C0 If ($1E80($08E) [$1E91, bit 6] is set), branch to $CBD7E1 CB/D753: 4B Display dialogue message $079D, wait for button press (At bottom of screen) 1 GP per night. Why not relax for a spell? ^ Yes ^ No CB/D756: B6 Indexed branch based on prior dialogue selection [$CBD7AC, $CA5EB3] CB/D75D: FE Return CB/D75E: 4B Display dialogue message $079D, wait for button press (At bottom of screen) 1 GP per night. Why not relax for a spell? ^ Yes ^ No CB/D761: B6 Indexed branch based on prior dialogue selection [$CBD7AC, $CA5EB3] CB/D768: FE Return CB/D769: 4B Display dialogue message $0790, wait for button press (At bottom of screen) You're strangers… 1500 GP if you wanna stay. ^ (Well, okay.) ^ (No way!) CB/D76C: B6 Indexed branch based on prior dialogue selection [$CBD774, $CA5EB3] CB/D773: FE Return CB/D774: 85 Take 1500 GP from party CB/D777: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF CB/D77D: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/D77F: C3 Set vehicle/entity's event speed to fast CB/D780: 8B Move vehicle/entity left 3 tiles CB/D781: 84 Move vehicle/entity up 2 tiles CB/D782: 93 Move vehicle/entity left 5 tiles CB/D783: 82 Move vehicle/entity down 1 tile CB/D784: 8B Move vehicle/entity left 3 tiles CB/D785: CE Turn vehicle/entity down CB/D786: FF End queue CB/D787: B2 Call subroutine $CACD3C CB/D78B: 6B Load map $015A (Thamasa, inn (always)) instantly, (upper bits $2400), place party at (13, 16), facing down CB/D791: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/D793: D5 Set vehicle/entity's position to (15, 14) CB/D796: CE Turn vehicle/entity down CB/D797: FF End queue CB/D798: B2 Call subroutine $CACF96 CB/D79C: FE Return CB/D79D: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB755B CB/D7A3: C0 If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CBD801 CB/D7A9: 9B Invoke shop $2D CB/D7AB: FE Return CB/D7AC: 85 Take 1 GP from party CB/D7AF: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF CB/D7B5: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CB/D7B7: C3 Set vehicle/entity's event speed to fast CB/D7B8: 8B Move vehicle/entity left 3 tiles CB/D7B9: 84 Move vehicle/entity up 2 tiles CB/D7BA: 93 Move vehicle/entity left 5 tiles CB/D7BB: 82 Move vehicle/entity down 1 tile CB/D7BC: 8B Move vehicle/entity left 3 tiles CB/D7BD: CE Turn vehicle/entity down CB/D7BE: FF End queue CB/D7BF: C0 If ($1E80($090) [$1E92, bit 0] is set), branch to $CACD31 CB/D7C5: C0 If ($1E80($08D) [$1E91, bit 5] is set), branch to $CBDCC7 CB/D7CB: B2 Call subroutine $CACD3C CB/D7CF: 6B Load map $015A (Thamasa, inn (always)) instantly, (upper bits $2400), place party at (13, 16), facing down CB/D7D5: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/D7D7: D5 Set vehicle/entity's position to (15, 14) CB/D7DA: CE Turn vehicle/entity down CB/D7DB: FF End queue CB/D7DC: B2 Call subroutine $CACF96 CB/D7E0: FE Return CB/D7E1: 4B Display dialogue message $07C4, wait for button press (At bottom of screen) FIRE!! CB/D7E4: FE Return CB/D7E5: C0 If ($1E80($090) [$1E92, bit 0] is set), branch to $CBD883 CB/D7EB: C0 If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CBD801 CB/D7F1: C0 If ($1E80($190) [$1EB2, bit 0] is set), branch to $CBD87B CB/D7F7: C0 If ($1E80($08D) [$1E91, bit 5] is set), branch to $CBD87F CB/D7FD: 4B Display dialogue message $0791, wait for button press Espers? What in blazes are they? If they're animals, talk to the old guy that lives on the edge of town. CB/D800: FE Return CB/D801: 4B Display dialogue message $079A, wait for button press (At bottom of screen) I've never seen you before. CB/D804: FE Return CB/D805: C0 If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CBD801 CB/D80B: C0 If ($1E80($090) [$1E92, bit 0] is set), branch to $CBD81B CB/D811: C0 If ($1E80($190) [$1EB2, bit 0] is set), branch to $CBD87B CB/D817: 4B Display dialogue message $078B, wait for button press MAYOR: Welcome, welcome! Magic…? What is this “magic”? CB/D81A: FE Return CB/D81B: 4B Display dialogue message $078C, wait for button press MAYOR: No one is to divulge that we are able to use magic! CB/D81E: FE Return CB/D81F: C0 If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CBD82F CB/D825: C0 If ($1E80($190) [$1EB2, bit 0] is set), branch to $CBD87B CB/D82B: 4B Display dialogue message $078A, wait for button press Oh, wow!!! Strangers!! CB/D82E: FE Return CB/D82F: 4B Display dialogue message $079B, wait for button press …… Right! CB/D832: FE Return CB/D833: C0 If ($1E80($091) [$1E92, bit 1] is set), branch to $CBD84B CB/D839: C1 If ($1E80($08D) [$1E91, bit 5] is clear) or ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CBD84F CB/D841: C0 If ($1E80($190) [$1EB2, bit 0] is set), branch to $CBD87B CB/D847: 4B Display dialogue message $078E, wait for button press Have you talked to old man STRAGO? Do so, and the inn keeper may be more reasonable. CB/D84A: FE Return CB/D84B: 4B Display dialogue message $078D, wait for button press Use rods as items during battle for some amazing results! Only problem is they break after being used once! CB/D84E: FE Return CB/D84F: 4B Display dialogue message $078F, wait for button press For some reason the inn keeper doesn't like strangers! CB/D852: FE Return CB/D853: C0 If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CBD86F CB/D859: C0 If ($1E80($090) [$1E92, bit 0] is set), branch to $CBD873 CB/D85F: C0 If ($1E80($190) [$1EB2, bit 0] is set), branch to $CBD877 CB/D865: C0 If ($1E80($08D) [$1E91, bit 5] is set), branch to $CBD887 CB/D86B: 4B Display dialogue message $0792, wait for button press Ha! No admittance! CB/D86E: FE Return CB/D86F: 4B Display dialogue message $0799, wait for button press Get outta the way! CB/D872: FE Return CB/D873: 4B Display dialogue message $0798, wait for button press My house burned down! CB/D876: FE Return CB/D877: 4B Display dialogue message $07C2, wait for button press Waaah…my beautiful house…! CB/D87A: FE Return CB/D87B: 4B Display dialogue message $07C4, wait for button press FIRE!! CB/D87E: FE Return CB/D87F: 4B Display dialogue message $0793, wait for button press Old man STRAGO looks like he's on his last legs, but he used to be a powerful warrior. CB/D882: FE Return CB/D883: 4B Display dialogue message $0796, wait for button press STRAGO is a Blue Mage by training. He can memorize the attacks of monsters he has fought… CB/D886: FE Return CB/D887: 4B Display dialogue message $0794, wait for button press Have you met little RELM? She loves to paint pictures! Wonder if she'd do my portrait? CB/D88A: FE Return CB/D88B: C0 If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CBD82F CB/D891: C0 If ($1E80($08D) [$1E91, bit 5] is set), branch to $CBD89B CB/D897: 4B Display dialogue message $0797, wait for button press Listen, I have to tell you… Naaah…never mind. CB/D89A: FE Return CB/D89B: 4B Display dialogue message $0795, wait for button press Actually, RELM isn't STRAGO's real grandchild. I heard she's his friend's daughter. CB/D89E: FE Return CB/D89F: C0 If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CA5EB3 (simply returns) CB/D8A5: C0 If ($1E80($08B) [$1E91, bit 3] is set), branch to $CA5EB3 (simply returns) CB/D8AB: C0 If ($1E80($08E) [$1E91, bit 6] is set), branch to $CA5EB3 (simply returns) CB/D8B1: DA Set event bit $1E80($506) [$1F20, bit 6] CB/D8B3: 45 Refresh objects CB/D8B4: 3D Create object $16 CB/D8B6: 41 Show object $16 CB/D8B8: 45 Refresh objects CB/D8B9: 4B Display dialogue message $07A1, wait for button press (At bottom of screen) Uh?! What was that? CB/D8BC: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/D8BE: C2 Set vehicle/entity's event speed to normal CB/D8BF: 84 Move vehicle/entity up 2 tiles CB/D8C0: 91 Move vehicle/entity right 5 tiles CB/D8C1: FF End queue CB/D8C2: B5 Pause for 15 * 5 (75) units CB/D8C4: 4B Display dialogue message $07A0, wait for button press (At bottom of screen) FIRE!! CB/D8C7: 92 Pause for 30 units CB/D8C8: F4 Play sound effect 22 CB/D8CA: 3D Create object $15 CB/D8CC: 41 Show object $15 CB/D8CE: 91 Pause for 15 units CB/D8CF: 42 Hide object $15 CB/D8D1: 94 Pause for 60 units CB/D8D2: 4B Display dialogue message $07A0, wait for button press (At bottom of screen) FIRE!! CB/D8D5: F4 Play sound effect 22 CB/D8D7: 41 Show object $15 CB/D8D9: 93 Pause for 45 units CB/D8DA: 42 Hide object $15 CB/D8DC: B5 Pause for 15 * 6 (90) units CB/D8DE: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CB/D8E0: CF Turn vehicle/entity left CB/D8E1: FF End queue CB/D8E2: 93 Pause for 45 units CB/D8E3: 4B Display dialogue message $07A2, wait for button press (At bottom of screen) N'ga! Oh no! CB/D8E6: 91 Pause for 15 units CB/D8E7: 16 Begin action queue for character $16 (NPC $16), 7 bytes long (Wait until complete) CB/D8E9: C3 Set vehicle/entity's event speed to fast CB/D8EA: 82 Move vehicle/entity down 1 tile CB/D8EB: 85 Move vehicle/entity right 2 tiles CB/D8EC: A1 Move vehicle/entity right/down 1x1 tiles CB/D8ED: A1 Move vehicle/entity right/down 1x1 tiles CB/D8EE: A1 Move vehicle/entity right/down 1x1 tiles CB/D8EF: FF End queue CB/D8F0: 42 Hide object $16 CB/D8F2: 3E Delete object $16 CB/D8F4: D0 Set event bit $1E80($08B) [$1E91, bit 3] CB/D8F6: DB Clear event bit $1E80($506) [$1F20, bit 6] CB/D8F8: FE Return CB/D8F9: C0 If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CA5EB3 (simply returns) CB/D8FF: C0 If ($1E80($08C) [$1E91, bit 4] is set), branch to $CA5EB3 (simply returns) CB/D905: C0 If ($1E80($08E) [$1E91, bit 6] is set), branch to $CA5EB3 (simply returns) CB/D90B: DA Set event bit $1E80($506) [$1F20, bit 6] CB/D90D: 45 Refresh objects CB/D90E: 3D Create object $17 CB/D910: 41 Show object $17 CB/D912: 3D Create object $18 CB/D914: 41 Show object $18 CB/D916: 45 Refresh objects CB/D917: 4B Display dialogue message $07A1, wait for button press (At bottom of screen) Uh?! What was that? CB/D91A: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/D91C: C2 Set vehicle/entity's event speed to normal CB/D91D: 90 Move vehicle/entity up 5 tiles CB/D91E: 89 Move vehicle/entity right 3 tiles CB/D91F: CC Turn vehicle/entity up CB/D920: FF End queue CB/D921: 93 Pause for 45 units CB/D922: 4B Display dialogue message $07A3, wait for button press (At bottom of screen) Mama…it hurts… CB/D925: 92 Pause for 30 units CB/D926: 48 Display dialogue message $07A4, continue executing commands (At bottom of screen) Oh all right. Cure… CB/D929: 17 Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete) CB/D92B: C1 Set vehicle/entity's event speed to slow CB/D92C: 83 Move vehicle/entity left 1 tile CB/D92D: FF End queue CB/D92E: 49 If dialogue window is up, wait for keypress then dismiss CB/D92F: 92 Pause for 30 units CB/D930: 3D Create object $19 CB/D932: 45 Refresh objects CB/D933: 41 Show object $19 CB/D935: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CB/D937: CE Turn vehicle/entity down CB/D938: FF End queue CB/D939: B5 Pause for 15 * 6 (90) units CB/D93B: 31 Begin action queue for character $31 (Party Character 0), 14 bytes long (Wait until complete) CB/D93D: 1B Do vehicle/entity graphical action $1B CB/D93E: E0 Pause for 4 * 2 (8) frames CB/D940: 1C Do vehicle/entity graphical action $1C CB/D941: E0 Pause for 4 * 2 (8) frames CB/D943: 1B Do vehicle/entity graphical action $1B CB/D944: E0 Pause for 4 * 2 (8) frames CB/D946: 1C Do vehicle/entity graphical action $1C CB/D947: E0 Pause for 4 * 2 (8) frames CB/D949: CC Turn vehicle/entity up CB/D94A: FF End queue CB/D94B: 94 Pause for 60 units CB/D94C: 42 Hide object $19 CB/D94E: 17 Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete) CB/D950: C2 Set vehicle/entity's event speed to normal CB/D951: 86 Move vehicle/entity down 2 tiles CB/D952: FF End queue CB/D953: 94 Pause for 60 units CB/D954: 48 Display dialogue message $07A5, continue executing commands (At bottom of screen) …medicine…where is my cure medicine?! CB/D957: 17 Begin action queue for character $17 (NPC $17), 8 bytes long (Wait until complete) CB/D959: C2 Set vehicle/entity's event speed to normal CB/D95A: 89 Move vehicle/entity right 3 tiles CB/D95B: 86 Move vehicle/entity down 2 tiles CB/D95C: A1 Move vehicle/entity right/down 1x1 tiles CB/D95D: A1 Move vehicle/entity right/down 1x1 tiles CB/D95E: 82 Move vehicle/entity down 1 tile CB/D95F: 89 Move vehicle/entity right 3 tiles CB/D960: FF End queue CB/D961: 49 If dialogue window is up, wait for keypress then dismiss CB/D962: 92 Pause for 30 units CB/D963: 48 Display dialogue message $07A6, continue executing commands (At bottom of screen) Mama! Please use cure on me! CB/D966: 18 Begin action queue for character $18 (NPC $18), 7 bytes long (Wait until complete) CB/D968: C3 Set vehicle/entity's event speed to fast CB/D969: 89 Move vehicle/entity right 3 tiles CB/D96A: 86 Move vehicle/entity down 2 tiles CB/D96B: 89 Move vehicle/entity right 3 tiles CB/D96C: 8E Move vehicle/entity down 4 tiles CB/D96D: 85 Move vehicle/entity right 2 tiles CB/D96E: FF End queue CB/D96F: 49 If dialogue window is up, wait for keypress then dismiss CB/D970: D0 Set event bit $1E80($08C) [$1E91, bit 4] CB/D972: 3E Delete object $17 CB/D974: 42 Hide object $17 CB/D976: 3E Delete object $18 CB/D978: 42 Hide object $18 CB/D97A: 45 Refresh objects CB/D97B: DB Clear event bit $1E80($506) [$1F20, bit 6] CB/D97D: FE Return CB/D97E: 4B Display dialogue message $079C, wait for button press (At bottom of screen) And who might YOU be? CB/D981: FE Return CB/D982: C0 If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CBD97E CB/D988: DA Set event bit $1E80($503) [$1F20, bit 3] CB/D98A: B2 Call subroutine $CACA8D CB/D98E: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/D990: CE Turn vehicle/entity down CB/D991: FF End queue CB/D992: F0 Play song 8 (Strago), (high bit clear), full volume CB/D994: B2 Call subroutine $CAC6AC CB/D998: 3C Set up the party as follows: $00 (Actor in stot 0), $01 (Actor in stot 1), $03 (Actor in stot 3), $FF () CB/D99D: 45 Refresh objects CB/D99E: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CB/D9A0: C2 Set vehicle/entity's event speed to normal CB/D9A1: 82 Move vehicle/entity down 1 tile CB/D9A2: CC Turn vehicle/entity up CB/D9A3: FF End queue CB/D9A4: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CB/D9A6: C2 Set vehicle/entity's event speed to normal CB/D9A7: A1 Move vehicle/entity right/down 1x1 tiles CB/D9A8: CC Turn vehicle/entity up CB/D9A9: FF End queue CB/D9AA: 03 Begin action queue for character $03 (Actor in stot 3), 4 bytes long (Wait until complete) CB/D9AC: C2 Set vehicle/entity's event speed to normal CB/D9AD: A2 Move vehicle/entity left/down 1x1 tiles CB/D9AE: CC Turn vehicle/entity up CB/D9AF: FF End queue CB/D9B0: 3D Create object $14 CB/D9B2: 41 Show object $14 CB/D9B4: 45 Refresh objects CB/D9B5: 78 Enable ability to pass through other objects for object $14 (NPC $14) CB/D9B7: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CB/D9B9: C2 Set vehicle/entity's event speed to normal CB/D9BA: 82 Move vehicle/entity down 1 tile CB/D9BB: CC Turn vehicle/entity up CB/D9BC: FF End queue CB/D9BD: 94 Pause for 60 units CB/D9BE: 4B Display dialogue message $079E, wait for button press (At bottom of screen) Whatcha want with me? CB/D9C1: 92 Pause for 30 units CB/D9C2: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CB/D9C4: D0 Set event bit $1E80($08D) [$1E91, bit 5] CB/D9C6: 42 Hide object $00 CB/D9C8: 42 Hide object $01 CB/D9CA: 42 Hide object $03 CB/D9CC: 42 Hide object $14 CB/D9CE: 45 Refresh objects CB/D9CF: B2 Call subroutine $CAD00F CB/D9D3: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/D9D5: CE Turn vehicle/entity down CB/D9D6: FF End queue CB/D9D7: 94 Pause for 60 units CB/D9D8: 4B Display dialogue message $079F, wait for button press (Show text only) (At bottom of screen) An elderly gentleman, pure of heart, and learned in the ways of monsters… CB/D9DB: 92 Pause for 30 units CB/D9DC: 37 Assign graphics $07 to object $07 (Actor in stot 7) CB/D9DF: 43 Assign palette $03 to character $07 (Actor in stot 7) CB/D9E2: 7F Change character $07's name to $07 (STRAGO) CB/D9E5: 98 Invoke name change screen for character $07 (Actor in stot 7) CB/D9E7: 50 Tint screen (cumulative) with color $BC CB/D9E9: 59 Unfade screen at speed $10 CB/D9EB: 95 Pause for 120 units CB/D9EC: B2 Call subroutine $CAD015 CB/D9F0: 41 Show object $00 CB/D9F2: 41 Show object $01 CB/D9F4: 41 Show object $03 CB/D9F6: 41 Show object $14 CB/D9F8: 45 Refresh objects CB/D9F9: 93 Pause for 45 units CB/D9FA: 4B Display dialogue message $07A7, wait for button press (At bottom of screen) STRAGO: Espers? Espers…Hmm… Not really familiar with that word. LOCKE: But you've heard it before? CB/D9FD: 92 Pause for 30 units CB/D9FE: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CB/DA00: 1F Do vehicle/entity graphical action $1F CB/DA01: E0 Pause for 4 * 5 (20) frames CB/DA03: FF End queue CB/DA04: 10 Begin action queue for character $10 (NPC $10), 20 bytes long (Wait until complete) CB/DA06: 23 Do vehicle/entity graphical action $23 CB/DA07: E0 Pause for 4 * 1 (4) frames CB/DA09: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/DA0A: E0 Pause for 4 * 1 (4) frames CB/DA0C: 23 Do vehicle/entity graphical action $23 CB/DA0D: E0 Pause for 4 * 1 (4) frames CB/DA0F: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/DA10: E0 Pause for 4 * 1 (4) frames CB/DA12: 23 Do vehicle/entity graphical action $23 CB/DA13: E0 Pause for 4 * 1 (4) frames CB/DA15: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/DA16: E0 Pause for 4 * 1 (4) frames CB/DA18: CE Turn vehicle/entity down CB/DA19: FF End queue CB/DA1A: 92 Pause for 30 units CB/DA1B: 4B Display dialogue message $07A8, wait for button press (At bottom of screen) STRAGO: Nope, uhn uhn… Can't say I have. Honestly can't say I have! CB/DA1E: B5 Pause for 15 * 5 (75) units CB/DA20: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CB/DA22: C2 Set vehicle/entity's event speed to normal CB/DA23: 82 Move vehicle/entity down 1 tile CB/DA24: CF Turn vehicle/entity left CB/DA25: FF End queue CB/DA26: 03 Begin action queue for character $03 (Actor in stot 3), 4 bytes long CB/DA28: C2 Set vehicle/entity's event speed to normal CB/DA29: 82 Move vehicle/entity down 1 tile CB/DA2A: CD Turn vehicle/entity right CB/DA2B: FF End queue CB/DA2C: 14 Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete) CB/DA2E: C2 Set vehicle/entity's event speed to normal CB/DA2F: 82 Move vehicle/entity down 1 tile CB/DA30: 81 Move vehicle/entity right 1 tile CB/DA31: CC Turn vehicle/entity up CB/DA32: FF End queue CB/DA33: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CB/DA35: CE Turn vehicle/entity down CB/DA36: FF End queue CB/DA37: 94 Pause for 60 units CB/DA38: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/DA3A: 22 Do vehicle/entity graphical action $22 CB/DA3B: FF End queue CB/DA3C: 03 Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete) CB/DA3E: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/DA3F: FF End queue CB/DA40: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CB/DA42: 20 Do vehicle/entity graphical action $20 CB/DA43: FF End queue CB/DA44: 4B Display dialogue message $07AD, wait for button press That's odd… CB/DA47: 93 Pause for 45 units CB/DA48: F2 Fade out current song with transition time 8 CB/DA4A: FA Stop temporarily played song CB/DA4B: F0 Play song 15 (Relm), (high bit clear), full volume CB/DA4D: 94 Pause for 60 units CB/DA4E: 4B Display dialogue message $07A9, wait for button press (At bottom of screen) Grandpa! CB/DA51: 92 Pause for 30 units CB/DA52: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CB/DA54: CC Turn vehicle/entity up CB/DA55: FF End queue CB/DA56: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/DA58: CC Turn vehicle/entity up CB/DA59: FF End queue CB/DA5A: 03 Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete) CB/DA5C: CC Turn vehicle/entity up CB/DA5D: FF End queue CB/DA5E: 94 Pause for 60 units CB/DA5F: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CB/DA61: CC Turn vehicle/entity up CB/DA62: FF End queue CB/DA63: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CB/DA65: C3 Set vehicle/entity's event speed to fast CB/DA66: 81 Move vehicle/entity right 1 tile CB/DA67: 8A Move vehicle/entity down 3 tiles CB/DA68: FF End queue CB/DA69: F4 Play sound effect 44 CB/DA6B: 73 Replace current map's Layer 1 at (37, 16) with the following (2 x 1) chunk, refresh immediately CB/DA70: $04, $14 CB/DA72: 92 Pause for 30 units CB/DA73: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CB/DA75: C2 Set vehicle/entity's event speed to normal CB/DA76: 8A Move vehicle/entity down 3 tiles CB/DA77: FF End queue CB/DA78: 10 Begin action queue for character $10 (NPC $10), 9 bytes long (Wait until complete) CB/DA7A: C2 Set vehicle/entity's event speed to normal CB/DA7B: E0 Pause for 4 * 3 (12) frames CB/DA7D: 0B Do vehicle/entity graphical action $0B CB/DA7E: C7 Set vehicle/entity to stay still when moving CB/DA7F: 81 Move vehicle/entity right 1 tile CB/DA80: C6 Set vehicle/entity to walk when moving CB/DA81: CF Turn vehicle/entity left CB/DA82: FF End queue CB/DA83: 35 Pause execution until action queue for object $11 (NPC $11) is complete CB/DA85: 95 Pause for 120 units CB/DA86: 11 Begin action queue for character $11 (NPC $11), 16 bytes long (Wait until complete) CB/DA88: C2 Set vehicle/entity's event speed to normal CB/DA89: 83 Move vehicle/entity left 1 tile CB/DA8A: CE Turn vehicle/entity down CB/DA8B: E0 Pause for 4 * 7 (28) frames CB/DA8D: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/DA8E: E0 Pause for 4 * 3 (12) frames CB/DA90: 85 Move vehicle/entity right 2 tiles CB/DA91: CE Turn vehicle/entity down CB/DA92: E0 Pause for 4 * 7 (28) frames CB/DA94: 23 Do vehicle/entity graphical action $23 CB/DA95: E0 Pause for 4 * 3 (12) frames CB/DA97: FF End queue CB/DA98: 11 Begin action queue for character $11 (NPC $11), 10 bytes long (Wait until complete) CB/DA9A: 0A Do vehicle/entity graphical action $0A CB/DA9B: E0 Pause for 4 * 2 (8) frames CB/DA9D: C3 Set vehicle/entity's event speed to fast CB/DA9E: 85 Move vehicle/entity right 2 tiles CB/DA9F: CC Turn vehicle/entity up CB/DAA0: 80 Move vehicle/entity up 1 tile CB/DAA1: CF Turn vehicle/entity left CB/DAA2: 83 Move vehicle/entity left 1 tile CB/DAA3: FF End queue CB/DAA4: 92 Pause for 30 units CB/DAA5: 48 Display dialogue message $07AA, continue executing commands (At bottom of screen) STRAGO: Hey…HEY! CB/DAA8: B0 Execute the following commands until $B1 3 times CB/DAAA: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/DAAC: 0D Do vehicle/entity graphical action $0D CB/DAAD: FF End queue CB/DAAE: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/DAB0: 1F Do vehicle/entity graphical action $1F CB/DAB1: FF End queue CB/DAB2: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/DAB4: 0C Do vehicle/entity graphical action $0C CB/DAB5: FF End queue CB/DAB6: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/DAB8: CF Turn vehicle/entity left CB/DAB9: FF End queue CB/DABA: B1 End block of repeating commands CB/DABB: 49 If dialogue window is up, wait for keypress then dismiss CB/DABC: 92 Pause for 30 units CB/DABD: 48 Display dialogue message $07AB, continue executing commands (At bottom of screen) STRAGO: What in blazes… What're you doing? CB/DAC0: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/DAC2: CD Turn vehicle/entity right CB/DAC3: FF End queue CB/DAC4: 49 If dialogue window is up, wait for keypress then dismiss CB/DAC5: 92 Pause for 30 units CB/DAC6: 42 Hide object $00 CB/DAC8: 42 Hide object $01 CB/DACA: 42 Hide object $03 CB/DACC: 42 Hide object $14 CB/DACE: 42 Hide object $10 CB/DAD0: 45 Refresh objects CB/DAD1: B2 Call subroutine $CAD00F CB/DAD5: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/DAD7: CE Turn vehicle/entity down CB/DAD8: FF End queue CB/DAD9: 93 Pause for 45 units CB/DADA: 38 Hold screen CB/DADB: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CB/DADD: C2 Set vehicle/entity's event speed to normal CB/DADE: C7 Set vehicle/entity to stay still when moving CB/DADF: A9 Move vehicle/entity left/down 2x1 tiles CB/DAE0: FF End queue CB/DAE1: B5 Pause for 15 * 6 (90) units CB/DAE3: 4B Display dialogue message $07AC, wait for button press (Show text only) (At bottom of screen) In her pictures she captures everything: forests, water, light… the very essence of life… CB/DAE6: 92 Pause for 30 units CB/DAE7: D2 Set event bit $1E80($1CB) [$1EB9, bit 3] CB/DAE9: 37 Assign graphics $08 to object $08 (Actor in stot 8) CB/DAEC: 43 Assign palette $03 to character $08 (Actor in stot 8) CB/DAEF: 7F Change character $08's name to $08 (RELM ) CB/DAF2: 98 Invoke name change screen for character $08 (Actor in stot 8) CB/DAF4: 50 Tint screen (cumulative) with color $BC CB/DAF6: 59 Unfade screen at speed $10 CB/DAF8: 94 Pause for 60 units CB/DAF9: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CB/DAFB: C2 Set vehicle/entity's event speed to normal CB/DAFC: A5 Move vehicle/entity right/up 2x1 tiles CB/DAFD: C6 Set vehicle/entity to walk when moving CB/DAFE: FF End queue CB/DAFF: 94 Pause for 60 units CB/DB00: 73 Replace current map's Layer 1 at (37, 16) with the following (2 x 1) chunk, refresh immediately CB/DB05: $04, $14 CB/DB07: B2 Call subroutine $CAD015 CB/DB0B: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/DB0D: CF Turn vehicle/entity left CB/DB0E: FF End queue CB/DB0F: 41 Show object $00 CB/DB11: 41 Show object $01 CB/DB13: 41 Show object $03 CB/DB15: 41 Show object $14 CB/DB17: 41 Show object $10 CB/DB19: 45 Refresh objects CB/DB1A: 94 Pause for 60 units CB/DB1B: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CB/DB1D: E0 Pause for 4 * 11 (44) frames CB/DB1F: 1F Do vehicle/entity graphical action $1F CB/DB20: E0 Pause for 4 * 3 (12) frames CB/DB22: CD Turn vehicle/entity right CB/DB23: E0 Pause for 4 * 3 (12) frames CB/DB25: FC Branch 6 bytes backwards ($CBDB1F) CB/DB27: FF End queue CB/DB28: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/DB2A: 82 Move vehicle/entity down 1 tile CB/DB2B: CC Turn vehicle/entity up CB/DB2C: FF End queue CB/DB2D: 4B Display dialogue message $07AE, wait for button press (At bottom of screen) RELM: Grandpa. Who are these people? Friends? Can they use magic, too? STRAGO: Yaa! Hush! CB/DB30: 92 Pause for 30 units CB/DB31: 11 Begin action queue for character $11 (NPC $11), 9 bytes long (Wait until complete) CB/DB33: 1F Do vehicle/entity graphical action $1F CB/DB34: E0 Pause for 4 * 4 (16) frames CB/DB36: C3 Set vehicle/entity's event speed to fast CB/DB37: 8E Move vehicle/entity down 4 tiles CB/DB38: CF Turn vehicle/entity left CB/DB39: 83 Move vehicle/entity left 1 tile CB/DB3A: 09 Do vehicle/entity graphical action $09 (kneeling) CB/DB3B: FF End queue CB/DB3C: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/DB3E: CD Turn vehicle/entity right CB/DB3F: FF End queue CB/DB40: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CB/DB42: CE Turn vehicle/entity down CB/DB43: FF End queue CB/DB44: 03 Begin action queue for character $03 (Actor in stot 3), 6 bytes long CB/DB46: E0 Pause for 4 * 3 (12) frames CB/DB48: C2 Set vehicle/entity's event speed to normal CB/DB49: 82 Move vehicle/entity down 1 tile CB/DB4A: CD Turn vehicle/entity right CB/DB4B: FF End queue CB/DB4C: 4B Display dialogue message $07AF, wait for button press RELM: What a cute doggy! SHADOW: Get away. He bites. CB/DB4F: 94 Pause for 60 units CB/DB50: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CB/DB52: C2 Set vehicle/entity's event speed to normal CB/DB53: 86 Move vehicle/entity down 2 tiles CB/DB54: FF End queue CB/DB55: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CB/DB57: C2 Set vehicle/entity's event speed to normal CB/DB58: 81 Move vehicle/entity right 1 tile CB/DB59: CF Turn vehicle/entity left CB/DB5A: FF End queue CB/DB5B: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CB/DB5D: E0 Pause for 4 * 3 (12) frames CB/DB5F: CD Turn vehicle/entity right CB/DB60: FF End queue CB/DB61: 94 Pause for 60 units CB/DB62: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CB/DB64: CC Turn vehicle/entity up CB/DB65: FF End queue CB/DB66: 4B Display dialogue message $07B0, wait for button press STRAGO: Go to your room! RELM: I will not! What a fussy old man! CB/DB69: 92 Pause for 30 units CB/DB6A: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CB/DB6C: 18 Do vehicle/entity graphical action $18 CB/DB6D: FF End queue CB/DB6E: 4B Display dialogue message $07B1, wait for button press STRAGO: Please…leave us! RELM: Well…all right… CB/DB71: 91 Pause for 15 units CB/DB72: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/DB74: CF Turn vehicle/entity left CB/DB75: FF End queue CB/DB76: 93 Pause for 45 units CB/DB77: 78 Enable ability to pass through other objects for object $14 (NPC $14) CB/DB79: 78 Enable ability to pass through other objects for object $11 (NPC $11) CB/DB7B: 11 Begin action queue for character $11 (NPC $11), 7 bytes long CB/DB7D: C2 Set vehicle/entity's event speed to normal CB/DB7E: A3 Move vehicle/entity left/up 1x1 tiles CB/DB7F: 83 Move vehicle/entity left 1 tile CB/DB80: 84 Move vehicle/entity up 2 tiles CB/DB81: A0 Move vehicle/entity right/up 1x1 tiles CB/DB82: 8C Move vehicle/entity up 4 tiles CB/DB83: FF End queue CB/DB84: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CB/DB86: E0 Pause for 4 * 6 (24) frames CB/DB88: CF Turn vehicle/entity left CB/DB89: FF End queue CB/DB8A: 14 Begin action queue for character $14 (NPC $14), 9 bytes long (Wait until complete) CB/DB8C: E0 Pause for 4 * 4 (16) frames CB/DB8E: C2 Set vehicle/entity's event speed to normal CB/DB8F: 84 Move vehicle/entity up 2 tiles CB/DB90: 83 Move vehicle/entity left 1 tile CB/DB91: 84 Move vehicle/entity up 2 tiles CB/DB92: A0 Move vehicle/entity right/up 1x1 tiles CB/DB93: 88 Move vehicle/entity up 3 tiles CB/DB94: FF End queue CB/DB95: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/DB97: CC Turn vehicle/entity up CB/DB98: FF End queue CB/DB99: 4B Display dialogue message $07B3, wait for button press (At bottom of screen) STRAGO: Hoo boy… Seems to like your dog… CB/DB9C: 94 Pause for 60 units CB/DB9D: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CB/DB9F: C2 Set vehicle/entity's event speed to normal CB/DBA0: 8A Move vehicle/entity down 3 tiles CB/DBA1: FF End queue CB/DBA2: 92 Pause for 30 units CB/DBA3: 4B Display dialogue message $07B2, wait for button press (At bottom of screen) RELM: What a sweet puppy! CB/DBA6: 92 Pause for 30 units CB/DBA7: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CB/DBA9: C3 Set vehicle/entity's event speed to fast CB/DBAA: 88 Move vehicle/entity up 3 tiles CB/DBAB: FF End queue CB/DBAC: 91 Pause for 15 units CB/DBAD: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CB/DBAF: C2 Set vehicle/entity's event speed to normal CB/DBB0: 86 Move vehicle/entity down 2 tiles CB/DBB1: FF End queue CB/DBB2: 92 Pause for 30 units CB/DBB3: 73 Replace current map's Layer 1 at (37, 16) with the following (2 x 1) chunk, refresh immediately CB/DBB8: $05, $15 CB/DBBA: F4 Play sound effect 44 CB/DBBC: F2 Fade out current song with transition time 6 CB/DBBE: FA Stop temporarily played song CB/DBBF: 94 Pause for 60 units CB/DBC0: F0 Play song 8 (Strago), (high bit clear), full volume CB/DBC2: 94 Pause for 60 units CB/DBC3: 10 Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete) CB/DBC5: C1 Set vehicle/entity's event speed to slow CB/DBC6: 84 Move vehicle/entity up 2 tiles CB/DBC7: CF Turn vehicle/entity left CB/DBC8: E0 Pause for 4 * 2 (8) frames CB/DBCA: 22 Do vehicle/entity graphical action $22 CB/DBCB: FF End queue CB/DBCC: 4B Display dialogue message $07B4, wait for button press (At bottom of screen) STRAGO: This is terrible… CB/DBCF: 92 Pause for 30 units CB/DBD0: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CB/DBD2: CE Turn vehicle/entity down CB/DBD3: FF End queue CB/DBD4: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CB/DBD6: C2 Set vehicle/entity's event speed to normal CB/DBD7: 86 Move vehicle/entity down 2 tiles CB/DBD8: CC Turn vehicle/entity up CB/DBD9: FF End queue CB/DBDA: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CB/DBDC: C2 Set vehicle/entity's event speed to normal CB/DBDD: A2 Move vehicle/entity left/down 1x1 tiles CB/DBDE: CC Turn vehicle/entity up CB/DBDF: FF End queue CB/DBE0: 03 Begin action queue for character $03 (Actor in stot 3), 4 bytes long (Wait until complete) CB/DBE2: C2 Set vehicle/entity's event speed to normal CB/DBE3: 84 Move vehicle/entity up 2 tiles CB/DBE4: CD Turn vehicle/entity right CB/DBE5: FF End queue CB/DBE6: 4B Display dialogue message $07B5, wait for button press (At bottom of screen) STRAGO: Sorry. SHADOW: No problem. The dog usually doesn't like people, though… CB/DBE9: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CB/DBEB: C2 Set vehicle/entity's event speed to normal CB/DBEC: 88 Move vehicle/entity up 3 tiles CB/DBED: CD Turn vehicle/entity right CB/DBEE: FF End queue CB/DBEF: 10 Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete) CB/DBF1: C1 Set vehicle/entity's event speed to slow CB/DBF2: 89 Move vehicle/entity right 3 tiles CB/DBF3: CE Turn vehicle/entity down CB/DBF4: 82 Move vehicle/entity down 1 tile CB/DBF5: CF Turn vehicle/entity left CB/DBF6: FF End queue CB/DBF7: 4B Display dialogue message $07B6, wait for button press STRAGO: Please excuse her. She's just young. LOCKE: Hmmm… STRAGO: This is just a back-water village. We can tell you nothing about your Espers… CB/DBFA: 93 Pause for 45 units CB/DBFB: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long CB/DBFD: C2 Set vehicle/entity's event speed to normal CB/DBFE: 80 Move vehicle/entity up 1 tile CB/DBFF: FF End queue CB/DC00: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CB/DC02: C2 Set vehicle/entity's event speed to normal CB/DC03: 82 Move vehicle/entity down 1 tile CB/DC04: CF Turn vehicle/entity left CB/DC05: FF End queue CB/DC06: 93 Pause for 45 units CB/DC07: 4B Display dialogue message $07B7, wait for button press LOCKE: I see… There's something wrong here… TERRA: Let's have a look around. CB/DC0A: 91 Pause for 15 units CB/DC0B: 01 Begin action queue for character $01 (Actor in stot 1), 11 bytes long CB/DC0D: 22 Do vehicle/entity graphical action $22 CB/DC0E: E0 Pause for 4 * 2 (8) frames CB/DC10: CF Turn vehicle/entity left CB/DC11: E0 Pause for 4 * 2 (8) frames CB/DC13: 22 Do vehicle/entity graphical action $22 CB/DC14: E0 Pause for 4 * 2 (8) frames CB/DC16: CF Turn vehicle/entity left CB/DC17: FF End queue CB/DC18: 03 Begin action queue for character $03 (Actor in stot 3), 11 bytes long CB/DC1A: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/DC1B: E0 Pause for 4 * 2 (8) frames CB/DC1D: CD Turn vehicle/entity right CB/DC1E: E0 Pause for 4 * 2 (8) frames CB/DC20: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/DC21: E0 Pause for 4 * 2 (8) frames CB/DC23: CD Turn vehicle/entity right CB/DC24: FF End queue CB/DC25: 00 Begin action queue for character $00 (Actor in stot 0), 11 bytes long (Wait until complete) CB/DC27: 21 Do vehicle/entity graphical action $21 CB/DC28: E0 Pause for 4 * 2 (8) frames CB/DC2A: CC Turn vehicle/entity up CB/DC2B: E0 Pause for 4 * 2 (8) frames CB/DC2D: 21 Do vehicle/entity graphical action $21 CB/DC2E: E0 Pause for 4 * 2 (8) frames CB/DC30: CC Turn vehicle/entity up CB/DC31: FF End queue CB/DC32: 93 Pause for 45 units CB/DC33: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CB/DC35: CD Turn vehicle/entity right CB/DC36: FF End queue CB/DC37: 91 Pause for 15 units CB/DC38: 4B Display dialogue message $07B8, wait for button press (At bottom of screen) LOCKE: Thanks for your time! STRAGO: Sorry I couldn't have been more helpful! CB/DC3B: 92 Pause for 30 units CB/DC3C: 03 Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete) CB/DC3E: CC Turn vehicle/entity up CB/DC3F: FF End queue CB/DC40: 92 Pause for 30 units CB/DC41: 4B Display dialogue message $07B9, wait for button press (At bottom of screen) SHADOW: Interceptor! Come! CB/DC44: 92 Pause for 30 units CB/DC45: B2 Call subroutine $CB6ABF CB/DC49: F4 Play sound effect 44 CB/DC4B: 73 Replace current map's Layer 1 at (37, 16) with the following (2 x 1) chunk, refresh immediately CB/DC50: $04, $14 CB/DC52: 92 Pause for 30 units CB/DC53: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/DC55: CC Turn vehicle/entity up CB/DC56: FF End queue CB/DC57: 11 Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete) CB/DC59: C2 Set vehicle/entity's event speed to normal CB/DC5A: 86 Move vehicle/entity down 2 tiles CB/DC5B: CD Turn vehicle/entity right CB/DC5C: 81 Move vehicle/entity right 1 tile CB/DC5D: CF Turn vehicle/entity left CB/DC5E: FF End queue CB/DC5F: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CB/DC61: C2 Set vehicle/entity's event speed to normal CB/DC62: 8E Move vehicle/entity down 4 tiles CB/DC63: CD Turn vehicle/entity right CB/DC64: FF End queue CB/DC65: 91 Pause for 15 units CB/DC66: 4B Display dialogue message $07BA, wait for button press (At bottom of screen) RELM: Oh, all right… CB/DC69: 92 Pause for 30 units CB/DC6A: B3 Call subroutine $CB6ABF, 2 times CB/DC6F: B2 Call subroutine $CB2E34 CB/DC73: 45 Refresh objects CB/DC74: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CB/DC76: 80 Move vehicle/entity up 1 tile CB/DC77: FF End queue CB/DC78: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/DC7A: 83 Move vehicle/entity left 1 tile CB/DC7B: FF End queue CB/DC7C: 03 Begin action queue for character $03 (Actor in stot 3), 2 bytes long CB/DC7E: 81 Move vehicle/entity right 1 tile CB/DC7F: FF End queue CB/DC80: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/DC82: 82 Move vehicle/entity down 1 tile CB/DC83: FF End queue CB/DC84: 42 Hide object $14 CB/DC86: 45 Refresh objects CB/DC87: D3 Clear event bit $1E80($1CB) [$1EB9, bit 3] CB/DC89: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CB/DC8B: DB Clear event bit $1E80($516) [$1F22, bit 6] CB/DC8D: DA Set event bit $1E80($563) [$1F2C, bit 3] CB/DC8F: DB Clear event bit $1E80($503) [$1F20, bit 3] CB/DC91: 39 Free screen CB/DC92: B2 Call subroutine $CACB95 CB/DC96: 3B Position character in a "ready-to-go" stance CB/DC97: B2 Call subroutine $CB2E2B CB/DC9B: 36 Disable ability to pass through other objects for object $14 (NPC $14) CB/DC9D: 36 Disable ability to pass through other objects for object $11 (NPC $11) CB/DC9F: 45 Refresh objects CB/DCA0: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/DCA2: CE Turn vehicle/entity down CB/DCA3: FF End queue CB/DCA4: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/DCA6: C1 Set vehicle/entity's event speed to slow CB/DCA7: 82 Move vehicle/entity down 1 tile CB/DCA8: C2 Set vehicle/entity's event speed to normal CB/DCA9: 8E Move vehicle/entity down 4 tiles CB/DCAA: FF End queue CB/DCAB: 6A Load map $0157 (Thamasa, outdoors (WoB pre-Espers / Shadow's last dream / "That evening")) after fade out, (upper bits $2000), place party at (29, 15), facing down CB/DCB1: 96 Restore screen from fade CB/DCB2: FE Return CB/DCB3: 4B Display dialogue message $07BB, wait for button press STRAGO: What a beautiful day. CB/DCB6: FE Return CB/DCB7: 4B Display dialogue message $07BC, wait for button press RELM: Interceptor, please come back again and play! CB/DCBA: FE Return CB/DCBB: 4B Display dialogue message $07E4, wait for button press RELM: What a fuddy duddy… CB/DCBE: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/DCC0: 09 Do vehicle/entity graphical action $09 (kneeling) CB/DCC1: FF End queue CB/DCC2: FE Return CB/DCC3: 4B Display dialogue message $07E4, wait for button press RELM: What a fuddy duddy… CB/DCC6: FE Return CB/DCC7: DA Set event bit $1E80($507) [$1F20, bit 7] CB/DCC9: B2 Call subroutine $CAC6AC CB/DCCD: 3C Set up the party as follows: $01 (Actor in stot 1), $03 (Actor in stot 3), $00 (Actor in stot 0), $FF () CB/DCD2: 45 Refresh objects CB/DCD3: 3D Create object $12 CB/DCD5: 41 Show object $12 CB/DCD7: B2 Call subroutine $CB2E34 CB/DCDB: 78 Enable ability to pass through other objects for object $12 (NPC $12) CB/DCDD: 38 Hold screen CB/DCDE: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CB/DCE0: C2 Set vehicle/entity's event speed to normal CB/DCE1: A4 Move vehicle/entity right/up 1x2 tiles CB/DCE2: 81 Move vehicle/entity right 1 tile CB/DCE3: FF End queue CB/DCE4: 03 Begin action queue for character $03 (Actor in stot 3), 4 bytes long CB/DCE6: C2 Set vehicle/entity's event speed to normal CB/DCE7: AB Move vehicle/entity left/up 1x2 tiles CB/DCE8: 83 Move vehicle/entity left 1 tile CB/DCE9: FF End queue CB/DCEA: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CB/DCEC: C2 Set vehicle/entity's event speed to normal CB/DCED: A7 Move vehicle/entity right/down 1x2 tiles CB/DCEE: 81 Move vehicle/entity right 1 tile CB/DCEF: FF End queue CB/DCF0: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CB/DCF2: C2 Set vehicle/entity's event speed to normal CB/DCF3: 8B Move vehicle/entity left 3 tiles CB/DCF4: 84 Move vehicle/entity up 2 tiles CB/DCF5: FF End queue CB/DCF6: 97 Fade screen to black CB/DCF7: 5C Pause execution until fade in or fade out is complete CB/DCF8: B5 Pause for 15 * 4 (60) units CB/DCFA: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CB/DCFE: F0 Play song 56 (Nighty Night), (high bit set), full volume CB/DD00: FA Stop temporarily played song CB/DD01: F0 Play song 0 (Silence), (high bit clear), full volume CB/DD03: 3F Remove character $03 (Actor in stot 3) from the party CB/DD06: 45 Refresh objects CB/DD07: 3D Create object $11 CB/DD09: 41 Show object $11 CB/DD0B: B2 Call subroutine $CB6A03 CB/DD0F: 96 Restore screen from fade CB/DD10: B5 Pause for 15 * 5 (75) units CB/DD12: F4 Play sound effect 44 CB/DD14: B5 Pause for 15 * 5 (75) units CB/DD16: 11 Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete) CB/DD18: C3 Set vehicle/entity's event speed to fast CB/DD19: A3 Move vehicle/entity left/up 1x1 tiles CB/DD1A: A3 Move vehicle/entity left/up 1x1 tiles CB/DD1B: A3 Move vehicle/entity left/up 1x1 tiles CB/DD1C: A3 Move vehicle/entity left/up 1x1 tiles CB/DD1D: A3 Move vehicle/entity left/up 1x1 tiles CB/DD1E: 87 Move vehicle/entity left 2 tiles CB/DD1F: FF End queue CB/DD20: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/DD22: 0D Do vehicle/entity graphical action $0D CB/DD23: FF End queue CB/DD24: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/DD26: 0C Do vehicle/entity graphical action $0C CB/DD27: FF End queue CB/DD28: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/DD2A: 0D Do vehicle/entity graphical action $0D CB/DD2B: FF End queue CB/DD2C: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/DD2E: 0C Do vehicle/entity graphical action $0C CB/DD2F: FF End queue CB/DD30: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/DD32: 0D Do vehicle/entity graphical action $0D CB/DD33: FF End queue CB/DD34: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/DD36: 0C Do vehicle/entity graphical action $0C CB/DD37: FF End queue CB/DD38: 01 Begin action queue for character $01 (Actor in stot 1), 14 bytes long CB/DD3A: C1 Set vehicle/entity's event speed to slow CB/DD3B: C8 Set object layering priority to 2 (low nibble 2) CB/DD3D: C7 Set vehicle/entity to stay still when moving CB/DD3E: 1F Do vehicle/entity graphical action $1F CB/DD3F: E0 Pause for 4 * 1 (4) frames CB/DD41: DD Make vehicle/entity jump (high) CB/DD42: 83 Move vehicle/entity left 1 tile CB/DD43: 28 Do vehicle/entity graphical action $28 CB/DD44: DC Make vehicle/entity jump (low) CB/DD45: 83 Move vehicle/entity left 1 tile CB/DD46: C6 Set vehicle/entity to walk when moving CB/DD47: FF End queue CB/DD48: 93 Pause for 45 units CB/DD49: F4 Play sound effect 199 CB/DD4B: 92 Pause for 30 units CB/DD4C: 35 Pause execution until action queue for object $01 (Actor in stot 1) is complete CB/DD4E: 01 Begin action queue for character $01 (Actor in stot 1), 22 bytes long (Wait until complete) CB/DD50: C8 Set object layering priority to 0 (low nibble 0) CB/DD52: 23 Do vehicle/entity graphical action $23 CB/DD53: E0 Pause for 4 * 1 (4) frames CB/DD55: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/DD56: E0 Pause for 4 * 1 (4) frames CB/DD58: 23 Do vehicle/entity graphical action $23 CB/DD59: E0 Pause for 4 * 1 (4) frames CB/DD5B: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/DD5C: E0 Pause for 4 * 1 (4) frames CB/DD5E: 23 Do vehicle/entity graphical action $23 CB/DD5F: E0 Pause for 4 * 1 (4) frames CB/DD61: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/DD62: E0 Pause for 4 * 1 (4) frames CB/DD64: CE Turn vehicle/entity down CB/DD65: FF End queue CB/DD66: 92 Pause for 30 units CB/DD67: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CB/DD69: C3 Set vehicle/entity's event speed to fast CB/DD6A: 86 Move vehicle/entity down 2 tiles CB/DD6B: 8B Move vehicle/entity left 3 tiles CB/DD6C: CC Turn vehicle/entity up CB/DD6D: FF End queue CB/DD6E: 11 Begin action queue for character $11 (NPC $11), 9 bytes long CB/DD70: 17 Do vehicle/entity graphical action $17 CB/DD71: E0 Pause for 4 * 1 (4) frames CB/DD73: CC Turn vehicle/entity up CB/DD74: E0 Pause for 4 * 1 (4) frames CB/DD76: FC Branch 6 bytes backwards ($CBDD70) CB/DD78: FF End queue CB/DD79: 4B Display dialogue message $07BD, wait for button press STRAGO: This is awful! RELM…she's… CB/DD7C: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CB/DD7E: C2 Set vehicle/entity's event speed to normal CB/DD7F: 83 Move vehicle/entity left 1 tile CB/DD80: CC Turn vehicle/entity up CB/DD81: FF End queue CB/DD82: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CB/DD84: C1 Set vehicle/entity's event speed to slow CB/DD85: A2 Move vehicle/entity left/down 1x1 tiles CB/DD86: CD Turn vehicle/entity right CB/DD87: FF End queue CB/DD88: 93 Pause for 45 units CB/DD89: 11 Begin action queue for character $11 (NPC $11), 9 bytes long CB/DD8B: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/DD8C: E0 Pause for 4 * 1 (4) frames CB/DD8E: CE Turn vehicle/entity down CB/DD8F: E0 Pause for 4 * 1 (4) frames CB/DD91: FC Branch 6 bytes backwards ($CBDD8B) CB/DD93: FF End queue CB/DD94: 4B Display dialogue message $07BE, wait for button press TERRA: RELM's in danger? STRAGO: Yes! She was at a neighbor's house when a fire broke out. I won't be able to stand it if something happens to her! CB/DD97: 91 Pause for 15 units CB/DD98: 11 Begin action queue for character $11 (NPC $11), 9 bytes long CB/DD9A: 17 Do vehicle/entity graphical action $17 CB/DD9B: E0 Pause for 4 * 1 (4) frames CB/DD9D: CC Turn vehicle/entity up CB/DD9E: E0 Pause for 4 * 1 (4) frames CB/DDA0: FC Branch 6 bytes backwards ($CBDD9A) CB/DDA2: FF End queue CB/DDA3: 4B Display dialogue message $07BF, wait for button press STRAGO: Please! Won't you help?! CB/DDA6: 92 Pause for 30 units CB/DDA7: 11 Begin action queue for character $11 (NPC $11), 8 bytes long CB/DDA9: C3 Set vehicle/entity's event speed to fast CB/DDAA: 89 Move vehicle/entity right 3 tiles CB/DDAB: A0 Move vehicle/entity right/up 1x1 tiles CB/DDAC: 89 Move vehicle/entity right 3 tiles CB/DDAD: A1 Move vehicle/entity right/down 1x1 tiles CB/DDAE: A1 Move vehicle/entity right/down 1x1 tiles CB/DDAF: 92 Move vehicle/entity down 5 tiles CB/DDB0: FF End queue CB/DDB1: 00 Begin action queue for character $00 (Actor in stot 0), 11 bytes long CB/DDB3: C3 Set vehicle/entity's event speed to fast CB/DDB4: E0 Pause for 4 * 3 (12) frames CB/DDB6: 84 Move vehicle/entity up 2 tiles CB/DDB7: 85 Move vehicle/entity right 2 tiles CB/DDB8: A0 Move vehicle/entity right/up 1x1 tiles CB/DDB9: 89 Move vehicle/entity right 3 tiles CB/DDBA: A1 Move vehicle/entity right/down 1x1 tiles CB/DDBB: A1 Move vehicle/entity right/down 1x1 tiles CB/DDBC: 92 Move vehicle/entity down 5 tiles CB/DDBD: FF End queue CB/DDBE: 12 Begin action queue for character $12 (NPC $12), 5 bytes long CB/DDC0: E0 Pause for 4 * 4 (16) frames CB/DDC2: C3 Set vehicle/entity's event speed to fast CB/DDC3: 9A Move vehicle/entity down 7 tiles CB/DDC4: FF End queue CB/DDC5: 01 Begin action queue for character $01 (Actor in stot 1), 12 bytes long (Wait until complete) CB/DDC7: C2 Set vehicle/entity's event speed to normal CB/DDC8: E0 Pause for 4 * 6 (24) frames CB/DDCA: 86 Move vehicle/entity down 2 tiles CB/DDCB: 89 Move vehicle/entity right 3 tiles CB/DDCC: E0 Pause for 4 * 2 (8) frames CB/DDCE: CF Turn vehicle/entity left CB/DDCF: 8B Move vehicle/entity left 3 tiles CB/DDD0: 84 Move vehicle/entity up 2 tiles CB/DDD1: CF Turn vehicle/entity left CB/DDD2: FF End queue CB/DDD3: 4B Display dialogue message $07C0, wait for button press (At bottom of screen) LOCKE: SHADOW! CB/DDD6: 92 Pause for 30 units CB/DDD7: 03 Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete) CB/DDD9: CD Turn vehicle/entity right CB/DDDA: FF End queue CB/DDDB: 94 Pause for 60 units CB/DDDC: 03 Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete) CB/DDDE: CF Turn vehicle/entity left CB/DDDF: FF End queue CB/DDE0: B5 Pause for 15 * 10 (150) units CB/DDE2: 01 Begin action queue for character $01 (Actor in stot 1), 9 bytes long (Wait until complete) CB/DDE4: C3 Set vehicle/entity's event speed to fast CB/DDE5: 86 Move vehicle/entity down 2 tiles CB/DDE6: 89 Move vehicle/entity right 3 tiles CB/DDE7: A0 Move vehicle/entity right/up 1x1 tiles CB/DDE8: 8D Move vehicle/entity right 4 tiles CB/DDE9: 86 Move vehicle/entity down 2 tiles CB/DDEA: A1 Move vehicle/entity right/down 1x1 tiles CB/DDEB: 8E Move vehicle/entity down 4 tiles CB/DDEC: FF End queue CB/DDED: B2 Call subroutine $CACB95 CB/DDF1: 3B Position character in a "ready-to-go" stance CB/DDF2: F4 Play sound effect 44 CB/DDF4: 95 Pause for 120 units CB/DDF5: D2 Set event bit $1E80($190) [$1EB2, bit 0] CB/DDF7: D0 Set event bit $1E80($08E) [$1E91, bit 6] CB/DDF9: 03 Begin action queue for character $03 (Actor in stot 3), 9 bytes long (Wait until complete) CB/DDFB: 81 Move vehicle/entity right 1 tile CB/DDFC: CE Turn vehicle/entity down CB/DDFD: E0 Pause for 4 * 6 (24) frames CB/DDFF: 20 Do vehicle/entity graphical action $20 CB/DE00: E0 Pause for 4 * 4 (16) frames CB/DE02: CE Turn vehicle/entity down CB/DE03: FF End queue CB/DE04: 4B Display dialogue message $07C1, wait for button press (At bottom of screen) SHADOW: Interceptor… Where are you?! CB/DE07: 94 Pause for 60 units CB/DE08: 5A Fade screen at speed $08 CB/DE0A: 5C Pause execution until fade in or fade out is complete CB/DE0B: 42 Hide object $03 CB/DE0D: 3E Delete object $03 CB/DE0F: 45 Refresh objects CB/DE10: D5 Clear event bit $1E80($2F3) [$1EDE, bit 3] CB/DE12: 39 Free screen CB/DE13: B2 Call subroutine $CB2E2B CB/DE17: 36 Disable ability to pass through other objects for object $12 (NPC $12) CB/DE19: DB Clear event bit $1E80($518) [$1F23, bit 0] CB/DE1B: DB Clear event bit $1E80($507) [$1F20, bit 7] CB/DE1D: DA Set event bit $1E80($508) [$1F21, bit 0] CB/DE1F: DB Clear event bit $1E80($563) [$1F2C, bit 3] CB/DE21: DA Set event bit $1E80($509) [$1F21, bit 1] CB/DE23: 6B Load map $0157 (Thamasa, outdoors (WoB pre-Espers / Shadow's last dream / "That evening")) instantly, (upper bits $2000), place party at (12, 21), facing down CB/DE29: 42 Hide object $11 CB/DE2B: 45 Refresh objects CB/DE2C: 59 Unfade screen at speed $08 CB/DE2E: 3A Enable player to move while event commands execute CB/DE2F: FE Return CB/DE30: B2 Call subroutine $CACAB3 CB/DE34: B2 Call subroutine $CAC6AC CB/DE38: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/DE3A: CE Turn vehicle/entity down CB/DE3B: FF End queue CB/DE3C: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CB/DE3E: C2 Set vehicle/entity's event speed to normal CB/DE3F: 83 Move vehicle/entity left 1 tile CB/DE40: CE Turn vehicle/entity down CB/DE41: FF End queue CB/DE42: 14 Begin action queue for character $14 (NPC $14), 9 bytes long CB/DE44: 17 Do vehicle/entity graphical action $17 CB/DE45: E0 Pause for 4 * 1 (4) frames CB/DE47: CC Turn vehicle/entity up CB/DE48: E0 Pause for 4 * 1 (4) frames CB/DE4A: FC Branch 6 bytes backwards ($CBDE44) CB/DE4C: FF End queue CB/DE4D: 4B Display dialogue message $07C3, wait for button press STRAGO: RELM's inside that house! CB/DE50: B5 Pause for 15 * 5 (75) units CB/DE52: 38 Hold screen CB/DE53: 30 Begin action queue for character $30 (Camera), 6 bytes long (Wait until complete) CB/DE55: C2 Set vehicle/entity's event speed to normal CB/DE56: A0 Move vehicle/entity right/up 1x1 tiles CB/DE57: A0 Move vehicle/entity right/up 1x1 tiles CB/DE58: A0 Move vehicle/entity right/up 1x1 tiles CB/DE59: 88 Move vehicle/entity up 3 tiles CB/DE5A: FF End queue CB/DE5B: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/DE5D: CC Turn vehicle/entity up CB/DE5E: FF End queue CB/DE5F: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CB/DE61: CC Turn vehicle/entity up CB/DE62: FF End queue CB/DE63: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/DE65: CC Turn vehicle/entity up CB/DE66: FF End queue CB/DE67: B5 Pause for 15 * 5 (75) units CB/DE69: 58 Shake screen ($3F): (Intensity: 3)) (Permanance and ???: 3)) (Layer 1 affected) (Layer 2 affected) (Layer 3 unaffected) (Sprite layer unaffected) CB/DE6B: F4 Play sound effect 137 CB/DE6D: 74 Replace current map's Layer 2 at (40, 18) with the following (2 x 1) chunk CB/DE72: $1A, $2A CB/DE74: 74 Replace current map's Layer 2 at (40, 77) with the following (2 x 3) chunk CB/DE79: $D1, $D4 CB/DE7B: $D3, $0C CB/DE7D: $E4, $F3 CB/DE7F: 74 Replace current map's Layer 2 at (36, 78) with the following (1 x 2) chunk CB/DE84: $C4 CB/DE85: $C5 CB/DE86: 74 Replace current map's Layer 2 at (45, 80) with the following (1 x 2) chunk CB/DE8B: $C5 CB/DE8C: $C6 CB/DE8D: 74 Replace current map's Layer 2 at (36, 141) with the following (7 x 10) chunk CB/DE92: $41, $00, $00, $00, $43, $00, $03 CB/DE99: $00, $00, $03, $44, $43, $41, $03 CB/DEA0: $42, $03, $00, $00, $00, $00, $00 CB/DEA7: $00, $44, $00, $00, $00, $03, $42 CB/DEAE: $41, $00, $03, $41, $00, $03, $01 CB/DEB5: $42, $43, $00, $00, $00, $01, $44 CB/DEBC: $00, $02, $04, $45, $00, $02, $00 CB/DEC3: $00, $04, $81, $00, $03, $00, $00 CB/DECA: $01, $83, $01, $03, $00, $00, $00 CB/DED1: $00, $00, $00, $04, $43, $04, $00 CB/DED8: 75 Refresh map after alteration CB/DED9: DA Set event bit $1E80($507) [$1F20, bit 7] CB/DEDB: 3D Create object $1C CB/DEDD: 3D Create object $1D CB/DEDF: 3D Create object $1E CB/DEE1: 3D Create object $1F CB/DEE3: 3D Create object $20 CB/DEE5: 3D Create object $21 CB/DEE7: 3D Create object $22 CB/DEE9: 3D Create object $23 CB/DEEB: 3D Create object $24 CB/DEED: 3D Create object $1A CB/DEEF: 3D Create object $17 CB/DEF1: 3D Create object $1B CB/DEF3: 45 Refresh objects CB/DEF4: 92 Pause for 30 units CB/DEF5: 58 Shake screen ($38): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 unaffected) (Sprite layer unaffected) CB/DEF7: 13 Begin action queue for character $13 (NPC $13), 6 bytes long (Wait until complete) CB/DEF9: C3 Set vehicle/entity's event speed to fast CB/DEFA: C7 Set vehicle/entity to stay still when moving CB/DEFB: DD Make vehicle/entity jump (high) CB/DEFC: 82 Move vehicle/entity down 1 tile CB/DEFD: C6 Set vehicle/entity to walk when moving CB/DEFE: FF End queue CB/DEFF: 58 Shake screen ($3A): (Intensity: 2)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 unaffected) (Sprite layer unaffected) CB/DF01: 92 Pause for 30 units CB/DF02: 58 Shake screen ($38): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 unaffected) (Sprite layer unaffected) CB/DF04: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/DF06: 1F Do vehicle/entity graphical action $1F CB/DF07: FF End queue CB/DF08: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CB/DF0A: 1F Do vehicle/entity graphical action $1F CB/DF0B: FF End queue CB/DF0C: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/DF0E: 1F Do vehicle/entity graphical action $1F CB/DF0F: FF End queue CB/DF10: 93 Pause for 45 units CB/DF11: 30 Begin action queue for character $30 (Camera), 6 bytes long (Wait until complete) CB/DF13: C2 Set vehicle/entity's event speed to normal CB/DF14: A2 Move vehicle/entity left/down 1x1 tiles CB/DF15: A2 Move vehicle/entity left/down 1x1 tiles CB/DF16: A2 Move vehicle/entity left/down 1x1 tiles CB/DF17: 8A Move vehicle/entity down 3 tiles CB/DF18: FF End queue CB/DF19: 91 Pause for 15 units CB/DF1A: 48 Display dialogue message $07C5, continue executing commands STRAGO: RELM!!!!! CB/DF1D: 14 Begin action queue for character $14 (NPC $14), 9 bytes long CB/DF1F: 17 Do vehicle/entity graphical action $17 CB/DF20: E0 Pause for 4 * 1 (4) frames CB/DF22: CC Turn vehicle/entity up CB/DF23: E0 Pause for 4 * 1 (4) frames CB/DF25: FC Branch 6 bytes backwards ($CBDF1F) CB/DF27: FF End queue CB/DF28: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/DF2A: CC Turn vehicle/entity up CB/DF2B: FF End queue CB/DF2C: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CB/DF2E: CC Turn vehicle/entity up CB/DF2F: FF End queue CB/DF30: 49 If dialogue window is up, wait for keypress then dismiss CB/DF31: 92 Pause for 30 units CB/DF32: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/DF34: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/DF35: FF End queue CB/DF36: B5 Pause for 15 * 6 (90) units CB/DF38: 14 Begin action queue for character $14 (NPC $14), 9 bytes long CB/DF3A: 10 Do vehicle/entity graphical action $10 CB/DF3B: E0 Pause for 4 * 1 (4) frames CB/DF3D: 11 Do vehicle/entity graphical action $11 CB/DF3E: E0 Pause for 4 * 1 (4) frames CB/DF40: FC Branch 6 bytes backwards ($CBDF3A) CB/DF42: FF End queue CB/DF43: 93 Pause for 45 units CB/DF44: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/DF46: 1F Do vehicle/entity graphical action $1F CB/DF47: FF End queue CB/DF48: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CB/DF4A: CE Turn vehicle/entity down CB/DF4B: FF End queue CB/DF4C: 91 Pause for 15 units CB/DF4D: 4B Display dialogue message $07C6, wait for button press LOCKE: What're you doing? CB/DF50: 93 Pause for 45 units CB/DF51: 4B Display dialogue message $07C7, wait for button press Flames be GONE!!! CB/DF54: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CB/DF56: 1F Do vehicle/entity graphical action $1F CB/DF57: E0 Pause for 4 * 5 (20) frames CB/DF59: CD Turn vehicle/entity right CB/DF5A: FF End queue CB/DF5B: 01 Begin action queue for character $01 (Actor in stot 1), 7 bytes long CB/DF5D: C3 Set vehicle/entity's event speed to fast CB/DF5E: 81 Move vehicle/entity right 1 tile CB/DF5F: 1F Do vehicle/entity graphical action $1F CB/DF60: E0 Pause for 4 * 5 (20) frames CB/DF62: CF Turn vehicle/entity left CB/DF63: FF End queue CB/DF64: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CB/DF66: C2 Set vehicle/entity's event speed to normal CB/DF67: 80 Move vehicle/entity up 1 tile CB/DF68: 17 Do vehicle/entity graphical action $17 CB/DF69: FF End queue CB/DF6A: F4 Play sound effect 1 CB/DF6C: 41 Show object $1C CB/DF6E: 41 Show object $1E CB/DF70: 41 Show object $24 CB/DF72: 78 Enable ability to pass through other objects for object $1C (NPC $1C) CB/DF74: 78 Enable ability to pass through other objects for object $1E (NPC $1E) CB/DF76: 78 Enable ability to pass through other objects for object $24 (NPC $24) CB/DF78: 91 Pause for 15 units CB/DF79: F4 Play sound effect 23 CB/DF7B: 38 Hold screen CB/DF7C: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/DF7E: C2 Set vehicle/entity's event speed to normal CB/DF7F: 90 Move vehicle/entity up 5 tiles CB/DF80: FF End queue CB/DF81: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long CB/DF83: C3 Set vehicle/entity's event speed to fast CB/DF84: 90 Move vehicle/entity up 5 tiles CB/DF85: FF End queue CB/DF86: 1E Begin action queue for character $1E (NPC $1E), 5 bytes long CB/DF88: E0 Pause for 4 * 1 (4) frames CB/DF8A: C3 Set vehicle/entity's event speed to fast CB/DF8B: 90 Move vehicle/entity up 5 tiles CB/DF8C: FF End queue CB/DF8D: 24 Begin action queue for character $24 (NPC $24), 5 bytes long (Wait until complete) CB/DF8F: E0 Pause for 4 * 2 (8) frames CB/DF91: C3 Set vehicle/entity's event speed to fast CB/DF92: 90 Move vehicle/entity up 5 tiles CB/DF93: FF End queue CB/DF94: 41 Show object $1D CB/DF96: 41 Show object $1F CB/DF98: 41 Show object $20 CB/DF9A: 41 Show object $21 CB/DF9C: 41 Show object $22 CB/DF9E: 41 Show object $23 CB/DFA0: 78 Enable ability to pass through other objects for object $1D (NPC $1D) CB/DFA2: 78 Enable ability to pass through other objects for object $1F (NPC $1F) CB/DFA4: 78 Enable ability to pass through other objects for object $20 (NPC $20) CB/DFA6: 78 Enable ability to pass through other objects for object $21 (NPC $21) CB/DFA8: 78 Enable ability to pass through other objects for object $22 (NPC $22) CB/DFAA: 78 Enable ability to pass through other objects for object $23 (NPC $23) CB/DFAC: 91 Pause for 15 units CB/DFAD: F4 Play sound effect 24 CB/DFAF: 1C Begin action queue for character $1C (NPC $1C), 7 bytes long CB/DFB1: C3 Set vehicle/entity's event speed to fast CB/DFB2: DD Make vehicle/entity jump (high) CB/DFB3: 84 Move vehicle/entity up 2 tiles CB/DFB4: E0 Pause for 4 * 1 (4) frames CB/DFB6: D1 Make vehicle/entity disappear CB/DFB7: FF End queue CB/DFB8: 1F Begin action queue for character $1F (NPC $1F), 7 bytes long CB/DFBA: C3 Set vehicle/entity's event speed to fast CB/DFBB: DD Make vehicle/entity jump (high) CB/DFBC: A6 Move vehicle/entity right/down 2x1 tiles CB/DFBD: E0 Pause for 4 * 1 (4) frames CB/DFBF: D1 Make vehicle/entity disappear CB/DFC0: FF End queue CB/DFC1: 22 Begin action queue for character $22 (NPC $22), 7 bytes long CB/DFC3: C3 Set vehicle/entity's event speed to fast CB/DFC4: DD Make vehicle/entity jump (high) CB/DFC5: A9 Move vehicle/entity left/down 2x1 tiles CB/DFC6: E0 Pause for 4 * 1 (4) frames CB/DFC8: D1 Make vehicle/entity disappear CB/DFC9: FF End queue CB/DFCA: 1D Begin action queue for character $1D (NPC $1D), 9 bytes long CB/DFCC: E0 Pause for 4 * 1 (4) frames CB/DFCE: C3 Set vehicle/entity's event speed to fast CB/DFCF: DD Make vehicle/entity jump (high) CB/DFD0: 84 Move vehicle/entity up 2 tiles CB/DFD1: E0 Pause for 4 * 1 (4) frames CB/DFD3: D1 Make vehicle/entity disappear CB/DFD4: FF End queue CB/DFD5: 20 Begin action queue for character $20 (NPC $20), 9 bytes long CB/DFD7: E0 Pause for 4 * 1 (4) frames CB/DFD9: C3 Set vehicle/entity's event speed to fast CB/DFDA: DD Make vehicle/entity jump (high) CB/DFDB: A6 Move vehicle/entity right/down 2x1 tiles CB/DFDC: E0 Pause for 4 * 1 (4) frames CB/DFDE: D1 Make vehicle/entity disappear CB/DFDF: FF End queue CB/DFE0: 23 Begin action queue for character $23 (NPC $23), 9 bytes long CB/DFE2: E0 Pause for 4 * 1 (4) frames CB/DFE4: C3 Set vehicle/entity's event speed to fast CB/DFE5: DD Make vehicle/entity jump (high) CB/DFE6: A9 Move vehicle/entity left/down 2x1 tiles CB/DFE7: E0 Pause for 4 * 1 (4) frames CB/DFE9: D1 Make vehicle/entity disappear CB/DFEA: FF End queue CB/DFEB: 1E Begin action queue for character $1E (NPC $1E), 6 bytes long CB/DFED: E0 Pause for 4 * 1 (4) frames CB/DFEF: C2 Set vehicle/entity's event speed to normal CB/DFF0: DD Make vehicle/entity jump (high) CB/DFF1: 84 Move vehicle/entity up 2 tiles CB/DFF2: FF End queue CB/DFF3: 21 Begin action queue for character $21 (NPC $21), 6 bytes long CB/DFF5: E0 Pause for 4 * 1 (4) frames CB/DFF7: C2 Set vehicle/entity's event speed to normal CB/DFF8: DD Make vehicle/entity jump (high) CB/DFF9: A6 Move vehicle/entity right/down 2x1 tiles CB/DFFA: FF End queue CB/DFFB: 24 Begin action queue for character $24 (NPC $24), 6 bytes long (Wait until complete) CB/DFFD: E0 Pause for 4 * 1 (4) frames CB/DFFF: C2 Set vehicle/entity's event speed to normal CB/E000: DD Make vehicle/entity jump (high) CB/E001: A9 Move vehicle/entity left/down 2x1 tiles CB/E002: FF End queue CB/E003: 92 Pause for 30 units CB/E004: 42 Hide object $1E CB/E006: 42 Hide object $21 CB/E008: 42 Hide object $24 CB/E00A: 45 Refresh objects CB/E00B: 41 Show object $1A CB/E00D: 45 Refresh objects CB/E00E: 26 Begin action queue for character $26 (NPC $26), 4 bytes long (Wait until complete) CB/E010: D5 Set vehicle/entity's position to (28, 23) CB/E013: FF End queue CB/E014: DA Set event bit $1E80($506) [$1F20, bit 6] CB/E016: 41 Show object $17 CB/E018: 45 Refresh objects CB/E019: 17 Begin action queue for character $17 (NPC $17), 4 bytes long (Wait until complete) CB/E01B: D5 Set vehicle/entity's position to (27, 24) CB/E01E: FF End queue CB/E01F: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/E021: C2 Set vehicle/entity's event speed to normal CB/E022: 92 Move vehicle/entity down 5 tiles CB/E023: FF End queue CB/E024: 92 Pause for 30 units CB/E025: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CB/E027: E0 Pause for 4 * 4 (16) frames CB/E029: CE Turn vehicle/entity down CB/E02A: FF End queue CB/E02B: 25 Begin action queue for character $25 (NPC $25), 2 bytes long CB/E02D: CF Turn vehicle/entity left CB/E02E: FF End queue CB/E02F: 26 Begin action queue for character $26 (NPC $26), 3 bytes long CB/E031: C2 Set vehicle/entity's event speed to normal CB/E032: 9D Move vehicle/entity right 8 tiles CB/E033: FF End queue CB/E034: 17 Begin action queue for character $17 (NPC $17), 3 bytes long CB/E036: C2 Set vehicle/entity's event speed to normal CB/E037: 99 Move vehicle/entity right 7 tiles CB/E038: FF End queue CB/E039: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CB/E03B: CF Turn vehicle/entity left CB/E03C: FF End queue CB/E03D: 1A Begin action queue for character $1A (NPC $1A), 3 bytes long (Wait until complete) CB/E03F: C3 Set vehicle/entity's event speed to fast CB/E040: 9D Move vehicle/entity right 8 tiles CB/E041: FF End queue CB/E042: 48 Display dialogue message $07C8, continue executing commands MAYOR: Magic is forbidden! TERRA: Magic…?! CB/E045: 94 Pause for 60 units CB/E046: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/E048: CF Turn vehicle/entity left CB/E049: FF End queue CB/E04A: 49 If dialogue window is up, wait for keypress then dismiss CB/E04B: 93 Pause for 45 units CB/E04C: 48 Display dialogue message $07C9, continue executing commands STRAGO: I don't care! RELM's inside!!! CB/E04F: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CB/E051: C3 Set vehicle/entity's event speed to fast CB/E052: 86 Move vehicle/entity down 2 tiles CB/E053: CF Turn vehicle/entity left CB/E054: FF End queue CB/E055: 14 Begin action queue for character $14 (NPC $14), 9 bytes long CB/E057: 0D Do vehicle/entity graphical action $0D CB/E058: E0 Pause for 4 * 1 (4) frames CB/E05A: CF Turn vehicle/entity left CB/E05B: E0 Pause for 4 * 1 (4) frames CB/E05D: FC Branch 6 bytes backwards ($CBE057) CB/E05F: FF End queue CB/E060: 49 If dialogue window is up, wait for keypress then dismiss CB/E061: 14 Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete) CB/E063: 85 Move vehicle/entity right 2 tiles CB/E064: 80 Move vehicle/entity up 1 tile CB/E065: FF End queue CB/E066: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/E068: CD Turn vehicle/entity right CB/E069: FF End queue CB/E06A: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CB/E06C: CD Turn vehicle/entity right CB/E06D: FF End queue CB/E06E: B0 Execute the following commands until $B1 4 times CB/E070: 14 Begin action queue for character $14 (NPC $14), 7 bytes long (Wait until complete) CB/E072: 10 Do vehicle/entity graphical action $10 CB/E073: E0 Pause for 4 * 1 (4) frames CB/E075: 11 Do vehicle/entity graphical action $11 CB/E076: E0 Pause for 4 * 1 (4) frames CB/E078: FF End queue CB/E079: B1 End block of repeating commands CB/E07A: 93 Pause for 45 units CB/E07B: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CB/E07D: CC Turn vehicle/entity up CB/E07E: FF End queue CB/E07F: 25 Begin action queue for character $25 (NPC $25), 2 bytes long CB/E081: CC Turn vehicle/entity up CB/E082: FF End queue CB/E083: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/E085: 17 Do vehicle/entity graphical action $17 CB/E086: FF End queue CB/E087: F4 Play sound effect 1 CB/E089: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CB/E08B: D5 Set vehicle/entity's position to (41, 23) CB/E08E: FF End queue CB/E08F: 1E Begin action queue for character $1E (NPC $1E), 4 bytes long (Wait until complete) CB/E091: D5 Set vehicle/entity's position to (41, 23) CB/E094: FF End queue CB/E095: 41 Show object $1C CB/E097: 41 Show object $1E CB/E099: 4B Display dialogue message $07C7, wait for button press Flames be GONE!!! CB/E09C: 91 Pause for 15 units CB/E09D: F4 Play sound effect 23 CB/E09F: 38 Hold screen CB/E0A0: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/E0A2: C2 Set vehicle/entity's event speed to normal CB/E0A3: 8C Move vehicle/entity up 4 tiles CB/E0A4: FF End queue CB/E0A5: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long CB/E0A7: C3 Set vehicle/entity's event speed to fast CB/E0A8: 90 Move vehicle/entity up 5 tiles CB/E0A9: FF End queue CB/E0AA: 1E Begin action queue for character $1E (NPC $1E), 5 bytes long (Wait until complete) CB/E0AC: E0 Pause for 4 * 2 (8) frames CB/E0AE: C3 Set vehicle/entity's event speed to fast CB/E0AF: 90 Move vehicle/entity up 5 tiles CB/E0B0: FF End queue CB/E0B1: 1D Begin action queue for character $1D (NPC $1D), 4 bytes long CB/E0B3: D5 Set vehicle/entity's position to (41, 18) CB/E0B6: FF End queue CB/E0B7: 1F Begin action queue for character $1F (NPC $1F), 4 bytes long CB/E0B9: D5 Set vehicle/entity's position to (41, 18) CB/E0BC: FF End queue CB/E0BD: 20 Begin action queue for character $20 (NPC $20), 4 bytes long CB/E0BF: D5 Set vehicle/entity's position to (41, 18) CB/E0C2: FF End queue CB/E0C3: 21 Begin action queue for character $21 (NPC $21), 4 bytes long CB/E0C5: D5 Set vehicle/entity's position to (41, 18) CB/E0C8: FF End queue CB/E0C9: 22 Begin action queue for character $22 (NPC $22), 4 bytes long CB/E0CB: D5 Set vehicle/entity's position to (41, 18) CB/E0CE: FF End queue CB/E0CF: 23 Begin action queue for character $23 (NPC $23), 4 bytes long CB/E0D1: D5 Set vehicle/entity's position to (41, 18) CB/E0D4: FF End queue CB/E0D5: 24 Begin action queue for character $24 (NPC $24), 4 bytes long (Wait until complete) CB/E0D7: D5 Set vehicle/entity's position to (41, 18) CB/E0DA: FF End queue CB/E0DB: 41 Show object $1F CB/E0DD: 41 Show object $20 CB/E0DF: 41 Show object $21 CB/E0E1: 41 Show object $22 CB/E0E3: 41 Show object $23 CB/E0E5: 41 Show object $24 CB/E0E7: 91 Pause for 15 units CB/E0E8: F4 Play sound effect 24 CB/E0EA: 1C Begin action queue for character $1C (NPC $1C), 7 bytes long CB/E0EC: C3 Set vehicle/entity's event speed to fast CB/E0ED: DD Make vehicle/entity jump (high) CB/E0EE: 84 Move vehicle/entity up 2 tiles CB/E0EF: E0 Pause for 4 * 1 (4) frames CB/E0F1: D1 Make vehicle/entity disappear CB/E0F2: FF End queue CB/E0F3: 1F Begin action queue for character $1F (NPC $1F), 7 bytes long CB/E0F5: C3 Set vehicle/entity's event speed to fast CB/E0F6: DD Make vehicle/entity jump (high) CB/E0F7: A6 Move vehicle/entity right/down 2x1 tiles CB/E0F8: E0 Pause for 4 * 1 (4) frames CB/E0FA: D1 Make vehicle/entity disappear CB/E0FB: FF End queue CB/E0FC: 22 Begin action queue for character $22 (NPC $22), 7 bytes long CB/E0FE: C3 Set vehicle/entity's event speed to fast CB/E0FF: DD Make vehicle/entity jump (high) CB/E100: A9 Move vehicle/entity left/down 2x1 tiles CB/E101: E0 Pause for 4 * 1 (4) frames CB/E103: D1 Make vehicle/entity disappear CB/E104: FF End queue CB/E105: 1D Begin action queue for character $1D (NPC $1D), 9 bytes long CB/E107: E0 Pause for 4 * 1 (4) frames CB/E109: C3 Set vehicle/entity's event speed to fast CB/E10A: DD Make vehicle/entity jump (high) CB/E10B: 84 Move vehicle/entity up 2 tiles CB/E10C: E0 Pause for 4 * 1 (4) frames CB/E10E: D1 Make vehicle/entity disappear CB/E10F: FF End queue CB/E110: 20 Begin action queue for character $20 (NPC $20), 9 bytes long CB/E112: E0 Pause for 4 * 1 (4) frames CB/E114: C3 Set vehicle/entity's event speed to fast CB/E115: DD Make vehicle/entity jump (high) CB/E116: A6 Move vehicle/entity right/down 2x1 tiles CB/E117: E0 Pause for 4 * 1 (4) frames CB/E119: D1 Make vehicle/entity disappear CB/E11A: FF End queue CB/E11B: 23 Begin action queue for character $23 (NPC $23), 9 bytes long CB/E11D: E0 Pause for 4 * 1 (4) frames CB/E11F: C3 Set vehicle/entity's event speed to fast CB/E120: DD Make vehicle/entity jump (high) CB/E121: A9 Move vehicle/entity left/down 2x1 tiles CB/E122: E0 Pause for 4 * 1 (4) frames CB/E124: D1 Make vehicle/entity disappear CB/E125: FF End queue CB/E126: 1E Begin action queue for character $1E (NPC $1E), 6 bytes long CB/E128: E0 Pause for 4 * 1 (4) frames CB/E12A: C2 Set vehicle/entity's event speed to normal CB/E12B: DD Make vehicle/entity jump (high) CB/E12C: 84 Move vehicle/entity up 2 tiles CB/E12D: FF End queue CB/E12E: 21 Begin action queue for character $21 (NPC $21), 6 bytes long CB/E130: E0 Pause for 4 * 1 (4) frames CB/E132: C2 Set vehicle/entity's event speed to normal CB/E133: DD Make vehicle/entity jump (high) CB/E134: A6 Move vehicle/entity right/down 2x1 tiles CB/E135: FF End queue CB/E136: 24 Begin action queue for character $24 (NPC $24), 6 bytes long (Wait until complete) CB/E138: E0 Pause for 4 * 1 (4) frames CB/E13A: C2 Set vehicle/entity's event speed to normal CB/E13B: DD Make vehicle/entity jump (high) CB/E13C: A9 Move vehicle/entity left/down 2x1 tiles CB/E13D: FF End queue CB/E13E: 92 Pause for 30 units CB/E13F: 42 Hide object $1E CB/E141: 42 Hide object $21 CB/E143: 42 Hide object $24 CB/E145: 45 Refresh objects CB/E146: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/E148: C2 Set vehicle/entity's event speed to normal CB/E149: 8E Move vehicle/entity down 4 tiles CB/E14A: FF End queue CB/E14B: 92 Pause for 30 units CB/E14C: 25 Begin action queue for character $25 (NPC $25), 3 bytes long (Wait until complete) CB/E14E: C3 Set vehicle/entity's event speed to fast CB/E14F: 8F Move vehicle/entity left 4 tiles CB/E150: FF End queue CB/E151: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CB/E153: CF Turn vehicle/entity left CB/E154: FF End queue CB/E155: 92 Pause for 30 units CB/E156: 4B Display dialogue message $07CA, wait for button press Mayor!! CB/E159: 93 Pause for 45 units CB/E15A: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete) CB/E15C: E0 Pause for 4 * 3 (12) frames CB/E15E: C2 Set vehicle/entity's event speed to normal CB/E15F: 85 Move vehicle/entity right 2 tiles CB/E160: FF End queue CB/E161: 4B Display dialogue message $07CB, wait for button press MAYOR: All right. We really have no choice. CB/E164: 92 Pause for 30 units CB/E165: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CB/E167: CC Turn vehicle/entity up CB/E168: FF End queue CB/E169: 4B Display dialogue message $07CC, wait for button press MAYOR: Stand back. CB/E16C: 92 Pause for 30 units CB/E16D: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CB/E16F: C3 Set vehicle/entity's event speed to fast CB/E170: 8A Move vehicle/entity down 3 tiles CB/E171: 8B Move vehicle/entity left 3 tiles CB/E172: CD Turn vehicle/entity right CB/E173: FF End queue CB/E174: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete) CB/E176: C3 Set vehicle/entity's event speed to fast CB/E177: 87 Move vehicle/entity left 2 tiles CB/E178: 86 Move vehicle/entity down 2 tiles CB/E179: 87 Move vehicle/entity left 2 tiles CB/E17A: CD Turn vehicle/entity right CB/E17B: FF End queue CB/E17C: 92 Pause for 30 units CB/E17D: 17 Begin action queue for character $17 (NPC $17), 8 bytes long CB/E17F: C2 Set vehicle/entity's event speed to normal CB/E180: E0 Pause for 4 * 4 (16) frames CB/E182: 91 Move vehicle/entity right 5 tiles CB/E183: 82 Move vehicle/entity down 1 tile CB/E184: 85 Move vehicle/entity right 2 tiles CB/E185: CC Turn vehicle/entity up CB/E186: FF End queue CB/E187: 25 Begin action queue for character $25 (NPC $25), 4 bytes long CB/E189: C2 Set vehicle/entity's event speed to normal CB/E18A: 89 Move vehicle/entity right 3 tiles CB/E18B: CC Turn vehicle/entity up CB/E18C: FF End queue CB/E18D: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/E18F: C2 Set vehicle/entity's event speed to normal CB/E190: 80 Move vehicle/entity up 1 tile CB/E191: FF End queue CB/E192: 1A Begin action queue for character $1A (NPC $1A), 4 bytes long CB/E194: C2 Set vehicle/entity's event speed to normal CB/E195: 81 Move vehicle/entity right 1 tile CB/E196: CC Turn vehicle/entity up CB/E197: FF End queue CB/E198: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CB/E19A: C2 Set vehicle/entity's event speed to normal CB/E19B: 81 Move vehicle/entity right 1 tile CB/E19C: 86 Move vehicle/entity down 2 tiles CB/E19D: CC Turn vehicle/entity up CB/E19E: FF End queue CB/E19F: 26 Begin action queue for character $26 (NPC $26), 5 bytes long (Wait until complete) CB/E1A1: C2 Set vehicle/entity's event speed to normal CB/E1A2: 85 Move vehicle/entity right 2 tiles CB/E1A3: 8A Move vehicle/entity down 3 tiles CB/E1A4: CC Turn vehicle/entity up CB/E1A5: FF End queue CB/E1A6: 35 Pause execution until action queue for object $17 (NPC $17) is complete CB/E1A8: 26 Begin action queue for character $26 (NPC $26), 5 bytes long (Wait until complete) CB/E1AA: C2 Set vehicle/entity's event speed to normal CB/E1AB: 80 Move vehicle/entity up 1 tile CB/E1AC: 81 Move vehicle/entity right 1 tile CB/E1AD: CC Turn vehicle/entity up CB/E1AE: FF End queue CB/E1AF: 92 Pause for 30 units CB/E1B0: 41 Show object $1B CB/E1B2: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CB/E1B4: 1B Begin action queue for character $1B (NPC $1B), 9 bytes long (Wait until complete) CB/E1B6: C3 Set vehicle/entity's event speed to fast CB/E1B7: 91 Move vehicle/entity right 5 tiles CB/E1B8: A1 Move vehicle/entity right/down 1x1 tiles CB/E1B9: 89 Move vehicle/entity right 3 tiles CB/E1BA: A1 Move vehicle/entity right/down 1x1 tiles CB/E1BB: 86 Move vehicle/entity down 2 tiles CB/E1BC: 85 Move vehicle/entity right 2 tiles CB/E1BD: CC Turn vehicle/entity up CB/E1BE: FF End queue CB/E1BF: B0 Execute the following commands until $B1 4 times CB/E1C1: 14 Begin action queue for character $14 (NPC $14), 7 bytes long (Wait until complete) CB/E1C3: 10 Do vehicle/entity graphical action $10 CB/E1C4: E0 Pause for 4 * 1 (4) frames CB/E1C6: 11 Do vehicle/entity graphical action $11 CB/E1C7: E0 Pause for 4 * 1 (4) frames CB/E1C9: FF End queue CB/E1CA: B1 End block of repeating commands CB/E1CB: 93 Pause for 45 units CB/E1CC: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/E1CE: 17 Do vehicle/entity graphical action $17 CB/E1CF: FF End queue CB/E1D0: F4 Play sound effect 1 CB/E1D2: 3D Create object $1C CB/E1D4: 3D Create object $1E CB/E1D6: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CB/E1D8: D5 Set vehicle/entity's position to (41, 22) CB/E1DB: FF End queue CB/E1DC: 1E Begin action queue for character $1E (NPC $1E), 4 bytes long (Wait until complete) CB/E1DE: D5 Set vehicle/entity's position to (41, 22) CB/E1E1: FF End queue CB/E1E2: 41 Show object $1C CB/E1E4: 41 Show object $1E CB/E1E6: 4B Display dialogue message $07C7, wait for button press Flames be GONE!!! CB/E1E9: 91 Pause for 15 units CB/E1EA: F4 Play sound effect 23 CB/E1EC: 38 Hold screen CB/E1ED: 30 Begin action queue for character $30 (Camera), 6 bytes long CB/E1EF: C2 Set vehicle/entity's event speed to normal CB/E1F0: A0 Move vehicle/entity right/up 1x1 tiles CB/E1F1: A0 Move vehicle/entity right/up 1x1 tiles CB/E1F2: 81 Move vehicle/entity right 1 tile CB/E1F3: 84 Move vehicle/entity up 2 tiles CB/E1F4: FF End queue CB/E1F5: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long CB/E1F7: C3 Set vehicle/entity's event speed to fast CB/E1F8: 90 Move vehicle/entity up 5 tiles CB/E1F9: FF End queue CB/E1FA: 1E Begin action queue for character $1E (NPC $1E), 5 bytes long (Wait until complete) CB/E1FC: E0 Pause for 4 * 2 (8) frames CB/E1FE: C3 Set vehicle/entity's event speed to fast CB/E1FF: 90 Move vehicle/entity up 5 tiles CB/E200: FF End queue CB/E201: 3D Create object $1D CB/E203: 3D Create object $1F CB/E205: 3D Create object $20 CB/E207: 3D Create object $21 CB/E209: 3D Create object $22 CB/E20B: 3D Create object $23 CB/E20D: 3D Create object $24 CB/E20F: 1D Begin action queue for character $1D (NPC $1D), 4 bytes long CB/E211: D5 Set vehicle/entity's position to (41, 17) CB/E214: FF End queue CB/E215: 1F Begin action queue for character $1F (NPC $1F), 4 bytes long CB/E217: D5 Set vehicle/entity's position to (41, 17) CB/E21A: FF End queue CB/E21B: 20 Begin action queue for character $20 (NPC $20), 4 bytes long CB/E21D: D5 Set vehicle/entity's position to (41, 17) CB/E220: FF End queue CB/E221: 21 Begin action queue for character $21 (NPC $21), 4 bytes long CB/E223: D5 Set vehicle/entity's position to (41, 17) CB/E226: FF End queue CB/E227: 22 Begin action queue for character $22 (NPC $22), 4 bytes long CB/E229: D5 Set vehicle/entity's position to (41, 17) CB/E22C: FF End queue CB/E22D: 23 Begin action queue for character $23 (NPC $23), 4 bytes long CB/E22F: D5 Set vehicle/entity's position to (41, 17) CB/E232: FF End queue CB/E233: 24 Begin action queue for character $24 (NPC $24), 4 bytes long (Wait until complete) CB/E235: D5 Set vehicle/entity's position to (41, 17) CB/E238: FF End queue CB/E239: 41 Show object $1F CB/E23B: 41 Show object $20 CB/E23D: 41 Show object $21 CB/E23F: 41 Show object $22 CB/E241: 41 Show object $23 CB/E243: 41 Show object $24 CB/E245: 91 Pause for 15 units CB/E246: F4 Play sound effect 24 CB/E248: 1C Begin action queue for character $1C (NPC $1C), 7 bytes long CB/E24A: C3 Set vehicle/entity's event speed to fast CB/E24B: DD Make vehicle/entity jump (high) CB/E24C: 84 Move vehicle/entity up 2 tiles CB/E24D: E0 Pause for 4 * 1 (4) frames CB/E24F: D1 Make vehicle/entity disappear CB/E250: FF End queue CB/E251: 1F Begin action queue for character $1F (NPC $1F), 7 bytes long CB/E253: C3 Set vehicle/entity's event speed to fast CB/E254: DD Make vehicle/entity jump (high) CB/E255: A6 Move vehicle/entity right/down 2x1 tiles CB/E256: E0 Pause for 4 * 1 (4) frames CB/E258: D1 Make vehicle/entity disappear CB/E259: FF End queue CB/E25A: 22 Begin action queue for character $22 (NPC $22), 7 bytes long CB/E25C: C3 Set vehicle/entity's event speed to fast CB/E25D: DD Make vehicle/entity jump (high) CB/E25E: A9 Move vehicle/entity left/down 2x1 tiles CB/E25F: E0 Pause for 4 * 1 (4) frames CB/E261: D1 Make vehicle/entity disappear CB/E262: FF End queue CB/E263: 1D Begin action queue for character $1D (NPC $1D), 9 bytes long CB/E265: E0 Pause for 4 * 1 (4) frames CB/E267: C3 Set vehicle/entity's event speed to fast CB/E268: DD Make vehicle/entity jump (high) CB/E269: 84 Move vehicle/entity up 2 tiles CB/E26A: E0 Pause for 4 * 1 (4) frames CB/E26C: D1 Make vehicle/entity disappear CB/E26D: FF End queue CB/E26E: 20 Begin action queue for character $20 (NPC $20), 9 bytes long CB/E270: E0 Pause for 4 * 1 (4) frames CB/E272: C3 Set vehicle/entity's event speed to fast CB/E273: DD Make vehicle/entity jump (high) CB/E274: A6 Move vehicle/entity right/down 2x1 tiles CB/E275: E0 Pause for 4 * 1 (4) frames CB/E277: D1 Make vehicle/entity disappear CB/E278: FF End queue CB/E279: 23 Begin action queue for character $23 (NPC $23), 9 bytes long CB/E27B: E0 Pause for 4 * 1 (4) frames CB/E27D: C3 Set vehicle/entity's event speed to fast CB/E27E: DD Make vehicle/entity jump (high) CB/E27F: A9 Move vehicle/entity left/down 2x1 tiles CB/E280: E0 Pause for 4 * 1 (4) frames CB/E282: D1 Make vehicle/entity disappear CB/E283: FF End queue CB/E284: 1E Begin action queue for character $1E (NPC $1E), 6 bytes long CB/E286: E0 Pause for 4 * 1 (4) frames CB/E288: C2 Set vehicle/entity's event speed to normal CB/E289: DD Make vehicle/entity jump (high) CB/E28A: 84 Move vehicle/entity up 2 tiles CB/E28B: FF End queue CB/E28C: 21 Begin action queue for character $21 (NPC $21), 6 bytes long CB/E28E: E0 Pause for 4 * 1 (4) frames CB/E290: C2 Set vehicle/entity's event speed to normal CB/E291: DD Make vehicle/entity jump (high) CB/E292: A6 Move vehicle/entity right/down 2x1 tiles CB/E293: FF End queue CB/E294: 24 Begin action queue for character $24 (NPC $24), 6 bytes long (Wait until complete) CB/E296: E0 Pause for 4 * 1 (4) frames CB/E298: C2 Set vehicle/entity's event speed to normal CB/E299: DD Make vehicle/entity jump (high) CB/E29A: A9 Move vehicle/entity left/down 2x1 tiles CB/E29B: FF End queue CB/E29C: 92 Pause for 30 units CB/E29D: 42 Hide object $1E CB/E29F: 42 Hide object $21 CB/E2A1: 42 Hide object $24 CB/E2A3: 45 Refresh objects CB/E2A4: F4 Play sound effect 1 CB/E2A6: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CB/E2A8: D5 Set vehicle/entity's position to (40, 23) CB/E2AB: FF End queue CB/E2AC: 1E Begin action queue for character $1E (NPC $1E), 4 bytes long (Wait until complete) CB/E2AE: D5 Set vehicle/entity's position to (40, 23) CB/E2B1: FF End queue CB/E2B2: 41 Show object $1C CB/E2B4: 41 Show object $1E CB/E2B6: 4B Display dialogue message $07C7, wait for button press Flames be GONE!!! CB/E2B9: 91 Pause for 15 units CB/E2BA: F4 Play sound effect 23 CB/E2BC: 38 Hold screen CB/E2BD: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long CB/E2BF: C3 Set vehicle/entity's event speed to fast CB/E2C0: 90 Move vehicle/entity up 5 tiles CB/E2C1: FF End queue CB/E2C2: 1E Begin action queue for character $1E (NPC $1E), 5 bytes long (Wait until complete) CB/E2C4: E0 Pause for 4 * 2 (8) frames CB/E2C6: C3 Set vehicle/entity's event speed to fast CB/E2C7: 90 Move vehicle/entity up 5 tiles CB/E2C8: FF End queue CB/E2C9: 3D Create object $1D CB/E2CB: 3D Create object $1F CB/E2CD: 3D Create object $20 CB/E2CF: 3D Create object $21 CB/E2D1: 3D Create object $22 CB/E2D3: 3D Create object $23 CB/E2D5: 3D Create object $24 CB/E2D7: 1D Begin action queue for character $1D (NPC $1D), 4 bytes long CB/E2D9: D5 Set vehicle/entity's position to (40, 18) CB/E2DC: FF End queue CB/E2DD: 1F Begin action queue for character $1F (NPC $1F), 4 bytes long CB/E2DF: D5 Set vehicle/entity's position to (40, 18) CB/E2E2: FF End queue CB/E2E3: 20 Begin action queue for character $20 (NPC $20), 4 bytes long CB/E2E5: D5 Set vehicle/entity's position to (40, 18) CB/E2E8: FF End queue CB/E2E9: 21 Begin action queue for character $21 (NPC $21), 4 bytes long CB/E2EB: D5 Set vehicle/entity's position to (40, 18) CB/E2EE: FF End queue CB/E2EF: 22 Begin action queue for character $22 (NPC $22), 4 bytes long CB/E2F1: D5 Set vehicle/entity's position to (40, 18) CB/E2F4: FF End queue CB/E2F5: 23 Begin action queue for character $23 (NPC $23), 4 bytes long CB/E2F7: D5 Set vehicle/entity's position to (40, 18) CB/E2FA: FF End queue CB/E2FB: 24 Begin action queue for character $24 (NPC $24), 4 bytes long (Wait until complete) CB/E2FD: D5 Set vehicle/entity's position to (40, 18) CB/E300: FF End queue CB/E301: 41 Show object $1F CB/E303: 41 Show object $20 CB/E305: 41 Show object $21 CB/E307: 41 Show object $22 CB/E309: 41 Show object $23 CB/E30B: 41 Show object $24 CB/E30D: 91 Pause for 15 units CB/E30E: F4 Play sound effect 24 CB/E310: 1C Begin action queue for character $1C (NPC $1C), 7 bytes long CB/E312: C3 Set vehicle/entity's event speed to fast CB/E313: DD Make vehicle/entity jump (high) CB/E314: 84 Move vehicle/entity up 2 tiles CB/E315: E0 Pause for 4 * 1 (4) frames CB/E317: D1 Make vehicle/entity disappear CB/E318: FF End queue CB/E319: 1F Begin action queue for character $1F (NPC $1F), 7 bytes long CB/E31B: C3 Set vehicle/entity's event speed to fast CB/E31C: DD Make vehicle/entity jump (high) CB/E31D: A6 Move vehicle/entity right/down 2x1 tiles CB/E31E: E0 Pause for 4 * 1 (4) frames CB/E320: D1 Make vehicle/entity disappear CB/E321: FF End queue CB/E322: 22 Begin action queue for character $22 (NPC $22), 7 bytes long CB/E324: C3 Set vehicle/entity's event speed to fast CB/E325: DD Make vehicle/entity jump (high) CB/E326: A9 Move vehicle/entity left/down 2x1 tiles CB/E327: E0 Pause for 4 * 1 (4) frames CB/E329: D1 Make vehicle/entity disappear CB/E32A: FF End queue CB/E32B: 1D Begin action queue for character $1D (NPC $1D), 9 bytes long CB/E32D: E0 Pause for 4 * 1 (4) frames CB/E32F: C3 Set vehicle/entity's event speed to fast CB/E330: DD Make vehicle/entity jump (high) CB/E331: 84 Move vehicle/entity up 2 tiles CB/E332: E0 Pause for 4 * 1 (4) frames CB/E334: D1 Make vehicle/entity disappear CB/E335: FF End queue CB/E336: 20 Begin action queue for character $20 (NPC $20), 9 bytes long CB/E338: E0 Pause for 4 * 1 (4) frames CB/E33A: C3 Set vehicle/entity's event speed to fast CB/E33B: DD Make vehicle/entity jump (high) CB/E33C: A6 Move vehicle/entity right/down 2x1 tiles CB/E33D: E0 Pause for 4 * 1 (4) frames CB/E33F: D1 Make vehicle/entity disappear CB/E340: FF End queue CB/E341: 23 Begin action queue for character $23 (NPC $23), 9 bytes long CB/E343: E0 Pause for 4 * 1 (4) frames CB/E345: C3 Set vehicle/entity's event speed to fast CB/E346: DD Make vehicle/entity jump (high) CB/E347: A9 Move vehicle/entity left/down 2x1 tiles CB/E348: E0 Pause for 4 * 1 (4) frames CB/E34A: D1 Make vehicle/entity disappear CB/E34B: FF End queue CB/E34C: 1E Begin action queue for character $1E (NPC $1E), 6 bytes long CB/E34E: E0 Pause for 4 * 1 (4) frames CB/E350: C2 Set vehicle/entity's event speed to normal CB/E351: DD Make vehicle/entity jump (high) CB/E352: 84 Move vehicle/entity up 2 tiles CB/E353: FF End queue CB/E354: 21 Begin action queue for character $21 (NPC $21), 6 bytes long CB/E356: E0 Pause for 4 * 1 (4) frames CB/E358: C2 Set vehicle/entity's event speed to normal CB/E359: DD Make vehicle/entity jump (high) CB/E35A: A6 Move vehicle/entity right/down 2x1 tiles CB/E35B: FF End queue CB/E35C: 24 Begin action queue for character $24 (NPC $24), 6 bytes long (Wait until complete) CB/E35E: E0 Pause for 4 * 1 (4) frames CB/E360: C2 Set vehicle/entity's event speed to normal CB/E361: DD Make vehicle/entity jump (high) CB/E362: A9 Move vehicle/entity left/down 2x1 tiles CB/E363: FF End queue CB/E364: 92 Pause for 30 units CB/E365: 42 Hide object $1E CB/E367: 42 Hide object $21 CB/E369: 42 Hide object $24 CB/E36B: 45 Refresh objects CB/E36C: F4 Play sound effect 1 CB/E36E: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CB/E370: D5 Set vehicle/entity's position to (43, 24) CB/E373: FF End queue CB/E374: 1E Begin action queue for character $1E (NPC $1E), 4 bytes long (Wait until complete) CB/E376: D5 Set vehicle/entity's position to (43, 24) CB/E379: FF End queue CB/E37A: 41 Show object $1C CB/E37C: 41 Show object $1E CB/E37E: 4B Display dialogue message $07C7, wait for button press Flames be GONE!!! CB/E381: 91 Pause for 15 units CB/E382: F4 Play sound effect 23 CB/E384: 38 Hold screen CB/E385: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long CB/E387: C3 Set vehicle/entity's event speed to fast CB/E388: 90 Move vehicle/entity up 5 tiles CB/E389: FF End queue CB/E38A: 1E Begin action queue for character $1E (NPC $1E), 5 bytes long (Wait until complete) CB/E38C: E0 Pause for 4 * 2 (8) frames CB/E38E: C3 Set vehicle/entity's event speed to fast CB/E38F: 90 Move vehicle/entity up 5 tiles CB/E390: FF End queue CB/E391: 3D Create object $1D CB/E393: 3D Create object $1F CB/E395: 3D Create object $20 CB/E397: 3D Create object $21 CB/E399: 3D Create object $22 CB/E39B: 3D Create object $23 CB/E39D: 3D Create object $24 CB/E39F: 1D Begin action queue for character $1D (NPC $1D), 4 bytes long CB/E3A1: D5 Set vehicle/entity's position to (43, 19) CB/E3A4: FF End queue CB/E3A5: 1F Begin action queue for character $1F (NPC $1F), 4 bytes long CB/E3A7: D5 Set vehicle/entity's position to (43, 19) CB/E3AA: FF End queue CB/E3AB: 20 Begin action queue for character $20 (NPC $20), 4 bytes long CB/E3AD: D5 Set vehicle/entity's position to (43, 19) CB/E3B0: FF End queue CB/E3B1: 21 Begin action queue for character $21 (NPC $21), 4 bytes long CB/E3B3: D5 Set vehicle/entity's position to (43, 19) CB/E3B6: FF End queue CB/E3B7: 22 Begin action queue for character $22 (NPC $22), 4 bytes long CB/E3B9: D5 Set vehicle/entity's position to (43, 19) CB/E3BC: FF End queue CB/E3BD: 23 Begin action queue for character $23 (NPC $23), 4 bytes long CB/E3BF: D5 Set vehicle/entity's position to (43, 19) CB/E3C2: FF End queue CB/E3C3: 24 Begin action queue for character $24 (NPC $24), 4 bytes long (Wait until complete) CB/E3C5: D5 Set vehicle/entity's position to (43, 19) CB/E3C8: FF End queue CB/E3C9: 41 Show object $1F CB/E3CB: 41 Show object $20 CB/E3CD: 41 Show object $21 CB/E3CF: 41 Show object $22 CB/E3D1: 41 Show object $23 CB/E3D3: 41 Show object $24 CB/E3D5: 91 Pause for 15 units CB/E3D6: F4 Play sound effect 24 CB/E3D8: 1C Begin action queue for character $1C (NPC $1C), 7 bytes long CB/E3DA: C3 Set vehicle/entity's event speed to fast CB/E3DB: DD Make vehicle/entity jump (high) CB/E3DC: 84 Move vehicle/entity up 2 tiles CB/E3DD: E0 Pause for 4 * 1 (4) frames CB/E3DF: D1 Make vehicle/entity disappear CB/E3E0: FF End queue CB/E3E1: 1F Begin action queue for character $1F (NPC $1F), 7 bytes long CB/E3E3: C3 Set vehicle/entity's event speed to fast CB/E3E4: DD Make vehicle/entity jump (high) CB/E3E5: A6 Move vehicle/entity right/down 2x1 tiles CB/E3E6: E0 Pause for 4 * 1 (4) frames CB/E3E8: D1 Make vehicle/entity disappear CB/E3E9: FF End queue CB/E3EA: 22 Begin action queue for character $22 (NPC $22), 7 bytes long CB/E3EC: C3 Set vehicle/entity's event speed to fast CB/E3ED: DD Make vehicle/entity jump (high) CB/E3EE: A9 Move vehicle/entity left/down 2x1 tiles CB/E3EF: E0 Pause for 4 * 1 (4) frames CB/E3F1: D1 Make vehicle/entity disappear CB/E3F2: FF End queue CB/E3F3: 1D Begin action queue for character $1D (NPC $1D), 9 bytes long CB/E3F5: E0 Pause for 4 * 1 (4) frames CB/E3F7: C3 Set vehicle/entity's event speed to fast CB/E3F8: DD Make vehicle/entity jump (high) CB/E3F9: 84 Move vehicle/entity up 2 tiles CB/E3FA: E0 Pause for 4 * 1 (4) frames CB/E3FC: D1 Make vehicle/entity disappear CB/E3FD: FF End queue CB/E3FE: 20 Begin action queue for character $20 (NPC $20), 9 bytes long CB/E400: E0 Pause for 4 * 1 (4) frames CB/E402: C3 Set vehicle/entity's event speed to fast CB/E403: DD Make vehicle/entity jump (high) CB/E404: A6 Move vehicle/entity right/down 2x1 tiles CB/E405: E0 Pause for 4 * 1 (4) frames CB/E407: D1 Make vehicle/entity disappear CB/E408: FF End queue CB/E409: 23 Begin action queue for character $23 (NPC $23), 9 bytes long CB/E40B: E0 Pause for 4 * 1 (4) frames CB/E40D: C3 Set vehicle/entity's event speed to fast CB/E40E: DD Make vehicle/entity jump (high) CB/E40F: A9 Move vehicle/entity left/down 2x1 tiles CB/E410: E0 Pause for 4 * 1 (4) frames CB/E412: D1 Make vehicle/entity disappear CB/E413: FF End queue CB/E414: 1E Begin action queue for character $1E (NPC $1E), 6 bytes long CB/E416: E0 Pause for 4 * 1 (4) frames CB/E418: C2 Set vehicle/entity's event speed to normal CB/E419: DD Make vehicle/entity jump (high) CB/E41A: 84 Move vehicle/entity up 2 tiles CB/E41B: FF End queue CB/E41C: 21 Begin action queue for character $21 (NPC $21), 6 bytes long CB/E41E: E0 Pause for 4 * 1 (4) frames CB/E420: C2 Set vehicle/entity's event speed to normal CB/E421: DD Make vehicle/entity jump (high) CB/E422: A6 Move vehicle/entity right/down 2x1 tiles CB/E423: FF End queue CB/E424: 24 Begin action queue for character $24 (NPC $24), 6 bytes long (Wait until complete) CB/E426: E0 Pause for 4 * 1 (4) frames CB/E428: C2 Set vehicle/entity's event speed to normal CB/E429: DD Make vehicle/entity jump (high) CB/E42A: A9 Move vehicle/entity left/down 2x1 tiles CB/E42B: FF End queue CB/E42C: 92 Pause for 30 units CB/E42D: 42 Hide object $1E CB/E42F: 42 Hide object $21 CB/E431: 42 Hide object $24 CB/E433: 45 Refresh objects CB/E434: 36 Disable ability to pass through other objects for object $1C (NPC $1C) CB/E436: 36 Disable ability to pass through other objects for object $1D (NPC $1D) CB/E438: 36 Disable ability to pass through other objects for object $1E (NPC $1E) CB/E43A: 36 Disable ability to pass through other objects for object $1F (NPC $1F) CB/E43C: 36 Disable ability to pass through other objects for object $20 (NPC $20) CB/E43E: 36 Disable ability to pass through other objects for object $21 (NPC $21) CB/E440: 36 Disable ability to pass through other objects for object $22 (NPC $22) CB/E442: 36 Disable ability to pass through other objects for object $23 (NPC $23) CB/E444: 36 Disable ability to pass through other objects for object $24 (NPC $24) CB/E446: 94 Pause for 60 units CB/E447: F4 Play sound effect 137 CB/E449: 58 Shake screen ($FF): (Intensity: 3)) (Permanance and ???: 3)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/E44B: 74 Replace current map's Layer 2 at (35, 139) with the following (9 x 13) chunk CB/E450: $00, $00, $00, $00, $01, $00, $00, $00, $00 CB/E459: $00, $00, $00, $00, $00, $00, $00, $42, $04 CB/E462: $00, $00, $41, $02, $42, $41, $00, $00, $00 CB/E46B: $41, $00, $00, $00, $43, $01, $44, $00, $00 CB/E474: $44, $01, $00, $01, $44, $43, $02, $01, $42 CB/E47D: $41, $02, $02, $03, $00, $04, $00, $04, $00 CB/E486: $00, $05, $04, $03, $44, $05, $45, $41, $01 CB/E48F: $00, $41, $83, $03, $41, $00, $43, $01, $03 CB/E498: $43, $00, $00, $04, $43, $44, $00, $01, $44 CB/E4A1: $43, $42, $04, $02, $43, $41, $03, $00, $41 CB/E4AA: $C3, $00, $04, $81, $00, $82, $03, $00, $01 CB/E4B3: $44, $01, $03, $44, $00, $00, $03, $00, $00 CB/E4BC: $00, $00, $00, $04, $43, $04, $00, $03, $00 CB/E4C5: 75 Refresh map after alteration CB/E4C6: 58 Shake screen ($FC): (Intensity: 0)) (Permanance and ???: 3)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/E4C8: F4 Play sound effect 137 CB/E4CA: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CB/E4CC: DD Make vehicle/entity jump (high) CB/E4CD: FF End queue CB/E4CE: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long CB/E4D0: DD Make vehicle/entity jump (high) CB/E4D1: FF End queue CB/E4D2: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CB/E4D4: DD Make vehicle/entity jump (high) CB/E4D5: FF End queue CB/E4D6: 25 Begin action queue for character $25 (NPC $25), 2 bytes long CB/E4D8: DD Make vehicle/entity jump (high) CB/E4D9: FF End queue CB/E4DA: 26 Begin action queue for character $26 (NPC $26), 2 bytes long CB/E4DC: DD Make vehicle/entity jump (high) CB/E4DD: FF End queue CB/E4DE: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CB/E4E0: DD Make vehicle/entity jump (high) CB/E4E1: FF End queue CB/E4E2: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long CB/E4E4: DD Make vehicle/entity jump (high) CB/E4E5: FF End queue CB/E4E6: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/E4E8: DD Make vehicle/entity jump (high) CB/E4E9: FF End queue CB/E4EA: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CB/E4EC: DD Make vehicle/entity jump (high) CB/E4ED: FF End queue CB/E4EE: F4 Play sound effect 137 CB/E4F0: 58 Shake screen ($FB): (Intensity: 3)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/E4F2: B5 Pause for 15 * 5 (75) units CB/E4F4: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/E4F6: 92 Pause for 30 units CB/E4F7: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/E4F9: C1 Set vehicle/entity's event speed to slow CB/E4FA: 8A Move vehicle/entity down 3 tiles CB/E4FB: FF End queue CB/E4FC: 93 Pause for 45 units CB/E4FD: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/E4FF: CE Turn vehicle/entity down CB/E500: FF End queue CB/E501: 14 Begin action queue for character $14 (NPC $14), 9 bytes long CB/E503: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/E504: E0 Pause for 4 * 1 (4) frames CB/E506: CE Turn vehicle/entity down CB/E507: E0 Pause for 4 * 1 (4) frames CB/E509: FC Branch 6 bytes backwards ($CBE503) CB/E50B: FF End queue CB/E50C: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long CB/E50E: CD Turn vehicle/entity right CB/E50F: FF End queue CB/E510: 4B Display dialogue message $07CD, wait for button press STRAGO: It's no use. The fire's too strong! MAYOR: I think that's because they keep so many Fire Rods in here… CB/E513: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CB/E515: C2 Set vehicle/entity's event speed to normal CB/E516: CC Turn vehicle/entity up CB/E517: 80 Move vehicle/entity up 1 tile CB/E518: FF End queue CB/E519: 4B Display dialogue message $07CE, wait for button press STRAGO: I'm going in! CB/E51C: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long CB/E51E: C3 Set vehicle/entity's event speed to fast CB/E51F: 84 Move vehicle/entity up 2 tiles CB/E520: 95 Move vehicle/entity right 6 tiles CB/E521: 80 Move vehicle/entity up 1 tile CB/E522: CF Turn vehicle/entity left CB/E523: FF End queue CB/E524: 00 Begin action queue for character $00 (Actor in stot 0), 9 bytes long (Wait until complete) CB/E526: C3 Set vehicle/entity's event speed to fast CB/E527: E0 Pause for 4 * 3 (12) frames CB/E529: 85 Move vehicle/entity right 2 tiles CB/E52A: 88 Move vehicle/entity up 3 tiles CB/E52B: 89 Move vehicle/entity right 3 tiles CB/E52C: 80 Move vehicle/entity up 1 tile CB/E52D: CD Turn vehicle/entity right CB/E52E: FF End queue CB/E52F: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long CB/E531: CC Turn vehicle/entity up CB/E532: FF End queue CB/E533: 92 Pause for 30 units CB/E534: 14 Begin action queue for character $14 (NPC $14), 11 bytes long CB/E536: E0 Pause for 4 * 5 (20) frames CB/E538: CD Turn vehicle/entity right CB/E539: E0 Pause for 4 * 2 (8) frames CB/E53B: CF Turn vehicle/entity left CB/E53C: E0 Pause for 4 * 2 (8) frames CB/E53E: FC Branch 6 bytes backwards ($CBE538) CB/E540: FF End queue CB/E541: 4B Display dialogue message $07CF, wait for button press (At bottom of screen) TERRA: Wait…I'm going too. LOCKE: Count me in. You'd better stay out here, gramps. STRAGO: Fool! I may be old, but I'm not powerless! CB/E544: 92 Pause for 30 units CB/E545: 78 Enable ability to pass through other objects for object $01 (LOCKE ) CB/E547: 78 Enable ability to pass through other objects for object $00 (TERRA ) CB/E549: 78 Enable ability to pass through other objects for object $14 (NPC $14) CB/E54B: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/E54D: 83 Move vehicle/entity left 1 tile CB/E54E: FF End queue CB/E54F: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CB/E551: 81 Move vehicle/entity right 1 tile CB/E552: FF End queue CB/E553: 42 Hide object $14 CB/E555: 45 Refresh objects CB/E556: B2 Call subroutine $CACB95 CB/E55A: 3B Position character in a "ready-to-go" stance CB/E55B: 40 Assign properties $07 to character $07 (Actor in stot 7) CB/E55E: 3D Create object $07 CB/E560: 37 Assign graphics $07 to object $07 (Actor in stot 7) CB/E563: 43 Assign palette $03 to character $07 (Actor in stot 7) CB/E566: 3F Assign character $07 (Actor in stot 7) to party 1 CB/E569: 45 Refresh objects CB/E56A: D4 Set event bit $1E80($2E7) [$1EDC, bit 7] CB/E56C: D4 Set event bit $1E80($2F7) [$1EDE, bit 7] CB/E56E: 88 Remove the following status ailments from character $07 (Actor in stot 7): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CB/E572: 8B For character $07 (Actor in stot 7), take HP and set to maximum CB/E575: 8C For character $07 (Actor in stot 7), take MP and set to maximum CB/E578: 45 Refresh objects CB/E579: F4 Play sound effect 137 CB/E57B: 58 Shake screen ($FB): (Intensity: 3)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/E57D: 94 Pause for 60 units CB/E57E: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/E580: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long CB/E582: DD Make vehicle/entity jump (high) CB/E583: FF End queue CB/E584: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CB/E586: DD Make vehicle/entity jump (high) CB/E587: FF End queue CB/E588: 25 Begin action queue for character $25 (NPC $25), 2 bytes long CB/E58A: DD Make vehicle/entity jump (high) CB/E58B: FF End queue CB/E58C: 26 Begin action queue for character $26 (NPC $26), 2 bytes long CB/E58E: DD Make vehicle/entity jump (high) CB/E58F: FF End queue CB/E590: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CB/E592: DD Make vehicle/entity jump (high) CB/E593: FF End queue CB/E594: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long CB/E596: DD Make vehicle/entity jump (high) CB/E597: FF End queue CB/E598: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/E59A: 1F Do vehicle/entity graphical action $1F CB/E59B: C7 Set vehicle/entity to stay still when moving CB/E59C: DD Make vehicle/entity jump (high) CB/E59D: C6 Set vehicle/entity to walk when moving CB/E59E: FF End queue CB/E59F: 93 Pause for 45 units CB/E5A0: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CB/E5A2: CC Turn vehicle/entity up CB/E5A3: FF End queue CB/E5A4: 4B Display dialogue message $07D0, wait for button press (At bottom of screen) Quickly! CB/E5A7: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/E5A9: C3 Set vehicle/entity's event speed to fast CB/E5AA: 84 Move vehicle/entity up 2 tiles CB/E5AB: FF End queue CB/E5AC: F4 Play sound effect 44 CB/E5AE: 73 Replace current map's Layer 1 at (41, 18) with the following (2 x 1) chunk, refresh immediately CB/E5B3: $04, $14 CB/E5B5: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/E5B7: 80 Move vehicle/entity up 1 tile CB/E5B8: FF End queue CB/E5B9: 97 Fade screen to black CB/E5BA: 39 Free screen CB/E5BB: DB Clear event bit $1E80($509) [$1F21, bit 1] CB/E5BD: DB Clear event bit $1E80($506) [$1F20, bit 6] CB/E5BF: DA Set event bit $1E80($518) [$1F23, bit 0] CB/E5C1: 6B Load map $015F (Thamasa, inside the burning house) instantly, (upper bits $0000), place party at (4, 11), facing up CB/E5C7: F0 Play song 74 (Inside the Burning House), (high bit clear), full volume CB/E5C9: 3A Enable player to move while event commands execute CB/E5CA: FE Return CB/E5CB: 7C Enable activation of event for object $10 (NPC $10) if it comes into contact with any party CB/E5CD: 7C Enable activation of event for object $11 (NPC $11) if it comes into contact with any party CB/E5CF: 7C Enable activation of event for object $12 (NPC $12) if it comes into contact with any party CB/E5D1: 7C Enable activation of event for object $17 (NPC $17) if it comes into contact with any party CB/E5D3: 7C Enable activation of event for object $19 (NPC $19) if it comes into contact with any party CB/E5D5: 7C Enable activation of event for object $1A (NPC $1A) if it comes into contact with any party CB/E5D7: 7C Enable activation of event for object $1E (NPC $1E) if it comes into contact with any party CB/E5D9: 7C Enable activation of event for object $1F (NPC $1F) if it comes into contact with any party CB/E5DB: 7C Enable activation of event for object $20 (NPC $20) if it comes into contact with any party CB/E5DD: 7C Enable activation of event for object $21 (NPC $21) if it comes into contact with any party CB/E5DF: 7C Enable activation of event for object $22 (NPC $22) if it comes into contact with any party CB/E5E1: 7C Enable activation of event for object $23 (NPC $23) if it comes into contact with any party CB/E5E3: FE Return CB/E5E4: DB Clear event bit $1E80($50A) [$1F21, bit 2] CB/E5E6: C0 If ($1E80($190) [$1EB2, bit 0] is clear), branch to $CA5EB3 (simply returns) CB/E5EC: B2 Call subroutine $CAC6AC CB/E5F0: 3C Set up the party as follows: $00 (Actor in stot 0), $01 (Actor in stot 1), $07 (Actor in stot 7), $FF () CB/E5F5: 45 Refresh objects CB/E5F6: B2 Call subroutine $CB2E34 CB/E5FA: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CB/E5FC: CC Turn vehicle/entity up CB/E5FD: FF End queue CB/E5FE: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CB/E600: C2 Set vehicle/entity's event speed to normal CB/E601: A0 Move vehicle/entity right/up 1x1 tiles CB/E602: CE Turn vehicle/entity down CB/E603: FF End queue CB/E604: 07 Begin action queue for character $07 (Actor in stot 7), 4 bytes long (Wait until complete) CB/E606: C2 Set vehicle/entity's event speed to normal CB/E607: A3 Move vehicle/entity left/up 1x1 tiles CB/E608: CE Turn vehicle/entity down CB/E609: FF End queue CB/E60A: 4B Display dialogue message $07D2, wait for button press LOCKE: Try to avoid the flames. TERRA: Easier said than done. STRAGO: Hurry! We have to find RELM! CB/E60D: D3 Clear event bit $1E80($190) [$1EB2, bit 0] CB/E60F: D0 Set event bit $1E80($08F) [$1E91, bit 7] CB/E611: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/E613: A2 Move vehicle/entity left/down 1x1 tiles CB/E614: FF End queue CB/E615: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete) CB/E617: A1 Move vehicle/entity right/down 1x1 tiles CB/E618: FF End queue CB/E619: B2 Call subroutine $CB2E2B CB/E61D: B2 Call subroutine $CACB95 CB/E621: FE Return CB/E622: DA Set event bit $1E80($50A) [$1F21, bit 2] CB/E624: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CB/E626: 48 Display dialogue message $07D4, continue executing commands (At bottom of screen) Huh!? CB/E629: F4 Play sound effect 137 CB/E62B: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/E62D: C7 Set vehicle/entity to stay still when moving CB/E62E: DD Make vehicle/entity jump (high) CB/E62F: 86 Move vehicle/entity down 2 tiles CB/E630: C6 Set vehicle/entity to walk when moving CB/E631: FF End queue CB/E632: 3D Create object $13 CB/E634: 3D Create object $14 CB/E636: 3D Create object $15 CB/E638: 3D Create object $16 CB/E63A: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CB/E63C: D5 Set vehicle/entity's position to (21, 21) CB/E63F: FF End queue CB/E640: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CB/E642: D5 Set vehicle/entity's position to (21, 21) CB/E645: FF End queue CB/E646: 15 Begin action queue for character $15 (NPC $15), 4 bytes long CB/E648: D5 Set vehicle/entity's position to (21, 21) CB/E64B: FF End queue CB/E64C: 16 Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete) CB/E64E: D5 Set vehicle/entity's position to (21, 21) CB/E651: FF End queue CB/E652: 41 Show object $13 CB/E654: 41 Show object $14 CB/E656: 41 Show object $15 CB/E658: 41 Show object $16 CB/E65A: 78 Enable ability to pass through other objects for object $13 (NPC $13) CB/E65C: 78 Enable ability to pass through other objects for object $14 (NPC $14) CB/E65E: 78 Enable ability to pass through other objects for object $15 (NPC $15) CB/E660: 78 Enable ability to pass through other objects for object $16 (NPC $16) CB/E662: 92 Pause for 30 units CB/E663: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CB/E665: C3 Set vehicle/entity's event speed to fast CB/E666: DD Make vehicle/entity jump (high) CB/E667: 86 Move vehicle/entity down 2 tiles CB/E668: FF End queue CB/E669: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CB/E66B: C3 Set vehicle/entity's event speed to fast CB/E66C: DD Make vehicle/entity jump (high) CB/E66D: 86 Move vehicle/entity down 2 tiles CB/E66E: FF End queue CB/E66F: 15 Begin action queue for character $15 (NPC $15), 4 bytes long CB/E671: C3 Set vehicle/entity's event speed to fast CB/E672: DD Make vehicle/entity jump (high) CB/E673: 86 Move vehicle/entity down 2 tiles CB/E674: FF End queue CB/E675: 16 Begin action queue for character $16 (NPC $16), 4 bytes long CB/E677: C3 Set vehicle/entity's event speed to fast CB/E678: DD Make vehicle/entity jump (high) CB/E679: 86 Move vehicle/entity down 2 tiles CB/E67A: FF End queue CB/E67B: 35 Pause execution until action queue for object $13 (NPC $13) is complete CB/E67D: 35 Pause execution until action queue for object $14 (NPC $14) is complete CB/E67F: 35 Pause execution until action queue for object $15 (NPC $15) is complete CB/E681: 35 Pause execution until action queue for object $16 (NPC $16) is complete CB/E683: 92 Pause for 30 units CB/E684: F4 Play sound effect 137 CB/E686: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CB/E688: C3 Set vehicle/entity's event speed to fast CB/E689: DD Make vehicle/entity jump (high) CB/E68A: 86 Move vehicle/entity down 2 tiles CB/E68B: FF End queue CB/E68C: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CB/E68E: C3 Set vehicle/entity's event speed to fast CB/E68F: DD Make vehicle/entity jump (high) CB/E690: A1 Move vehicle/entity right/down 1x1 tiles CB/E691: FF End queue CB/E692: 15 Begin action queue for character $15 (NPC $15), 4 bytes long CB/E694: C3 Set vehicle/entity's event speed to fast CB/E695: DD Make vehicle/entity jump (high) CB/E696: A2 Move vehicle/entity left/down 1x1 tiles CB/E697: FF End queue CB/E698: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CB/E69A: C3 Set vehicle/entity's event speed to fast CB/E69B: DD Make vehicle/entity jump (high) CB/E69C: FF End queue CB/E69D: 35 Pause execution until action queue for object $13 (NPC $13) is complete CB/E69F: 35 Pause execution until action queue for object $14 (NPC $14) is complete CB/E6A1: 35 Pause execution until action queue for object $15 (NPC $15) is complete CB/E6A3: 35 Pause execution until action queue for object $16 (NPC $16) is complete CB/E6A5: 93 Pause for 45 units CB/E6A6: 4D Invoke battle, enemy set $2D, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/E6A9: B2 Call subroutine $CA5EA9 CB/E6AD: 42 Hide object $13 CB/E6AF: 42 Hide object $14 CB/E6B1: 42 Hide object $15 CB/E6B3: 42 Hide object $16 CB/E6B5: 3E Delete object $13 CB/E6B7: 3E Delete object $14 CB/E6B9: 3E Delete object $15 CB/E6BB: 3E Delete object $16 CB/E6BD: 36 Disable ability to pass through other objects for object $13 (NPC $13) CB/E6BF: 36 Disable ability to pass through other objects for object $14 (NPC $14) CB/E6C1: 36 Disable ability to pass through other objects for object $15 (NPC $15) CB/E6C3: 36 Disable ability to pass through other objects for object $16 (NPC $16) CB/E6C5: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CB/E6C7: 96 Restore screen from fade CB/E6C8: DB Clear event bit $1E80($50A) [$1F21, bit 2] CB/E6CA: FE Return CB/E6CB: 4D Invoke battle, enemy set $1F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/E6CE: B2 Call subroutine $CA5EA9 CB/E6D2: 42 Hide object $10 CB/E6D4: 3E Delete object $10 CB/E6D6: 96 Restore screen from fade CB/E6D7: FE Return CB/E6D8: 4D Invoke battle, enemy set $1F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/E6DB: B2 Call subroutine $CA5EA9 CB/E6DF: 42 Hide object $11 CB/E6E1: 3E Delete object $11 CB/E6E3: 96 Restore screen from fade CB/E6E4: FE Return CB/E6E5: 4D Invoke battle, enemy set $1F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/E6E8: B2 Call subroutine $CA5EA9 CB/E6EC: 42 Hide object $12 CB/E6EE: 3E Delete object $12 CB/E6F0: 96 Restore screen from fade CB/E6F1: FE Return CB/E6F2: 4D Invoke battle, enemy set $1F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/E6F5: B2 Call subroutine $CA5EA9 CB/E6F9: 42 Hide object $17 CB/E6FB: 3E Delete object $17 CB/E6FD: 96 Restore screen from fade CB/E6FE: FE Return CB/E6FF: 4D Invoke battle, enemy set $1F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/E702: B2 Call subroutine $CA5EA9 CB/E706: 42 Hide object $19 CB/E708: 3E Delete object $19 CB/E70A: 96 Restore screen from fade CB/E70B: FE Return CB/E70C: 4D Invoke battle, enemy set $1F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/E70F: B2 Call subroutine $CA5EA9 CB/E713: 42 Hide object $1A CB/E715: 3E Delete object $1A CB/E717: 96 Restore screen from fade CB/E718: FE Return CB/E719: 4D Invoke battle, enemy set $1F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/E71C: B2 Call subroutine $CA5EA9 CB/E720: 42 Hide object $1E CB/E722: 3E Delete object $1E CB/E724: 96 Restore screen from fade CB/E725: FE Return CB/E726: 4D Invoke battle, enemy set $1F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/E729: B2 Call subroutine $CA5EA9 CB/E72D: 42 Hide object $1F CB/E72F: 3E Delete object $1F CB/E731: 96 Restore screen from fade CB/E732: FE Return CB/E733: 4D Invoke battle, enemy set $1F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/E736: B2 Call subroutine $CA5EA9 CB/E73A: 42 Hide object $20 CB/E73C: 3E Delete object $20 CB/E73E: 96 Restore screen from fade CB/E73F: FE Return CB/E740: 4D Invoke battle, enemy set $1F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/E743: B2 Call subroutine $CA5EA9 CB/E747: 42 Hide object $21 CB/E749: 3E Delete object $21 CB/E74B: 96 Restore screen from fade CB/E74C: FE Return CB/E74D: 4D Invoke battle, enemy set $1F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/E750: B2 Call subroutine $CA5EA9 CB/E754: 42 Hide object $22 CB/E756: 3E Delete object $22 CB/E758: 96 Restore screen from fade CB/E759: FE Return CB/E75A: 4D Invoke battle, enemy set $1F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/E75D: B2 Call subroutine $CA5EA9 CB/E761: 42 Hide object $23 CB/E763: 3E Delete object $23 CB/E765: 96 Restore screen from fade CB/E766: FE Return CB/E767: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/E769: C2 Set vehicle/entity's event speed to normal CB/E76A: 80 Move vehicle/entity up 1 tile CB/E76B: FF End queue CB/E76C: B2 Call subroutine $CAC6AC CB/E770: 3C Set up the party as follows: $07 (Actor in stot 7), $00 (Actor in stot 0), $01 (Actor in stot 1), $FF () CB/E775: B2 Call subroutine $CB2E34 CB/E779: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long CB/E77B: CC Turn vehicle/entity up CB/E77C: FF End queue CB/E77D: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CB/E77F: C2 Set vehicle/entity's event speed to normal CB/E780: 81 Move vehicle/entity right 1 tile CB/E781: CC Turn vehicle/entity up CB/E782: FF End queue CB/E783: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CB/E785: C2 Set vehicle/entity's event speed to normal CB/E786: 83 Move vehicle/entity left 1 tile CB/E787: CC Turn vehicle/entity up CB/E788: FF End queue CB/E789: 91 Pause for 15 units CB/E78A: 4B Display dialogue message $07D1, wait for button press (At bottom of screen) Is this the source of our blaze…? CB/E78D: 92 Pause for 30 units CB/E78E: 18 Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete) CB/E790: C2 Set vehicle/entity's event speed to normal CB/E791: 86 Move vehicle/entity down 2 tiles CB/E792: FF End queue CB/E793: 4D Invoke battle, enemy set $4F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/E796: B2 Call subroutine $CA5EA9 CB/E79A: 42 Hide object $18 CB/E79C: 3E Delete object $18 CB/E79E: 96 Restore screen from fade CB/E79F: D0 Set event bit $1E80($090) [$1E92, bit 0] CB/E7A1: 07 Begin action queue for character $07 (Actor in stot 7), 18 bytes long (Wait until complete) CB/E7A3: C3 Set vehicle/entity's event speed to fast CB/E7A4: 84 Move vehicle/entity up 2 tiles CB/E7A5: E0 Pause for 4 * 1 (4) frames CB/E7A7: CE Turn vehicle/entity down CB/E7A8: E0 Pause for 4 * 1 (4) frames CB/E7AA: CF Turn vehicle/entity left CB/E7AB: E0 Pause for 4 * 1 (4) frames CB/E7AD: CC Turn vehicle/entity up CB/E7AE: E0 Pause for 4 * 1 (4) frames CB/E7B0: CD Turn vehicle/entity right CB/E7B1: E0 Pause for 4 * 1 (4) frames CB/E7B3: CE Turn vehicle/entity down CB/E7B4: FF End queue CB/E7B5: 38 Hold screen CB/E7B6: 07 Begin action queue for character $07 (Actor in stot 7), 18 bytes long (Wait until complete) CB/E7B8: DD Make vehicle/entity jump (high) CB/E7B9: 85 Move vehicle/entity right 2 tiles CB/E7BA: E0 Pause for 4 * 1 (4) frames CB/E7BC: CE Turn vehicle/entity down CB/E7BD: E0 Pause for 4 * 1 (4) frames CB/E7BF: CF Turn vehicle/entity left CB/E7C0: E0 Pause for 4 * 1 (4) frames CB/E7C2: CC Turn vehicle/entity up CB/E7C3: E0 Pause for 4 * 1 (4) frames CB/E7C5: CD Turn vehicle/entity right CB/E7C6: E0 Pause for 4 * 1 (4) frames CB/E7C8: CE Turn vehicle/entity down CB/E7C9: FF End queue CB/E7CA: 93 Pause for 45 units CB/E7CB: 07 Begin action queue for character $07 (Actor in stot 7), 23 bytes long (Wait until complete) CB/E7CD: DD Make vehicle/entity jump (high) CB/E7CE: 87 Move vehicle/entity left 2 tiles CB/E7CF: CE Turn vehicle/entity down CB/E7D0: E0 Pause for 4 * 4 (16) frames CB/E7D2: DD Make vehicle/entity jump (high) CB/E7D3: 87 Move vehicle/entity left 2 tiles CB/E7D4: E0 Pause for 4 * 1 (4) frames CB/E7D6: CC Turn vehicle/entity up CB/E7D7: E0 Pause for 4 * 1 (4) frames CB/E7D9: CD Turn vehicle/entity right CB/E7DA: E0 Pause for 4 * 1 (4) frames CB/E7DC: CE Turn vehicle/entity down CB/E7DD: E0 Pause for 4 * 1 (4) frames CB/E7DF: CF Turn vehicle/entity left CB/E7E0: E0 Pause for 4 * 1 (4) frames CB/E7E2: CE Turn vehicle/entity down CB/E7E3: FF End queue CB/E7E4: 92 Pause for 30 units CB/E7E5: 07 Begin action queue for character $07 (Actor in stot 7), 4 bytes long (Wait until complete) CB/E7E7: DD Make vehicle/entity jump (high) CB/E7E8: 85 Move vehicle/entity right 2 tiles CB/E7E9: CE Turn vehicle/entity down CB/E7EA: FF End queue CB/E7EB: 07 Begin action queue for character $07 (Actor in stot 7), 9 bytes long CB/E7ED: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/E7EE: E0 Pause for 4 * 1 (4) frames CB/E7F0: CE Turn vehicle/entity down CB/E7F1: E0 Pause for 4 * 1 (4) frames CB/E7F3: FC Branch 6 bytes backwards ($CBE7ED) CB/E7F5: FF End queue CB/E7F6: 4B Display dialogue message $07D5, wait for button press STRAGO: RELM!!! Where are you?! CB/E7F9: 93 Pause for 45 units CB/E7FA: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete) CB/E7FC: 28 Do vehicle/entity graphical action $28 CB/E7FD: FF End queue CB/E7FE: B2 Call subroutine $CB6ABF CB/E802: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/E804: C2 Set vehicle/entity's event speed to normal CB/E805: 90 Move vehicle/entity up 5 tiles CB/E806: FF End queue CB/E807: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long CB/E809: C2 Set vehicle/entity's event speed to normal CB/E80A: 80 Move vehicle/entity up 1 tile CB/E80B: FF End queue CB/E80C: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long CB/E80E: C2 Set vehicle/entity's event speed to normal CB/E80F: 80 Move vehicle/entity up 1 tile CB/E810: FF End queue CB/E811: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long CB/E813: CC Turn vehicle/entity up CB/E814: FF End queue CB/E815: 94 Pause for 60 units CB/E816: 92 Pause for 30 units CB/E817: 1B Begin action queue for character $1B (NPC $1B), 4 bytes long CB/E819: C7 Set vehicle/entity to stay still when moving CB/E81A: C0 Set vehicle/entity's event speed to slowest CB/E81B: 81 Move vehicle/entity right 1 tile CB/E81C: FF End queue CB/E81D: 1C Begin action queue for character $1C (NPC $1C), 6 bytes long CB/E81F: C7 Set vehicle/entity to stay still when moving CB/E820: C1 Set vehicle/entity's event speed to slow CB/E821: E0 Pause for 4 * 4 (16) frames CB/E823: 81 Move vehicle/entity right 1 tile CB/E824: FF End queue CB/E825: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CB/E827: 1F Do vehicle/entity graphical action $1F CB/E828: E0 Pause for 4 * 19 (76) frames CB/E82A: CC Turn vehicle/entity up CB/E82B: FF End queue CB/E82C: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long CB/E82E: 1F Do vehicle/entity graphical action $1F CB/E82F: E0 Pause for 4 * 19 (76) frames CB/E831: CC Turn vehicle/entity up CB/E832: FF End queue CB/E833: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CB/E835: 1F Do vehicle/entity graphical action $1F CB/E836: E0 Pause for 4 * 19 (76) frames CB/E838: CC Turn vehicle/entity up CB/E839: FF End queue CB/E83A: 35 Pause execution until action queue for object $1B (NPC $1B) is complete CB/E83C: 35 Pause execution until action queue for object $1C (NPC $1C) is complete CB/E83E: 1B Begin action queue for character $1B (NPC $1B), 4 bytes long CB/E840: C7 Set vehicle/entity to stay still when moving CB/E841: C0 Set vehicle/entity's event speed to slowest CB/E842: 81 Move vehicle/entity right 1 tile CB/E843: FF End queue CB/E844: 1C Begin action queue for character $1C (NPC $1C), 7 bytes long CB/E846: C7 Set vehicle/entity to stay still when moving CB/E847: C1 Set vehicle/entity's event speed to slow CB/E848: E0 Pause for 4 * 4 (16) frames CB/E84A: 81 Move vehicle/entity right 1 tile CB/E84B: C6 Set vehicle/entity to walk when moving CB/E84C: FF End queue CB/E84D: 35 Pause execution until action queue for object $1B (NPC $1B) is complete CB/E84F: 35 Pause execution until action queue for object $1C (NPC $1C) is complete CB/E851: 92 Pause for 30 units CB/E852: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CB/E854: C3 Set vehicle/entity's event speed to fast CB/E855: 8B Move vehicle/entity left 3 tiles CB/E856: CE Turn vehicle/entity down CB/E857: FF End queue CB/E858: 92 Pause for 30 units CB/E859: B3 Call subroutine $CB6ABF, 2 times CB/E85E: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long CB/E860: C2 Set vehicle/entity's event speed to normal CB/E861: 89 Move vehicle/entity right 3 tiles CB/E862: CF Turn vehicle/entity left CB/E863: FF End queue CB/E864: 07 Begin action queue for character $07 (Actor in stot 7), 7 bytes long CB/E866: C3 Set vehicle/entity's event speed to fast CB/E867: 90 Move vehicle/entity up 5 tiles CB/E868: C2 Set vehicle/entity's event speed to normal CB/E869: 84 Move vehicle/entity up 2 tiles CB/E86A: 85 Move vehicle/entity right 2 tiles CB/E86B: CC Turn vehicle/entity up CB/E86C: FF End queue CB/E86D: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/E86F: C2 Set vehicle/entity's event speed to normal CB/E870: 84 Move vehicle/entity up 2 tiles CB/E871: FF End queue CB/E872: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long CB/E874: C2 Set vehicle/entity's event speed to normal CB/E875: 84 Move vehicle/entity up 2 tiles CB/E876: A0 Move vehicle/entity right/up 1x1 tiles CB/E877: 98 Move vehicle/entity up 7 tiles CB/E878: CD Turn vehicle/entity right CB/E879: FF End queue CB/E87A: 01 Begin action queue for character $01 (Actor in stot 1), 8 bytes long (Wait until complete) CB/E87C: E0 Pause for 4 * 6 (24) frames CB/E87E: C2 Set vehicle/entity's event speed to normal CB/E87F: 84 Move vehicle/entity up 2 tiles CB/E880: A3 Move vehicle/entity left/up 1x1 tiles CB/E881: 90 Move vehicle/entity up 5 tiles CB/E882: CD Turn vehicle/entity right CB/E883: FF End queue CB/E884: 92 Pause for 30 units CB/E885: 48 Display dialogue message $07C5, continue executing commands (At bottom of screen) STRAGO: RELM!!!!! CB/E888: 07 Begin action queue for character $07 (Actor in stot 7), 9 bytes long CB/E88A: 17 Do vehicle/entity graphical action $17 CB/E88B: E0 Pause for 4 * 1 (4) frames CB/E88D: CC Turn vehicle/entity up CB/E88E: E0 Pause for 4 * 1 (4) frames CB/E890: FC Branch 6 bytes backwards ($CBE88A) CB/E892: FF End queue CB/E893: B5 Pause for 15 * 6 (90) units CB/E895: 49 If dialogue window is up, wait for keypress then dismiss CB/E896: F4 Play sound effect 137 CB/E898: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CB/E89A: 1F Do vehicle/entity graphical action $1F CB/E89B: FF End queue CB/E89C: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/E89E: 1F Do vehicle/entity graphical action $1F CB/E89F: FF End queue CB/E8A0: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long CB/E8A2: 1F Do vehicle/entity graphical action $1F CB/E8A3: FF End queue CB/E8A4: 48 Display dialogue message $07D3, continue executing commands (At bottom of screen) Uwaaa!! Too late! CB/E8A7: 58 Shake screen ($FB): (Intensity: 3)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/E8A9: B5 Pause for 15 * 10 (150) units CB/E8AB: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/E8AD: F4 Play sound effect 137 CB/E8AF: 5A Fade screen at speed $08 CB/E8B1: F0 Play song 0 (Silence), (high bit clear), full volume CB/E8B3: F4 Play sound effect 137 CB/E8B5: F4 Play sound effect 137 CB/E8B7: 58 Shake screen ($FB): (Intensity: 3)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/E8B9: B5 Pause for 15 * 10 (150) units CB/E8BB: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/E8BD: 5C Pause execution until fade in or fade out is complete CB/E8BE: DA Set event bit $1E80($562) [$1F2C, bit 2] CB/E8C0: 3D Create object $1D CB/E8C2: 45 Refresh objects CB/E8C3: 41 Show object $1D CB/E8C5: B5 Pause for 15 * 15 (225) units CB/E8C7: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long CB/E8C9: 85 Move vehicle/entity right 2 tiles CB/E8CA: 28 Do vehicle/entity graphical action $28 CB/E8CB: FF End queue CB/E8CC: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long CB/E8CE: 85 Move vehicle/entity right 2 tiles CB/E8CF: 28 Do vehicle/entity graphical action $28 CB/E8D0: FF End queue CB/E8D1: 07 Begin action queue for character $07 (Actor in stot 7), 3 bytes long CB/E8D3: 81 Move vehicle/entity right 1 tile CB/E8D4: 28 Do vehicle/entity graphical action $28 CB/E8D5: FF End queue CB/E8D6: 1B Begin action queue for character $1B (NPC $1B), 3 bytes long CB/E8D8: 81 Move vehicle/entity right 1 tile CB/E8D9: 28 Do vehicle/entity graphical action $28 CB/E8DA: FF End queue CB/E8DB: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CB/E8DD: D5 Set vehicle/entity's position to (45, 41) CB/E8E0: FF End queue CB/E8E1: 11 Begin action queue for character $11 (NPC $11), 4 bytes long CB/E8E3: D5 Set vehicle/entity's position to (45, 42) CB/E8E6: FF End queue CB/E8E7: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CB/E8E9: D5 Set vehicle/entity's position to (46, 44) CB/E8EC: FF End queue CB/E8ED: 17 Begin action queue for character $17 (NPC $17), 4 bytes long CB/E8EF: D5 Set vehicle/entity's position to (44, 43) CB/E8F2: FF End queue CB/E8F3: 19 Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete) CB/E8F5: D5 Set vehicle/entity's position to (43, 41) CB/E8F8: FF End queue CB/E8F9: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete) CB/E8FB: D5 Set vehicle/entity's position to (47, 42) CB/E8FE: CF Turn vehicle/entity left CB/E8FF: FF End queue CB/E900: B2 Call subroutine $CB6ABF CB/E904: 59 Unfade screen at speed $04 CB/E906: F0 Play song 74 (Inside the Burning House), (high bit clear), full volume CB/E908: 5C Pause execution until fade in or fade out is complete CB/E909: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long CB/E90B: C2 Set vehicle/entity's event speed to normal CB/E90C: DC Make vehicle/entity jump (low) CB/E90D: 83 Move vehicle/entity left 1 tile CB/E90E: FF End queue CB/E90F: B2 Call subroutine $CB6ABF CB/E913: 35 Pause execution until action queue for object $1C (NPC $1C) is complete CB/E915: 92 Pause for 30 units CB/E916: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CB/E918: C2 Set vehicle/entity's event speed to normal CB/E919: 81 Move vehicle/entity right 1 tile CB/E91A: FF End queue CB/E91B: 1C Begin action queue for character $1C (NPC $1C), 6 bytes long CB/E91D: C2 Set vehicle/entity's event speed to normal CB/E91E: C7 Set vehicle/entity to stay still when moving CB/E91F: DC Make vehicle/entity jump (low) CB/E920: 81 Move vehicle/entity right 1 tile CB/E921: C6 Set vehicle/entity to walk when moving CB/E922: FF End queue CB/E923: 35 Pause execution until action queue for object $10 (NPC $10) is complete CB/E925: 35 Pause execution until action queue for object $1C (NPC $1C) is complete CB/E927: 17 Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete) CB/E929: C1 Set vehicle/entity's event speed to slow CB/E92A: 81 Move vehicle/entity right 1 tile CB/E92B: FF End queue CB/E92C: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CB/E92E: C3 Set vehicle/entity's event speed to fast CB/E92F: 82 Move vehicle/entity down 1 tile CB/E930: 83 Move vehicle/entity left 1 tile CB/E931: FF End queue CB/E932: B2 Call subroutine $CB6ABF CB/E936: 78 Enable ability to pass through other objects for object $12 (NPC $12) CB/E938: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CB/E93A: C2 Set vehicle/entity's event speed to normal CB/E93B: DC Make vehicle/entity jump (low) CB/E93C: 80 Move vehicle/entity up 1 tile CB/E93D: FF End queue CB/E93E: 1C Begin action queue for character $1C (NPC $1C), 6 bytes long (Wait until complete) CB/E940: C2 Set vehicle/entity's event speed to normal CB/E941: C7 Set vehicle/entity to stay still when moving CB/E942: DC Make vehicle/entity jump (low) CB/E943: 81 Move vehicle/entity right 1 tile CB/E944: C6 Set vehicle/entity to walk when moving CB/E945: FF End queue CB/E946: 1C Begin action queue for character $1C (NPC $1C), 7 bytes long (Wait until complete) CB/E948: E0 Pause for 4 * 8 (32) frames CB/E94A: 80 Move vehicle/entity up 1 tile CB/E94B: CF Turn vehicle/entity left CB/E94C: E0 Pause for 4 * 6 (24) frames CB/E94E: FF End queue CB/E94F: 19 Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete) CB/E951: 81 Move vehicle/entity right 1 tile CB/E952: FF End queue CB/E953: B2 Call subroutine $CB6ABF CB/E957: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/E959: 81 Move vehicle/entity right 1 tile CB/E95A: FF End queue CB/E95B: B5 Pause for 15 * 5 (75) units CB/E95D: F4 Play sound effect 154 CB/E95F: 92 Pause for 30 units CB/E960: F4 Play sound effect 186 CB/E962: 1D Begin action queue for character $1D (NPC $1D), 8 bytes long (Wait until complete) CB/E964: 19 Do vehicle/entity graphical action $19 CB/E965: C7 Set vehicle/entity to stay still when moving CB/E966: C3 Set vehicle/entity's event speed to fast CB/E967: 8E Move vehicle/entity down 4 tiles CB/E968: C2 Set vehicle/entity's event speed to normal CB/E969: 8A Move vehicle/entity down 3 tiles CB/E96A: 09 Do vehicle/entity graphical action $09 (kneeling) CB/E96B: FF End queue CB/E96C: F4 Play sound effect 181 CB/E96E: 94 Pause for 60 units CB/E96F: 1D Begin action queue for character $1D (NPC $1D), 7 bytes long (Wait until complete) CB/E971: E0 Pause for 4 * 3 (12) frames CB/E973: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/E974: E0 Pause for 4 * 1 (4) frames CB/E976: CD Turn vehicle/entity right CB/E977: FF End queue CB/E978: 92 Pause for 30 units CB/E979: 1C Begin action queue for character $1C (NPC $1C), 8 bytes long CB/E97B: C7 Set vehicle/entity to stay still when moving CB/E97C: DC Make vehicle/entity jump (low) CB/E97D: E0 Pause for 4 * 2 (8) frames CB/E97F: DC Make vehicle/entity jump (low) CB/E980: E0 Pause for 4 * 2 (8) frames CB/E982: FF End queue CB/E983: B3 Call subroutine $CB6ABF, 2 times CB/E988: 35 Pause execution until action queue for object $1C (NPC $1C) is complete CB/E98A: 92 Pause for 30 units CB/E98B: 1D Begin action queue for character $1D (NPC $1D), 13 bytes long (Wait until complete) CB/E98D: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/E98E: E0 Pause for 4 * 2 (8) frames CB/E990: CD Turn vehicle/entity right CB/E991: E0 Pause for 4 * 2 (8) frames CB/E993: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/E994: E0 Pause for 4 * 2 (8) frames CB/E996: CD Turn vehicle/entity right CB/E997: E0 Pause for 4 * 2 (8) frames CB/E999: FF End queue CB/E99A: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/E99C: 83 Move vehicle/entity left 1 tile CB/E99D: FF End queue CB/E99E: 92 Pause for 30 units CB/E99F: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete) CB/E9A1: 4A Do vehicle/entity graphical action $0A, flipped horizontally CB/E9A2: FF End queue CB/E9A3: 95 Pause for 120 units CB/E9A4: 78 Enable ability to pass through other objects for object $1D (NPC $1D) CB/E9A6: 78 Enable ability to pass through other objects for object $11 (NPC $11) CB/E9A8: 1D Begin action queue for character $1D (NPC $1D), 4 bytes long CB/E9AA: C7 Set vehicle/entity to stay still when moving CB/E9AB: C3 Set vehicle/entity's event speed to fast CB/E9AC: 8D Move vehicle/entity right 4 tiles CB/E9AD: FF End queue CB/E9AE: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CB/E9B0: C2 Set vehicle/entity's event speed to normal CB/E9B1: 8B Move vehicle/entity left 3 tiles CB/E9B2: FF End queue CB/E9B3: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CB/E9B5: C2 Set vehicle/entity's event speed to normal CB/E9B6: 8B Move vehicle/entity left 3 tiles CB/E9B7: FF End queue CB/E9B8: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CB/E9BA: C2 Set vehicle/entity's event speed to normal CB/E9BB: 8B Move vehicle/entity left 3 tiles CB/E9BC: FF End queue CB/E9BD: 17 Begin action queue for character $17 (NPC $17), 3 bytes long CB/E9BF: C2 Set vehicle/entity's event speed to normal CB/E9C0: 8B Move vehicle/entity left 3 tiles CB/E9C1: FF End queue CB/E9C2: 19 Begin action queue for character $19 (NPC $19), 3 bytes long CB/E9C4: C2 Set vehicle/entity's event speed to normal CB/E9C5: 8B Move vehicle/entity left 3 tiles CB/E9C6: FF End queue CB/E9C7: F4 Play sound effect 164 CB/E9C9: 91 Pause for 15 units CB/E9CA: F4 Play sound effect 164 CB/E9CC: 91 Pause for 15 units CB/E9CD: F4 Play sound effect 164 CB/E9CF: 95 Pause for 120 units CB/E9D0: F4 Play sound effect 45 CB/E9D2: 42 Hide object $19 CB/E9D4: 93 Pause for 45 units CB/E9D5: F4 Play sound effect 45 CB/E9D7: 42 Hide object $11 CB/E9D9: 91 Pause for 15 units CB/E9DA: F4 Play sound effect 45 CB/E9DC: 42 Hide object $12 CB/E9DE: 91 Pause for 15 units CB/E9DF: F4 Play sound effect 45 CB/E9E1: 42 Hide object $10 CB/E9E3: 91 Pause for 15 units CB/E9E4: F4 Play sound effect 45 CB/E9E6: 42 Hide object $17 CB/E9E8: B5 Pause for 15 * 6 (90) units CB/E9EA: 1D Begin action queue for character $1D (NPC $1D), 6 bytes long (Wait until complete) CB/E9EC: C6 Set vehicle/entity to walk when moving CB/E9ED: CD Turn vehicle/entity right CB/E9EE: E0 Pause for 4 * 1 (4) frames CB/E9F0: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/E9F1: FF End queue CB/E9F2: 1C Begin action queue for character $1C (NPC $1C), 8 bytes long CB/E9F4: C6 Set vehicle/entity to walk when moving CB/E9F5: DC Make vehicle/entity jump (low) CB/E9F6: E0 Pause for 4 * 2 (8) frames CB/E9F8: 82 Move vehicle/entity down 1 tile CB/E9F9: 87 Move vehicle/entity left 2 tiles CB/E9FA: CC Turn vehicle/entity up CB/E9FB: FF End queue CB/E9FC: B2 Call subroutine $CB6ABF CB/EA00: 35 Pause execution until action queue for object $1C (NPC $1C) is complete CB/EA02: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete) CB/EA04: 49 Do vehicle/entity graphical action $09, flipped horizontally CB/EA05: FF End queue CB/EA06: 1C Begin action queue for character $1C (NPC $1C), 7 bytes long CB/EA08: DC Make vehicle/entity jump (low) CB/EA09: E0 Pause for 4 * 2 (8) frames CB/EA0B: DC Make vehicle/entity jump (low) CB/EA0C: E0 Pause for 4 * 2 (8) frames CB/EA0E: FF End queue CB/EA0F: 95 Pause for 120 units CB/EA10: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long CB/EA12: E0 Pause for 4 * 15 (60) frames CB/EA14: 81 Move vehicle/entity right 1 tile CB/EA15: FF End queue CB/EA16: 1D Begin action queue for character $1D (NPC $1D), 20 bytes long (Wait until complete) CB/EA18: CE Turn vehicle/entity down CB/EA19: E0 Pause for 4 * 1 (4) frames CB/EA1B: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/EA1C: E0 Pause for 4 * 1 (4) frames CB/EA1E: CD Turn vehicle/entity right CB/EA1F: E0 Pause for 4 * 3 (12) frames CB/EA21: C1 Set vehicle/entity's event speed to slow CB/EA22: 85 Move vehicle/entity right 2 tiles CB/EA23: 09 Do vehicle/entity graphical action $09 (kneeling) CB/EA24: E0 Pause for 4 * 15 (60) frames CB/EA26: CE Turn vehicle/entity down CB/EA27: E0 Pause for 4 * 4 (16) frames CB/EA29: 83 Move vehicle/entity left 1 tile CB/EA2A: CE Turn vehicle/entity down CB/EA2B: FF End queue CB/EA2C: 4B Display dialogue message $07D6, wait for button press (At bottom of screen) SHADOW: Let's get outta here! I'll use a Smoke Bomb!! CB/EA2F: 1D Begin action queue for character $1D (NPC $1D), 8 bytes long (Wait until complete) CB/EA31: 09 Do vehicle/entity graphical action $09 (kneeling) CB/EA32: E0 Pause for 4 * 1 (4) frames CB/EA34: 19 Do vehicle/entity graphical action $19 CB/EA35: E0 Pause for 4 * 5 (20) frames CB/EA37: CE Turn vehicle/entity down CB/EA38: FF End queue CB/EA39: 62 Mosaic screen, speed 5 CB/EA3B: F4 Play sound effect 133 CB/EA3D: 5A Fade screen at speed $05 CB/EA3F: 5C Pause execution until fade in or fade out is complete CB/EA40: DB Clear event bit $1E80($507) [$1F20, bit 7] CB/EA42: DB Clear event bit $1E80($506) [$1F20, bit 6] CB/EA44: DA Set event bit $1E80($516) [$1F22, bit 6] CB/EA46: DA Set event bit $1E80($50A) [$1F21, bit 2] CB/EA48: 39 Free screen CB/EA49: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CB/EA4B: D5 Set vehicle/entity's position to (51, 34) CB/EA4E: FF End queue CB/EA4F: 07 Begin action queue for character $07 (Actor in stot 7), 4 bytes long (Wait until complete) CB/EA51: D5 Set vehicle/entity's position to (51, 34) CB/EA54: FF End queue CB/EA55: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CB/EA57: D5 Set vehicle/entity's position to (51, 34) CB/EA5A: FF End queue CB/EA5B: B2 Call subroutine $CB2E2B CB/EA5F: B2 Call subroutine $CACB95 CB/EA63: 3B Position character in a "ready-to-go" stance CB/EA64: 92 Pause for 30 units CB/EA65: 6B Load map $015D (Thamasa, both floors of Strago's house (always)) instantly, (upper bits $0000), place party at (64, 16), facing up CB/EA6B: F0 Play song 0 (Silence), (high bit clear), full volume CB/EA6D: B2 Call subroutine $CAC6AC CB/EA71: 3C Set up the party as follows: $00 (Actor in stot 0), $01 (Actor in stot 1), $07 (Actor in stot 7), $FF () CB/EA76: 45 Refresh objects CB/EA77: 38 Hold screen CB/EA78: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CB/EA7A: D5 Set vehicle/entity's position to (65, 13) CB/EA7D: CE Turn vehicle/entity down CB/EA7E: FF End queue CB/EA7F: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/EA81: C2 Set vehicle/entity's event speed to normal CB/EA82: 88 Move vehicle/entity up 3 tiles CB/EA83: FF End queue CB/EA84: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/EA86: CC Turn vehicle/entity up CB/EA87: FF End queue CB/EA88: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CB/EA8A: C3 Set vehicle/entity's event speed to fast CB/EA8B: 87 Move vehicle/entity left 2 tiles CB/EA8C: CC Turn vehicle/entity up CB/EA8D: FF End queue CB/EA8E: 07 Begin action queue for character $07 (Actor in stot 7), 7 bytes long (Wait until complete) CB/EA90: C3 Set vehicle/entity's event speed to fast CB/EA91: 83 Move vehicle/entity left 1 tile CB/EA92: 88 Move vehicle/entity up 3 tiles CB/EA93: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/EA94: C8 Set object layering priority to 2 (low nibble 2) CB/EA96: FF End queue CB/EA97: 59 Unfade screen at speed $04 CB/EA99: 5C Pause execution until fade in or fade out is complete CB/EA9A: B5 Pause for 15 * 6 (90) units CB/EA9C: 16 Begin action queue for character $16 (NPC $16), 4 bytes long CB/EA9E: E0 Pause for 4 * 15 (60) frames CB/EAA0: 22 Do vehicle/entity graphical action $22 CB/EAA1: FF End queue CB/EAA2: 11 Begin action queue for character $11 (NPC $11), 9 bytes long (Wait until complete) CB/EAA4: C0 Set vehicle/entity's event speed to slowest CB/EAA5: CF Turn vehicle/entity left CB/EAA6: E0 Pause for 4 * 10 (40) frames CB/EAA8: CD Turn vehicle/entity right CB/EAA9: E0 Pause for 4 * 10 (40) frames CB/EAAB: CF Turn vehicle/entity left CB/EAAC: FF End queue CB/EAAD: 92 Pause for 30 units CB/EAAE: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long CB/EAB0: CD Turn vehicle/entity right CB/EAB1: FF End queue CB/EAB2: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CB/EAB4: C1 Set vehicle/entity's event speed to slow CB/EAB5: 83 Move vehicle/entity left 1 tile CB/EAB6: FF End queue CB/EAB7: 92 Pause for 30 units CB/EAB8: 11 Begin action queue for character $11 (NPC $11), 11 bytes long CB/EABA: E0 Pause for 4 * 5 (20) frames CB/EABC: 22 Do vehicle/entity graphical action $22 CB/EABD: E0 Pause for 4 * 1 (4) frames CB/EABF: CF Turn vehicle/entity left CB/EAC0: E0 Pause for 4 * 3 (12) frames CB/EAC2: FC Branch 6 bytes backwards ($CBEABC) CB/EAC4: FF End queue CB/EAC5: 4B Display dialogue message $07D7, wait for button press STRAGO: Are you okay? RELM: Yes. Thanks, Grandpa! CB/EAC8: 92 Pause for 30 units CB/EAC9: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete) CB/EACB: CE Turn vehicle/entity down CB/EACC: FF End queue CB/EACD: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CB/EACF: CE Turn vehicle/entity down CB/EAD0: FF End queue CB/EAD1: 92 Pause for 30 units CB/EAD2: 4B Display dialogue message $07D8, wait for button press STRAGO: Save your thanks for these people. RELM: Thank you… CB/EAD5: 92 Pause for 30 units CB/EAD6: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CB/EAD8: 20 Do vehicle/entity graphical action $20 CB/EAD9: E0 Pause for 4 * 3 (12) frames CB/EADB: CE Turn vehicle/entity down CB/EADC: FF End queue CB/EADD: B5 Pause for 15 * 5 (75) units CB/EADF: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete) CB/EAE1: 23 Do vehicle/entity graphical action $23 CB/EAE2: FF End queue CB/EAE3: 94 Pause for 60 units CB/EAE4: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete) CB/EAE6: CE Turn vehicle/entity down CB/EAE7: FF End queue CB/EAE8: 4B Display dialogue message $07D9, wait for button press STRAGO: I guess our town's little secret is out now… CB/EAEB: 92 Pause for 30 units CB/EAEC: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CB/EAEE: C1 Set vehicle/entity's event speed to slow CB/EAEF: 80 Move vehicle/entity up 1 tile CB/EAF0: FF End queue CB/EAF1: 4B Display dialogue message $07DA, wait for button press LOCKE: Can everyone here use magic? What's going on here? CB/EAF4: 93 Pause for 45 units CB/EAF5: F0 Play song 23 (The Mines of Narshe), (high bit clear), full volume CB/EAF7: 07 Begin action queue for character $07 (Actor in stot 7), 12 bytes long (Wait until complete) CB/EAF9: 20 Do vehicle/entity graphical action $20 CB/EAFA: E0 Pause for 4 * 6 (24) frames CB/EAFC: C0 Set vehicle/entity's event speed to slowest CB/EAFD: 83 Move vehicle/entity left 1 tile CB/EAFE: E0 Pause for 4 * 3 (12) frames CB/EB00: 22 Do vehicle/entity graphical action $22 CB/EB01: E0 Pause for 4 * 8 (32) frames CB/EB03: CF Turn vehicle/entity left CB/EB04: FF End queue CB/EB05: 4B Display dialogue message $07DB, wait for button press STRAGO: This is… …the village of the Mage Warriors… CB/EB08: 92 Pause for 30 units CB/EB09: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CB/EB0B: CF Turn vehicle/entity left CB/EB0C: FF End queue CB/EB0D: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CB/EB0F: 1F Do vehicle/entity graphical action $1F CB/EB10: E0 Pause for 4 * 6 (24) frames CB/EB12: CC Turn vehicle/entity up CB/EB13: FF End queue CB/EB14: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CB/EB16: 1F Do vehicle/entity graphical action $1F CB/EB17: E0 Pause for 4 * 6 (24) frames CB/EB19: CC Turn vehicle/entity up CB/EB1A: FF End queue CB/EB1B: 07 Begin action queue for character $07 (Actor in stot 7), 4 bytes long CB/EB1D: E0 Pause for 4 * 5 (20) frames CB/EB1F: CE Turn vehicle/entity down CB/EB20: FF End queue CB/EB21: 4B Display dialogue message $07DC, wait for button press STRAGO: Long ago humans used Magicite to gain magical powers. They came to be known as Mage Warriors. CB/EB24: 92 Pause for 30 units CB/EB25: B0 Execute the following commands until $B1 2 times CB/EB27: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CB/EB29: 13 Do vehicle/entity graphical action $13 CB/EB2A: FF End queue CB/EB2B: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CB/EB2D: CE Turn vehicle/entity down CB/EB2E: FF End queue CB/EB2F: B1 End block of repeating commands CB/EB30: 93 Pause for 45 units CB/EB31: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CB/EB33: CC Turn vehicle/entity up CB/EB34: FF End queue CB/EB35: 4B Display dialogue message $07DD, wait for button press LOCKE: But I thought they perished centuries ago… CB/EB38: 92 Pause for 30 units CB/EB39: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long (Wait until complete) CB/EB3B: 20 Do vehicle/entity graphical action $20 CB/EB3C: E0 Pause for 4 * 3 (12) frames CB/EB3E: CE Turn vehicle/entity down CB/EB3F: FF End queue CB/EB40: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CB/EB42: CF Turn vehicle/entity left CB/EB43: FF End queue CB/EB44: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CB/EB46: 22 Do vehicle/entity graphical action $22 CB/EB47: FF End queue CB/EB48: 07 Begin action queue for character $07 (Actor in stot 7), 12 bytes long CB/EB4A: C0 Set vehicle/entity's event speed to slowest CB/EB4B: 80 Move vehicle/entity up 1 tile CB/EB4C: CD Turn vehicle/entity right CB/EB4D: 85 Move vehicle/entity right 2 tiles CB/EB4E: CE Turn vehicle/entity down CB/EB4F: E0 Pause for 4 * 6 (24) frames CB/EB51: CF Turn vehicle/entity left CB/EB52: 87 Move vehicle/entity left 2 tiles CB/EB53: CE Turn vehicle/entity down CB/EB54: 82 Move vehicle/entity down 1 tile CB/EB55: FF End queue CB/EB56: 4B Display dialogue message $07DE, wait for button press STRAGO: After the War of the Magi, the Espers fled to their new world behind the sealed gate. They wished to live peacefully, without fear of being used by humans. They left us here to fend for ourselves… But we were despised by normal people. Everyone felt we had begun that war… CB/EB59: 35 Pause execution until action queue for object $07 (Actor in stot 7) is complete CB/EB5B: 07 Begin action queue for character $07 (Actor in stot 7), 8 bytes long CB/EB5D: 81 Move vehicle/entity right 1 tile CB/EB5E: E0 Pause for 4 * 4 (16) frames CB/EB60: CC Turn vehicle/entity up CB/EB61: E0 Pause for 4 * 4 (16) frames CB/EB63: 21 Do vehicle/entity graphical action $21 CB/EB64: FF End queue CB/EB65: 4B Display dialogue message $07DF, wait for button press STRAGO: They sent people to hunt us down like animals. There weren't even any trials… TERRA: Even though the only difference was that you could use magic…? CB/EB68: 35 Pause execution until action queue for object $07 (Actor in stot 7) is complete CB/EB6A: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long CB/EB6C: 83 Move vehicle/entity left 1 tile CB/EB6D: E0 Pause for 4 * 2 (8) frames CB/EB6F: CE Turn vehicle/entity down CB/EB70: FF End queue CB/EB71: 4B Display dialogue message $07E0, wait for button press STRAGO: A few Mage Warriors escaped and found their way here. They were our ancestors. Our powers have weakened over time, but some of it remains. CB/EB74: 35 Pause execution until action queue for object $07 (Actor in stot 7) is complete CB/EB76: B5 Pause for 15 * 6 (90) units CB/EB78: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long CB/EB7A: C1 Set vehicle/entity's event speed to slow CB/EB7B: 80 Move vehicle/entity up 1 tile CB/EB7C: FF End queue CB/EB7D: 4B Display dialogue message $07E1, wait for button press TERRA: Look, if you're up to it, we could use your help. STRAGO: So, you're after the Espers, eh…? CB/EB80: 35 Pause execution until action queue for object $00 (Actor in stot 0) is complete CB/EB82: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete) CB/EB84: 20 Do vehicle/entity graphical action $20 CB/EB85: FF End queue CB/EB86: B5 Pause for 15 * 5 (75) units CB/EB88: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long CB/EB8A: 80 Move vehicle/entity up 1 tile CB/EB8B: E0 Pause for 4 * 4 (16) frames CB/EB8D: CE Turn vehicle/entity down CB/EB8E: FF End queue CB/EB8F: 4B Display dialogue message $07E2, wait for button press STRAGO: Well, I owe you for saving RELM. I'll help you find your Espers. CB/EB92: 35 Pause execution until action queue for object $07 (Actor in stot 7) is complete CB/EB94: 92 Pause for 30 units CB/EB95: 11 Begin action queue for character $11 (NPC $11), 12 bytes long CB/EB97: C2 Set vehicle/entity's event speed to normal CB/EB98: DC Make vehicle/entity jump (low) CB/EB99: 83 Move vehicle/entity left 1 tile CB/EB9A: 0F Do vehicle/entity graphical action $0F CB/EB9B: E0 Pause for 4 * 1 (4) frames CB/EB9D: CF Turn vehicle/entity left CB/EB9E: E0 Pause for 4 * 1 (4) frames CB/EBA0: FC Branch 6 bytes backwards ($CBEB9A) CB/EBA2: FF End queue CB/EBA3: 07 Begin action queue for character $07 (Actor in stot 7), 11 bytes long CB/EBA5: E0 Pause for 4 * 13 (52) frames CB/EBA7: 23 Do vehicle/entity graphical action $23 CB/EBA8: E0 Pause for 4 * 2 (8) frames CB/EBAA: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/EBAB: E0 Pause for 4 * 2 (8) frames CB/EBAD: FC Branch 6 bytes backwards ($CBEBA7) CB/EBAF: FF End queue CB/EBB0: 4B Display dialogue message $07E3, wait for button press RELM: Me too! STRAGO: I don't think so. CB/EBB3: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long CB/EBB5: CE Turn vehicle/entity down CB/EBB6: FF End queue CB/EBB7: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/EBB9: CF Turn vehicle/entity left CB/EBBA: FF End queue CB/EBBB: 94 Pause for 60 units CB/EBBC: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CB/EBBE: CE Turn vehicle/entity down CB/EBBF: E0 Pause for 4 * 4 (16) frames CB/EBC1: 20 Do vehicle/entity graphical action $20 CB/EBC2: FF End queue CB/EBC3: 4B Display dialogue message $07E4, wait for button press RELM: What a fuddy duddy… CB/EBC6: 94 Pause for 60 units CB/EBC7: 4B Display dialogue message $07E5, wait for button press LOCKE: But…where do we start looking? STRAGO: Hmm… If they're here, they must be hiding in the mountains to the west. CB/EBCA: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CB/EBCC: CC Turn vehicle/entity up CB/EBCD: FF End queue CB/EBCE: 94 Pause for 60 units CB/EBCF: 11 Begin action queue for character $11 (NPC $11), 17 bytes long CB/EBD1: E0 Pause for 4 * 26 (104) frames CB/EBD3: C1 Set vehicle/entity's event speed to slow CB/EBD4: 81 Move vehicle/entity right 1 tile CB/EBD5: E0 Pause for 4 * 21 (84) frames CB/EBD7: 80 Move vehicle/entity up 1 tile CB/EBD8: E0 Pause for 4 * 21 (84) frames CB/EBDA: 80 Move vehicle/entity up 1 tile CB/EBDB: E0 Pause for 4 * 15 (60) frames CB/EBDD: 85 Move vehicle/entity right 2 tiles CB/EBDE: E0 Pause for 4 * 15 (60) frames CB/EBE0: 09 Do vehicle/entity graphical action $09 (kneeling) CB/EBE1: FF End queue CB/EBE2: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete) CB/EBE4: 82 Move vehicle/entity down 1 tile CB/EBE5: FF End queue CB/EBE6: 4B Display dialogue message $07E6, wait for button press LOCKE: Why there? STRAGO: Those mountains have powerful magical properties. They say the Espers were created there… CB/EBE9: 16 Begin action queue for character $16 (NPC $16), 12 bytes long CB/EBEB: E0 Pause for 4 * 29 (116) frames CB/EBED: C2 Set vehicle/entity's event speed to normal CB/EBEE: 81 Move vehicle/entity right 1 tile CB/EBEF: 92 Move vehicle/entity down 5 tiles CB/EBF0: 89 Move vehicle/entity right 3 tiles CB/EBF1: 82 Move vehicle/entity down 1 tile CB/EBF2: 83 Move vehicle/entity left 1 tile CB/EBF3: A2 Move vehicle/entity left/down 1x1 tiles CB/EBF4: A2 Move vehicle/entity left/down 1x1 tiles CB/EBF5: D1 Make vehicle/entity disappear CB/EBF6: FF End queue CB/EBF7: 17 Begin action queue for character $17 (NPC $17), 12 bytes long CB/EBF9: E0 Pause for 4 * 40 (160) frames CB/EBFB: C2 Set vehicle/entity's event speed to normal CB/EBFC: 81 Move vehicle/entity right 1 tile CB/EBFD: 8A Move vehicle/entity down 3 tiles CB/EBFE: 89 Move vehicle/entity right 3 tiles CB/EBFF: 86 Move vehicle/entity down 2 tiles CB/EC00: 83 Move vehicle/entity left 1 tile CB/EC01: A2 Move vehicle/entity left/down 1x1 tiles CB/EC02: A2 Move vehicle/entity left/down 1x1 tiles CB/EC03: D1 Make vehicle/entity disappear CB/EC04: FF End queue CB/EC05: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CB/EC07: CD Turn vehicle/entity right CB/EC08: FF End queue CB/EC09: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/EC0B: CF Turn vehicle/entity left CB/EC0C: FF End queue CB/EC0D: 07 Begin action queue for character $07 (Actor in stot 7), 11 bytes long CB/EC0F: E0 Pause for 4 * 4 (16) frames CB/EC11: 20 Do vehicle/entity graphical action $20 CB/EC12: E0 Pause for 4 * 2 (8) frames CB/EC14: CE Turn vehicle/entity down CB/EC15: E0 Pause for 4 * 4 (16) frames CB/EC17: FC Branch 6 bytes backwards ($CBEC11) CB/EC19: FF End queue CB/EC1A: 4B Display dialogue message $07E7, wait for button press TERRA: Maybe they're drawn to that place? CB/EC1D: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete) CB/EC1F: CE Turn vehicle/entity down CB/EC20: FF End queue CB/EC21: 93 Pause for 45 units CB/EC22: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CB/EC24: C2 Set vehicle/entity's event speed to normal CB/EC25: 84 Move vehicle/entity up 2 tiles CB/EC26: CF Turn vehicle/entity left CB/EC27: FF End queue CB/EC28: 4B Display dialogue message $07E8, wait for button press LOCKE: I think it's worth a look. CB/EC2B: 01 Begin action queue for character $01 (Actor in stot 1), 11 bytes long CB/EC2D: 22 Do vehicle/entity graphical action $22 CB/EC2E: E0 Pause for 4 * 2 (8) frames CB/EC30: CF Turn vehicle/entity left CB/EC31: E0 Pause for 4 * 2 (8) frames CB/EC33: 22 Do vehicle/entity graphical action $22 CB/EC34: E0 Pause for 4 * 2 (8) frames CB/EC36: CF Turn vehicle/entity left CB/EC37: FF End queue CB/EC38: 00 Begin action queue for character $00 (Actor in stot 0), 11 bytes long CB/EC3A: 21 Do vehicle/entity graphical action $21 CB/EC3B: E0 Pause for 4 * 2 (8) frames CB/EC3D: CC Turn vehicle/entity up CB/EC3E: E0 Pause for 4 * 2 (8) frames CB/EC40: 21 Do vehicle/entity graphical action $21 CB/EC41: E0 Pause for 4 * 2 (8) frames CB/EC43: CC Turn vehicle/entity up CB/EC44: FF End queue CB/EC45: 07 Begin action queue for character $07 (Actor in stot 7), 11 bytes long (Wait until complete) CB/EC47: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/EC48: E0 Pause for 4 * 2 (8) frames CB/EC4A: CD Turn vehicle/entity right CB/EC4B: E0 Pause for 4 * 2 (8) frames CB/EC4D: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/EC4E: E0 Pause for 4 * 2 (8) frames CB/EC50: CD Turn vehicle/entity right CB/EC51: FF End queue CB/EC52: 93 Pause for 45 units CB/EC53: B2 Call subroutine $CB2E34 CB/EC57: 07 Begin action queue for character $07 (Actor in stot 7), 3 bytes long CB/EC59: C2 Set vehicle/entity's event speed to normal CB/EC5A: 85 Move vehicle/entity right 2 tiles CB/EC5B: FF End queue CB/EC5C: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CB/EC5E: C2 Set vehicle/entity's event speed to normal CB/EC5F: A0 Move vehicle/entity right/up 1x1 tiles CB/EC60: A0 Move vehicle/entity right/up 1x1 tiles CB/EC61: FF End queue CB/EC62: 35 Pause execution until action queue for object $07 (Actor in stot 7) is complete CB/EC64: 35 Pause execution until action queue for object $00 (Actor in stot 0) is complete CB/EC66: B2 Call subroutine $CB2E2B CB/EC6A: B2 Call subroutine $CB6A37 CB/EC6E: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CB/EC72: B2 Call subroutine $CACB95 CB/EC76: 3B Position character in a "ready-to-go" stance CB/EC77: DA Set event bit $1E80($519) [$1F23, bit 1] CB/EC79: DB Clear event bit $1E80($508) [$1F21, bit 0] CB/EC7B: DB Clear event bit $1E80($516) [$1F22, bit 6] CB/EC7D: DB Clear event bit $1E80($50A) [$1F21, bit 2] CB/EC7F: DB Clear event bit $1E80($5F7) [$1F3E, bit 7] CB/EC81: DA Set event bit $1E80($51A) [$1F23, bit 2] CB/EC83: D0 Set event bit $1E80($091) [$1E92, bit 1] CB/EC85: D0 Set event bit $1E80($098) [$1E93, bit 0] CB/EC87: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/EC89: CE Turn vehicle/entity down CB/EC8A: FF End queue CB/EC8B: 39 Free screen CB/EC8C: 3A Enable player to move while event commands execute CB/EC8D: 35 Pause execution until action queue for object $16 (NPC $16) is complete CB/EC8F: 35 Pause execution until action queue for object $17 (NPC $17) is complete CB/EC91: FE Return CB/EC92: C0 If ($1E80($099) [$1E93, bit 1] is set), branch to $CBD3D2 CB/EC98: C0 If ($1E80($092) [$1E92, bit 2] is set), branch to $CA5EB3 (simply returns) CB/EC9E: C0 If ($1E80($091) [$1E92, bit 1] is clear), branch to $CA5EB3 (simply returns) CB/ECA4: 97 Fade screen to black CB/ECA5: 5C Pause execution until fade in or fade out is complete CB/ECA6: 6B Load map $0157 (Thamasa, outdoors (WoB pre-Espers / Shadow's last dream / "That evening")) instantly, (upper bits $2000), place party at (29, 15), facing down CB/ECAC: F0 Play song 7 (Shadow), (high bit clear), full volume CB/ECAE: 8D Remove all equipment from character $03 (Actor in stot 3) CB/ECB0: 28 Begin action queue for character $28 (NPC $28), 5 bytes long (Wait until complete) CB/ECB2: D5 Set vehicle/entity's position to (25, 18) CB/ECB5: CE Turn vehicle/entity down CB/ECB6: FF End queue CB/ECB7: 95 Pause for 120 units CB/ECB8: 59 Unfade screen at speed $04 CB/ECBA: 5C Pause execution until fade in or fade out is complete CB/ECBB: 38 Hold screen CB/ECBC: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/ECBE: 82 Move vehicle/entity down 1 tile CB/ECBF: FF End queue CB/ECC0: B2 Call subroutine $CAC6AC CB/ECC4: 3C Set up the party as follows: $01 (Actor in stot 1), $00 (Actor in stot 0), $07 (Actor in stot 7), $FF () CB/ECC9: 78 Enable ability to pass through other objects for object $27 (NPC $27) CB/ECCB: 78 Enable ability to pass through other objects for object $28 (NPC $28) CB/ECCD: B2 Call subroutine $CB2E34 CB/ECD1: 07 Begin action queue for character $07 (Actor in stot 7), 4 bytes long CB/ECD3: C2 Set vehicle/entity's event speed to normal CB/ECD4: 83 Move vehicle/entity left 1 tile CB/ECD5: CE Turn vehicle/entity down CB/ECD6: FF End queue CB/ECD7: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/ECD9: CE Turn vehicle/entity down CB/ECDA: FF End queue CB/ECDB: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CB/ECDD: C2 Set vehicle/entity's event speed to normal CB/ECDE: 81 Move vehicle/entity right 1 tile CB/ECDF: CE Turn vehicle/entity down CB/ECE0: FF End queue CB/ECE1: 5C Pause execution until fade in or fade out is complete CB/ECE2: 92 Pause for 30 units CB/ECE3: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CB/ECE5: C2 Set vehicle/entity's event speed to normal CB/ECE6: A2 Move vehicle/entity left/down 1x1 tiles CB/ECE7: A2 Move vehicle/entity left/down 1x1 tiles CB/ECE8: FF End queue CB/ECE9: 93 Pause for 45 units CB/ECEA: 07 Begin action queue for character $07 (Actor in stot 7), 10 bytes long (Wait until complete) CB/ECEC: C2 Set vehicle/entity's event speed to normal CB/ECED: 8A Move vehicle/entity down 3 tiles CB/ECEE: CF Turn vehicle/entity left CB/ECEF: E0 Pause for 4 * 2 (8) frames CB/ECF1: 0F Do vehicle/entity graphical action $0F CB/ECF2: E0 Pause for 4 * 4 (16) frames CB/ECF4: CF Turn vehicle/entity left CB/ECF5: FF End queue CB/ECF6: 93 Pause for 45 units CB/ECF7: 27 Begin action queue for character $27 (NPC $27), 2 bytes long (Wait until complete) CB/ECF9: CD Turn vehicle/entity right CB/ECFA: FF End queue CB/ECFB: B5 Pause for 15 * 5 (75) units CB/ECFD: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long (Wait until complete) CB/ECFF: 22 Do vehicle/entity graphical action $22 CB/ED00: E0 Pause for 4 * 6 (24) frames CB/ED02: CF Turn vehicle/entity left CB/ED03: FF End queue CB/ED04: B5 Pause for 15 * 5 (75) units CB/ED06: 27 Begin action queue for character $27 (NPC $27), 13 bytes long (Wait until complete) CB/ED08: 24 Do vehicle/entity graphical action $24 CB/ED09: E0 Pause for 4 * 2 (8) frames CB/ED0B: 25 Do vehicle/entity graphical action $25 CB/ED0C: E0 Pause for 4 * 2 (8) frames CB/ED0E: 24 Do vehicle/entity graphical action $24 CB/ED0F: E0 Pause for 4 * 2 (8) frames CB/ED11: 25 Do vehicle/entity graphical action $25 CB/ED12: E0 Pause for 4 * 2 (8) frames CB/ED14: FF End queue CB/ED15: 28 Begin action queue for character $28 (NPC $28), 4 bytes long CB/ED17: C2 Set vehicle/entity's event speed to normal CB/ED18: 82 Move vehicle/entity down 1 tile CB/ED19: CD Turn vehicle/entity right CB/ED1A: FF End queue CB/ED1B: 27 Begin action queue for character $27 (NPC $27), 4 bytes long (Wait until complete) CB/ED1D: C1 Set vehicle/entity's event speed to slow CB/ED1E: 80 Move vehicle/entity up 1 tile CB/ED1F: 49 Do vehicle/entity graphical action $09, flipped horizontally CB/ED20: FF End queue CB/ED21: B5 Pause for 15 * 5 (75) units CB/ED23: 4B Display dialogue message $07E9, wait for button press SHADOW: Don't misunderstand me. I just wanted my dog back. CB/ED26: 93 Pause for 45 units CB/ED27: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CB/ED29: C2 Set vehicle/entity's event speed to normal CB/ED2A: 87 Move vehicle/entity left 2 tiles CB/ED2B: CE Turn vehicle/entity down CB/ED2C: FF End queue CB/ED2D: 91 Pause for 15 units CB/ED2E: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long CB/ED30: E0 Pause for 4 * 8 (32) frames CB/ED32: C1 Set vehicle/entity's event speed to slow CB/ED33: 86 Move vehicle/entity down 2 tiles CB/ED34: 83 Move vehicle/entity left 1 tile CB/ED35: FF End queue CB/ED36: 27 Begin action queue for character $27 (NPC $27), 6 bytes long (Wait until complete) CB/ED38: CE Turn vehicle/entity down CB/ED39: E0 Pause for 4 * 2 (8) frames CB/ED3B: CD Turn vehicle/entity right CB/ED3C: CC Turn vehicle/entity up CB/ED3D: FF End queue CB/ED3E: 92 Pause for 30 units CB/ED3F: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/ED41: 20 Do vehicle/entity graphical action $20 CB/ED42: FF End queue CB/ED43: 95 Pause for 120 units CB/ED44: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/ED46: CE Turn vehicle/entity down CB/ED47: FF End queue CB/ED48: 4B Display dialogue message $07EA, wait for button press LOCKE: Going somewhere? SHADOW: I'll search for the Espers in my own way. CB/ED4B: 93 Pause for 45 units CB/ED4C: F4 Play sound effect 44 CB/ED4E: 73 Replace current map's Layer 1 at (29, 12) with the following (2 x 1) chunk, refresh immediately CB/ED53: $04, $14 CB/ED55: 91 Pause for 15 units CB/ED56: DA Set event bit $1E80($5F7) [$1F3E, bit 7] CB/ED58: 3D Create object $29 CB/ED5A: 41 Show object $29 CB/ED5C: 78 Enable ability to pass through other objects for object $29 (NPC $29) CB/ED5E: 45 Refresh objects CB/ED5F: 28 Begin action queue for character $28 (NPC $28), 4 bytes long CB/ED61: E0 Pause for 4 * 10 (40) frames CB/ED63: CC Turn vehicle/entity up CB/ED64: FF End queue CB/ED65: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CB/ED67: E0 Pause for 4 * 11 (44) frames CB/ED69: CF Turn vehicle/entity left CB/ED6A: FF End queue CB/ED6B: 29 Begin action queue for character $29 (NPC $29), 12 bytes long (Wait until complete) CB/ED6D: C2 Set vehicle/entity's event speed to normal CB/ED6E: 86 Move vehicle/entity down 2 tiles CB/ED6F: E0 Pause for 4 * 2 (8) frames CB/ED71: 1F Do vehicle/entity graphical action $1F CB/ED72: E0 Pause for 4 * 4 (16) frames CB/ED74: C3 Set vehicle/entity's event speed to fast CB/ED75: 8F Move vehicle/entity left 4 tiles CB/ED76: 86 Move vehicle/entity down 2 tiles CB/ED77: 09 Do vehicle/entity graphical action $09 (kneeling) CB/ED78: FF End queue CB/ED79: 91 Pause for 15 units CB/ED7A: 27 Begin action queue for character $27 (NPC $27), 2 bytes long (Wait until complete) CB/ED7C: CF Turn vehicle/entity left CB/ED7D: FF End queue CB/ED7E: 95 Pause for 120 units CB/ED7F: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CB/ED81: E0 Pause for 4 * 6 (24) frames CB/ED83: CE Turn vehicle/entity down CB/ED84: FF End queue CB/ED85: 27 Begin action queue for character $27 (NPC $27), 8 bytes long (Wait until complete) CB/ED87: CD Turn vehicle/entity right CB/ED88: E0 Pause for 4 * 7 (28) frames CB/ED8A: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/ED8B: E0 Pause for 4 * 2 (8) frames CB/ED8D: CD Turn vehicle/entity right CB/ED8E: FF End queue CB/ED8F: B5 Pause for 15 * 6 (90) units CB/ED91: 00 Begin action queue for character $00 (Actor in stot 0), 11 bytes long CB/ED93: 22 Do vehicle/entity graphical action $22 CB/ED94: E0 Pause for 4 * 2 (8) frames CB/ED96: CF Turn vehicle/entity left CB/ED97: E0 Pause for 4 * 2 (8) frames CB/ED99: 22 Do vehicle/entity graphical action $22 CB/ED9A: E0 Pause for 4 * 2 (8) frames CB/ED9C: CF Turn vehicle/entity left CB/ED9D: FF End queue CB/ED9E: 07 Begin action queue for character $07 (Actor in stot 7), 11 bytes long CB/EDA0: 22 Do vehicle/entity graphical action $22 CB/EDA1: E0 Pause for 4 * 2 (8) frames CB/EDA3: CF Turn vehicle/entity left CB/EDA4: E0 Pause for 4 * 2 (8) frames CB/EDA6: 22 Do vehicle/entity graphical action $22 CB/EDA7: E0 Pause for 4 * 2 (8) frames CB/EDA9: CF Turn vehicle/entity left CB/EDAA: FF End queue CB/EDAB: 01 Begin action queue for character $01 (Actor in stot 1), 11 bytes long (Wait until complete) CB/EDAD: 20 Do vehicle/entity graphical action $20 CB/EDAE: E0 Pause for 4 * 2 (8) frames CB/EDB0: CE Turn vehicle/entity down CB/EDB1: E0 Pause for 4 * 2 (8) frames CB/EDB3: 20 Do vehicle/entity graphical action $20 CB/EDB4: E0 Pause for 4 * 2 (8) frames CB/EDB6: CE Turn vehicle/entity down CB/EDB7: FF End queue CB/EDB8: B5 Pause for 15 * 6 (90) units CB/EDBA: 07 Begin action queue for character $07 (Actor in stot 7), 4 bytes long CB/EDBC: E0 Pause for 4 * 5 (20) frames CB/EDBE: CE Turn vehicle/entity down CB/EDBF: FF End queue CB/EDC0: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CB/EDC2: E0 Pause for 4 * 2 (8) frames CB/EDC4: CE Turn vehicle/entity down CB/EDC5: FF End queue CB/EDC6: 27 Begin action queue for character $27 (NPC $27), 6 bytes long (Wait until complete) CB/EDC8: C2 Set vehicle/entity's event speed to normal CB/EDC9: 8A Move vehicle/entity down 3 tiles CB/EDCA: E0 Pause for 4 * 3 (12) frames CB/EDCC: 23 Do vehicle/entity graphical action $23 CB/EDCD: FF End queue CB/EDCE: 4B Display dialogue message $07B9, wait for button press SHADOW: Interceptor! Come! CB/EDD1: 93 Pause for 45 units CB/EDD2: 29 Begin action queue for character $29 (NPC $29), 4 bytes long CB/EDD4: E0 Pause for 4 * 4 (16) frames CB/EDD6: CE Turn vehicle/entity down CB/EDD7: FF End queue CB/EDD8: 28 Begin action queue for character $28 (NPC $28), 2 bytes long (Wait until complete) CB/EDDA: CE Turn vehicle/entity down CB/EDDB: FF End queue CB/EDDC: B5 Pause for 15 * 5 (75) units CB/EDDE: 29 Begin action queue for character $29 (NPC $29), 2 bytes long CB/EDE0: 20 Do vehicle/entity graphical action $20 CB/EDE1: FF End queue CB/EDE2: 28 Begin action queue for character $28 (NPC $28), 5 bytes long CB/EDE4: C2 Set vehicle/entity's event speed to normal CB/EDE5: 82 Move vehicle/entity down 1 tile CB/EDE6: A1 Move vehicle/entity right/down 1x1 tiles CB/EDE7: 86 Move vehicle/entity down 2 tiles CB/EDE8: FF End queue CB/EDE9: 27 Begin action queue for character $27 (NPC $27), 4 bytes long (Wait until complete) CB/EDEB: C2 Set vehicle/entity's event speed to normal CB/EDEC: 8E Move vehicle/entity down 4 tiles CB/EDED: D1 Make vehicle/entity disappear CB/EDEE: FF End queue CB/EDEF: 93 Pause for 45 units CB/EDF0: 28 Begin action queue for character $28 (NPC $28), 2 bytes long (Wait until complete) CB/EDF2: 84 Move vehicle/entity up 2 tiles CB/EDF3: FF End queue CB/EDF4: 92 Pause for 30 units CB/EDF5: F4 Play sound effect 151 CB/EDF7: B5 Pause for 15 * 5 (75) units CB/EDF9: 28 Begin action queue for character $28 (NPC $28), 4 bytes long (Wait until complete) CB/EDFB: C3 Set vehicle/entity's event speed to fast CB/EDFC: 8E Move vehicle/entity down 4 tiles CB/EDFD: D1 Make vehicle/entity disappear CB/EDFE: FF End queue CB/EDFF: B5 Pause for 15 * 5 (75) units CB/EE01: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CB/EE03: E0 Pause for 4 * 3 (12) frames CB/EE05: CC Turn vehicle/entity up CB/EE06: FF End queue CB/EE07: 07 Begin action queue for character $07 (Actor in stot 7), 4 bytes long CB/EE09: E0 Pause for 4 * 1 (4) frames CB/EE0B: CC Turn vehicle/entity up CB/EE0C: FF End queue CB/EE0D: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CB/EE0F: E0 Pause for 4 * 5 (20) frames CB/EE11: CC Turn vehicle/entity up CB/EE12: FF End queue CB/EE13: 29 Begin action queue for character $29 (NPC $29), 5 bytes long (Wait until complete) CB/EE15: C3 Set vehicle/entity's event speed to fast CB/EE16: 84 Move vehicle/entity up 2 tiles CB/EE17: 8D Move vehicle/entity right 4 tiles CB/EE18: 84 Move vehicle/entity up 2 tiles CB/EE19: FF End queue CB/EE1A: 73 Replace current map's Layer 1 at (29, 12) with the following (2 x 1) chunk, refresh immediately CB/EE1F: $05, $15 CB/EE21: F4 Play sound effect 44 CB/EE23: 42 Hide object $29 CB/EE25: 45 Refresh objects CB/EE26: B5 Pause for 15 * 5 (75) units CB/EE28: 35 Pause execution until action queue for object $01 (Actor in stot 1) is complete CB/EE2A: 35 Pause execution until action queue for object $00 (Actor in stot 0) is complete CB/EE2C: 35 Pause execution until action queue for object $07 (Actor in stot 7) is complete CB/EE2E: 93 Pause for 45 units CB/EE2F: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long CB/EE31: C2 Set vehicle/entity's event speed to normal CB/EE32: AA Move vehicle/entity left/up 2x1 tiles CB/EE33: FF End queue CB/EE34: 07 Begin action queue for character $07 (Actor in stot 7), 3 bytes long CB/EE36: C2 Set vehicle/entity's event speed to normal CB/EE37: AB Move vehicle/entity left/up 1x2 tiles CB/EE38: FF End queue CB/EE39: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long CB/EE3B: C2 Set vehicle/entity's event speed to normal CB/EE3C: 82 Move vehicle/entity down 1 tile CB/EE3D: FF End queue CB/EE3E: 35 Pause execution until action queue for object $00 (Actor in stot 0) is complete CB/EE40: 35 Pause execution until action queue for object $01 (Actor in stot 1) is complete CB/EE42: 35 Pause execution until action queue for object $07 (Actor in stot 7) is complete CB/EE44: B2 Call subroutine $CACB95 CB/EE48: 3B Position character in a "ready-to-go" stance CB/EE49: D0 Set event bit $1E80($092) [$1E92, bit 2] CB/EE4B: DB Clear event bit $1E80($51A) [$1F23, bit 2] CB/EE4D: DB Clear event bit $1E80($5F7) [$1F3E, bit 7] CB/EE4F: 36 Disable ability to pass through other objects for object $27 (NPC $27) CB/EE51: 36 Disable ability to pass through other objects for object $28 (NPC $28) CB/EE53: 36 Disable ability to pass through other objects for object $29 (NPC $29) CB/EE55: B2 Call subroutine $CB2E2B CB/EE59: 39 Free screen CB/EE5A: F0 Play song 8 (Strago), (high bit clear), full volume CB/EE5C: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/EE5E: CE Turn vehicle/entity down CB/EE5F: FF End queue CB/EE60: 3A Enable player to move while event commands execute CB/EE61: FE Return CB/EE62: F4 Play sound effect 106 CB/EE64: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete) CB/EE66: C2 Set vehicle/entity's event speed to normal CB/EE67: C7 Set vehicle/entity to stay still when moving CB/EE68: 4F Do vehicle/entity graphical action $0F, flipped horizontally CB/EE69: DC Make vehicle/entity jump (low) CB/EE6A: 81 Move vehicle/entity right 1 tile CB/EE6B: C3 Set vehicle/entity's event speed to fast CB/EE6C: 86 Move vehicle/entity down 2 tiles CB/EE6D: C6 Set vehicle/entity to walk when moving CB/EE6E: CD Turn vehicle/entity right CB/EE6F: FF End queue CB/EE70: FE Return CB/EE71: F4 Play sound effect 106 CB/EE73: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete) CB/EE75: C2 Set vehicle/entity's event speed to normal CB/EE76: C7 Set vehicle/entity to stay still when moving CB/EE77: 0F Do vehicle/entity graphical action $0F CB/EE78: DC Make vehicle/entity jump (low) CB/EE79: 83 Move vehicle/entity left 1 tile CB/EE7A: C3 Set vehicle/entity's event speed to fast CB/EE7B: 86 Move vehicle/entity down 2 tiles CB/EE7C: C6 Set vehicle/entity to walk when moving CB/EE7D: CF Turn vehicle/entity left CB/EE7E: FF End queue CB/EE7F: FE Return CB/EE80: F4 Play sound effect 106 CB/EE82: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete) CB/EE84: C2 Set vehicle/entity's event speed to normal CB/EE85: C7 Set vehicle/entity to stay still when moving CB/EE86: 4F Do vehicle/entity graphical action $0F, flipped horizontally CB/EE87: DC Make vehicle/entity jump (low) CB/EE88: 81 Move vehicle/entity right 1 tile CB/EE89: C3 Set vehicle/entity's event speed to fast CB/EE8A: 86 Move vehicle/entity down 2 tiles CB/EE8B: C6 Set vehicle/entity to walk when moving CB/EE8C: CD Turn vehicle/entity right CB/EE8D: FF End queue CB/EE8E: FE Return CB/EE8F: C0 If ($1E80($097) [$1E92, bit 7] is clear), branch to $CA5EB3 (simply returns) CB/EE95: F4 Play sound effect 169 CB/EE97: 74 Replace current map's Layer 2 at (11, 51) with the following (3 x 1) chunk CB/EE9C: $55, $01, $DC CB/EE9F: 74 Replace current map's Layer 2 at (11, 115) with the following (3 x 1) chunk CB/EEA4: $A2, $DE, $32 CB/EEA7: 75 Refresh map after alteration CB/EEA8: B2 Call subroutine $CB6A83 CB/EEAC: 6B Load map $0177 (Espers' Gathering Place, most caves) instantly, (upper bits $2000), place party at (39, 51), facing down CB/EEB2: 38 Hold screen CB/EEB3: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/EEB5: D5 Set vehicle/entity's position to (39, 43) CB/EEB8: FF End queue CB/EEB9: B2 Call subroutine $CB6A9F CB/EEBD: FE Return CB/EEBE: C0 If ($1E80($097) [$1E92, bit 7] is clear), branch to $CA5EB3 (simply returns) CB/EEC4: F4 Play sound effect 169 CB/EEC6: 74 Replace current map's Layer 2 at (12, 46) with the following (3 x 1) chunk CB/EECB: $55, $01, $40 CB/EECE: 74 Replace current map's Layer 2 at (12, 110) with the following (3 x 1) chunk CB/EED3: $A2, $DE, $32 CB/EED6: 75 Refresh map after alteration CB/EED7: B2 Call subroutine $CB6A83 CB/EEDB: 6B Load map $0177 (Espers' Gathering Place, most caves) instantly, (upper bits $2000), place party at (39, 46), facing down CB/EEE1: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/EEE3: D5 Set vehicle/entity's position to (39, 38) CB/EEE6: FF End queue CB/EEE7: B2 Call subroutine $CB6A9F CB/EEEB: FE Return CB/EEEC: C0 If ($1E80($097) [$1E92, bit 7] is clear), branch to $CA5EB3 (simply returns) CB/EEF2: F4 Play sound effect 169 CB/EEF4: 74 Replace current map's Layer 2 at (17, 49) with the following (3 x 1) chunk CB/EEF9: $55, $01, $DA CB/EEFC: 74 Replace current map's Layer 2 at (17, 113) with the following (3 x 1) chunk CB/EF01: $A2, $DE, $32 CB/EF04: 75 Refresh map after alteration CB/EF05: B2 Call subroutine $CB6A83 CB/EF09: 6B Load map $0177 (Espers' Gathering Place, most caves) instantly, (upper bits $2000), place party at (44, 49), facing down CB/EF0F: 38 Hold screen CB/EF10: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CB/EF12: D5 Set vehicle/entity's position to (44, 41) CB/EF15: FF End queue CB/EF16: B2 Call subroutine $CB6A9F CB/EF1A: FE Return CB/EF1B: C0 If ($1E80($099) [$1E93, bit 1] is set), branch to $CA5EB3 (simply returns) CB/EF21: C0 If ($1E80($17B) [$1EAF, bit 3] is set), branch to $CA5EB3 (simply returns) CB/EF27: 3A Enable player to move while event commands execute CB/EF28: DA Set event bit $1E80($521) [$1F24, bit 1] CB/EF2A: 3D Create object $1C CB/EF2C: 45 Refresh objects CB/EF2D: 41 Show object $1C CB/EF2F: 78 Enable ability to pass through other objects for object $1C (NPC $1C) CB/EF31: 1C Begin action queue for character $1C (NPC $1C), 9 bytes long (Wait until complete) CB/EF33: C3 Set vehicle/entity's event speed to fast CB/EF34: 8A Move vehicle/entity down 3 tiles CB/EF35: 85 Move vehicle/entity right 2 tiles CB/EF36: 8A Move vehicle/entity down 3 tiles CB/EF37: 88 Move vehicle/entity up 3 tiles CB/EF38: 87 Move vehicle/entity left 2 tiles CB/EF39: 88 Move vehicle/entity up 3 tiles CB/EF3A: D1 Make vehicle/entity disappear CB/EF3B: FF End queue CB/EF3C: 36 Disable ability to pass through other objects for object $1C (NPC $1C) CB/EF3E: D2 Set event bit $1E80($17B) [$1EAF, bit 3] CB/EF40: DB Clear event bit $1E80($521) [$1F24, bit 1] CB/EF42: FE Return CB/EF43: C0 If ($1E80($099) [$1E93, bit 1] is set), branch to $CA5EB3 (simply returns) CB/EF49: C0 If ($1E80($17C) [$1EAF, bit 4] is set), branch to $CA5EB3 (simply returns) CB/EF4F: 3A Enable player to move while event commands execute CB/EF50: DA Set event bit $1E80($521) [$1F24, bit 1] CB/EF52: 3D Create object $10 CB/EF54: 45 Refresh objects CB/EF55: 41 Show object $10 CB/EF57: 78 Enable ability to pass through other objects for object $10 (NPC $10) CB/EF59: 10 Begin action queue for character $10 (NPC $10), 15 bytes long (Wait until complete) CB/EF5B: 83 Move vehicle/entity left 1 tile CB/EF5C: E0 Pause for 4 * 2 (8) frames CB/EF5E: CC Turn vehicle/entity up CB/EF5F: E0 Pause for 4 * 2 (8) frames CB/EF61: CD Turn vehicle/entity right CB/EF62: E0 Pause for 4 * 2 (8) frames CB/EF64: CE Turn vehicle/entity down CB/EF65: E0 Pause for 4 * 2 (8) frames CB/EF67: 81 Move vehicle/entity right 1 tile CB/EF68: D1 Make vehicle/entity disappear CB/EF69: FF End queue CB/EF6A: 36 Disable ability to pass through other objects for object $10 (NPC $10) CB/EF6C: D2 Set event bit $1E80($17C) [$1EAF, bit 4] CB/EF6E: DB Clear event bit $1E80($521) [$1F24, bit 1] CB/EF70: FE Return CB/EF71: C0 If ($1E80($099) [$1E93, bit 1] is set), branch to $CA5EB3 (simply returns) CB/EF77: C0 If ($1E80($17D) [$1EAF, bit 5] is set), branch to $CA5EB3 (simply returns) CB/EF7D: 3A Enable player to move while event commands execute CB/EF7E: DA Set event bit $1E80($521) [$1F24, bit 1] CB/EF80: 3D Create object $1C CB/EF82: 45 Refresh objects CB/EF83: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete) CB/EF85: D5 Set vehicle/entity's position to (53, 61) CB/EF88: CC Turn vehicle/entity up CB/EF89: FF End queue CB/EF8A: 41 Show object $1C CB/EF8C: 78 Enable ability to pass through other objects for object $1C (NPC $1C) CB/EF8E: 1C Begin action queue for character $1C (NPC $1C), 14 bytes long (Wait until complete) CB/EF90: C3 Set vehicle/entity's event speed to fast CB/EF91: 84 Move vehicle/entity up 2 tiles CB/EF92: 83 Move vehicle/entity left 1 tile CB/EF93: 80 Move vehicle/entity up 1 tile CB/EF94: E0 Pause for 4 * 2 (8) frames CB/EF96: 1F Do vehicle/entity graphical action $1F CB/EF97: E0 Pause for 4 * 3 (12) frames CB/EF99: 82 Move vehicle/entity down 1 tile CB/EF9A: 81 Move vehicle/entity right 1 tile CB/EF9B: 86 Move vehicle/entity down 2 tiles CB/EF9C: D1 Make vehicle/entity disappear CB/EF9D: FF End queue CB/EF9E: 36 Disable ability to pass through other objects for object $1C (NPC $1C) CB/EFA0: D2 Set event bit $1E80($17D) [$1EAF, bit 5] CB/EFA2: DB Clear event bit $1E80($521) [$1F24, bit 1] CB/EFA4: FE Return CB/EFA5: C0 If ($1E80($097) [$1E92, bit 7] is clear), branch to $CA5EB3 (simply returns) CB/EFAB: C0 If ($1E80($095) [$1E92, bit 5] is set), branch to $CA5EB3 (simply returns) CB/EFB1: DA Set event bit $1E80($521) [$1F24, bit 1] CB/EFB3: 3D Create object $10 CB/EFB5: 45 Refresh objects CB/EFB6: 41 Show object $10 CB/EFB8: 78 Enable ability to pass through other objects for object $10 (NPC $10) CB/EFBA: F4 Play sound effect 186 CB/EFBC: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CB/EFBE: C4 Set vehicle/entity's event speed to faster CB/EFBF: 9E Move vehicle/entity down 8 tiles CB/EFC0: FF End queue CB/EFC1: 38 Hold screen CB/EFC2: B2 Call subroutine $CAC6AC CB/EFC6: 58 Shake screen ($FB): (Intensity: 3)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/EFC8: F4 Play sound effect 187 CB/EFCA: 01 Begin action queue for character $01 (Actor in stot 1), 9 bytes long CB/EFCC: C2 Set vehicle/entity's event speed to normal CB/EFCD: C7 Set vehicle/entity to stay still when moving CB/EFCE: 28 Do vehicle/entity graphical action $28 CB/EFCF: DC Make vehicle/entity jump (low) CB/EFD0: 81 Move vehicle/entity right 1 tile CB/EFD1: DC Make vehicle/entity jump (low) CB/EFD2: A1 Move vehicle/entity right/down 1x1 tiles CB/EFD3: C6 Set vehicle/entity to walk when moving CB/EFD4: FF End queue CB/EFD5: 00 Begin action queue for character $00 (Actor in stot 0), 9 bytes long CB/EFD7: C3 Set vehicle/entity's event speed to fast CB/EFD8: C7 Set vehicle/entity to stay still when moving CB/EFD9: 1F Do vehicle/entity graphical action $1F CB/EFDA: A1 Move vehicle/entity right/down 1x1 tiles CB/EFDB: 09 Do vehicle/entity graphical action $09 (kneeling) CB/EFDC: DC Make vehicle/entity jump (low) CB/EFDD: 82 Move vehicle/entity down 1 tile CB/EFDE: C6 Set vehicle/entity to walk when moving CB/EFDF: FF End queue CB/EFE0: 07 Begin action queue for character $07 (Actor in stot 7), 9 bytes long CB/EFE2: C2 Set vehicle/entity's event speed to normal CB/EFE3: C7 Set vehicle/entity to stay still when moving CB/EFE4: 28 Do vehicle/entity graphical action $28 CB/EFE5: DD Make vehicle/entity jump (high) CB/EFE6: 86 Move vehicle/entity down 2 tiles CB/EFE7: DC Make vehicle/entity jump (low) CB/EFE8: 82 Move vehicle/entity down 1 tile CB/EFE9: C6 Set vehicle/entity to walk when moving CB/EFEA: FF End queue CB/EFEB: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CB/EFED: 82 Move vehicle/entity down 1 tile CB/EFEE: DC Make vehicle/entity jump (low) CB/EFEF: E0 Pause for 4 * 5 (20) frames CB/EFF1: FC Branch 3 bytes backwards ($CBEFEE) CB/EFF3: FF End queue CB/EFF4: 94 Pause for 60 units CB/EFF5: 58 Shake screen ($38): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 unaffected) (Sprite layer unaffected) CB/EFF7: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/EFF9: CE Turn vehicle/entity down CB/EFFA: FF End queue CB/EFFB: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CB/EFFD: 28 Do vehicle/entity graphical action $28 CB/EFFE: FF End queue CB/EFFF: 93 Pause for 45 units CB/F000: 10 Begin action queue for character $10 (NPC $10), 19 bytes long (Wait until complete) CB/F002: C2 Set vehicle/entity's event speed to normal CB/F003: DC Make vehicle/entity jump (low) CB/F004: 81 Move vehicle/entity right 1 tile CB/F005: DC Make vehicle/entity jump (low) CB/F006: 81 Move vehicle/entity right 1 tile CB/F007: CE Turn vehicle/entity down CB/F008: E0 Pause for 4 * 2 (8) frames CB/F00A: DC Make vehicle/entity jump (low) CB/F00B: E0 Pause for 4 * 2 (8) frames CB/F00D: DC Make vehicle/entity jump (low) CB/F00E: E0 Pause for 4 * 2 (8) frames CB/F010: DC Make vehicle/entity jump (low) CB/F011: E0 Pause for 4 * 5 (20) frames CB/F013: 83 Move vehicle/entity left 1 tile CB/F014: FF End queue CB/F015: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/F017: C2 Set vehicle/entity's event speed to normal CB/F018: 88 Move vehicle/entity up 3 tiles CB/F019: FF End queue CB/F01A: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CB/F01C: C2 Set vehicle/entity's event speed to normal CB/F01D: 83 Move vehicle/entity left 1 tile CB/F01E: 94 Move vehicle/entity up 6 tiles CB/F01F: FF End queue CB/F020: B5 Pause for 15 * 6 (90) units CB/F022: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/F024: CE Turn vehicle/entity down CB/F025: FF End queue CB/F026: 4B Display dialogue message $07EB, wait for button press (At bottom of screen) ULTROS: G'heh, heh…these shiny statues are all mine! These'll get Ziegfried's attention! CB/F029: 93 Pause for 45 units CB/F02A: 10 Begin action queue for character $10 (NPC $10), 20 bytes long CB/F02C: C3 Set vehicle/entity's event speed to fast CB/F02D: 82 Move vehicle/entity down 1 tile CB/F02E: 83 Move vehicle/entity left 1 tile CB/F02F: CC Turn vehicle/entity up CB/F030: DC Make vehicle/entity jump (low) CB/F031: E0 Pause for 4 * 2 (8) frames CB/F033: DC Make vehicle/entity jump (low) CB/F034: E0 Pause for 4 * 2 (8) frames CB/F036: 83 Move vehicle/entity left 1 tile CB/F037: 80 Move vehicle/entity up 1 tile CB/F038: CD Turn vehicle/entity right CB/F039: DC Make vehicle/entity jump (low) CB/F03A: E0 Pause for 4 * 2 (8) frames CB/F03C: DC Make vehicle/entity jump (low) CB/F03D: E0 Pause for 4 * 2 (8) frames CB/F03F: FF End queue CB/F040: 92 Pause for 30 units CB/F041: 4B Display dialogue message $07EC, wait for button press (At bottom of screen) ULTROS: Oh! They're glowing!! They're…beautiful! CB/F044: 35 Pause execution until action queue for object $10 (NPC $10) is complete CB/F046: 01 Begin action queue for character $01 (Actor in stot 1), 20 bytes long CB/F048: 23 Do vehicle/entity graphical action $23 CB/F049: E0 Pause for 4 * 1 (4) frames CB/F04B: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/F04C: E0 Pause for 4 * 1 (4) frames CB/F04E: 23 Do vehicle/entity graphical action $23 CB/F04F: E0 Pause for 4 * 1 (4) frames CB/F051: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/F052: E0 Pause for 4 * 1 (4) frames CB/F054: 23 Do vehicle/entity graphical action $23 CB/F055: E0 Pause for 4 * 1 (4) frames CB/F057: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/F058: E0 Pause for 4 * 1 (4) frames CB/F05A: CE Turn vehicle/entity down CB/F05B: FF End queue CB/F05C: 00 Begin action queue for character $00 (Actor in stot 0), 20 bytes long CB/F05E: 23 Do vehicle/entity graphical action $23 CB/F05F: E0 Pause for 4 * 1 (4) frames CB/F061: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/F062: E0 Pause for 4 * 1 (4) frames CB/F064: 23 Do vehicle/entity graphical action $23 CB/F065: E0 Pause for 4 * 1 (4) frames CB/F067: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/F068: E0 Pause for 4 * 1 (4) frames CB/F06A: 23 Do vehicle/entity graphical action $23 CB/F06B: E0 Pause for 4 * 1 (4) frames CB/F06D: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/F06E: E0 Pause for 4 * 1 (4) frames CB/F070: CE Turn vehicle/entity down CB/F071: FF End queue CB/F072: 07 Begin action queue for character $07 (Actor in stot 7), 20 bytes long (Wait until complete) CB/F074: 23 Do vehicle/entity graphical action $23 CB/F075: E0 Pause for 4 * 1 (4) frames CB/F077: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/F078: E0 Pause for 4 * 1 (4) frames CB/F07A: 23 Do vehicle/entity graphical action $23 CB/F07B: E0 Pause for 4 * 1 (4) frames CB/F07D: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/F07E: E0 Pause for 4 * 1 (4) frames CB/F080: 23 Do vehicle/entity graphical action $23 CB/F081: E0 Pause for 4 * 1 (4) frames CB/F083: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/F084: E0 Pause for 4 * 1 (4) frames CB/F086: CE Turn vehicle/entity down CB/F087: FF End queue CB/F088: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/F08A: CC Turn vehicle/entity up CB/F08B: FF End queue CB/F08C: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CB/F08E: CC Turn vehicle/entity up CB/F08F: FF End queue CB/F090: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete) CB/F092: CC Turn vehicle/entity up CB/F093: FF End queue CB/F094: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CB/F096: C2 Set vehicle/entity's event speed to normal CB/F097: 86 Move vehicle/entity down 2 tiles CB/F098: 85 Move vehicle/entity right 2 tiles CB/F099: CE Turn vehicle/entity down CB/F09A: FF End queue CB/F09B: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CB/F09D: C2 Set vehicle/entity's event speed to normal CB/F09E: 80 Move vehicle/entity up 1 tile CB/F09F: 87 Move vehicle/entity left 2 tiles CB/F0A0: CC Turn vehicle/entity up CB/F0A1: FF End queue CB/F0A2: 35 Pause execution until action queue for object $10 (NPC $10) is complete CB/F0A4: 4B Display dialogue message $07ED, wait for button press LOCKE: Hey, squidball! Don't you ever learn? ULTROS: Uh, well they always said I was a slow learner… but I eat FAST!! CB/F0A7: 10 Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete) CB/F0A9: C2 Set vehicle/entity's event speed to normal CB/F0AA: DC Make vehicle/entity jump (low) CB/F0AB: 82 Move vehicle/entity down 1 tile CB/F0AC: DC Make vehicle/entity jump (low) CB/F0AD: 82 Move vehicle/entity down 1 tile CB/F0AE: FF End queue CB/F0AF: 40 Assign properties $08 to character $08 (Actor in stot 8) CB/F0B2: 88 Remove the following status ailments from character $08 (Actor in stot 8): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CB/F0B6: 8B For character $08 (Actor in stot 8), take HP and set to maximum CB/F0B9: 8C For character $08 (Actor in stot 8), take MP and set to maximum CB/F0BC: 3D Create object $08 CB/F0BE: 3F Assign character $08 (Actor in stot 8) to party 1 CB/F0C1: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CB/F0C3: D4 Set event bit $1E80($2E8) [$1EDD, bit 0] CB/F0C5: D4 Set event bit $1E80($2F8) [$1EDF, bit 0] CB/F0C7: 4D Invoke battle, enemy set $7D, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CB/F0CA: B2 Call subroutine $CA5EA9 CB/F0CE: DB Clear event bit $1E80($521) [$1F24, bit 1] CB/F0D0: 6B Load map $0173 (Espers' Gathering Place, cave with statues) instantly, (upper bits $2000), place party at (16, 22), facing down CB/F0D6: 39 Free screen CB/F0D7: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CB/F0D9: B2 Call subroutine $CAC6AC CB/F0DD: 3C Set up the party as follows: $07 (Actor in stot 7), $00 (Actor in stot 0), $01 (Actor in stot 1), $08 (Actor in stot 8) CB/F0E2: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long CB/F0E4: CD Turn vehicle/entity right CB/F0E5: FF End queue CB/F0E6: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CB/F0E8: D5 Set vehicle/entity's position to (15, 21) CB/F0EB: CD Turn vehicle/entity right CB/F0EC: FF End queue CB/F0ED: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CB/F0EF: D5 Set vehicle/entity's position to (15, 22) CB/F0F2: CD Turn vehicle/entity right CB/F0F3: FF End queue CB/F0F4: 08 Begin action queue for character $08 (Actor in stot 8), 5 bytes long (Wait until complete) CB/F0F6: D5 Set vehicle/entity's position to (18, 22) CB/F0F9: CF Turn vehicle/entity left CB/F0FA: FF End queue CB/F0FB: 08 Begin action queue for character $08 (Actor in stot 8), 9 bytes long CB/F0FD: 0F Do vehicle/entity graphical action $0F CB/F0FE: E0 Pause for 4 * 1 (4) frames CB/F100: CF Turn vehicle/entity left CB/F101: E0 Pause for 4 * 1 (4) frames CB/F103: FC Branch 6 bytes backwards ($CBF0FD) CB/F105: FF End queue CB/F106: 96 Restore screen from fade CB/F107: 5C Pause execution until fade in or fade out is complete CB/F108: 4B Display dialogue message $07EE, wait for button press (At bottom of screen) RELM: Hey! Did you see me? I was awesome! Wouldn't I be more helpful than Gramps? STRAGO: G…GRAMPS!!? CB/F10B: 92 Pause for 30 units CB/F10C: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CB/F10E: 4D Do vehicle/entity graphical action $0D, flipped horizontally CB/F10F: FF End queue CB/F110: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CB/F112: 4C Do vehicle/entity graphical action $0C, flipped horizontally CB/F113: FF End queue CB/F114: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CB/F116: 4D Do vehicle/entity graphical action $0D, flipped horizontally CB/F117: FF End queue CB/F118: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CB/F11A: 4C Do vehicle/entity graphical action $0C, flipped horizontally CB/F11B: FF End queue CB/F11C: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CB/F11E: CF Turn vehicle/entity left CB/F11F: FF End queue CB/F120: 92 Pause for 30 units CB/F121: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete) CB/F123: CF Turn vehicle/entity left CB/F124: FF End queue CB/F125: 92 Pause for 30 units CB/F126: 4B Display dialogue message $07EF, wait for button press (At bottom of screen) TERRA: I suppose it wouldn't hurt to have you along… CB/F129: 93 Pause for 45 units CB/F12A: 07 Begin action queue for character $07 (Actor in stot 7), 10 bytes long (Wait until complete) CB/F12C: CE Turn vehicle/entity down CB/F12D: E0 Pause for 4 * 5 (20) frames CB/F12F: 20 Do vehicle/entity graphical action $20 CB/F130: E0 Pause for 4 * 5 (20) frames CB/F132: CE Turn vehicle/entity down CB/F133: E0 Pause for 4 * 2 (8) frames CB/F135: FF End queue CB/F136: 4B Display dialogue message $0842, wait for button press (At bottom of screen) STRAGO: All right all ready! If you insist… RELM: That's better! CB/F139: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CB/F13B: CE Turn vehicle/entity down CB/F13C: FF End queue CB/F13D: 92 Pause for 30 units CB/F13E: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CB/F140: 13 Do vehicle/entity graphical action $13 CB/F141: FF End queue CB/F142: 92 Pause for 30 units CB/F143: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CB/F145: CE Turn vehicle/entity down CB/F146: FF End queue CB/F147: 92 Pause for 30 units CB/F148: B2 Call subroutine $CB2E34 CB/F14C: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/F14E: 81 Move vehicle/entity right 1 tile CB/F14F: FF End queue CB/F150: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CB/F152: A1 Move vehicle/entity right/down 1x1 tiles CB/F153: FF End queue CB/F154: 08 Begin action queue for character $08 (Actor in stot 8), 3 bytes long (Wait until complete) CB/F156: C3 Set vehicle/entity's event speed to fast CB/F157: 87 Move vehicle/entity left 2 tiles CB/F158: FF End queue CB/F159: DB Clear event bit $1E80($519) [$1F23, bit 1] CB/F15B: B2 Call subroutine $CACB95 CB/F15F: 3B Position character in a "ready-to-go" stance CB/F160: D0 Set event bit $1E80($095) [$1E92, bit 5] CB/F162: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CB/F164: CE Turn vehicle/entity down CB/F165: FF End queue CB/F166: 3A Enable player to move while event commands execute CB/F167: FE Return CB/F168: C0 If ($1E80($097) [$1E92, bit 7] is set), branch to $CA5EB3 (simply returns) CB/F16E: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CB/F170: C2 Set vehicle/entity's event speed to normal CB/F171: 80 Move vehicle/entity up 1 tile CB/F172: FF End queue CB/F173: B2 Call subroutine $CAC6AC CB/F177: 38 Hold screen CB/F178: 07 Begin action queue for character $07 (Actor in stot 7), 3 bytes long CB/F17A: C2 Set vehicle/entity's event speed to normal CB/F17B: 80 Move vehicle/entity up 1 tile CB/F17C: FF End queue CB/F17D: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CB/F17F: C2 Set vehicle/entity's event speed to normal CB/F180: 81 Move vehicle/entity right 1 tile CB/F181: CC Turn vehicle/entity up CB/F182: FF End queue CB/F183: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CB/F185: C2 Set vehicle/entity's event speed to normal CB/F186: 83 Move vehicle/entity left 1 tile CB/F187: CC Turn vehicle/entity up CB/F188: FF End queue CB/F189: 93 Pause for 45 units CB/F18A: 07 Begin action queue for character $07 (Actor in stot 7), 6 bytes long (Wait until complete) CB/F18C: 1F Do vehicle/entity graphical action $1F CB/F18D: C7 Set vehicle/entity to stay still when moving CB/F18E: E0 Pause for 4 * 3 (12) frames CB/F190: DD Make vehicle/entity jump (high) CB/F191: FF End queue CB/F192: 4B Display dialogue message $07F0, wait for button press (At bottom of screen) STRAGO: I can't believe it… The Statues…! TERRA: “The” Statues?! CB/F195: 07 Begin action queue for character $07 (Actor in stot 7), 4 bytes long CB/F197: E0 Pause for 4 * 8 (32) frames CB/F199: CC Turn vehicle/entity up CB/F19A: FF End queue CB/F19B: 01 Begin action queue for character $01 (Actor in stot 1), 9 bytes long (Wait until complete) CB/F19D: C2 Set vehicle/entity's event speed to normal CB/F19E: 84 Move vehicle/entity up 2 tiles CB/F19F: 21 Do vehicle/entity graphical action $21 CB/F1A0: E0 Pause for 4 * 5 (20) frames CB/F1A2: 83 Move vehicle/entity left 1 tile CB/F1A3: 80 Move vehicle/entity up 1 tile CB/F1A4: 49 Do vehicle/entity graphical action $09, flipped horizontally CB/F1A5: FF End queue CB/F1A6: 4B Display dialogue message $07F2, wait for button press (At bottom of screen) LOCKE: Some faint letters are carved on the back of the stone figures… CB/F1A9: 93 Pause for 45 units CB/F1AA: 35 Pause execution until action queue for object $07 (Actor in stot 7) is complete CB/F1AC: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CB/F1AE: 86 Move vehicle/entity down 2 tiles CB/F1AF: CD Turn vehicle/entity right CB/F1B0: FF End queue CB/F1B1: 07 Begin action queue for character $07 (Actor in stot 7), 4 bytes long CB/F1B3: E0 Pause for 4 * 4 (16) frames CB/F1B5: CF Turn vehicle/entity left CB/F1B6: FF End queue CB/F1B7: 4B Display dialogue message $07F3, wait for button press (At bottom of screen) LOCKE: Say, old man, what else can you tell us about these goddesses? CB/F1BA: 35 Pause execution until action queue for object $07 (Actor in stot 7) is complete CB/F1BC: DA Set event bit $1E80($521) [$1F24, bit 1] CB/F1BE: 3D Create object $11 CB/F1C0: 45 Refresh objects CB/F1C1: 41 Show object $11 CB/F1C3: 11 Begin action queue for character $11 (NPC $11), 13 bytes long CB/F1C5: C2 Set vehicle/entity's event speed to normal CB/F1C6: 86 Move vehicle/entity down 2 tiles CB/F1C7: 81 Move vehicle/entity right 1 tile CB/F1C8: 8A Move vehicle/entity down 3 tiles CB/F1C9: 1F Do vehicle/entity graphical action $1F CB/F1CA: E0 Pause for 4 * 5 (20) frames CB/F1CC: C3 Set vehicle/entity's event speed to fast CB/F1CD: 88 Move vehicle/entity up 3 tiles CB/F1CE: 83 Move vehicle/entity left 1 tile CB/F1CF: 84 Move vehicle/entity up 2 tiles CB/F1D0: 49 Do vehicle/entity graphical action $09, flipped horizontally CB/F1D1: FF End queue CB/F1D2: 07 Begin action queue for character $07 (Actor in stot 7), 7 bytes long CB/F1D4: C6 Set vehicle/entity to walk when moving CB/F1D5: C1 Set vehicle/entity's event speed to slow CB/F1D6: 80 Move vehicle/entity up 1 tile CB/F1D7: E0 Pause for 4 * 8 (32) frames CB/F1D9: CE Turn vehicle/entity down CB/F1DA: FF End queue CB/F1DB: 4B Display dialogue message $07F4, wait for button press (At bottom of screen) STRAGO: They quite literally created magic, as we know it. LOCKE: So, they're the goddesses of magic, then? STRAGO: You could say that. CB/F1DE: 35 Pause execution until action queue for object $07 (Actor in stot 7) is complete CB/F1E0: 00 Begin action queue for character $00 (Actor in stot 0), 9 bytes long (Wait until complete) CB/F1E2: C2 Set vehicle/entity's event speed to normal CB/F1E3: 84 Move vehicle/entity up 2 tiles CB/F1E4: 21 Do vehicle/entity graphical action $21 CB/F1E5: E0 Pause for 4 * 5 (20) frames CB/F1E7: 81 Move vehicle/entity right 1 tile CB/F1E8: 80 Move vehicle/entity up 1 tile CB/F1E9: 22 Do vehicle/entity graphical action $22 CB/F1EA: FF End queue CB/F1EB: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CB/F1ED: 81 Move vehicle/entity right 1 tile CB/F1EE: FF End queue CB/F1EF: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long CB/F1F1: CD Turn vehicle/entity right CB/F1F2: FF End queue CB/F1F3: 4B Display dialogue message $07F5, wait for button press (At bottom of screen) TERRA: I can feel their power… STRAGO: The Statues are the source of all magic. It's said the Espers made these images, and put them in a very special place. These represent power beyond all comprehension… CB/F1F6: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CB/F1F8: C2 Set vehicle/entity's event speed to normal CB/F1F9: 86 Move vehicle/entity down 2 tiles CB/F1FA: CF Turn vehicle/entity left CB/F1FB: FF End queue CB/F1FC: 4B Display dialogue message $07F6, wait for button press (At bottom of screen) TERRA: Our Espers no doubt came to this island to bask in all this magical power! CB/F1FF: 01 Begin action queue for character $01 (Actor in stot 1), 14 bytes long (Wait until complete) CB/F201: 19 Do vehicle/entity graphical action $19 CB/F202: E0 Pause for 4 * 3 (12) frames CB/F204: 1A Do vehicle/entity graphical action $1A CB/F205: E0 Pause for 4 * 3 (12) frames CB/F207: 19 Do vehicle/entity graphical action $19 CB/F208: E0 Pause for 4 * 3 (12) frames CB/F20A: 1A Do vehicle/entity graphical action $1A CB/F20B: E0 Pause for 4 * 3 (12) frames CB/F20D: CD Turn vehicle/entity right CB/F20E: FF End queue CB/F20F: 07 Begin action queue for character $07 (Actor in stot 7), 4 bytes long CB/F211: E0 Pause for 4 * 3 (12) frames CB/F213: CE Turn vehicle/entity down CB/F214: FF End queue CB/F215: 4B Display dialogue message $07FA, wait for button press (At bottom of screen) LOCKE: Say, old timer, what happened to the stone goddesses? STRAGO: Legend has it that they're hidden somewhere beyond the reach of humans. I'd say they're beyond the sealed gate… CB/F218: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CB/F21A: 83 Move vehicle/entity left 1 tile CB/F21B: FF End queue CB/F21C: 4B Display dialogue message $07FB, wait for button press (At bottom of screen) TERRA: I wonder if the barrier that protects that place is generated by those stone goddesses? CB/F21F: 01 Begin action queue for character $01 (Actor in stot 1), 14 bytes long (Wait until complete) CB/F221: CE Turn vehicle/entity down CB/F222: E0 Pause for 4 * 3 (12) frames CB/F224: 20 Do vehicle/entity graphical action $20 CB/F225: E0 Pause for 4 * 2 (8) frames CB/F227: CE Turn vehicle/entity down CB/F228: E0 Pause for 4 * 2 (8) frames CB/F22A: 20 Do vehicle/entity graphical action $20 CB/F22B: E0 Pause for 4 * 2 (8) frames CB/F22D: CE Turn vehicle/entity down CB/F22E: FF End queue CB/F22F: 4B Display dialogue message $07F9, wait for button press (At bottom of screen) LOCKE: Phew…what a story. TERRA: If the Espers were attracted here by these statues, they must be around here somewhere! CB/F232: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/F234: CF Turn vehicle/entity left CB/F235: FF End queue CB/F236: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long CB/F238: CF Turn vehicle/entity left CB/F239: FF End queue CB/F23A: 30 Begin action queue for character $30 (Camera), 14 bytes long (Wait until complete) CB/F23C: C2 Set vehicle/entity's event speed to normal CB/F23D: A3 Move vehicle/entity left/up 1x1 tiles CB/F23E: A3 Move vehicle/entity left/up 1x1 tiles CB/F23F: A3 Move vehicle/entity left/up 1x1 tiles CB/F240: A3 Move vehicle/entity left/up 1x1 tiles CB/F241: 84 Move vehicle/entity up 2 tiles CB/F242: E0 Pause for 4 * 5 (20) frames CB/F244: 86 Move vehicle/entity down 2 tiles CB/F245: 81 Move vehicle/entity right 1 tile CB/F246: A1 Move vehicle/entity right/down 1x1 tiles CB/F247: A1 Move vehicle/entity right/down 1x1 tiles CB/F248: A1 Move vehicle/entity right/down 1x1 tiles CB/F249: FF End queue CB/F24A: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CB/F24C: CD Turn vehicle/entity right CB/F24D: FF End queue CB/F24E: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete) CB/F250: CE Turn vehicle/entity down CB/F251: FF End queue CB/F252: 4B Display dialogue message $07E8, wait for button press (At bottom of screen) LOCKE: I think it's worth a look. CB/F255: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CB/F257: C1 Set vehicle/entity's event speed to slow CB/F258: 82 Move vehicle/entity down 1 tile CB/F259: E0 Pause for 4 * 2 (8) frames CB/F25B: FF End queue CB/F25C: B2 Call subroutine $CB2E34 CB/F260: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long CB/F262: C2 Set vehicle/entity's event speed to normal CB/F263: 81 Move vehicle/entity right 1 tile CB/F264: FF End queue CB/F265: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long CB/F267: C2 Set vehicle/entity's event speed to normal CB/F268: 83 Move vehicle/entity left 1 tile CB/F269: FF End queue CB/F26A: 07 Begin action queue for character $07 (Actor in stot 7), 3 bytes long (Wait until complete) CB/F26C: C2 Set vehicle/entity's event speed to normal CB/F26D: 82 Move vehicle/entity down 1 tile CB/F26E: FF End queue CB/F26F: B2 Call subroutine $CB2E2B CB/F273: B2 Call subroutine $CACB95 CB/F277: 3B Position character in a "ready-to-go" stance CB/F278: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CB/F27A: CE Turn vehicle/entity down CB/F27B: FF End queue CB/F27C: B0 Execute the following commands until $B1 3 times CB/F27E: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/F280: 13 Do vehicle/entity graphical action $13 CB/F281: FF End queue CB/F282: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/F284: CE Turn vehicle/entity down CB/F285: FF End queue CB/F286: B1 End block of repeating commands CB/F287: D0 Set event bit $1E80($096) [$1E92, bit 6] CB/F289: D0 Set event bit $1E80($097) [$1E92, bit 7] CB/F28B: DB Clear event bit $1E80($521) [$1F24, bit 1] CB/F28D: 39 Free screen CB/F28E: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CB/F290: C2 Set vehicle/entity's event speed to normal CB/F291: 80 Move vehicle/entity up 1 tile CB/F292: D1 Make vehicle/entity disappear CB/F293: FF End queue CB/F294: 3A Enable player to move while event commands execute CB/F295: FE Return CB/F296: 4B Display dialogue message $07F1, wait for button press (Show text only) (At bottom of screen) The birth of magic… 3 goddesses were banished here. In time they began quarreling, which led to all-out war. Those unlucky humans who got in the way were transformed into Espers, and used as living war machines… CB/F299: FE Return CB/F29A: 4B Display dialogue message $07F7, wait for button press (Show text only) (At bottom of screen) The goddesses finally realized that they were being laughed at by those who had banished them here. In a rare moment of mutual clarity, they agreed to seal themselves away from the world. With their last ounce of energy they gave the Espers back their own free will, and then transformed themselves… …into stone. Their only request was that the Espers keep them sealed away for all eternity. CB/F29D: FE Return CB/F29E: 4B Display dialogue message $07F8, wait for button press (Show text only) (At bottom of screen) The Espers created these statues as a symbol of their vow to let the goddesses sleep in peace. The Espers have sworn to keep the goddesses' power from being abused. CB/F2A1: FE Return CB/F2A2: 12 Begin action queue for character $12 (NPC $12), 16 bytes long CB/F2A4: C1 Set vehicle/entity's event speed to slow CB/F2A5: 00 Do vehicle/entity graphical action $00 CB/F2A6: E0 Pause for 4 * 2 (8) frames CB/F2A8: 01 Do vehicle/entity graphical action $01 CB/F2A9: E0 Pause for 4 * 2 (8) frames CB/F2AB: 02 Do vehicle/entity graphical action $02 CB/F2AC: E0 Pause for 4 * 2 (8) frames CB/F2AE: 01 Do vehicle/entity graphical action $01 CB/F2AF: E0 Pause for 4 * 2 (8) frames CB/F2B1: FC Branch 12 bytes backwards ($CBF2A5) CB/F2B3: FF End queue CB/F2B4: FE Return CB/F2B5: C0 If ($1E80($099) [$1E93, bit 1] is set), branch to $CA5EB3 (simply returns) CB/F2BB: D3 Clear event bit $1E80($17B) [$1EAF, bit 3] CB/F2BD: D3 Clear event bit $1E80($17C) [$1EAF, bit 4] CB/F2BF: D3 Clear event bit $1E80($17D) [$1EAF, bit 5] CB/F2C1: D3 Clear event bit $1E80($184) [$1EB0, bit 4] CB/F2C3: 38 Hold screen CB/F2C4: F2 Fade out current song with transition time 80 CB/F2C6: 30 Begin action queue for character $30 (Camera), 4 bytes long CB/F2C8: C1 Set vehicle/entity's event speed to slow CB/F2C9: 81 Move vehicle/entity right 1 tile CB/F2CA: 82 Move vehicle/entity down 1 tile CB/F2CB: FF End queue CB/F2CC: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/F2CE: C2 Set vehicle/entity's event speed to normal CB/F2CF: 82 Move vehicle/entity down 1 tile CB/F2D0: 81 Move vehicle/entity right 1 tile CB/F2D1: 8A Move vehicle/entity down 3 tiles CB/F2D2: FF End queue CB/F2D3: B2 Call subroutine $CAC6AC CB/F2D7: 3C Set up the party as follows: $00 (Actor in stot 0), $01 (Actor in stot 1), $07 (Actor in stot 7), $08 (Actor in stot 8) CB/F2DC: 45 Refresh objects CB/F2DD: DA Set event bit $1E80($5F7) [$1F3E, bit 7] CB/F2DF: B2 Call subroutine $CB2E34 CB/F2E3: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CB/F2E5: C2 Set vehicle/entity's event speed to normal CB/F2E6: 80 Move vehicle/entity up 1 tile CB/F2E7: CE Turn vehicle/entity down CB/F2E8: FF End queue CB/F2E9: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CB/F2EB: C2 Set vehicle/entity's event speed to normal CB/F2EC: A0 Move vehicle/entity right/up 1x1 tiles CB/F2ED: CE Turn vehicle/entity down CB/F2EE: FF End queue CB/F2EF: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long CB/F2F1: CE Turn vehicle/entity down CB/F2F2: FF End queue CB/F2F3: 07 Begin action queue for character $07 (Actor in stot 7), 4 bytes long CB/F2F5: C2 Set vehicle/entity's event speed to normal CB/F2F6: 81 Move vehicle/entity right 1 tile CB/F2F7: CE Turn vehicle/entity down CB/F2F8: FF End queue CB/F2F9: 35 Pause execution until action queue for object $01 (Actor in stot 1) is complete CB/F2FB: 35 Pause execution until action queue for object $00 (Actor in stot 0) is complete CB/F2FD: 35 Pause execution until action queue for object $08 (Actor in stot 8) is complete CB/F2FF: 35 Pause execution until action queue for object $07 (Actor in stot 7) is complete CB/F301: 94 Pause for 60 units CB/F302: 48 Display dialogue message $07FC, continue executing commands RELM: Are these…Espers?! CB/F305: B5 Pause for 15 * 6 (90) units CB/F307: F1 Fade in song 33 (Another World of Beasts) (high bit clear) with transition time 240 CB/F30A: 08 Begin action queue for character $08 (Actor in stot 8), 7 bytes long (Wait until complete) CB/F30C: C1 Set vehicle/entity's event speed to slow CB/F30D: 86 Move vehicle/entity down 2 tiles CB/F30E: CD Turn vehicle/entity right CB/F30F: E0 Pause for 4 * 5 (20) frames CB/F311: 4D Do vehicle/entity graphical action $0D, flipped horizontally CB/F312: FF End queue CB/F313: 49 If dialogue window is up, wait for keypress then dismiss CB/F314: 94 Pause for 60 units CB/F315: F4 Play sound effect 195 CB/F317: 12 Begin action queue for character $12 (NPC $12), 17 bytes long CB/F319: CF Turn vehicle/entity left CB/F31A: C1 Set vehicle/entity's event speed to slow CB/F31B: 06 Do vehicle/entity graphical action $06 CB/F31C: E0 Pause for 4 * 2 (8) frames CB/F31E: 07 Do vehicle/entity graphical action $07 CB/F31F: E0 Pause for 4 * 2 (8) frames CB/F321: 08 Do vehicle/entity graphical action $08 CB/F322: E0 Pause for 4 * 2 (8) frames CB/F324: 07 Do vehicle/entity graphical action $07 CB/F325: E0 Pause for 4 * 2 (8) frames CB/F327: FC Branch 12 bytes backwards ($CBF31B) CB/F329: FF End queue CB/F32A: 08 Begin action queue for character $08 (Actor in stot 8), 10 bytes long (Wait until complete) CB/F32C: C2 Set vehicle/entity's event speed to normal CB/F32D: 1F Do vehicle/entity graphical action $1F CB/F32E: E0 Pause for 4 * 4 (16) frames CB/F330: C7 Set vehicle/entity to stay still when moving CB/F331: DD Make vehicle/entity jump (high) CB/F332: 84 Move vehicle/entity up 2 tiles CB/F333: 09 Do vehicle/entity graphical action $09 (kneeling) CB/F334: C6 Set vehicle/entity to walk when moving CB/F335: FF End queue CB/F336: 91 Pause for 15 units CB/F337: 07 Begin action queue for character $07 (Actor in stot 7), 4 bytes long (Wait until complete) CB/F339: C3 Set vehicle/entity's event speed to fast CB/F33A: A2 Move vehicle/entity left/down 1x1 tiles CB/F33B: 4A Do vehicle/entity graphical action $0A, flipped horizontally CB/F33C: FF End queue CB/F33D: 91 Pause for 15 units CB/F33E: 12 Begin action queue for character $12 (NPC $12), 19 bytes long CB/F340: E0 Pause for 4 * 2 (8) frames CB/F342: CC Turn vehicle/entity up CB/F343: C1 Set vehicle/entity's event speed to slow CB/F344: 03 Do vehicle/entity graphical action $03 CB/F345: E0 Pause for 4 * 2 (8) frames CB/F347: 04 Do vehicle/entity graphical action $04 CB/F348: E0 Pause for 4 * 2 (8) frames CB/F34A: 05 Do vehicle/entity graphical action $05 CB/F34B: E0 Pause for 4 * 2 (8) frames CB/F34D: 04 Do vehicle/entity graphical action $04 CB/F34E: E0 Pause for 4 * 2 (8) frames CB/F350: FC Branch 12 bytes backwards ($CBF344) CB/F352: FF End queue CB/F353: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CB/F355: C2 Set vehicle/entity's event speed to normal CB/F356: DC Make vehicle/entity jump (low) CB/F357: A1 Move vehicle/entity right/down 1x1 tiles CB/F358: 18 Do vehicle/entity graphical action $18 CB/F359: FF End queue CB/F35A: 95 Pause for 120 units CB/F35B: 78 Enable ability to pass through other objects for object $15 (NPC $15) CB/F35D: 13 Begin action queue for character $13 (NPC $13), 6 bytes long (Wait until complete) CB/F35F: C1 Set vehicle/entity's event speed to slow CB/F360: 83 Move vehicle/entity left 1 tile CB/F361: E0 Pause for 4 * 4 (16) frames CB/F363: 83 Move vehicle/entity left 1 tile CB/F364: FF End queue CB/F365: 14 Begin action queue for character $14 (NPC $14), 12 bytes long (Wait until complete) CB/F367: C1 Set vehicle/entity's event speed to slow CB/F368: 84 Move vehicle/entity up 2 tiles CB/F369: E0 Pause for 4 * 1 (4) frames CB/F36B: 80 Move vehicle/entity up 1 tile CB/F36C: E0 Pause for 4 * 1 (4) frames CB/F36E: 80 Move vehicle/entity up 1 tile CB/F36F: E0 Pause for 4 * 3 (12) frames CB/F371: CF Turn vehicle/entity left CB/F372: FF End queue CB/F373: 14 Begin action queue for character $14 (NPC $14), 16 bytes long CB/F375: C1 Set vehicle/entity's event speed to slow CB/F376: 06 Do vehicle/entity graphical action $06 CB/F377: E0 Pause for 4 * 3 (12) frames CB/F379: 07 Do vehicle/entity graphical action $07 CB/F37A: E0 Pause for 4 * 3 (12) frames CB/F37C: 08 Do vehicle/entity graphical action $08 CB/F37D: E0 Pause for 4 * 3 (12) frames CB/F37F: 07 Do vehicle/entity graphical action $07 CB/F380: E0 Pause for 4 * 3 (12) frames CB/F382: FC Branch 12 bytes backwards ($CBF376) CB/F384: FF End queue CB/F385: 15 Begin action queue for character $15 (NPC $15), 12 bytes long (Wait until complete) CB/F387: C1 Set vehicle/entity's event speed to slow CB/F388: 80 Move vehicle/entity up 1 tile CB/F389: E0 Pause for 4 * 1 (4) frames CB/F38B: 80 Move vehicle/entity up 1 tile CB/F38C: E0 Pause for 4 * 1 (4) frames CB/F38E: 80 Move vehicle/entity up 1 tile CB/F38F: E0 Pause for 4 * 1 (4) frames CB/F391: CD Turn vehicle/entity right CB/F392: FF End queue CB/F393: 15 Begin action queue for character $15 (NPC $15), 16 bytes long CB/F395: C1 Set vehicle/entity's event speed to slow CB/F396: 46 Do vehicle/entity graphical action $06, flipped horizontally CB/F397: E0 Pause for 4 * 3 (12) frames CB/F399: 47 Do vehicle/entity graphical action $07, flipped horizontally CB/F39A: E0 Pause for 4 * 3 (12) frames CB/F39C: 48 Do vehicle/entity graphical action $08, flipped horizontally CB/F39D: E0 Pause for 4 * 3 (12) frames CB/F39F: 47 Do vehicle/entity graphical action $07, flipped horizontally CB/F3A0: E0 Pause for 4 * 3 (12) frames CB/F3A2: FC Branch 12 bytes backwards ($CBF396) CB/F3A4: FF End queue CB/F3A5: 08 Begin action queue for character $08 (Actor in stot 8), 4 bytes long CB/F3A7: C2 Set vehicle/entity's event speed to normal CB/F3A8: 84 Move vehicle/entity up 2 tiles CB/F3A9: 49 Do vehicle/entity graphical action $09, flipped horizontally CB/F3AA: FF End queue CB/F3AB: 07 Begin action queue for character $07 (Actor in stot 7), 8 bytes long CB/F3AD: E0 Pause for 4 * 5 (20) frames CB/F3AF: C1 Set vehicle/entity's event speed to slow CB/F3B0: 80 Move vehicle/entity up 1 tile CB/F3B1: E0 Pause for 4 * 1 (4) frames CB/F3B3: CE Turn vehicle/entity down CB/F3B4: FF End queue CB/F3B5: 17 Begin action queue for character $17 (NPC $17), 3 bytes long CB/F3B7: C1 Set vehicle/entity's event speed to slow CB/F3B8: 80 Move vehicle/entity up 1 tile CB/F3B9: FF End queue CB/F3BA: 16 Begin action queue for character $16 (NPC $16), 6 bytes long (Wait until complete) CB/F3BC: C1 Set vehicle/entity's event speed to slow CB/F3BD: 88 Move vehicle/entity up 3 tiles CB/F3BE: E0 Pause for 4 * 1 (4) frames CB/F3C0: 80 Move vehicle/entity up 1 tile CB/F3C1: FF End queue CB/F3C2: 16 Begin action queue for character $16 (NPC $16), 16 bytes long CB/F3C4: C1 Set vehicle/entity's event speed to slow CB/F3C5: 03 Do vehicle/entity graphical action $03 CB/F3C6: E0 Pause for 4 * 3 (12) frames CB/F3C8: 04 Do vehicle/entity graphical action $04 CB/F3C9: E0 Pause for 4 * 3 (12) frames CB/F3CB: 05 Do vehicle/entity graphical action $05 CB/F3CC: E0 Pause for 4 * 3 (12) frames CB/F3CE: 04 Do vehicle/entity graphical action $04 CB/F3CF: E0 Pause for 4 * 3 (12) frames CB/F3D1: FC Branch 12 bytes backwards ($CBF3C5) CB/F3D3: FF End queue CB/F3D4: 93 Pause for 45 units CB/F3D5: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long CB/F3D7: 1F Do vehicle/entity graphical action $1F CB/F3D8: FF End queue CB/F3D9: 4B Display dialogue message $07FE, wait for button press STRAGO: What about you? CB/F3DC: 3D Create object $18 CB/F3DE: 3D Create object $19 CB/F3E0: 45 Refresh objects CB/F3E1: 41 Show object $18 CB/F3E3: 41 Show object $19 CB/F3E5: 18 Begin action queue for character $18 (NPC $18), 16 bytes long CB/F3E7: C1 Set vehicle/entity's event speed to slow CB/F3E8: 46 Do vehicle/entity graphical action $06, flipped horizontally CB/F3E9: E0 Pause for 4 * 2 (8) frames CB/F3EB: 47 Do vehicle/entity graphical action $07, flipped horizontally CB/F3EC: E0 Pause for 4 * 2 (8) frames CB/F3EE: 48 Do vehicle/entity graphical action $08, flipped horizontally CB/F3EF: E0 Pause for 4 * 2 (8) frames CB/F3F1: 47 Do vehicle/entity graphical action $07, flipped horizontally CB/F3F2: E0 Pause for 4 * 2 (8) frames CB/F3F4: FC Branch 12 bytes backwards ($CBF3E8) CB/F3F6: FF End queue CB/F3F7: 92 Pause for 30 units CB/F3F8: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CB/F3FA: C2 Set vehicle/entity's event speed to normal CB/F3FB: 8E Move vehicle/entity down 4 tiles CB/F3FC: FF End queue CB/F3FD: B5 Pause for 15 * 6 (90) units CB/F3FF: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CB/F401: C2 Set vehicle/entity's event speed to normal CB/F402: 81 Move vehicle/entity right 1 tile CB/F403: CE Turn vehicle/entity down CB/F404: FF End queue CB/F405: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CB/F407: E0 Pause for 4 * 10 (40) frames CB/F409: CF Turn vehicle/entity left CB/F40A: FF End queue CB/F40B: 4B Display dialogue message $07FD, wait for button press (At bottom of screen) TERRA: I didn't think they'd look so… LOCKE: Gramps, take RELM and clear outta here! CB/F40E: 92 Pause for 30 units CB/F40F: 07 Begin action queue for character $07 (Actor in stot 7), 8 bytes long (Wait until complete) CB/F411: CD Turn vehicle/entity right CB/F412: E0 Pause for 4 * 6 (24) frames CB/F414: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/F415: E0 Pause for 4 * 2 (8) frames CB/F417: CD Turn vehicle/entity right CB/F418: FF End queue CB/F419: 08 Begin action queue for character $08 (Actor in stot 8), 4 bytes long CB/F41B: C2 Set vehicle/entity's event speed to normal CB/F41C: 81 Move vehicle/entity right 1 tile CB/F41D: CF Turn vehicle/entity left CB/F41E: FF End queue CB/F41F: 07 Begin action queue for character $07 (Actor in stot 7), 4 bytes long CB/F421: C2 Set vehicle/entity's event speed to normal CB/F422: 84 Move vehicle/entity up 2 tiles CB/F423: CD Turn vehicle/entity right CB/F424: FF End queue CB/F425: 35 Pause execution until action queue for object $08 (Actor in stot 8) is complete CB/F427: 35 Pause execution until action queue for object $07 (Actor in stot 7) is complete CB/F429: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete) CB/F42B: 4D Do vehicle/entity graphical action $0D, flipped horizontally CB/F42C: FF End queue CB/F42D: 91 Pause for 15 units CB/F42E: 08 Begin action queue for character $08 (Actor in stot 8), 11 bytes long (Wait until complete) CB/F430: 22 Do vehicle/entity graphical action $22 CB/F431: E0 Pause for 4 * 1 (4) frames CB/F433: CF Turn vehicle/entity left CB/F434: E0 Pause for 4 * 1 (4) frames CB/F436: 22 Do vehicle/entity graphical action $22 CB/F437: E0 Pause for 4 * 1 (4) frames CB/F439: CF Turn vehicle/entity left CB/F43A: FF End queue CB/F43B: 93 Pause for 45 units CB/F43C: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/F43E: 18 Do vehicle/entity graphical action $18 CB/F43F: FF End queue CB/F440: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long CB/F442: C2 Set vehicle/entity's event speed to normal CB/F443: 84 Move vehicle/entity up 2 tiles CB/F444: 87 Move vehicle/entity left 2 tiles CB/F445: 84 Move vehicle/entity up 2 tiles CB/F446: FF End queue CB/F447: 08 Begin action queue for character $08 (Actor in stot 8), 8 bytes long (Wait until complete) CB/F449: E0 Pause for 4 * 5 (20) frames CB/F44B: C2 Set vehicle/entity's event speed to normal CB/F44C: 83 Move vehicle/entity left 1 tile CB/F44D: 84 Move vehicle/entity up 2 tiles CB/F44E: 87 Move vehicle/entity left 2 tiles CB/F44F: 84 Move vehicle/entity up 2 tiles CB/F450: FF End queue CB/F451: 93 Pause for 45 units CB/F452: 08 Begin action queue for character $08 (Actor in stot 8), 7 bytes long (Wait until complete) CB/F454: C2 Set vehicle/entity's event speed to normal CB/F455: 1F Do vehicle/entity graphical action $1F CB/F456: C7 Set vehicle/entity to stay still when moving CB/F457: DD Make vehicle/entity jump (high) CB/F458: 86 Move vehicle/entity down 2 tiles CB/F459: C6 Set vehicle/entity to walk when moving CB/F45A: FF End queue CB/F45B: 93 Pause for 45 units CB/F45C: 3D Create object $1A CB/F45E: 45 Refresh objects CB/F45F: 3D Create object $1B CB/F461: 45 Refresh objects CB/F462: 41 Show object $1A CB/F464: 41 Show object $1B CB/F466: 08 Begin action queue for character $08 (Actor in stot 8), 13 bytes long CB/F468: C3 Set vehicle/entity's event speed to fast CB/F469: 85 Move vehicle/entity right 2 tiles CB/F46A: 8A Move vehicle/entity down 3 tiles CB/F46B: CD Turn vehicle/entity right CB/F46C: 4F Do vehicle/entity graphical action $0F, flipped horizontally CB/F46D: E0 Pause for 4 * 1 (4) frames CB/F46F: CD Turn vehicle/entity right CB/F470: E0 Pause for 4 * 1 (4) frames CB/F472: FC Branch 6 bytes backwards ($CBF46C) CB/F474: FF End queue CB/F475: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CB/F477: E0 Pause for 4 * 15 (60) frames CB/F479: CF Turn vehicle/entity left CB/F47A: FF End queue CB/F47B: 07 Begin action queue for character $07 (Actor in stot 7), 21 bytes long (Wait until complete) CB/F47D: C2 Set vehicle/entity's event speed to normal CB/F47E: 82 Move vehicle/entity down 1 tile CB/F47F: CC Turn vehicle/entity up CB/F480: E0 Pause for 4 * 3 (12) frames CB/F482: 81 Move vehicle/entity right 1 tile CB/F483: CF Turn vehicle/entity left CB/F484: E0 Pause for 4 * 1 (4) frames CB/F486: 0A Do vehicle/entity graphical action $0A CB/F487: E0 Pause for 4 * 4 (16) frames CB/F489: 86 Move vehicle/entity down 2 tiles CB/F48A: 81 Move vehicle/entity right 1 tile CB/F48B: 82 Move vehicle/entity down 1 tile CB/F48C: 81 Move vehicle/entity right 1 tile CB/F48D: CF Turn vehicle/entity left CB/F48E: E0 Pause for 4 * 1 (4) frames CB/F490: 0A Do vehicle/entity graphical action $0A CB/F491: FF End queue CB/F492: 08 Begin action queue for character $08 (Actor in stot 8), 7 bytes long CB/F494: E0 Pause for 4 * 12 (48) frames CB/F496: 1F Do vehicle/entity graphical action $1F CB/F497: E0 Pause for 4 * 4 (16) frames CB/F499: CC Turn vehicle/entity up CB/F49A: FF End queue CB/F49B: 1A Begin action queue for character $1A (NPC $1A), 23 bytes long CB/F49D: C1 Set vehicle/entity's event speed to slow CB/F49E: 8A Move vehicle/entity down 3 tiles CB/F49F: E0 Pause for 4 * 1 (4) frames CB/F4A1: 81 Move vehicle/entity right 1 tile CB/F4A2: E0 Pause for 4 * 1 (4) frames CB/F4A4: 81 Move vehicle/entity right 1 tile CB/F4A5: 00 Do vehicle/entity graphical action $00 CB/F4A6: E0 Pause for 4 * 2 (8) frames CB/F4A8: 01 Do vehicle/entity graphical action $01 CB/F4A9: E0 Pause for 4 * 2 (8) frames CB/F4AB: 02 Do vehicle/entity graphical action $02 CB/F4AC: E0 Pause for 4 * 2 (8) frames CB/F4AE: 01 Do vehicle/entity graphical action $01 CB/F4AF: E0 Pause for 4 * 2 (8) frames CB/F4B1: FC Branch 12 bytes backwards ($CBF4A5) CB/F4B3: FF End queue CB/F4B4: 1B Begin action queue for character $1B (NPC $1B), 5 bytes long (Wait until complete) CB/F4B6: C1 Set vehicle/entity's event speed to slow CB/F4B7: E0 Pause for 4 * 9 (36) frames CB/F4B9: 8E Move vehicle/entity down 4 tiles CB/F4BA: FF End queue CB/F4BB: 35 Pause execution until action queue for object $08 (Actor in stot 8) is complete CB/F4BD: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete) CB/F4BF: CE Turn vehicle/entity down CB/F4C0: FF End queue CB/F4C1: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CB/F4C3: CC Turn vehicle/entity up CB/F4C4: FF End queue CB/F4C5: 93 Pause for 45 units CB/F4C6: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CB/F4C8: C2 Set vehicle/entity's event speed to normal CB/F4C9: 80 Move vehicle/entity up 1 tile CB/F4CA: 0A Do vehicle/entity graphical action $0A CB/F4CB: FF End queue CB/F4CC: 08 Begin action queue for character $08 (Actor in stot 8), 4 bytes long (Wait until complete) CB/F4CE: C3 Set vehicle/entity's event speed to fast CB/F4CF: 85 Move vehicle/entity right 2 tiles CB/F4D0: CF Turn vehicle/entity left CB/F4D1: FF End queue CB/F4D2: 07 Begin action queue for character $07 (Actor in stot 7), 4 bytes long (Wait until complete) CB/F4D4: C2 Set vehicle/entity's event speed to normal CB/F4D5: 82 Move vehicle/entity down 1 tile CB/F4D6: 0A Do vehicle/entity graphical action $0A CB/F4D7: FF End queue CB/F4D8: 01 Begin action queue for character $01 (Actor in stot 1), 7 bytes long (Wait until complete) CB/F4DA: C2 Set vehicle/entity's event speed to normal CB/F4DB: 81 Move vehicle/entity right 1 tile CB/F4DC: CE Turn vehicle/entity down CB/F4DD: E0 Pause for 4 * 3 (12) frames CB/F4DF: 18 Do vehicle/entity graphical action $18 CB/F4E0: FF End queue CB/F4E1: 92 Pause for 30 units CB/F4E2: 14 Begin action queue for character $14 (NPC $14), 18 bytes long CB/F4E4: E0 Pause for 4 * 8 (32) frames CB/F4E6: CC Turn vehicle/entity up CB/F4E7: 03 Do vehicle/entity graphical action $03 CB/F4E8: E0 Pause for 4 * 2 (8) frames CB/F4EA: 04 Do vehicle/entity graphical action $04 CB/F4EB: E0 Pause for 4 * 2 (8) frames CB/F4ED: 05 Do vehicle/entity graphical action $05 CB/F4EE: E0 Pause for 4 * 2 (8) frames CB/F4F0: 04 Do vehicle/entity graphical action $04 CB/F4F1: E0 Pause for 4 * 2 (8) frames CB/F4F3: FC Branch 12 bytes backwards ($CBF4E7) CB/F4F5: FF End queue CB/F4F6: 15 Begin action queue for character $15 (NPC $15), 20 bytes long CB/F4F8: C1 Set vehicle/entity's event speed to slow CB/F4F9: 80 Move vehicle/entity up 1 tile CB/F4FA: E0 Pause for 4 * 1 (4) frames CB/F4FC: CD Turn vehicle/entity right CB/F4FD: 46 Do vehicle/entity graphical action $06, flipped horizontally CB/F4FE: E0 Pause for 4 * 2 (8) frames CB/F500: 47 Do vehicle/entity graphical action $07, flipped horizontally CB/F501: E0 Pause for 4 * 2 (8) frames CB/F503: 48 Do vehicle/entity graphical action $08, flipped horizontally CB/F504: E0 Pause for 4 * 2 (8) frames CB/F506: 47 Do vehicle/entity graphical action $07, flipped horizontally CB/F507: E0 Pause for 4 * 2 (8) frames CB/F509: FC Branch 12 bytes backwards ($CBF4FD) CB/F50B: FF End queue CB/F50C: 16 Begin action queue for character $16 (NPC $16), 19 bytes long CB/F50E: C1 Set vehicle/entity's event speed to slow CB/F50F: E0 Pause for 4 * 4 (16) frames CB/F511: 80 Move vehicle/entity up 1 tile CB/F512: 03 Do vehicle/entity graphical action $03 CB/F513: E0 Pause for 4 * 2 (8) frames CB/F515: 04 Do vehicle/entity graphical action $04 CB/F516: E0 Pause for 4 * 2 (8) frames CB/F518: 05 Do vehicle/entity graphical action $05 CB/F519: E0 Pause for 4 * 2 (8) frames CB/F51B: 04 Do vehicle/entity graphical action $04 CB/F51C: E0 Pause for 4 * 2 (8) frames CB/F51E: FC Branch 12 bytes backwards ($CBF512) CB/F520: FF End queue CB/F521: 17 Begin action queue for character $17 (NPC $17), 6 bytes long CB/F523: C1 Set vehicle/entity's event speed to slow CB/F524: E0 Pause for 4 * 6 (24) frames CB/F526: A0 Move vehicle/entity right/up 1x1 tiles CB/F527: CC Turn vehicle/entity up CB/F528: FF End queue CB/F529: 18 Begin action queue for character $18 (NPC $18), 20 bytes long CB/F52B: C1 Set vehicle/entity's event speed to slow CB/F52C: A0 Move vehicle/entity right/up 1x1 tiles CB/F52D: E0 Pause for 4 * 1 (4) frames CB/F52F: 80 Move vehicle/entity up 1 tile CB/F530: 03 Do vehicle/entity graphical action $03 CB/F531: E0 Pause for 4 * 2 (8) frames CB/F533: 04 Do vehicle/entity graphical action $04 CB/F534: E0 Pause for 4 * 2 (8) frames CB/F536: 05 Do vehicle/entity graphical action $05 CB/F537: E0 Pause for 4 * 2 (8) frames CB/F539: 04 Do vehicle/entity graphical action $04 CB/F53A: E0 Pause for 4 * 2 (8) frames CB/F53C: FC Branch 12 bytes backwards ($CBF530) CB/F53E: FF End queue CB/F53F: 19 Begin action queue for character $19 (NPC $19), 6 bytes long CB/F541: E0 Pause for 4 * 8 (32) frames CB/F543: C1 Set vehicle/entity's event speed to slow CB/F544: A0 Move vehicle/entity right/up 1x1 tiles CB/F545: CC Turn vehicle/entity up CB/F546: FF End queue CB/F547: 1A Begin action queue for character $1A (NPC $1A), 22 bytes long CB/F549: E0 Pause for 4 * 6 (24) frames CB/F54B: C1 Set vehicle/entity's event speed to slow CB/F54C: 82 Move vehicle/entity down 1 tile CB/F54D: E0 Pause for 4 * 1 (4) frames CB/F54F: CE Turn vehicle/entity down CB/F550: 00 Do vehicle/entity graphical action $00 CB/F551: E0 Pause for 4 * 2 (8) frames CB/F553: 01 Do vehicle/entity graphical action $01 CB/F554: E0 Pause for 4 * 2 (8) frames CB/F556: 02 Do vehicle/entity graphical action $02 CB/F557: E0 Pause for 4 * 2 (8) frames CB/F559: 01 Do vehicle/entity graphical action $01 CB/F55A: E0 Pause for 4 * 2 (8) frames CB/F55C: FC Branch 12 bytes backwards ($CBF550) CB/F55E: FF End queue CB/F55F: 1B Begin action queue for character $1B (NPC $1B), 6 bytes long CB/F561: E0 Pause for 4 * 14 (56) frames CB/F563: C1 Set vehicle/entity's event speed to slow CB/F564: A1 Move vehicle/entity right/down 1x1 tiles CB/F565: CE Turn vehicle/entity down CB/F566: FF End queue CB/F567: B5 Pause for 15 * 15 (225) units CB/F569: 00 Begin action queue for character $00 (Actor in stot 0), 9 bytes long CB/F56B: 10 Do vehicle/entity graphical action $10 CB/F56C: E0 Pause for 4 * 1 (4) frames CB/F56E: 11 Do vehicle/entity graphical action $11 CB/F56F: E0 Pause for 4 * 1 (4) frames CB/F571: FC Branch 6 bytes backwards ($CBF56B) CB/F573: FF End queue CB/F574: 07 Begin action queue for character $07 (Actor in stot 7), 9 bytes long CB/F576: 10 Do vehicle/entity graphical action $10 CB/F577: E0 Pause for 4 * 1 (4) frames CB/F579: 11 Do vehicle/entity graphical action $11 CB/F57A: E0 Pause for 4 * 1 (4) frames CB/F57C: FC Branch 6 bytes backwards ($CBF576) CB/F57E: FF End queue CB/F57F: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CB/F581: 0A Do vehicle/entity graphical action $0A CB/F582: FF End queue CB/F583: 95 Pause for 120 units CB/F584: 4B Display dialogue message $07FF, wait for button press (At bottom of screen) YURA: Halt! CB/F587: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CB/F589: E0 Pause for 4 * 3 (12) frames CB/F58B: CE Turn vehicle/entity down CB/F58C: FF End queue CB/F58D: 07 Begin action queue for character $07 (Actor in stot 7), 4 bytes long CB/F58F: E0 Pause for 4 * 3 (12) frames CB/F591: CE Turn vehicle/entity down CB/F592: FF End queue CB/F593: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CB/F595: E0 Pause for 4 * 3 (12) frames CB/F597: CE Turn vehicle/entity down CB/F598: FF End queue CB/F599: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CB/F59B: C2 Set vehicle/entity's event speed to normal CB/F59C: 84 Move vehicle/entity up 2 tiles CB/F59D: 89 Move vehicle/entity right 3 tiles CB/F59E: 80 Move vehicle/entity up 1 tile CB/F59F: FF End queue CB/F5A0: 11 Begin action queue for character $11 (NPC $11), 6 bytes long CB/F5A2: C2 Set vehicle/entity's event speed to normal CB/F5A3: 81 Move vehicle/entity right 1 tile CB/F5A4: 88 Move vehicle/entity up 3 tiles CB/F5A5: C1 Set vehicle/entity's event speed to slow CB/F5A6: 88 Move vehicle/entity up 3 tiles CB/F5A7: FF End queue CB/F5A8: 12 Begin action queue for character $12 (NPC $12), 24 bytes long CB/F5AA: CE Turn vehicle/entity down CB/F5AB: E0 Pause for 4 * 2 (8) frames CB/F5AD: C1 Set vehicle/entity's event speed to slow CB/F5AE: 82 Move vehicle/entity down 1 tile CB/F5AF: CF Turn vehicle/entity left CB/F5B0: E0 Pause for 4 * 8 (32) frames CB/F5B2: CC Turn vehicle/entity up CB/F5B3: 03 Do vehicle/entity graphical action $03 CB/F5B4: E0 Pause for 4 * 2 (8) frames CB/F5B6: 04 Do vehicle/entity graphical action $04 CB/F5B7: E0 Pause for 4 * 2 (8) frames CB/F5B9: 05 Do vehicle/entity graphical action $05 CB/F5BA: E0 Pause for 4 * 2 (8) frames CB/F5BC: 04 Do vehicle/entity graphical action $04 CB/F5BD: E0 Pause for 4 * 2 (8) frames CB/F5BF: FC Branch 12 bytes backwards ($CBF5B3) CB/F5C1: FF End queue CB/F5C2: 13 Begin action queue for character $13 (NPC $13), 6 bytes long CB/F5C4: E0 Pause for 4 * 5 (20) frames CB/F5C6: C1 Set vehicle/entity's event speed to slow CB/F5C7: A0 Move vehicle/entity right/up 1x1 tiles CB/F5C8: CF Turn vehicle/entity left CB/F5C9: FF End queue CB/F5CA: 14 Begin action queue for character $14 (NPC $14), 24 bytes long CB/F5CC: CF Turn vehicle/entity left CB/F5CD: E0 Pause for 4 * 8 (32) frames CB/F5CF: 81 Move vehicle/entity right 1 tile CB/F5D0: DC Make vehicle/entity jump (low) CB/F5D1: 81 Move vehicle/entity right 1 tile CB/F5D2: DC Make vehicle/entity jump (low) CB/F5D3: A1 Move vehicle/entity right/down 1x1 tiles CB/F5D4: CF Turn vehicle/entity left CB/F5D5: 06 Do vehicle/entity graphical action $06 CB/F5D6: E0 Pause for 4 * 2 (8) frames CB/F5D8: 07 Do vehicle/entity graphical action $07 CB/F5D9: E0 Pause for 4 * 2 (8) frames CB/F5DB: 08 Do vehicle/entity graphical action $08 CB/F5DC: E0 Pause for 4 * 2 (8) frames CB/F5DE: 07 Do vehicle/entity graphical action $07 CB/F5DF: E0 Pause for 4 * 2 (8) frames CB/F5E1: FC Branch 12 bytes backwards ($CBF5D5) CB/F5E3: FF End queue CB/F5E4: 15 Begin action queue for character $15 (NPC $15), 19 bytes long CB/F5E6: CE Turn vehicle/entity down CB/F5E7: E0 Pause for 4 * 8 (32) frames CB/F5E9: CD Turn vehicle/entity right CB/F5EA: 46 Do vehicle/entity graphical action $06, flipped horizontally CB/F5EB: E0 Pause for 4 * 2 (8) frames CB/F5ED: 47 Do vehicle/entity graphical action $07, flipped horizontally CB/F5EE: E0 Pause for 4 * 2 (8) frames CB/F5F0: 48 Do vehicle/entity graphical action $08, flipped horizontally CB/F5F1: E0 Pause for 4 * 2 (8) frames CB/F5F3: 47 Do vehicle/entity graphical action $07, flipped horizontally CB/F5F4: E0 Pause for 4 * 2 (8) frames CB/F5F6: FC Branch 12 bytes backwards ($CBF5EA) CB/F5F8: FF End queue CB/F5F9: 16 Begin action queue for character $16 (NPC $16), 22 bytes long CB/F5FB: C2 Set vehicle/entity's event speed to normal CB/F5FC: 83 Move vehicle/entity left 1 tile CB/F5FD: 82 Move vehicle/entity down 1 tile CB/F5FE: CF Turn vehicle/entity left CB/F5FF: DC Make vehicle/entity jump (low) CB/F600: 83 Move vehicle/entity left 1 tile CB/F601: CD Turn vehicle/entity right CB/F602: 46 Do vehicle/entity graphical action $06, flipped horizontally CB/F603: E0 Pause for 4 * 2 (8) frames CB/F605: 47 Do vehicle/entity graphical action $07, flipped horizontally CB/F606: E0 Pause for 4 * 2 (8) frames CB/F608: 48 Do vehicle/entity graphical action $08, flipped horizontally CB/F609: E0 Pause for 4 * 2 (8) frames CB/F60B: 47 Do vehicle/entity graphical action $07, flipped horizontally CB/F60C: E0 Pause for 4 * 2 (8) frames CB/F60E: FC Branch 12 bytes backwards ($CBF602) CB/F610: FF End queue CB/F611: 17 Begin action queue for character $17 (NPC $17), 5 bytes long CB/F613: CF Turn vehicle/entity left CB/F614: E0 Pause for 4 * 10 (40) frames CB/F616: CC Turn vehicle/entity up CB/F617: FF End queue CB/F618: 18 Begin action queue for character $18 (NPC $18), 22 bytes long CB/F61A: CE Turn vehicle/entity down CB/F61B: E0 Pause for 4 * 5 (20) frames CB/F61D: CD Turn vehicle/entity right CB/F61E: E0 Pause for 4 * 6 (24) frames CB/F620: CC Turn vehicle/entity up CB/F621: 03 Do vehicle/entity graphical action $03 CB/F622: E0 Pause for 4 * 2 (8) frames CB/F624: 04 Do vehicle/entity graphical action $04 CB/F625: E0 Pause for 4 * 2 (8) frames CB/F627: 05 Do vehicle/entity graphical action $05 CB/F628: E0 Pause for 4 * 2 (8) frames CB/F62A: 04 Do vehicle/entity graphical action $04 CB/F62B: E0 Pause for 4 * 2 (8) frames CB/F62D: FC Branch 12 bytes backwards ($CBF621) CB/F62F: FF End queue CB/F630: 19 Begin action queue for character $19 (NPC $19), 5 bytes long CB/F632: CF Turn vehicle/entity left CB/F633: E0 Pause for 4 * 5 (20) frames CB/F635: CC Turn vehicle/entity up CB/F636: FF End queue CB/F637: 1A Begin action queue for character $1A (NPC $1A), 19 bytes long CB/F639: E0 Pause for 4 * 6 (24) frames CB/F63B: 80 Move vehicle/entity up 1 tile CB/F63C: CE Turn vehicle/entity down CB/F63D: 00 Do vehicle/entity graphical action $00 CB/F63E: E0 Pause for 4 * 2 (8) frames CB/F640: 01 Do vehicle/entity graphical action $01 CB/F641: E0 Pause for 4 * 2 (8) frames CB/F643: 02 Do vehicle/entity graphical action $02 CB/F644: E0 Pause for 4 * 2 (8) frames CB/F646: 01 Do vehicle/entity graphical action $01 CB/F647: E0 Pause for 4 * 2 (8) frames CB/F649: FC Branch 12 bytes backwards ($CBF63D) CB/F64B: FF End queue CB/F64C: 1B Begin action queue for character $1B (NPC $1B), 3 bytes long CB/F64E: 80 Move vehicle/entity up 1 tile CB/F64F: CE Turn vehicle/entity down CB/F650: FF End queue CB/F651: 35 Pause execution until action queue for object $11 (NPC $11) is complete CB/F653: 95 Pause for 120 units CB/F654: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CB/F656: C2 Set vehicle/entity's event speed to normal CB/F657: 8B Move vehicle/entity left 3 tiles CB/F658: 86 Move vehicle/entity down 2 tiles CB/F659: CD Turn vehicle/entity right CB/F65A: FF End queue CB/F65B: 11 Begin action queue for character $11 (NPC $11), 6 bytes long CB/F65D: E0 Pause for 4 * 5 (20) frames CB/F65F: C2 Set vehicle/entity's event speed to normal CB/F660: 81 Move vehicle/entity right 1 tile CB/F661: CF Turn vehicle/entity left CB/F662: FF End queue CB/F663: 08 Begin action queue for character $08 (Actor in stot 8), 7 bytes long CB/F665: C2 Set vehicle/entity's event speed to normal CB/F666: 1F Do vehicle/entity graphical action $1F CB/F667: C7 Set vehicle/entity to stay still when moving CB/F668: DC Make vehicle/entity jump (low) CB/F669: 80 Move vehicle/entity up 1 tile CB/F66A: C6 Set vehicle/entity to walk when moving CB/F66B: FF End queue CB/F66C: 01 Begin action queue for character $01 (Actor in stot 1), 7 bytes long CB/F66E: C2 Set vehicle/entity's event speed to normal CB/F66F: 1F Do vehicle/entity graphical action $1F CB/F670: C7 Set vehicle/entity to stay still when moving CB/F671: DC Make vehicle/entity jump (low) CB/F672: 80 Move vehicle/entity up 1 tile CB/F673: C6 Set vehicle/entity to walk when moving CB/F674: FF End queue CB/F675: 07 Begin action queue for character $07 (Actor in stot 7), 7 bytes long CB/F677: C2 Set vehicle/entity's event speed to normal CB/F678: 1F Do vehicle/entity graphical action $1F CB/F679: C7 Set vehicle/entity to stay still when moving CB/F67A: DC Make vehicle/entity jump (low) CB/F67B: 80 Move vehicle/entity up 1 tile CB/F67C: C6 Set vehicle/entity to walk when moving CB/F67D: FF End queue CB/F67E: 35 Pause execution until action queue for object $08 (Actor in stot 8) is complete CB/F680: 35 Pause execution until action queue for object $01 (Actor in stot 1) is complete CB/F682: 35 Pause execution until action queue for object $07 (Actor in stot 7) is complete CB/F684: 95 Pause for 120 units CB/F685: F4 Play sound effect 24 CB/F687: 93 Pause for 45 units CB/F688: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/F68A: CE Turn vehicle/entity down CB/F68B: FF End queue CB/F68C: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long CB/F68E: CE Turn vehicle/entity down CB/F68F: FF End queue CB/F690: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete) CB/F692: CE Turn vehicle/entity down CB/F693: FF End queue CB/F694: 07 Begin action queue for character $07 (Actor in stot 7), 11 bytes long CB/F696: CF Turn vehicle/entity left CB/F697: E0 Pause for 4 * 4 (16) frames CB/F699: CD Turn vehicle/entity right CB/F69A: E0 Pause for 4 * 4 (16) frames CB/F69C: CC Turn vehicle/entity up CB/F69D: E0 Pause for 4 * 4 (16) frames CB/F69F: CE Turn vehicle/entity down CB/F6A0: FF End queue CB/F6A1: 08 Begin action queue for character $08 (Actor in stot 8), 11 bytes long CB/F6A3: CC Turn vehicle/entity up CB/F6A4: E0 Pause for 4 * 4 (16) frames CB/F6A6: CE Turn vehicle/entity down CB/F6A7: E0 Pause for 4 * 4 (16) frames CB/F6A9: CD Turn vehicle/entity right CB/F6AA: E0 Pause for 4 * 4 (16) frames CB/F6AC: CF Turn vehicle/entity left CB/F6AD: FF End queue CB/F6AE: 01 Begin action queue for character $01 (Actor in stot 1), 11 bytes long (Wait until complete) CB/F6B0: CD Turn vehicle/entity right CB/F6B1: E0 Pause for 4 * 4 (16) frames CB/F6B3: CF Turn vehicle/entity left CB/F6B4: E0 Pause for 4 * 4 (16) frames CB/F6B6: CE Turn vehicle/entity down CB/F6B7: E0 Pause for 4 * 4 (16) frames CB/F6B9: CC Turn vehicle/entity up CB/F6BA: FF End queue CB/F6BB: 92 Pause for 30 units CB/F6BC: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/F6BE: CE Turn vehicle/entity down CB/F6BF: FF End queue CB/F6C0: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete) CB/F6C2: CE Turn vehicle/entity down CB/F6C3: FF End queue CB/F6C4: 91 Pause for 15 units CB/F6C5: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/F6C7: C0 Set vehicle/entity's event speed to slowest CB/F6C8: 82 Move vehicle/entity down 1 tile CB/F6C9: FF End queue CB/F6CA: 4B Display dialogue message $0800, wait for button press (At bottom of screen) RELM: What is it? STRAGO: I sense some immense magical power in TERRA… It…frightens me… CB/F6CD: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CB/F6CF: F4 Play sound effect 23 CB/F6D1: B5 Pause for 15 * 5 (75) units CB/F6D3: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CB/F6D5: F4 Play sound effect 23 CB/F6D7: B5 Pause for 15 * 6 (90) units CB/F6D9: 54 End effects of commands for modifed color components and screen flashes CB/F6DA: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/F6DC: 1F Do vehicle/entity graphical action $1F CB/F6DD: FF End queue CB/F6DE: 4B Display dialogue message $0801, wait for button press (At bottom of screen) LOCKE: I wonder if she's gonna go ballistic again?! CB/F6E1: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/F6E3: CE Turn vehicle/entity down CB/F6E4: FF End queue CB/F6E5: 93 Pause for 45 units CB/F6E6: 56 Increase color component(s) 154 (Blue), at intensity 10 CB/F6E8: F4 Play sound effect 54 CB/F6EA: B5 Pause for 15 * 6 (90) units CB/F6EC: 54 End effects of commands for modifed color components and screen flashes CB/F6ED: 93 Pause for 45 units CB/F6EE: 56 Increase color component(s) 157 (Blue), at intensity 13 CB/F6F0: F4 Play sound effect 54 CB/F6F2: 95 Pause for 120 units CB/F6F3: 54 End effects of commands for modifed color components and screen flashes CB/F6F4: 93 Pause for 45 units CB/F6F5: 56 Increase color component(s) 159 (Blue), at intensity 15 CB/F6F7: F4 Play sound effect 54 CB/F6F9: 94 Pause for 60 units CB/F6FA: F4 Play sound effect 70 CB/F6FC: 92 Pause for 30 units CB/F6FD: 5A Fade screen at speed $02 CB/F6FF: 5C Pause execution until fade in or fade out is complete CB/F700: 54 End effects of commands for modifed color components and screen flashes CB/F701: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/F703: C2 Set vehicle/entity's event speed to normal CB/F704: 80 Move vehicle/entity up 1 tile CB/F705: FF End queue CB/F706: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CB/F708: D5 Set vehicle/entity's position to (17, 19) CB/F70B: CE Turn vehicle/entity down CB/F70C: FF End queue CB/F70D: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CB/F70F: D5 Set vehicle/entity's position to (17, 21) CB/F712: CE Turn vehicle/entity down CB/F713: FF End queue CB/F714: 08 Begin action queue for character $08 (Actor in stot 8), 5 bytes long CB/F716: D5 Set vehicle/entity's position to (18, 19) CB/F719: CE Turn vehicle/entity down CB/F71A: FF End queue CB/F71B: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long CB/F71D: D5 Set vehicle/entity's position to (16, 19) CB/F720: CE Turn vehicle/entity down CB/F721: FF End queue CB/F722: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CB/F724: D5 Set vehicle/entity's position to (17, 24) CB/F727: CC Turn vehicle/entity up CB/F728: FF End queue CB/F729: 12 Begin action queue for character $12 (NPC $12), 5 bytes long CB/F72B: D5 Set vehicle/entity's position to (18, 26) CB/F72E: CC Turn vehicle/entity up CB/F72F: FF End queue CB/F730: 13 Begin action queue for character $13 (NPC $13), 7 bytes long CB/F732: D5 Set vehicle/entity's position to (21, 27) CB/F735: CC Turn vehicle/entity up CB/F736: C8 Set object layering priority to 0 (low nibble 0) CB/F738: FF End queue CB/F739: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CB/F73B: D5 Set vehicle/entity's position to (20, 26) CB/F73E: CF Turn vehicle/entity left CB/F73F: FF End queue CB/F740: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CB/F742: D5 Set vehicle/entity's position to (13, 23) CB/F745: CD Turn vehicle/entity right CB/F746: FF End queue CB/F747: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CB/F749: D5 Set vehicle/entity's position to (22, 23) CB/F74C: CF Turn vehicle/entity left CB/F74D: FF End queue CB/F74E: 17 Begin action queue for character $17 (NPC $17), 5 bytes long CB/F750: D5 Set vehicle/entity's position to (14, 26) CB/F753: CD Turn vehicle/entity right CB/F754: FF End queue CB/F755: 18 Begin action queue for character $18 (NPC $18), 5 bytes long CB/F757: D5 Set vehicle/entity's position to (12, 25) CB/F75A: CD Turn vehicle/entity right CB/F75B: FF End queue CB/F75C: 19 Begin action queue for character $19 (NPC $19), 5 bytes long CB/F75E: D5 Set vehicle/entity's position to (13, 28) CB/F761: CC Turn vehicle/entity up CB/F762: FF End queue CB/F763: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long CB/F765: D5 Set vehicle/entity's position to (9, 27) CB/F768: CD Turn vehicle/entity right CB/F769: FF End queue CB/F76A: 1B Begin action queue for character $1B (NPC $1B), 5 bytes long CB/F76C: D5 Set vehicle/entity's position to (16, 27) CB/F76F: CC Turn vehicle/entity up CB/F770: FF End queue CB/F771: B5 Pause for 15 * 5 (75) units CB/F773: 12 Begin action queue for character $12 (NPC $12), 16 bytes long CB/F775: C1 Set vehicle/entity's event speed to slow CB/F776: 03 Do vehicle/entity graphical action $03 CB/F777: E0 Pause for 4 * 2 (8) frames CB/F779: 04 Do vehicle/entity graphical action $04 CB/F77A: E0 Pause for 4 * 2 (8) frames CB/F77C: 05 Do vehicle/entity graphical action $05 CB/F77D: E0 Pause for 4 * 2 (8) frames CB/F77F: 04 Do vehicle/entity graphical action $04 CB/F780: E0 Pause for 4 * 2 (8) frames CB/F782: FC Branch 12 bytes backwards ($CBF776) CB/F784: FF End queue CB/F785: 14 Begin action queue for character $14 (NPC $14), 16 bytes long CB/F787: C1 Set vehicle/entity's event speed to slow CB/F788: 06 Do vehicle/entity graphical action $06 CB/F789: E0 Pause for 4 * 2 (8) frames CB/F78B: 07 Do vehicle/entity graphical action $07 CB/F78C: E0 Pause for 4 * 2 (8) frames CB/F78E: 08 Do vehicle/entity graphical action $08 CB/F78F: E0 Pause for 4 * 2 (8) frames CB/F791: 07 Do vehicle/entity graphical action $07 CB/F792: E0 Pause for 4 * 2 (8) frames CB/F794: FC Branch 12 bytes backwards ($CBF788) CB/F796: FF End queue CB/F797: 15 Begin action queue for character $15 (NPC $15), 16 bytes long CB/F799: C1 Set vehicle/entity's event speed to slow CB/F79A: 46 Do vehicle/entity graphical action $06, flipped horizontally CB/F79B: E0 Pause for 4 * 2 (8) frames CB/F79D: 47 Do vehicle/entity graphical action $07, flipped horizontally CB/F79E: E0 Pause for 4 * 2 (8) frames CB/F7A0: 48 Do vehicle/entity graphical action $08, flipped horizontally CB/F7A1: E0 Pause for 4 * 2 (8) frames CB/F7A3: 47 Do vehicle/entity graphical action $07, flipped horizontally CB/F7A4: E0 Pause for 4 * 2 (8) frames CB/F7A6: FC Branch 12 bytes backwards ($CBF79A) CB/F7A8: FF End queue CB/F7A9: 16 Begin action queue for character $16 (NPC $16), 16 bytes long CB/F7AB: C1 Set vehicle/entity's event speed to slow CB/F7AC: 06 Do vehicle/entity graphical action $06 CB/F7AD: E0 Pause for 4 * 2 (8) frames CB/F7AF: 07 Do vehicle/entity graphical action $07 CB/F7B0: E0 Pause for 4 * 2 (8) frames CB/F7B2: 08 Do vehicle/entity graphical action $08 CB/F7B3: E0 Pause for 4 * 2 (8) frames CB/F7B5: 07 Do vehicle/entity graphical action $07 CB/F7B6: E0 Pause for 4 * 2 (8) frames CB/F7B8: FC Branch 12 bytes backwards ($CBF7AC) CB/F7BA: FF End queue CB/F7BB: 18 Begin action queue for character $18 (NPC $18), 16 bytes long CB/F7BD: C1 Set vehicle/entity's event speed to slow CB/F7BE: 46 Do vehicle/entity graphical action $06, flipped horizontally CB/F7BF: E0 Pause for 4 * 2 (8) frames CB/F7C1: 47 Do vehicle/entity graphical action $07, flipped horizontally CB/F7C2: E0 Pause for 4 * 2 (8) frames CB/F7C4: 48 Do vehicle/entity graphical action $08, flipped horizontally CB/F7C5: E0 Pause for 4 * 2 (8) frames CB/F7C7: 47 Do vehicle/entity graphical action $07, flipped horizontally CB/F7C8: E0 Pause for 4 * 2 (8) frames CB/F7CA: FC Branch 12 bytes backwards ($CBF7BE) CB/F7CC: FF End queue CB/F7CD: 1A Begin action queue for character $1A (NPC $1A), 16 bytes long CB/F7CF: C1 Set vehicle/entity's event speed to slow CB/F7D0: 46 Do vehicle/entity graphical action $06, flipped horizontally CB/F7D1: E0 Pause for 4 * 2 (8) frames CB/F7D3: 47 Do vehicle/entity graphical action $07, flipped horizontally CB/F7D4: E0 Pause for 4 * 2 (8) frames CB/F7D6: 48 Do vehicle/entity graphical action $08, flipped horizontally CB/F7D7: E0 Pause for 4 * 2 (8) frames CB/F7D9: 47 Do vehicle/entity graphical action $07, flipped horizontally CB/F7DA: E0 Pause for 4 * 2 (8) frames CB/F7DC: FC Branch 12 bytes backwards ($CBF7D0) CB/F7DE: FF End queue CB/F7DF: 93 Pause for 45 units CB/F7E0: 59 Unfade screen at speed $04 CB/F7E2: 5C Pause execution until fade in or fade out is complete CB/F7E3: B5 Pause for 15 * 5 (75) units CB/F7E5: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CB/F7E7: C1 Set vehicle/entity's event speed to slow CB/F7E8: 80 Move vehicle/entity up 1 tile CB/F7E9: FF End queue CB/F7EA: 00 Begin action queue for character $00 (Actor in stot 0), 13 bytes long CB/F7EC: E0 Pause for 4 * 8 (32) frames CB/F7EE: 20 Do vehicle/entity graphical action $20 CB/F7EF: E0 Pause for 4 * 2 (8) frames CB/F7F1: CE Turn vehicle/entity down CB/F7F2: E0 Pause for 4 * 2 (8) frames CB/F7F4: 20 Do vehicle/entity graphical action $20 CB/F7F5: E0 Pause for 4 * 2 (8) frames CB/F7F7: CE Turn vehicle/entity down CB/F7F8: FF End queue CB/F7F9: 4B Display dialogue message $0802, wait for button press (At bottom of screen) YURA: You're somehow different… I sense a familiar power radiating from you… TERRA: Yes. CB/F7FC: 35 Pause execution until action queue for object $00 (Actor in stot 0) is complete CB/F7FE: 92 Pause for 30 units CB/F7FF: 07 Begin action queue for character $07 (Actor in stot 7), 6 bytes long (Wait until complete) CB/F801: C2 Set vehicle/entity's event speed to normal CB/F802: 82 Move vehicle/entity down 1 tile CB/F803: A2 Move vehicle/entity left/down 1x1 tiles CB/F804: 82 Move vehicle/entity down 1 tile CB/F805: CD Turn vehicle/entity right CB/F806: FF End queue CB/F807: 11 Begin action queue for character $11 (NPC $11), 4 bytes long CB/F809: E0 Pause for 4 * 9 (36) frames CB/F80B: CF Turn vehicle/entity left CB/F80C: FF End queue CB/F80D: 4B Display dialogue message $0803, wait for button press (At bottom of screen) STRAGO: You're the Espers that fled through the sealed gate? YURA: As a rule, we are not allowed to visit to your world. We few had gathered near the gate, and were wondering how we could save the Espers that had been kidnapped. It was just a coincidence that TERRA appeared when she did… CB/F810: 35 Pause execution until action queue for object $11 (NPC $11) is complete CB/F812: 91 Pause for 15 units CB/F813: 00 Begin action queue for character $00 (Actor in stot 0), 13 bytes long CB/F815: E0 Pause for 4 * 8 (32) frames CB/F817: 20 Do vehicle/entity graphical action $20 CB/F818: E0 Pause for 4 * 2 (8) frames CB/F81A: CE Turn vehicle/entity down CB/F81B: E0 Pause for 4 * 2 (8) frames CB/F81D: 20 Do vehicle/entity graphical action $20 CB/F81E: E0 Pause for 4 * 2 (8) frames CB/F820: CE Turn vehicle/entity down CB/F821: FF End queue CB/F822: 11 Begin action queue for character $11 (NPC $11), 4 bytes long CB/F824: E0 Pause for 4 * 10 (40) frames CB/F826: CC Turn vehicle/entity up CB/F827: FF End queue CB/F828: 4B Display dialogue message $0804, wait for button press (At bottom of screen) TERRA: I felt… your presence… through the gate. YURA: We bolted the moment TERRA opened the gate. But once in your world, we lost control of our powers. CB/F82B: 35 Pause execution until action queue for object $00 (Actor in stot 0) is complete CB/F82D: 93 Pause for 45 units CB/F82E: 11 Begin action queue for character $11 (NPC $11), 4 bytes long CB/F830: E0 Pause for 4 * 10 (40) frames CB/F832: CE Turn vehicle/entity down CB/F833: FF End queue CB/F834: 4B Display dialogue message $0805, wait for button press (At bottom of screen) YURA: We completely leveled a city…and took some innocent lives… CB/F837: 35 Pause execution until action queue for object $11 (NPC $11) is complete CB/F839: 93 Pause for 45 units CB/F83A: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CB/F83C: E0 Pause for 4 * 3 (12) frames CB/F83E: 20 Do vehicle/entity graphical action $20 CB/F83F: FF End queue CB/F840: 4B Display dialogue message $0806, wait for button press (At bottom of screen) TERRA: That's what happened to me! I lost all control of my power… CB/F843: 35 Pause execution until action queue for object $00 (Actor in stot 0) is complete CB/F845: 92 Pause for 30 units CB/F846: 07 Begin action queue for character $07 (Actor in stot 7), 9 bytes long CB/F848: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/F849: E0 Pause for 4 * 3 (12) frames CB/F84B: CD Turn vehicle/entity right CB/F84C: E0 Pause for 4 * 3 (12) frames CB/F84E: FC Branch 6 bytes backwards ($CBF848) CB/F850: FF End queue CB/F851: 4B Display dialogue message $0807, wait for button press (At bottom of screen) STRAGO: There must be something in your world that allows you to focus your power differently. You must use caution while in our world… CB/F854: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete) CB/F856: CD Turn vehicle/entity right CB/F857: FF End queue CB/F858: 93 Pause for 45 units CB/F859: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CB/F85B: E0 Pause for 4 * 4 (16) frames CB/F85D: CE Turn vehicle/entity down CB/F85E: FF End queue CB/F85F: 11 Begin action queue for character $11 (NPC $11), 4 bytes long CB/F861: E0 Pause for 4 * 5 (20) frames CB/F863: CC Turn vehicle/entity up CB/F864: FF End queue CB/F865: 4B Display dialogue message $0808, wait for button press (At bottom of screen) YURA: We are deeply sorry to have caused you humans such suffering and pain. CB/F868: 35 Pause execution until action queue for object $11 (NPC $11) is complete CB/F86A: 93 Pause for 45 units CB/F86B: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CB/F86D: C2 Set vehicle/entity's event speed to normal CB/F86E: 81 Move vehicle/entity right 1 tile CB/F86F: CE Turn vehicle/entity down CB/F870: FF End queue CB/F871: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long CB/F873: C2 Set vehicle/entity's event speed to normal CB/F874: 86 Move vehicle/entity down 2 tiles CB/F875: FF End queue CB/F876: 35 Pause execution until action queue for object $00 (Actor in stot 0) is complete CB/F878: 35 Pause execution until action queue for object $01 (Actor in stot 1) is complete CB/F87A: 11 Begin action queue for character $11 (NPC $11), 4 bytes long CB/F87C: E0 Pause for 4 * 5 (20) frames CB/F87E: CC Turn vehicle/entity up CB/F87F: FF End queue CB/F880: 4B Display dialogue message $0809, wait for button press (At bottom of screen) LOCKE: The past is history. The Empire seems to want to talk peace with you. Why not come with us? YURA: They would forgive us so easily? CB/F883: 35 Pause execution until action queue for object $11 (NPC $11) is complete CB/F885: 92 Pause for 30 units CB/F886: 01 Begin action queue for character $01 (Actor in stot 1), 11 bytes long (Wait until complete) CB/F888: 20 Do vehicle/entity graphical action $20 CB/F889: E0 Pause for 4 * 2 (8) frames CB/F88B: CE Turn vehicle/entity down CB/F88C: E0 Pause for 4 * 2 (8) frames CB/F88E: 20 Do vehicle/entity graphical action $20 CB/F88F: E0 Pause for 4 * 2 (8) frames CB/F891: CE Turn vehicle/entity down CB/F892: FF End queue CB/F893: 94 Pause for 60 units CB/F894: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/F896: CD Turn vehicle/entity right CB/F897: FF End queue CB/F898: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CB/F89A: CF Turn vehicle/entity left CB/F89B: FF End queue CB/F89C: 4B Display dialogue message $080A, wait for button press (At bottom of screen) LOCKE: Let's go to Thamasa and talk with General Leo. TERRA: Right! CB/F89F: D0 Set event bit $1E80($099) [$1E93, bit 1] CB/F8A1: 5A Fade screen at speed $02 CB/F8A3: 5C Pause execution until fade in or fade out is complete CB/F8A4: 07 Begin action queue for character $07 (Actor in stot 7), 3 bytes long CB/F8A6: C3 Set vehicle/entity's event speed to fast CB/F8A7: 81 Move vehicle/entity right 1 tile CB/F8A8: FF End queue CB/F8A9: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long CB/F8AB: C3 Set vehicle/entity's event speed to fast CB/F8AC: A2 Move vehicle/entity left/down 1x1 tiles CB/F8AD: FF End queue CB/F8AE: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long CB/F8B0: C3 Set vehicle/entity's event speed to fast CB/F8B1: A9 Move vehicle/entity left/down 2x1 tiles CB/F8B2: FF End queue CB/F8B3: 08 Begin action queue for character $08 (Actor in stot 8), 4 bytes long CB/F8B5: C3 Set vehicle/entity's event speed to fast CB/F8B6: 87 Move vehicle/entity left 2 tiles CB/F8B7: 8A Move vehicle/entity down 3 tiles CB/F8B8: FF End queue CB/F8B9: 35 Pause execution until action queue for object $00 (Actor in stot 0) is complete CB/F8BB: 35 Pause execution until action queue for object $01 (Actor in stot 1) is complete CB/F8BD: 35 Pause execution until action queue for object $07 (Actor in stot 7) is complete CB/F8BF: 35 Pause execution until action queue for object $08 (Actor in stot 8) is complete CB/F8C1: B2 Call subroutine $CB2E34 CB/F8C5: B2 Call subroutine $CACB95 CB/F8C9: 3B Position character in a "ready-to-go" stance CB/F8CA: DA Set event bit $1E80($51F) [$1F23, bit 7] CB/F8CC: DB Clear event bit $1E80($51B) [$1F23, bit 3] CB/F8CE: DB Clear event bit $1E80($5F7) [$1F3E, bit 7] CB/F8D0: 39 Free screen CB/F8D1: 6B Load map $0155 (Thamasa, outdoors (WoB, during Esper visit and Kefka scenes)) instantly, (upper bits $0000), place party at (24, 27), facing up CB/F8D7: F0 Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume CB/F8D9: B2 Call subroutine $CAC6AC CB/F8DD: 3C Set up the party as follows: $00 (Actor in stot 0), $01 (Actor in stot 1), $07 (Actor in stot 7), $08 (Actor in stot 8) CB/F8E2: 45 Refresh objects CB/F8E3: B2 Call subroutine $CB2E34 CB/F8E7: 38 Hold screen CB/F8E8: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/F8EA: C2 Set vehicle/entity's event speed to normal CB/F8EB: 85 Move vehicle/entity right 2 tiles CB/F8EC: FF End queue CB/F8ED: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long CB/F8EF: D5 Set vehicle/entity's position to (24, 31) CB/F8F2: CC Turn vehicle/entity up CB/F8F3: FF End queue CB/F8F4: 08 Begin action queue for character $08 (Actor in stot 8), 5 bytes long CB/F8F6: D5 Set vehicle/entity's position to (25, 31) CB/F8F9: CC Turn vehicle/entity up CB/F8FA: FF End queue CB/F8FB: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CB/F8FD: D5 Set vehicle/entity's position to (24, 28) CB/F900: CD Turn vehicle/entity right CB/F901: FF End queue CB/F902: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CB/F904: D5 Set vehicle/entity's position to (23, 29) CB/F907: CD Turn vehicle/entity right CB/F908: FF End queue CB/F909: 35 Pause execution until action queue for object $30 (Camera) is complete CB/F90B: 35 Pause execution until action queue for object $00 (Actor in stot 0) is complete CB/F90D: 35 Pause execution until action queue for object $01 (Actor in stot 1) is complete CB/F90F: 35 Pause execution until action queue for object $07 (Actor in stot 7) is complete CB/F911: 35 Pause execution until action queue for object $08 (Actor in stot 8) is complete CB/F913: 14 Begin action queue for character $14 (NPC $14), 16 bytes long CB/F915: C1 Set vehicle/entity's event speed to slow CB/F916: 46 Do vehicle/entity graphical action $06, flipped horizontally CB/F917: E0 Pause for 4 * 2 (8) frames CB/F919: 47 Do vehicle/entity graphical action $07, flipped horizontally CB/F91A: E0 Pause for 4 * 2 (8) frames CB/F91C: 48 Do vehicle/entity graphical action $08, flipped horizontally CB/F91D: E0 Pause for 4 * 2 (8) frames CB/F91F: 47 Do vehicle/entity graphical action $07, flipped horizontally CB/F920: E0 Pause for 4 * 2 (8) frames CB/F922: FC Branch 12 bytes backwards ($CBF916) CB/F924: FF End queue CB/F925: 15 Begin action queue for character $15 (NPC $15), 16 bytes long CB/F927: C1 Set vehicle/entity's event speed to slow CB/F928: 46 Do vehicle/entity graphical action $06, flipped horizontally CB/F929: E0 Pause for 4 * 2 (8) frames CB/F92B: 47 Do vehicle/entity graphical action $07, flipped horizontally CB/F92C: E0 Pause for 4 * 2 (8) frames CB/F92E: 48 Do vehicle/entity graphical action $08, flipped horizontally CB/F92F: E0 Pause for 4 * 2 (8) frames CB/F931: 47 Do vehicle/entity graphical action $07, flipped horizontally CB/F932: E0 Pause for 4 * 2 (8) frames CB/F934: FC Branch 12 bytes backwards ($CBF928) CB/F936: FF End queue CB/F937: 59 Unfade screen at speed $02 CB/F939: B5 Pause for 15 * 5 (75) units CB/F93B: 10 Begin action queue for character $10 (NPC $10), 13 bytes long CB/F93D: E0 Pause for 4 * 5 (20) frames CB/F93F: 22 Do vehicle/entity graphical action $22 CB/F940: E0 Pause for 4 * 2 (8) frames CB/F942: CF Turn vehicle/entity left CB/F943: E0 Pause for 4 * 2 (8) frames CB/F945: 22 Do vehicle/entity graphical action $22 CB/F946: E0 Pause for 4 * 2 (8) frames CB/F948: CF Turn vehicle/entity left CB/F949: FF End queue CB/F94A: 4B Display dialogue message $080B, wait for button press LOCKE: General Leo. LEO: LOCKE…you're back! And you've made the Espers understand our desire for peace! CB/F94D: 35 Pause execution until action queue for object $10 (NPC $10) is complete CB/F94F: 94 Pause for 60 units CB/F950: 08 Begin action queue for character $08 (Actor in stot 8), 4 bytes long CB/F952: C2 Set vehicle/entity's event speed to normal CB/F953: 85 Move vehicle/entity right 2 tiles CB/F954: CC Turn vehicle/entity up CB/F955: FF End queue CB/F956: 07 Begin action queue for character $07 (Actor in stot 7), 4 bytes long CB/F958: C2 Set vehicle/entity's event speed to normal CB/F959: 81 Move vehicle/entity right 1 tile CB/F95A: CC Turn vehicle/entity up CB/F95B: FF End queue CB/F95C: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CB/F95E: C2 Set vehicle/entity's event speed to normal CB/F95F: 86 Move vehicle/entity down 2 tiles CB/F960: 85 Move vehicle/entity right 2 tiles CB/F961: CC Turn vehicle/entity up CB/F962: FF End queue CB/F963: 35 Pause execution until action queue for object $08 (Actor in stot 8) is complete CB/F965: 35 Pause execution until action queue for object $07 (Actor in stot 7) is complete CB/F967: 35 Pause execution until action queue for object $01 (Actor in stot 1) is complete CB/F969: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CB/F96B: C2 Set vehicle/entity's event speed to normal CB/F96C: 82 Move vehicle/entity down 1 tile CB/F96D: 85 Move vehicle/entity right 2 tiles CB/F96E: CC Turn vehicle/entity up CB/F96F: FF End queue CB/F970: B5 Pause for 15 * 6 (90) units CB/F972: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/F974: 22 Do vehicle/entity graphical action $22 CB/F975: E0 Pause for 4 * 5 (20) frames CB/F977: CF Turn vehicle/entity left CB/F978: FF End queue CB/F979: 4B Display dialogue message $080C, wait for button press LEO: I am General Leo. May I have your name, please? YURA: I am called Yura. CB/F97C: 13 Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete) CB/F97E: C1 Set vehicle/entity's event speed to slow CB/F97F: 81 Move vehicle/entity right 1 tile CB/F980: FF End queue CB/F981: 4B Display dialogue message $080D, wait for button press YURA: We have done something inexcusable to your people. YURA: This probably isn't the time or place to ask for your forgiveness, but… CB/F984: 35 Pause execution until action queue for object $10 (NPC $10) is complete CB/F986: 93 Pause for 45 units CB/F987: 10 Begin action queue for character $10 (NPC $10), 11 bytes long (Wait until complete) CB/F989: 22 Do vehicle/entity graphical action $22 CB/F98A: E0 Pause for 4 * 2 (8) frames CB/F98C: CF Turn vehicle/entity left CB/F98D: E0 Pause for 4 * 2 (8) frames CB/F98F: 22 Do vehicle/entity graphical action $22 CB/F990: E0 Pause for 4 * 2 (8) frames CB/F992: CF Turn vehicle/entity left CB/F993: FF End queue CB/F994: 4B Display dialogue message $080E, wait for button press LEO: Speak no further. It is we who owe you an apology. We hungered for your power… How close we came to reenacting the War of the Magi!!! YURA: We must put this all behind us. CB/F997: 94 Pause for 60 units CB/F998: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CB/F99A: C2 Set vehicle/entity's event speed to normal CB/F99B: 82 Move vehicle/entity down 1 tile CB/F99C: CF Turn vehicle/entity left CB/F99D: FF End queue CB/F99E: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CB/F9A0: A0 Move vehicle/entity right/up 1x1 tiles CB/F9A1: CD Turn vehicle/entity right CB/F9A2: FF End queue CB/F9A3: 4B Display dialogue message $0810, wait for button press LOCKE: I believe our job is finally over! I, for one, could use some peace and quiet… CELES: Let's return to Vector. CB/F9A6: 94 Pause for 60 units CB/F9A7: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/F9A9: 62 Do vehicle/entity graphical action $22, flipped horizontally CB/F9AA: FF End queue CB/F9AB: 4B Display dialogue message $0763, wait for button press LOCKE: CELES… CB/F9AE: 92 Pause for 30 units CB/F9AF: 11 Begin action queue for character $11 (NPC $11), 11 bytes long (Wait until complete) CB/F9B1: 23 Do vehicle/entity graphical action $23 CB/F9B2: E0 Pause for 4 * 2 (8) frames CB/F9B4: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/F9B5: E0 Pause for 4 * 2 (8) frames CB/F9B7: 23 Do vehicle/entity graphical action $23 CB/F9B8: E0 Pause for 4 * 2 (8) frames CB/F9BA: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/F9BB: FF End queue CB/F9BC: 4B Display dialogue message $0811, wait for button press CELES: Please, not another word. CB/F9BF: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CB/F9C1: CF Turn vehicle/entity left CB/F9C2: FF End queue CB/F9C3: 95 Pause for 120 units CB/F9C4: F2 Fade out current song with transition time 240 CB/F9C6: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CB/F9C8: CE Turn vehicle/entity down CB/F9C9: FF End queue CB/F9CA: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete) CB/F9CC: 80 Move vehicle/entity up 1 tile CB/F9CD: CD Turn vehicle/entity right CB/F9CE: FF End queue CB/F9CF: 93 Pause for 45 units CB/F9D0: 07 Begin action queue for character $07 (Actor in stot 7), 3 bytes long (Wait until complete) CB/F9D2: C0 Set vehicle/entity's event speed to slowest CB/F9D3: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/F9D4: FF End queue CB/F9D5: 92 Pause for 30 units CB/F9D6: 08 Begin action queue for character $08 (Actor in stot 8), 3 bytes long (Wait until complete) CB/F9D8: C0 Set vehicle/entity's event speed to slowest CB/F9D9: 23 Do vehicle/entity graphical action $23 CB/F9DA: FF End queue CB/F9DB: 93 Pause for 45 units CB/F9DC: 4B Display dialogue message $0812, wait for button press RELM: I'm too hot, Grandpa. STRAGO: Kids!! CB/F9DF: B5 Pause for 15 * 5 (75) units CB/F9E1: 01 Begin action queue for character $01 (Actor in stot 1), 8 bytes long CB/F9E3: CC Turn vehicle/entity up CB/F9E4: E0 Pause for 4 * 3 (12) frames CB/F9E6: CF Turn vehicle/entity left CB/F9E7: E0 Pause for 4 * 5 (20) frames CB/F9E9: CD Turn vehicle/entity right CB/F9EA: FF End queue CB/F9EB: 11 Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete) CB/F9ED: CE Turn vehicle/entity down CB/F9EE: E0 Pause for 4 * 5 (20) frames CB/F9F0: CD Turn vehicle/entity right CB/F9F1: E0 Pause for 4 * 6 (24) frames CB/F9F3: CF Turn vehicle/entity left CB/F9F4: FF End queue CB/F9F5: 95 Pause for 120 units CB/F9F6: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CB/F9F8: 1F Do vehicle/entity graphical action $1F CB/F9F9: FF End queue CB/F9FA: 91 Pause for 15 units CB/F9FB: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/F9FD: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/F9FE: FF End queue CB/F9FF: 94 Pause for 60 units CB/FA00: B0 Execute the following commands until $B1 5 times CB/FA02: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long CB/FA04: 1D Do vehicle/entity graphical action $1D CB/FA05: FF End queue CB/FA06: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CB/FA08: 1D Do vehicle/entity graphical action $1D CB/FA09: FF End queue CB/FA0A: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long CB/FA0C: 1E Do vehicle/entity graphical action $1E CB/FA0D: FF End queue CB/FA0E: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CB/FA10: 1E Do vehicle/entity graphical action $1E CB/FA11: FF End queue CB/FA12: B1 End block of repeating commands CB/FA13: 92 Pause for 30 units CB/FA14: 01 Begin action queue for character $01 (Actor in stot 1), 9 bytes long CB/FA16: 19 Do vehicle/entity graphical action $19 CB/FA17: E0 Pause for 4 * 1 (4) frames CB/FA19: 1A Do vehicle/entity graphical action $1A CB/FA1A: E0 Pause for 4 * 1 (4) frames CB/FA1C: FC Branch 6 bytes backwards ($CBFA16) CB/FA1E: FF End queue CB/FA1F: B0 Execute the following commands until $B1 3 times CB/FA21: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CB/FA23: 1D Do vehicle/entity graphical action $1D CB/FA24: FF End queue CB/FA25: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CB/FA27: 1D Do vehicle/entity graphical action $1D CB/FA28: FF End queue CB/FA29: 19 Begin action queue for character $19 (NPC $19), 2 bytes long CB/FA2B: 1D Do vehicle/entity graphical action $1D CB/FA2C: FF End queue CB/FA2D: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long CB/FA2F: 1D Do vehicle/entity graphical action $1D CB/FA30: FF End queue CB/FA31: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long CB/FA33: 1D Do vehicle/entity graphical action $1D CB/FA34: FF End queue CB/FA35: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CB/FA37: 1D Do vehicle/entity graphical action $1D CB/FA38: FF End queue CB/FA39: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CB/FA3B: 1E Do vehicle/entity graphical action $1E CB/FA3C: FF End queue CB/FA3D: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CB/FA3F: 1E Do vehicle/entity graphical action $1E CB/FA40: FF End queue CB/FA41: 19 Begin action queue for character $19 (NPC $19), 2 bytes long CB/FA43: 1E Do vehicle/entity graphical action $1E CB/FA44: FF End queue CB/FA45: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long CB/FA47: 1E Do vehicle/entity graphical action $1E CB/FA48: FF End queue CB/FA49: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long CB/FA4B: 1E Do vehicle/entity graphical action $1E CB/FA4C: FF End queue CB/FA4D: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CB/FA4F: 1E Do vehicle/entity graphical action $1E CB/FA50: FF End queue CB/FA51: B1 End block of repeating commands CB/FA52: DA Set event bit $1E80($51D) [$1F23, bit 5] CB/FA54: DA Set event bit $1E80($5F7) [$1F3E, bit 7] CB/FA56: B5 Pause for 15 * 5 (75) units CB/FA58: F4 Play sound effect 205 CB/FA5A: B5 Pause for 15 * 5 (75) units CB/FA5C: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CB/FA5E: CE Turn vehicle/entity down CB/FA5F: FF End queue CB/FA60: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CB/FA62: CE Turn vehicle/entity down CB/FA63: FF End queue CB/FA64: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long CB/FA66: CE Turn vehicle/entity down CB/FA67: FF End queue CB/FA68: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long CB/FA6A: CE Turn vehicle/entity down CB/FA6B: FF End queue CB/FA6C: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CB/FA6E: CE Turn vehicle/entity down CB/FA6F: FF End queue CB/FA70: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CB/FA72: CE Turn vehicle/entity down CB/FA73: FF End queue CB/FA74: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CB/FA76: CE Turn vehicle/entity down CB/FA77: FF End queue CB/FA78: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CB/FA7A: CE Turn vehicle/entity down CB/FA7B: FF End queue CB/FA7C: 19 Begin action queue for character $19 (NPC $19), 2 bytes long CB/FA7E: CE Turn vehicle/entity down CB/FA7F: FF End queue CB/FA80: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long CB/FA82: CE Turn vehicle/entity down CB/FA83: FF End queue CB/FA84: B0 Execute the following commands until $B1 3 times CB/FA86: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/FA88: 13 Do vehicle/entity graphical action $13 CB/FA89: FF End queue CB/FA8A: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/FA8C: CE Turn vehicle/entity down CB/FA8D: FF End queue CB/FA8E: B1 End block of repeating commands CB/FA8F: 93 Pause for 45 units CB/FA90: F0 Play song 22 (Kefka), (high bit clear), full volume CB/FA92: 3D Create object $12 CB/FA94: 45 Refresh objects CB/FA95: 41 Show object $12 CB/FA97: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/FA99: C2 Set vehicle/entity's event speed to normal CB/FA9A: 94 Move vehicle/entity up 6 tiles CB/FA9B: FF End queue CB/FA9C: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CB/FA9E: CC Turn vehicle/entity up CB/FA9F: FF End queue CB/FAA0: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CB/FAA2: CC Turn vehicle/entity up CB/FAA3: FF End queue CB/FAA4: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CB/FAA6: CC Turn vehicle/entity up CB/FAA7: FF End queue CB/FAA8: 15 Begin action queue for character $15 (NPC $15), 16 bytes long CB/FAAA: C1 Set vehicle/entity's event speed to slow CB/FAAB: 03 Do vehicle/entity graphical action $03 CB/FAAC: E0 Pause for 4 * 2 (8) frames CB/FAAE: 04 Do vehicle/entity graphical action $04 CB/FAAF: E0 Pause for 4 * 2 (8) frames CB/FAB1: 05 Do vehicle/entity graphical action $05 CB/FAB2: E0 Pause for 4 * 2 (8) frames CB/FAB4: 04 Do vehicle/entity graphical action $04 CB/FAB5: E0 Pause for 4 * 2 (8) frames CB/FAB7: FC Branch 12 bytes backwards ($CBFAAB) CB/FAB9: FF End queue CB/FABA: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete) CB/FABC: CC Turn vehicle/entity up CB/FABD: FF End queue CB/FABE: 19 Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete) CB/FAC0: CC Turn vehicle/entity up CB/FAC1: FF End queue CB/FAC2: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/FAC4: CC Turn vehicle/entity up CB/FAC5: FF End queue CB/FAC6: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CB/FAC8: CC Turn vehicle/entity up CB/FAC9: FF End queue CB/FACA: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CB/FACC: CC Turn vehicle/entity up CB/FACD: FF End queue CB/FACE: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CB/FAD0: CC Turn vehicle/entity up CB/FAD1: FF End queue CB/FAD2: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CB/FAD4: CC Turn vehicle/entity up CB/FAD5: FF End queue CB/FAD6: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CB/FAD8: CC Turn vehicle/entity up CB/FAD9: FF End queue CB/FADA: 14 Begin action queue for character $14 (NPC $14), 16 bytes long CB/FADC: C1 Set vehicle/entity's event speed to slow CB/FADD: 03 Do vehicle/entity graphical action $03 CB/FADE: E0 Pause for 4 * 2 (8) frames CB/FAE0: 04 Do vehicle/entity graphical action $04 CB/FAE1: E0 Pause for 4 * 2 (8) frames CB/FAE3: 05 Do vehicle/entity graphical action $05 CB/FAE4: E0 Pause for 4 * 2 (8) frames CB/FAE6: 04 Do vehicle/entity graphical action $04 CB/FAE7: E0 Pause for 4 * 2 (8) frames CB/FAE9: FC Branch 12 bytes backwards ($CBFADD) CB/FAEB: FF End queue CB/FAEC: 35 Pause execution until action queue for object $30 (Camera) is complete CB/FAEE: 93 Pause for 45 units CB/FAEF: F4 Play sound effect 106 CB/FAF1: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CB/FAF3: DD Make vehicle/entity jump (high) CB/FAF4: 86 Move vehicle/entity down 2 tiles CB/FAF5: FF End queue CB/FAF6: F4 Play sound effect 106 CB/FAF8: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CB/FAFA: DD Make vehicle/entity jump (high) CB/FAFB: 86 Move vehicle/entity down 2 tiles CB/FAFC: FF End queue CB/FAFD: 92 Pause for 30 units CB/FAFE: B0 Execute the following commands until $B1 8 times CB/FB00: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FB02: 1D Do vehicle/entity graphical action $1D CB/FB03: FF End queue CB/FB04: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FB06: 1E Do vehicle/entity graphical action $1E CB/FB07: FF End queue CB/FB08: B1 End block of repeating commands CB/FB09: B5 Pause for 15 * 6 (90) units CB/FB0B: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CB/FB0D: CE Turn vehicle/entity down CB/FB0E: FF End queue CB/FB0F: 93 Pause for 45 units CB/FB10: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FB12: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/FB13: FF End queue CB/FB14: 94 Pause for 60 units CB/FB15: 3D Create object $16 CB/FB17: 45 Refresh objects CB/FB18: 3D Create object $17 CB/FB1A: 45 Refresh objects CB/FB1B: 3D Create object $18 CB/FB1D: 45 Refresh objects CB/FB1E: 41 Show object $16 CB/FB20: 41 Show object $17 CB/FB22: 41 Show object $18 CB/FB24: B0 Execute the following commands until $B1 9 times CB/FB26: F4 Play sound effect 120 CB/FB28: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CB/FB2A: C2 Set vehicle/entity's event speed to normal CB/FB2B: 82 Move vehicle/entity down 1 tile CB/FB2C: FF End queue CB/FB2D: 17 Begin action queue for character $17 (NPC $17), 3 bytes long CB/FB2F: C2 Set vehicle/entity's event speed to normal CB/FB30: 82 Move vehicle/entity down 1 tile CB/FB31: FF End queue CB/FB32: 18 Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete) CB/FB34: C2 Set vehicle/entity's event speed to normal CB/FB35: 82 Move vehicle/entity down 1 tile CB/FB36: FF End queue CB/FB37: B1 End block of repeating commands CB/FB38: F4 Play sound effect 120 CB/FB3A: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CB/FB3C: C2 Set vehicle/entity's event speed to normal CB/FB3D: 83 Move vehicle/entity left 1 tile CB/FB3E: FF End queue CB/FB3F: 17 Begin action queue for character $17 (NPC $17), 3 bytes long CB/FB41: C2 Set vehicle/entity's event speed to normal CB/FB42: 82 Move vehicle/entity down 1 tile CB/FB43: FF End queue CB/FB44: 18 Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete) CB/FB46: C2 Set vehicle/entity's event speed to normal CB/FB47: 82 Move vehicle/entity down 1 tile CB/FB48: FF End queue CB/FB49: F4 Play sound effect 45 CB/FB4B: 12 Begin action queue for character $12 (NPC $12), 6 bytes long CB/FB4D: 28 Do vehicle/entity graphical action $28 CB/FB4E: C7 Set vehicle/entity to stay still when moving CB/FB4F: DD Make vehicle/entity jump (high) CB/FB50: A2 Move vehicle/entity left/down 1x1 tiles CB/FB51: 82 Move vehicle/entity down 1 tile CB/FB52: FF End queue CB/FB53: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CB/FB55: C2 Set vehicle/entity's event speed to normal CB/FB56: 83 Move vehicle/entity left 1 tile CB/FB57: FF End queue CB/FB58: 17 Begin action queue for character $17 (NPC $17), 3 bytes long CB/FB5A: C2 Set vehicle/entity's event speed to normal CB/FB5B: 82 Move vehicle/entity down 1 tile CB/FB5C: FF End queue CB/FB5D: 18 Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete) CB/FB5F: C2 Set vehicle/entity's event speed to normal CB/FB60: 82 Move vehicle/entity down 1 tile CB/FB61: FF End queue CB/FB62: B0 Execute the following commands until $B1 2 times CB/FB64: F4 Play sound effect 120 CB/FB66: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CB/FB68: C2 Set vehicle/entity's event speed to normal CB/FB69: 83 Move vehicle/entity left 1 tile CB/FB6A: FF End queue CB/FB6B: 17 Begin action queue for character $17 (NPC $17), 3 bytes long CB/FB6D: C2 Set vehicle/entity's event speed to normal CB/FB6E: 83 Move vehicle/entity left 1 tile CB/FB6F: FF End queue CB/FB70: 18 Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete) CB/FB72: C2 Set vehicle/entity's event speed to normal CB/FB73: 82 Move vehicle/entity down 1 tile CB/FB74: FF End queue CB/FB75: B1 End block of repeating commands CB/FB76: F4 Play sound effect 120 CB/FB78: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CB/FB7A: C2 Set vehicle/entity's event speed to normal CB/FB7B: CE Turn vehicle/entity down CB/FB7C: FF End queue CB/FB7D: 17 Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete) CB/FB7F: C2 Set vehicle/entity's event speed to normal CB/FB80: CE Turn vehicle/entity down CB/FB81: FF End queue CB/FB82: 18 Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete) CB/FB84: C2 Set vehicle/entity's event speed to normal CB/FB85: CE Turn vehicle/entity down CB/FB86: FF End queue CB/FB87: 94 Pause for 60 units CB/FB88: F4 Play sound effect 120 CB/FB8A: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CB/FB8C: C2 Set vehicle/entity's event speed to normal CB/FB8D: 82 Move vehicle/entity down 1 tile CB/FB8E: FF End queue CB/FB8F: 17 Begin action queue for character $17 (NPC $17), 3 bytes long CB/FB91: C2 Set vehicle/entity's event speed to normal CB/FB92: 82 Move vehicle/entity down 1 tile CB/FB93: FF End queue CB/FB94: 18 Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete) CB/FB96: C2 Set vehicle/entity's event speed to normal CB/FB97: 82 Move vehicle/entity down 1 tile CB/FB98: FF End queue CB/FB99: F4 Play sound effect 120 CB/FB9B: 92 Pause for 30 units CB/FB9C: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CB/FB9E: C6 Set vehicle/entity to walk when moving CB/FB9F: DC Make vehicle/entity jump (low) CB/FBA0: CE Turn vehicle/entity down CB/FBA1: FF End queue CB/FBA2: 91 Pause for 15 units CB/FBA3: B0 Execute the following commands until $B1 4 times CB/FBA5: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FBA7: 23 Do vehicle/entity graphical action $23 CB/FBA8: FF End queue CB/FBA9: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FBAB: 63 Do vehicle/entity graphical action $23, flipped horizontally CB/FBAC: FF End queue CB/FBAD: B1 End block of repeating commands CB/FBAE: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FBB0: CE Turn vehicle/entity down CB/FBB1: FF End queue CB/FBB2: 94 Pause for 60 units CB/FBB3: 48 Display dialogue message $0819, continue executing commands (At bottom of screen) KEFKA: Hee, hee…! How 'bout a little Magitek mayhem! CB/FBB6: B0 Execute the following commands until $B1 8 times CB/FBB8: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FBBA: 1D Do vehicle/entity graphical action $1D CB/FBBB: FF End queue CB/FBBC: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FBBE: 1E Do vehicle/entity graphical action $1E CB/FBBF: FF End queue CB/FBC0: B1 End block of repeating commands CB/FBC1: 49 If dialogue window is up, wait for keypress then dismiss CB/FBC2: 93 Pause for 45 units CB/FBC3: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FBC5: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/FBC6: FF End queue CB/FBC7: 93 Pause for 45 units CB/FBC8: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CB/FBCA: CD Turn vehicle/entity right CB/FBCB: E0 Pause for 4 * 4 (16) frames CB/FBCD: 4F Do vehicle/entity graphical action $0F, flipped horizontally CB/FBCE: FF End queue CB/FBCF: 93 Pause for 45 units CB/FBD0: F4 Play sound effect 120 CB/FBD2: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CB/FBD4: 81 Move vehicle/entity right 1 tile CB/FBD5: FF End queue CB/FBD6: F4 Play sound effect 120 CB/FBD8: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CB/FBDA: 81 Move vehicle/entity right 1 tile CB/FBDB: FF End queue CB/FBDC: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CB/FBDE: CD Turn vehicle/entity right CB/FBDF: FF End queue CB/FBE0: B0 Execute the following commands until $B1 3 times CB/FBE2: F4 Play sound effect 120 CB/FBE4: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CB/FBE6: 82 Move vehicle/entity down 1 tile CB/FBE7: FF End queue CB/FBE8: B1 End block of repeating commands CB/FBE9: 92 Pause for 30 units CB/FBEA: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CB/FBEC: C2 Set vehicle/entity's event speed to normal CB/FBED: A1 Move vehicle/entity right/down 1x1 tiles CB/FBEE: A1 Move vehicle/entity right/down 1x1 tiles CB/FBEF: FF End queue CB/FBF0: 92 Pause for 30 units CB/FBF1: 12 Begin action queue for character $12 (NPC $12), 8 bytes long (Wait until complete) CB/FBF3: CE Turn vehicle/entity down CB/FBF4: E0 Pause for 4 * 3 (12) frames CB/FBF6: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/FBF7: E0 Pause for 4 * 10 (40) frames CB/FBF9: CE Turn vehicle/entity down CB/FBFA: FF End queue CB/FBFB: 93 Pause for 45 units CB/FBFC: F4 Play sound effect 21 CB/FBFE: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/FC00: 58 Shake screen ($FA): (Intensity: 2)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/FC02: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/FC04: 92 Pause for 30 units CB/FC05: 19 Begin action queue for character $19 (NPC $19), 9 bytes long CB/FC07: 0B Do vehicle/entity graphical action $0B CB/FC08: C7 Set vehicle/entity to stay still when moving CB/FC09: C2 Set vehicle/entity's event speed to normal CB/FC0A: DD Make vehicle/entity jump (high) CB/FC0B: A5 Move vehicle/entity right/up 2x1 tiles CB/FC0C: DC Make vehicle/entity jump (low) CB/FC0D: 81 Move vehicle/entity right 1 tile CB/FC0E: 28 Do vehicle/entity graphical action $28 CB/FC0F: FF End queue CB/FC10: 1A Begin action queue for character $1A (NPC $1A), 6 bytes long CB/FC12: 1F Do vehicle/entity graphical action $1F CB/FC13: C7 Set vehicle/entity to stay still when moving CB/FC14: E0 Pause for 4 * 4 (16) frames CB/FC16: 28 Do vehicle/entity graphical action $28 CB/FC17: FF End queue CB/FC18: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/FC1A: 35 Pause execution until action queue for object $19 (NPC $19) is complete CB/FC1C: 35 Pause execution until action queue for object $1A (NPC $1A) is complete CB/FC1E: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/FC20: 92 Pause for 30 units CB/FC21: 12 Begin action queue for character $12 (NPC $12), 9 bytes long CB/FC23: C0 Set vehicle/entity's event speed to slowest CB/FC24: 18 Do vehicle/entity graphical action $18 CB/FC25: C7 Set vehicle/entity to stay still when moving CB/FC26: DD Make vehicle/entity jump (high) CB/FC27: E0 Pause for 4 * 5 (20) frames CB/FC29: FC Branch 3 bytes backwards ($CBFC26) CB/FC2B: FF End queue CB/FC2C: 92 Pause for 30 units CB/FC2D: F4 Play sound effect 120 CB/FC2F: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CB/FC31: 83 Move vehicle/entity left 1 tile CB/FC32: FF End queue CB/FC33: F4 Play sound effect 120 CB/FC35: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CB/FC37: 82 Move vehicle/entity down 1 tile CB/FC38: FF End queue CB/FC39: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FC3B: CE Turn vehicle/entity down CB/FC3C: FF End queue CB/FC3D: 93 Pause for 45 units CB/FC3E: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FC40: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/FC41: FF End queue CB/FC42: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/FC44: C2 Set vehicle/entity's event speed to normal CB/FC45: 86 Move vehicle/entity down 2 tiles CB/FC46: FF End queue CB/FC47: F4 Play sound effect 21 CB/FC49: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/FC4B: 58 Shake screen ($FA): (Intensity: 2)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/FC4D: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/FC4F: 92 Pause for 30 units CB/FC50: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long CB/FC52: C2 Set vehicle/entity's event speed to normal CB/FC53: C7 Set vehicle/entity to stay still when moving CB/FC54: 0B Do vehicle/entity graphical action $0B CB/FC55: DD Make vehicle/entity jump (high) CB/FC56: 28 Do vehicle/entity graphical action $28 CB/FC57: FF End queue CB/FC58: 11 Begin action queue for character $11 (NPC $11), 7 bytes long CB/FC5A: C2 Set vehicle/entity's event speed to normal CB/FC5B: C7 Set vehicle/entity to stay still when moving CB/FC5C: 1F Do vehicle/entity graphical action $1F CB/FC5D: DC Make vehicle/entity jump (low) CB/FC5E: 82 Move vehicle/entity down 1 tile CB/FC5F: 28 Do vehicle/entity graphical action $28 CB/FC60: FF End queue CB/FC61: 07 Begin action queue for character $07 (Actor in stot 7), 6 bytes long CB/FC63: C2 Set vehicle/entity's event speed to normal CB/FC64: 1F Do vehicle/entity graphical action $1F CB/FC65: C7 Set vehicle/entity to stay still when moving CB/FC66: DC Make vehicle/entity jump (low) CB/FC67: 82 Move vehicle/entity down 1 tile CB/FC68: FF End queue CB/FC69: 08 Begin action queue for character $08 (Actor in stot 8), 7 bytes long CB/FC6B: C2 Set vehicle/entity's event speed to normal CB/FC6C: 0B Do vehicle/entity graphical action $0B CB/FC6D: C7 Set vehicle/entity to stay still when moving CB/FC6E: DD Make vehicle/entity jump (high) CB/FC6F: A1 Move vehicle/entity right/down 1x1 tiles CB/FC70: A1 Move vehicle/entity right/down 1x1 tiles CB/FC71: FF End queue CB/FC72: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long CB/FC74: C2 Set vehicle/entity's event speed to normal CB/FC75: 0B Do vehicle/entity graphical action $0B CB/FC76: C7 Set vehicle/entity to stay still when moving CB/FC77: DC Make vehicle/entity jump (low) CB/FC78: 83 Move vehicle/entity left 1 tile CB/FC79: 28 Do vehicle/entity graphical action $28 CB/FC7A: FF End queue CB/FC7B: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/FC7D: 35 Pause execution until action queue for object $11 (NPC $11) is complete CB/FC7F: 35 Pause execution until action queue for object $01 (Actor in stot 1) is complete CB/FC81: 35 Pause execution until action queue for object $00 (Actor in stot 0) is complete CB/FC83: 35 Pause execution until action queue for object $08 (Actor in stot 8) is complete CB/FC85: 35 Pause execution until action queue for object $07 (Actor in stot 7) is complete CB/FC87: 91 Pause for 15 units CB/FC88: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/FC8A: 93 Pause for 45 units CB/FC8B: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CB/FC8D: C2 Set vehicle/entity's event speed to normal CB/FC8E: 1F Do vehicle/entity graphical action $1F CB/FC8F: E0 Pause for 4 * 4 (16) frames CB/FC91: 82 Move vehicle/entity down 1 tile CB/FC92: 49 Do vehicle/entity graphical action $09, flipped horizontally CB/FC93: E0 Pause for 4 * 4 (16) frames CB/FC95: 83 Move vehicle/entity left 1 tile CB/FC96: 22 Do vehicle/entity graphical action $22 CB/FC97: FF End queue CB/FC98: B0 Execute the following commands until $B1 12 times CB/FC9A: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FC9C: 1D Do vehicle/entity graphical action $1D CB/FC9D: FF End queue CB/FC9E: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FCA0: 1E Do vehicle/entity graphical action $1E CB/FCA1: FF End queue CB/FCA2: B1 End block of repeating commands CB/FCA3: B5 Pause for 15 * 5 (75) units CB/FCA5: 35 Pause execution until action queue for object $10 (NPC $10) is complete CB/FCA7: 30 Begin action queue for character $30 (Camera), 5 bytes long CB/FCA9: C3 Set vehicle/entity's event speed to fast CB/FCAA: 84 Move vehicle/entity up 2 tiles CB/FCAB: 8B Move vehicle/entity left 3 tiles CB/FCAC: 84 Move vehicle/entity up 2 tiles CB/FCAD: FF End queue CB/FCAE: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/FCB0: C3 Set vehicle/entity's event speed to fast CB/FCB1: 84 Move vehicle/entity up 2 tiles CB/FCB2: 8B Move vehicle/entity left 3 tiles CB/FCB3: 88 Move vehicle/entity up 3 tiles CB/FCB4: FF End queue CB/FCB5: 12 Begin action queue for character $12 (NPC $12), 8 bytes long (Wait until complete) CB/FCB7: C2 Set vehicle/entity's event speed to normal CB/FCB8: C6 Set vehicle/entity to walk when moving CB/FCB9: DC Make vehicle/entity jump (low) CB/FCBA: A2 Move vehicle/entity left/down 1x1 tiles CB/FCBB: DC Make vehicle/entity jump (low) CB/FCBC: A2 Move vehicle/entity left/down 1x1 tiles CB/FCBD: CE Turn vehicle/entity down CB/FCBE: FF End queue CB/FCBF: 4B Display dialogue message $0813, wait for button press LEO: Kefka! What ARE you doing?! KEFKA: G'ha, ha, ha! Emperor's orders! I'm to bring the Magicite remains of these Espers to his excellency! Behold! A Magicite mother lode!! CB/FCC2: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CB/FCC4: C2 Set vehicle/entity's event speed to normal CB/FCC5: 86 Move vehicle/entity down 2 tiles CB/FCC6: A2 Move vehicle/entity left/down 1x1 tiles CB/FCC7: FF End queue CB/FCC8: 92 Pause for 30 units CB/FCC9: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FCCB: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/FCCC: FF End queue CB/FCCD: 92 Pause for 30 units CB/FCCE: F4 Play sound effect 1 CB/FCD0: 3D Create object $1B CB/FCD2: 45 Refresh objects CB/FCD3: 41 Show object $1B CB/FCD5: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CB/FCD7: 93 Pause for 45 units CB/FCD8: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CB/FCDA: CE Turn vehicle/entity down CB/FCDB: FF End queue CB/FCDC: 1B Begin action queue for character $1B (NPC $1B), 4 bytes long (Wait until complete) CB/FCDE: C4 Set vehicle/entity's event speed to faster CB/FCDF: A7 Move vehicle/entity right/down 1x2 tiles CB/FCE0: 92 Move vehicle/entity down 5 tiles CB/FCE1: FF End queue CB/FCE2: 55 Flash screen with color component(s) 6 (Yellow [Red + Green]), at intensity 0 CB/FCE4: 91 Pause for 15 units CB/FCE5: 55 Flash screen with color component(s) 6 (Yellow [Red + Green]), at intensity 0 CB/FCE7: 91 Pause for 15 units CB/FCE8: 55 Flash screen with color component(s) 6 (Yellow [Red + Green]), at intensity 0 CB/FCEA: 42 Hide object $13 CB/FCEC: 3E Delete object $13 CB/FCEE: 45 Refresh objects CB/FCEF: F4 Play sound effect 109 CB/FCF1: 55 Flash screen with color component(s) 6 (Yellow [Red + Green]), at intensity 0 CB/FCF3: 3D Create object $1C CB/FCF5: 41 Show object $1C CB/FCF7: 45 Refresh objects CB/FCF8: 55 Flash screen with color component(s) 6 (Yellow [Red + Green]), at intensity 0 CB/FCFA: 42 Hide object $1B CB/FCFC: 3E Delete object $1B CB/FCFE: 45 Refresh objects CB/FCFF: F4 Play sound effect 109 CB/FD01: 55 Flash screen with color component(s) 6 (Yellow [Red + Green]), at intensity 0 CB/FD03: 78 Enable ability to pass through other objects for object $1C (NPC $1C) CB/FD05: 91 Pause for 15 units CB/FD06: 55 Flash screen with color component(s) 6 (Yellow [Red + Green]), at intensity 0 CB/FD08: 91 Pause for 15 units CB/FD09: 14 Begin action queue for character $14 (NPC $14), 17 bytes long CB/FD0B: CD Turn vehicle/entity right CB/FD0C: C1 Set vehicle/entity's event speed to slow CB/FD0D: 46 Do vehicle/entity graphical action $06, flipped horizontally CB/FD0E: E0 Pause for 4 * 2 (8) frames CB/FD10: 47 Do vehicle/entity graphical action $07, flipped horizontally CB/FD11: E0 Pause for 4 * 2 (8) frames CB/FD13: 48 Do vehicle/entity graphical action $08, flipped horizontally CB/FD14: E0 Pause for 4 * 2 (8) frames CB/FD16: 47 Do vehicle/entity graphical action $07, flipped horizontally CB/FD17: E0 Pause for 4 * 2 (8) frames CB/FD19: FC Branch 12 bytes backwards ($CBFD0D) CB/FD1B: FF End queue CB/FD1C: 15 Begin action queue for character $15 (NPC $15), 17 bytes long CB/FD1E: CD Turn vehicle/entity right CB/FD1F: C1 Set vehicle/entity's event speed to slow CB/FD20: 46 Do vehicle/entity graphical action $06, flipped horizontally CB/FD21: E0 Pause for 4 * 2 (8) frames CB/FD23: 47 Do vehicle/entity graphical action $07, flipped horizontally CB/FD24: E0 Pause for 4 * 2 (8) frames CB/FD26: 48 Do vehicle/entity graphical action $08, flipped horizontally CB/FD27: E0 Pause for 4 * 2 (8) frames CB/FD29: 47 Do vehicle/entity graphical action $07, flipped horizontally CB/FD2A: E0 Pause for 4 * 2 (8) frames CB/FD2C: FC Branch 12 bytes backwards ($CBFD20) CB/FD2E: FF End queue CB/FD2F: 92 Pause for 30 units CB/FD30: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CB/FD32: CE Turn vehicle/entity down CB/FD33: E0 Pause for 4 * 2 (8) frames CB/FD35: 1F Do vehicle/entity graphical action $1F CB/FD36: FF End queue CB/FD37: 92 Pause for 30 units CB/FD38: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FD3A: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/FD3B: FF End queue CB/FD3C: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CB/FD3E: C4 Set vehicle/entity's event speed to faster CB/FD3F: 90 Move vehicle/entity up 5 tiles CB/FD40: AB Move vehicle/entity left/up 1x2 tiles CB/FD41: FF End queue CB/FD42: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CB/FD44: CC Turn vehicle/entity up CB/FD45: FF End queue CB/FD46: 91 Pause for 15 units CB/FD47: 42 Hide object $1C CB/FD49: 3E Delete object $1C CB/FD4B: 94 Pause for 60 units CB/FD4C: B0 Execute the following commands until $B1 8 times CB/FD4E: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FD50: 1D Do vehicle/entity graphical action $1D CB/FD51: FF End queue CB/FD52: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FD54: 1E Do vehicle/entity graphical action $1E CB/FD55: FF End queue CB/FD56: B1 End block of repeating commands CB/FD57: 93 Pause for 45 units CB/FD58: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FD5A: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/FD5B: FF End queue CB/FD5C: 92 Pause for 30 units CB/FD5D: F4 Play sound effect 1 CB/FD5F: 3D Create object $1B CB/FD61: 45 Refresh objects CB/FD62: 1B Begin action queue for character $1B (NPC $1B), 4 bytes long (Wait until complete) CB/FD64: D5 Set vehicle/entity's position to (22, 21) CB/FD67: FF End queue CB/FD68: 41 Show object $1B CB/FD6A: 93 Pause for 45 units CB/FD6B: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CB/FD6D: CE Turn vehicle/entity down CB/FD6E: FF End queue CB/FD6F: 1B Begin action queue for character $1B (NPC $1B), 4 bytes long (Wait until complete) CB/FD71: C4 Set vehicle/entity's event speed to faster CB/FD72: A8 Move vehicle/entity left/down 1x2 tiles CB/FD73: 96 Move vehicle/entity down 6 tiles CB/FD74: FF End queue CB/FD75: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CB/FD77: 91 Pause for 15 units CB/FD78: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CB/FD7A: 91 Pause for 15 units CB/FD7B: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CB/FD7D: 42 Hide object $15 CB/FD7F: 3E Delete object $15 CB/FD81: 45 Refresh objects CB/FD82: F4 Play sound effect 109 CB/FD84: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CB/FD86: 3D Create object $1C CB/FD88: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CB/FD8A: D5 Set vehicle/entity's position to (21, 29) CB/FD8D: FF End queue CB/FD8E: 41 Show object $1C CB/FD90: 45 Refresh objects CB/FD91: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CB/FD93: 42 Hide object $1B CB/FD95: 3E Delete object $1B CB/FD97: 45 Refresh objects CB/FD98: F4 Play sound effect 109 CB/FD9A: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CB/FD9C: 91 Pause for 15 units CB/FD9D: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CB/FD9F: 91 Pause for 15 units CB/FDA0: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CB/FDA2: CE Turn vehicle/entity down CB/FDA3: FF End queue CB/FDA4: 92 Pause for 30 units CB/FDA5: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FDA7: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/FDA8: FF End queue CB/FDA9: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CB/FDAB: C4 Set vehicle/entity's event speed to faster CB/FDAC: 94 Move vehicle/entity up 6 tiles CB/FDAD: A4 Move vehicle/entity right/up 1x2 tiles CB/FDAE: FF End queue CB/FDAF: 14 Begin action queue for character $14 (NPC $14), 16 bytes long CB/FDB1: C1 Set vehicle/entity's event speed to slow CB/FDB2: 03 Do vehicle/entity graphical action $03 CB/FDB3: E0 Pause for 4 * 2 (8) frames CB/FDB5: 04 Do vehicle/entity graphical action $04 CB/FDB6: E0 Pause for 4 * 2 (8) frames CB/FDB8: 05 Do vehicle/entity graphical action $05 CB/FDB9: E0 Pause for 4 * 2 (8) frames CB/FDBB: 04 Do vehicle/entity graphical action $04 CB/FDBC: E0 Pause for 4 * 2 (8) frames CB/FDBE: FC Branch 12 bytes backwards ($CBFDB2) CB/FDC0: FF End queue CB/FDC1: 91 Pause for 15 units CB/FDC2: 42 Hide object $1C CB/FDC4: 3E Delete object $1C CB/FDC6: 94 Pause for 60 units CB/FDC7: B0 Execute the following commands until $B1 8 times CB/FDC9: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FDCB: 1D Do vehicle/entity graphical action $1D CB/FDCC: FF End queue CB/FDCD: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FDCF: 1E Do vehicle/entity graphical action $1E CB/FDD0: FF End queue CB/FDD1: B1 End block of repeating commands CB/FDD2: 93 Pause for 45 units CB/FDD3: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CB/FDD5: C1 Set vehicle/entity's event speed to slow CB/FDD6: 8A Move vehicle/entity down 3 tiles CB/FDD7: FF End queue CB/FDD8: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FDDA: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/FDDB: FF End queue CB/FDDC: 92 Pause for 30 units CB/FDDD: F4 Play sound effect 1 CB/FDDF: 3D Create object $1B CB/FDE1: 45 Refresh objects CB/FDE2: 1B Begin action queue for character $1B (NPC $1B), 4 bytes long (Wait until complete) CB/FDE4: D5 Set vehicle/entity's position to (22, 21) CB/FDE7: FF End queue CB/FDE8: 41 Show object $1B CB/FDEA: 91 Pause for 15 units CB/FDEB: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CB/FDED: CE Turn vehicle/entity down CB/FDEE: FF End queue CB/FDEF: 1B Begin action queue for character $1B (NPC $1B), 4 bytes long (Wait until complete) CB/FDF1: C4 Set vehicle/entity's event speed to faster CB/FDF2: A8 Move vehicle/entity left/down 1x2 tiles CB/FDF3: 9A Move vehicle/entity down 7 tiles CB/FDF4: FF End queue CB/FDF5: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/FDF7: 91 Pause for 15 units CB/FDF8: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/FDFA: 91 Pause for 15 units CB/FDFB: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/FDFD: 42 Hide object $14 CB/FDFF: 3E Delete object $14 CB/FE01: 45 Refresh objects CB/FE02: F4 Play sound effect 109 CB/FE04: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/FE06: 3D Create object $1C CB/FE08: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CB/FE0A: D5 Set vehicle/entity's position to (21, 30) CB/FE0D: FF End queue CB/FE0E: 41 Show object $1C CB/FE10: 45 Refresh objects CB/FE11: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/FE13: 42 Hide object $1B CB/FE15: 3E Delete object $1B CB/FE17: 45 Refresh objects CB/FE18: F4 Play sound effect 109 CB/FE1A: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/FE1C: 91 Pause for 15 units CB/FE1D: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/FE1F: 91 Pause for 15 units CB/FE20: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CB/FE22: CE Turn vehicle/entity down CB/FE23: FF End queue CB/FE24: 92 Pause for 30 units CB/FE25: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FE27: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CB/FE28: FF End queue CB/FE29: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CB/FE2B: C4 Set vehicle/entity's event speed to faster CB/FE2C: 98 Move vehicle/entity up 7 tiles CB/FE2D: A4 Move vehicle/entity right/up 1x2 tiles CB/FE2E: FF End queue CB/FE2F: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CB/FE31: CC Turn vehicle/entity up CB/FE32: FF End queue CB/FE33: 91 Pause for 15 units CB/FE34: 42 Hide object $1C CB/FE36: 3E Delete object $1C CB/FE38: 94 Pause for 60 units CB/FE39: B0 Execute the following commands until $B1 8 times CB/FE3B: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FE3D: 1D Do vehicle/entity graphical action $1D CB/FE3E: FF End queue CB/FE3F: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FE41: 1E Do vehicle/entity graphical action $1E CB/FE42: FF End queue CB/FE43: B1 End block of repeating commands CB/FE44: B5 Pause for 15 * 10 (150) units CB/FE46: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FE48: 18 Do vehicle/entity graphical action $18 CB/FE49: FF End queue CB/FE4A: 4B Display dialogue message $007A, wait for button press (At bottom of screen) KEFKA: Idiots! CB/FE4D: 30 Begin action queue for character $30 (Camera), 3 bytes long CB/FE4F: C2 Set vehicle/entity's event speed to normal CB/FE50: 8C Move vehicle/entity up 4 tiles CB/FE51: FF End queue CB/FE52: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CB/FE54: C2 Set vehicle/entity's event speed to normal CB/FE55: 84 Move vehicle/entity up 2 tiles CB/FE56: 85 Move vehicle/entity right 2 tiles CB/FE57: 17 Do vehicle/entity graphical action $17 CB/FE58: FF End queue CB/FE59: 35 Pause execution until action queue for object $30 (Camera) is complete CB/FE5B: 4B Display dialogue message $080F, wait for button press (At bottom of screen) KEFKA: I don't care for the appearance of this pitiful little hamlet… So burn it!! CB/FE5E: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FE60: CC Turn vehicle/entity up CB/FE61: FF End queue CB/FE62: F4 Play sound effect 120 CB/FE64: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CB/FE66: C2 Set vehicle/entity's event speed to normal CB/FE67: 83 Move vehicle/entity left 1 tile CB/FE68: FF End queue CB/FE69: 18 Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete) CB/FE6B: C2 Set vehicle/entity's event speed to normal CB/FE6C: 82 Move vehicle/entity down 1 tile CB/FE6D: FF End queue CB/FE6E: F4 Play sound effect 120 CB/FE70: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CB/FE72: 83 Move vehicle/entity left 1 tile CB/FE73: FF End queue CB/FE74: B0 Execute the following commands until $B1 4 times CB/FE76: F4 Play sound effect 120 CB/FE78: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CB/FE7A: 83 Move vehicle/entity left 1 tile CB/FE7B: FF End queue CB/FE7C: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CB/FE7E: 82 Move vehicle/entity down 1 tile CB/FE7F: FF End queue CB/FE80: B1 End block of repeating commands CB/FE81: F4 Play sound effect 120 CB/FE83: 94 Pause for 60 units CB/FE84: B0 Execute the following commands until $B1 2 times CB/FE86: F4 Play sound effect 21 CB/FE88: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/FE8A: 58 Shake screen ($FE): (Intensity: 2)) (Permanance and ???: 3)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/FE8C: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/FE8E: 94 Pause for 60 units CB/FE8F: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/FE91: 58 Shake screen ($FC): (Intensity: 0)) (Permanance and ???: 3)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/FE93: F4 Play sound effect 25 CB/FE95: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/FE97: 94 Pause for 60 units CB/FE98: B1 End block of repeating commands CB/FE99: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/FE9B: 58 Shake screen ($FA): (Intensity: 2)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/FE9D: F4 Play sound effect 25 CB/FE9F: 58 Shake screen ($FC): (Intensity: 0)) (Permanance and ???: 3)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/FEA1: B0 Execute the following commands until $B1 6 times CB/FEA3: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FEA5: 1D Do vehicle/entity graphical action $1D CB/FEA6: FF End queue CB/FEA7: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FEA9: 1E Do vehicle/entity graphical action $1E CB/FEAA: FF End queue CB/FEAB: B1 End block of repeating commands CB/FEAC: 48 Display dialogue message $0814, continue executing commands LEO: Kefka! No! CB/FEAF: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CB/FEB1: C2 Set vehicle/entity's event speed to normal CB/FEB2: 80 Move vehicle/entity up 1 tile CB/FEB3: FF End queue CB/FEB4: 49 If dialogue window is up, wait for keypress then dismiss CB/FEB5: 58 Shake screen ($FA): (Intensity: 2)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/FEB7: F4 Play sound effect 25 CB/FEB9: 58 Shake screen ($FC): (Intensity: 0)) (Permanance and ???: 3)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/FEBB: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CB/FEBD: C2 Set vehicle/entity's event speed to normal CB/FEBE: 87 Move vehicle/entity left 2 tiles CB/FEBF: CE Turn vehicle/entity down CB/FEC0: FF End queue CB/FEC1: 91 Pause for 15 units CB/FEC2: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FEC4: 18 Do vehicle/entity graphical action $18 CB/FEC5: FF End queue CB/FEC6: 4B Display dialogue message $0815, wait for button press KEFKA: Shut up! CB/FEC9: 92 Pause for 30 units CB/FECA: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CB/FECC: C2 Set vehicle/entity's event speed to normal CB/FECD: 85 Move vehicle/entity right 2 tiles CB/FECE: 17 Do vehicle/entity graphical action $17 CB/FECF: FF End queue CB/FED0: F4 Play sound effect 120 CB/FED2: 17 Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete) CB/FED4: C2 Set vehicle/entity's event speed to normal CB/FED5: 83 Move vehicle/entity left 1 tile CB/FED6: FF End queue CB/FED7: F4 Play sound effect 120 CB/FED9: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CB/FEDB: CE Turn vehicle/entity down CB/FEDC: FF End queue CB/FEDD: 17 Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete) CB/FEDF: C2 Set vehicle/entity's event speed to normal CB/FEE0: 83 Move vehicle/entity left 1 tile CB/FEE1: FF End queue CB/FEE2: F4 Play sound effect 120 CB/FEE4: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CB/FEE6: 82 Move vehicle/entity down 1 tile CB/FEE7: FF End queue CB/FEE8: 94 Pause for 60 units CB/FEE9: F4 Play sound effect 21 CB/FEEB: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/FEED: 58 Shake screen ($FA): (Intensity: 2)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/FEEF: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CB/FEF1: 94 Pause for 60 units CB/FEF2: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CB/FEF4: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CB/FEF6: 28 Do vehicle/entity graphical action $28 CB/FEF7: FF End queue CB/FEF8: 92 Pause for 30 units CB/FEF9: 12 Begin action queue for character $12 (NPC $12), 7 bytes long (Wait until complete) CB/FEFB: C2 Set vehicle/entity's event speed to normal CB/FEFC: DC Make vehicle/entity jump (low) CB/FEFD: A2 Move vehicle/entity left/down 1x1 tiles CB/FEFE: DC Make vehicle/entity jump (low) CB/FEFF: A2 Move vehicle/entity left/down 1x1 tiles CB/FF00: CE Turn vehicle/entity down CB/FF01: FF End queue CB/FF02: 94 Pause for 60 units CB/FF03: 5A Fade screen at speed $02 CB/FF05: F4 Play sound effect 205 CB/FF07: B0 Execute the following commands until $B1 8 times CB/FF09: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FF0B: 1D Do vehicle/entity graphical action $1D CB/FF0C: FF End queue CB/FF0D: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CB/FF0F: 1E Do vehicle/entity graphical action $1E CB/FF10: FF End queue CB/FF11: B1 End block of repeating commands CB/FF12: D2 Set event bit $1E80($18A) [$1EB1, bit 2] CB/FF14: DB Clear event bit $1E80($51F) [$1F23, bit 7] CB/FF16: DB Clear event bit $1E80($5F7) [$1F3E, bit 7] CB/FF18: DA Set event bit $1E80($51E) [$1F23, bit 6] CB/FF1A: 5C Pause execution until fade in or fade out is complete CB/FF1B: 45 Refresh objects CB/FF1C: 93 Pause for 45 units CB/FF1D: 39 Free screen CB/FF1E: B2 Call subroutine $CB2E2B CB/FF22: 3F Remove character $01 (Actor in stot 1) from the party CB/FF25: 3F Remove character $00 (Actor in stot 0) from the party CB/FF28: 45 Refresh objects CB/FF29: 3E Delete object $01 CB/FF2B: 3E Delete object $00 CB/FF2D: 45 Refresh objects CB/FF2E: 40 Assign properties $0F to character $0E (Actor in stot 14) CB/FF31: 3D Create object $0E CB/FF33: 3F Assign character $0E (Actor in stot 14) to party 1 CB/FF36: 37 Assign graphics $10 to object $0E (Actor in stot 14) CB/FF39: 43 Assign palette $00 to character $0E (Actor in stot 14) CB/FF3C: 7F Change character $0E's name to $0F (LEO ) CB/FF3F: 45 Refresh objects CB/FF40: 3F Remove character $08 (Actor in stot 8) from the party CB/FF43: 3F Remove character $07 (Actor in stot 7) from the party CB/FF46: 45 Refresh objects CB/FF47: 3E Delete object $08 CB/FF49: 3E Delete object $07 CB/FF4B: 45 Refresh objects CB/FF4C: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CB/FF50: 47 Make character in slot 0 the lead character CB/FF51: 6B Load map $0155 (Thamasa, outdoors (WoB, during Esper visit and Kefka scenes)) instantly, (upper bits $2000), place party at (22, 22), facing down CB/FF57: 39 Free screen CB/FF58: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CB/FF5A: D5 Set vehicle/entity's position to (22, 22) CB/FF5D: 28 Do vehicle/entity graphical action $28 CB/FF5E: FF End queue CB/FF5F: 45 Refresh objects CB/FF60: 36 Disable ability to pass through other objects for object $1C (NPC $1C) CB/FF62: 36 Disable ability to pass through other objects for object $1B (NPC $1B) CB/FF64: 59 Unfade screen at speed $04 CB/FF66: 92 Pause for 30 units CB/FF67: B2 Call subroutine $CB6A37 CB/FF6B: B2 Call subroutine $CB6A09 CB/FF6F: FE Return CB/FF70: 74 Replace current map's Layer 2 at (54, 81) with the following (1 x 1) chunk CB/FF75: $22 CB/FF76: 74 Replace current map's Layer 2 at (50, 18) with the following (7 x 2) chunk CB/FF7B: $02, $02, $02, $02, $02, $02, $3D CB/FF82: $3D, $F0, $F0, $F0, $3B, $F0, $F0 CB/FF89: 74 Replace current map's Layer 2 at (50, 82) with the following (7 x 2) chunk CB/FF8E: $CF, $AE, $9F, $BE, $C9, $CD, $99 CB/FF95: $9D, $A9, $AD, $B9, $BD, $C9, $C9 CB/FF9C: 75 Refresh map after alteration CB/FF9D: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA5EB3 (simply returns) CB/FFA3: F0 Play song 29 (Under Martial Law), (high bit clear), full volume CB/FFA5: FE Return CB/FFA6: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long CB/FFA8: 28 Do vehicle/entity graphical action $28 CB/FFA9: FF End queue CB/FFAA: 1E Begin action queue for character $1E (NPC $1E), 2 bytes long CB/FFAC: 28 Do vehicle/entity graphical action $28 CB/FFAD: FF End queue CB/FFAE: 1F Begin action queue for character $1F (NPC $1F), 2 bytes long CB/FFB0: 28 Do vehicle/entity graphical action $28 CB/FFB1: FF End queue CB/FFB2: 20 Begin action queue for character $20 (NPC $20), 2 bytes long CB/FFB4: 28 Do vehicle/entity graphical action $28 CB/FFB5: FF End queue CB/FFB6: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CB/FFB8: D5 Set vehicle/entity's position to (28, 30) CB/FFBB: 28 Do vehicle/entity graphical action $28 CB/FFBC: FF End queue CB/FFBD: 19 Begin action queue for character $19 (NPC $19), 5 bytes long CB/FFBF: D5 Set vehicle/entity's position to (33, 26) CB/FFC2: 28 Do vehicle/entity graphical action $28 CB/FFC3: FF End queue CB/FFC4: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long CB/FFC6: D5 Set vehicle/entity's position to (30, 29) CB/FFC9: 28 Do vehicle/entity graphical action $28 CB/FFCA: FF End queue CB/FFCB: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CB/FFCD: D5 Set vehicle/entity's position to (9, 30) CB/FFD0: CD Turn vehicle/entity right CB/FFD1: FF End queue CB/FFD2: 17 Begin action queue for character $17 (NPC $17), 5 bytes long CB/FFD4: D5 Set vehicle/entity's position to (23, 45) CB/FFD7: CC Turn vehicle/entity up CB/FFD8: FF End queue CB/FFD9: 18 Begin action queue for character $18 (NPC $18), 5 bytes long CB/FFDB: D5 Set vehicle/entity's position to (26, 16) CB/FFDE: CE Turn vehicle/entity down CB/FFDF: FF End queue CB/FFE0: 21 Begin action queue for character $21 (NPC $21), 9 bytes long CB/FFE2: 1D Do vehicle/entity graphical action $1D CB/FFE3: E0 Pause for 4 * 1 (4) frames CB/FFE5: 1E Do vehicle/entity graphical action $1E CB/FFE6: E0 Pause for 4 * 1 (4) frames CB/FFE8: FC Branch 6 bytes backwards ($CBFFE2) CB/FFEA: FF End queue CB/FFEB: C0 If ($1E80($09B) [$1E93, bit 3] is set), branch to $CA5EB3 (simply returns) CB/FFF1: F0 Play song 22 (Kefka), (high bit clear), full volume CB/FFF3: FE Return CB/FFF4: B2 Call subroutine $CACA8D CB/FFF8: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CB/FFFA: CE Turn vehicle/entity down CB/FFFB: FF End queue CB/FFFC: 4B Display dialogue message $0818, wait for button press (At bottom of screen) LEO: Kefka! Your behavior is dishonorable! I can't allow this! CB/FFFF: 40 Assign properties $2C to character $0F (Actor in stot 15) CC/0002: 3D Create object $0F CC/0004: 45 Refresh objects CC/0005: 7F Change character $0F's name to $2C (KEFKA ) CC/0008: 37 Assign graphics $15 to object $0F (Actor in stot 15) CC/000B: 43 Assign palette $03 to character $0F (Actor in stot 15) CC/000E: 88 Remove the following status ailments from character $0F (Actor in stot 15): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/0012: 8B For character $0F (Actor in stot 15), take HP and set to maximum CC/0015: 8C For character $0F (Actor in stot 15), take MP and set to maximum CC/0018: 4D Invoke battle, enemy set $7C, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/001B: B2 Call subroutine $CA5EA9 CC/001F: F0 Play song 0 (Silence), (high bit clear), full volume CC/0021: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/0023: 28 Do vehicle/entity graphical action $28 CC/0024: FF End queue CC/0025: 96 Restore screen from fade CC/0026: 38 Hold screen CC/0027: 5C Pause execution until fade in or fade out is complete CC/0028: 94 Pause for 60 units CC/0029: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/002B: 09 Do vehicle/entity graphical action $09 (kneeling) CC/002C: FF End queue CC/002D: B5 Pause for 15 * 5 (75) units CC/002F: 21 Begin action queue for character $21 (NPC $21), 2 bytes long CC/0031: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/0032: FF End queue CC/0033: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/0035: C7 Set vehicle/entity to stay still when moving CC/0036: DC Make vehicle/entity jump (low) CC/0037: A2 Move vehicle/entity left/down 1x1 tiles CC/0038: C6 Set vehicle/entity to walk when moving CC/0039: FF End queue CC/003A: 35 Pause execution until action queue for object $21 (NPC $21) is complete CC/003C: 93 Pause for 45 units CC/003D: F4 Play sound effect 106 CC/003F: 21 Begin action queue for character $21 (NPC $21), 4 bytes long (Wait until complete) CC/0041: C1 Set vehicle/entity's event speed to slow CC/0042: DD Make vehicle/entity jump (high) CC/0043: 82 Move vehicle/entity down 1 tile CC/0044: FF End queue CC/0045: 93 Pause for 45 units CC/0046: F4 Play sound effect 205 CC/0048: B0 Execute the following commands until $B1 9 times CC/004A: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/004C: 1D Do vehicle/entity graphical action $1D CC/004D: FF End queue CC/004E: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/0050: 1E Do vehicle/entity graphical action $1E CC/0051: FF End queue CC/0052: B1 End block of repeating commands CC/0053: 95 Pause for 120 units CC/0054: F4 Play sound effect 24 CC/0056: B3 Call subroutine $CB6A03, 2 times CC/005B: F4 Play sound effect 24 CC/005D: 50 Tint screen (cumulative) with color $FB CC/005F: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/0061: CE Turn vehicle/entity down CC/0062: FF End queue CC/0063: 92 Pause for 30 units CC/0064: B0 Execute the following commands until $B1 2 times CC/0066: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/0068: CD Turn vehicle/entity right CC/0069: FF End queue CC/006A: 91 Pause for 15 units CC/006B: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/006D: CF Turn vehicle/entity left CC/006E: FF End queue CC/006F: 91 Pause for 15 units CC/0070: B1 End block of repeating commands CC/0071: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/0073: CE Turn vehicle/entity down CC/0074: FF End queue CC/0075: 92 Pause for 30 units CC/0076: B0 Execute the following commands until $B1 3 times CC/0078: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/007A: 13 Do vehicle/entity graphical action $13 CC/007B: FF End queue CC/007C: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/007E: CE Turn vehicle/entity down CC/007F: FF End queue CC/0080: B1 End block of repeating commands CC/0081: 94 Pause for 60 units CC/0082: F4 Play sound effect 24 CC/0084: B3 Call subroutine $CB6A03, 2 times CC/0089: 50 Tint screen (cumulative) with color $FF CC/008B: B3 Call subroutine $CB6A03, 2 times CC/0090: F4 Play sound effect 24 CC/0092: 50 Tint screen (cumulative) with color $FF CC/0094: 94 Pause for 60 units CC/0095: 21 Begin action queue for character $21 (NPC $21), 9 bytes long CC/0097: 1F Do vehicle/entity graphical action $1F CC/0098: C7 Set vehicle/entity to stay still when moving CC/0099: DD Make vehicle/entity jump (high) CC/009A: E0 Pause for 4 * 3 (12) frames CC/009C: DD Make vehicle/entity jump (high) CC/009D: E0 Pause for 4 * 3 (12) frames CC/009F: FF End queue CC/00A0: F4 Play sound effect 163 CC/00A2: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CC/00A4: 91 Pause for 15 units CC/00A5: F4 Play sound effect 163 CC/00A7: 55 Flash screen with color component(s) 6 (Yellow [Red + Green]), at intensity 0 CC/00A9: 91 Pause for 15 units CC/00AA: F4 Play sound effect 163 CC/00AC: 55 Flash screen with color component(s) 12 (Cyan [Green + Blue]), at intensity 0 CC/00AE: 91 Pause for 15 units CC/00AF: F4 Play sound effect 163 CC/00B1: 55 Flash screen with color component(s) 10 (Magenta [Red + Blue]), at intensity 0 CC/00B3: 91 Pause for 15 units CC/00B4: F4 Play sound effect 163 CC/00B6: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CC/00B8: 91 Pause for 15 units CC/00B9: 35 Pause execution until action queue for object $21 (NPC $21) is complete CC/00BB: 58 Shake screen ($FE): (Intensity: 2)) (Permanance and ???: 3)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/00BD: F4 Play sound effect 165 CC/00BF: 21 Begin action queue for character $21 (NPC $21), 10 bytes long CC/00C1: DC Make vehicle/entity jump (low) CC/00C2: 80 Move vehicle/entity up 1 tile CC/00C3: C6 Set vehicle/entity to walk when moving CC/00C4: C3 Set vehicle/entity's event speed to fast CC/00C5: 81 Move vehicle/entity right 1 tile CC/00C6: 87 Move vehicle/entity left 2 tiles CC/00C7: 81 Move vehicle/entity right 1 tile CC/00C8: FC Branch 3 bytes backwards ($CC00C5) CC/00CA: FF End queue CC/00CB: 4B Display dialogue message $081B, wait for button press (At bottom of screen) KEFKA: Whoa! Yes, I feel some incredible magic power here, today! Wave after wave of pure, magical energy… CC/00CE: 5A Fade screen at speed $02 CC/00D0: F6 Subcommand $82: Change volume of currently playing sound effect to $00, transition time 90 CC/00D4: 95 Pause for 120 units CC/00D5: 5C Pause execution until fade in or fade out is complete CC/00D6: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/00D8: CE Turn vehicle/entity down CC/00D9: FF End queue CC/00DA: 58 Shake screen ($FC): (Intensity: 0)) (Permanance and ???: 3)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/00DC: 39 Free screen CC/00DD: D0 Set event bit $1E80($09B) [$1E93, bit 3] CC/00DF: B5 Pause for 15 * 6 (90) units CC/00E1: B2 Call subroutine $CB3F08 CC/00E5: 4D Invoke battle, enemy set $69, background $3F (Default for this area), (mosaic effect disabled), (swoosh sound enabled) CC/00E8: 6B Load map $0000 (World of Balance) instantly, (upper bits $2400), place party at (181, 197), facing down, party is in the airship CC/00EE: D1 Hide vehicle CC/00EF: DD Hide mini-map CC/00F0: C1 Set vehicle's facing direction to $00B4 (180 degrees) (0 is north, goes counter-clockwise) CC/00F3: C2 Set vehicle's propulsion direction to $00B4 (180 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required CC/00F6: 20 Move vehicle as follows: (go up), 48 units CC/00F8: E0 Pause for 3 units CC/00FA: 08 Move vehicle as follows: (turn right), 32 units CC/00FC: E0 Pause for 8 units CC/00FE: 04 Move vehicle as follows: (move forward), 32 units CC/0100: E0 Pause for 16 units CC/0102: 40 Move vehicle as follows: (go down), 48 units CC/0104: 08 Move vehicle as follows: (turn right), 88 units CC/0106: E0 Pause for 16 units CC/0108: 20 Move vehicle as follows: (go up), 80 units CC/010A: E0 Pause for 17 units CC/010C: 10 Move vehicle as follows: (turn left), 32 units CC/010E: E0 Pause for 5 units CC/0110: 40 Move vehicle as follows: (go down), 80 units CC/0112: 02 Move vehicle as follows: (decrease speed by $100), 16 units CC/0114: E0 Pause for 5 units CC/0116: 20 Move vehicle as follows: (go up), 64 units CC/0118: 08 Move vehicle as follows: (turn right), 16 units CC/011A: 04 Move vehicle as follows: (move forward), 2 units CC/011C: 40 Move vehicle as follows: (go down), 48 units CC/011E: D2 Load map $0155 (Thamasa, outdoors (WoB, during Esper visit and Kefka scenes)), position (24, 19), mode $C0 CC/0124: 42 Hide object $1D CC/0126: 42 Hide object $1E CC/0128: 42 Hide object $1F CC/012A: 42 Hide object $20 CC/012C: 42 Hide object $11 CC/012E: 42 Hide object $19 CC/0130: 42 Hide object $1A CC/0132: 3E Delete object $12 CC/0134: 3E Delete object $1D CC/0136: 3E Delete object $1E CC/0138: 3E Delete object $1F CC/013A: 3E Delete object $20 CC/013C: 3E Delete object $11 CC/013E: 3E Delete object $19 CC/0140: 3E Delete object $1A CC/0142: 16 Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete) CC/0144: D5 Set vehicle/entity's position to (18, 21) CC/0147: FF End queue CC/0148: 17 Begin action queue for character $17 (NPC $17), 4 bytes long (Wait until complete) CC/014A: D5 Set vehicle/entity's position to (27, 24) CC/014D: FF End queue CC/014E: 16 Begin action queue for character $16 (NPC $16), 7 bytes long CC/0150: C2 Set vehicle/entity's event speed to normal CC/0151: 83 Move vehicle/entity left 1 tile CC/0152: 85 Move vehicle/entity right 2 tiles CC/0153: 83 Move vehicle/entity left 1 tile CC/0154: FC Branch 3 bytes backwards ($CC0151) CC/0156: FF End queue CC/0157: 17 Begin action queue for character $17 (NPC $17), 7 bytes long CC/0159: C2 Set vehicle/entity's event speed to normal CC/015A: 80 Move vehicle/entity up 1 tile CC/015B: 86 Move vehicle/entity down 2 tiles CC/015C: 80 Move vehicle/entity up 1 tile CC/015D: FC Branch 3 bytes backwards ($CC015A) CC/015F: FF End queue CC/0160: 18 Begin action queue for character $18 (NPC $18), 7 bytes long CC/0162: C2 Set vehicle/entity's event speed to normal CC/0163: 81 Move vehicle/entity right 1 tile CC/0164: 87 Move vehicle/entity left 2 tiles CC/0165: 81 Move vehicle/entity right 1 tile CC/0166: FC Branch 3 bytes backwards ($CC0163) CC/0168: FF End queue CC/0169: 58 Shake screen ($FE): (Intensity: 2)) (Permanance and ???: 3)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/016B: 59 Unfade screen at speed $02 CC/016D: 5C Pause execution until fade in or fade out is complete CC/016E: 93 Pause for 45 units CC/016F: 4B Display dialogue message $081C, wait for button press (At bottom of screen) KEFKA: I'd say you're all charged up, boys and girls…or whatever… Say, remind me to show you my Magicite collection someday! You might see a few familiar faces!!! CC/0172: B5 Pause for 15 * 5 (75) units CC/0174: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/0176: 18 Do vehicle/entity graphical action $18 CC/0177: FF End queue CC/0178: 4B Display dialogue message $081A, wait for button press (At bottom of screen) KEFKA: Now for a little Magicite hocus-pocus…! CC/017B: 78 Enable ability to pass through other objects for object $21 (NPC $21) CC/017D: 21 Begin action queue for character $21 (NPC $21), 6 bytes long (Wait until complete) CC/017F: C1 Set vehicle/entity's event speed to slow CC/0180: 82 Move vehicle/entity down 1 tile CC/0181: E0 Pause for 4 * 5 (20) frames CC/0183: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/0184: FF End queue CC/0185: 4B Display dialogue message $081D, wait for button press (At bottom of screen) KEFKA: First, let's neutralize your abilities. CC/0188: 93 Pause for 45 units CC/0189: F4 Play sound effect 11 CC/018B: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/018D: 92 Pause for 30 units CC/018E: F4 Play sound effect 11 CC/0190: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/0192: 92 Pause for 30 units CC/0193: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CC/0195: CD Turn vehicle/entity right CC/0196: FF End queue CC/0197: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CC/0199: CC Turn vehicle/entity up CC/019A: FF End queue CC/019B: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/019D: CE Turn vehicle/entity down CC/019E: FF End queue CC/019F: 91 Pause for 15 units CC/01A0: F4 Play sound effect 11 CC/01A2: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/01A4: 42 Hide object $16 CC/01A6: 42 Hide object $17 CC/01A8: 42 Hide object $18 CC/01AA: B4 Pause for 5 units CC/01AC: 41 Show object $16 CC/01AE: 41 Show object $17 CC/01B0: 41 Show object $18 CC/01B2: 91 Pause for 15 units CC/01B3: 93 Pause for 45 units CC/01B4: 56 Increase color component(s) 253 (White [Red + Green + Blue]), at intensity 13 CC/01B6: F4 Play sound effect 11 CC/01B8: B0 Execute the following commands until $B1 2 times CC/01BA: 42 Hide object $16 CC/01BC: 42 Hide object $17 CC/01BE: 42 Hide object $18 CC/01C0: B4 Pause for 5 units CC/01C2: 41 Show object $16 CC/01C4: 41 Show object $17 CC/01C6: 41 Show object $18 CC/01C8: 91 Pause for 15 units CC/01C9: B1 End block of repeating commands CC/01CA: 54 End effects of commands for modifed color components and screen flashes CC/01CB: 92 Pause for 30 units CC/01CC: 56 Increase color component(s) 253 (White [Red + Green + Blue]), at intensity 13 CC/01CE: F4 Play sound effect 11 CC/01D0: B0 Execute the following commands until $B1 2 times CC/01D2: 42 Hide object $16 CC/01D4: 42 Hide object $17 CC/01D6: 42 Hide object $18 CC/01D8: B4 Pause for 5 units CC/01DA: 41 Show object $16 CC/01DC: 41 Show object $17 CC/01DE: 41 Show object $18 CC/01E0: 91 Pause for 15 units CC/01E1: B1 End block of repeating commands CC/01E2: 42 Hide object $16 CC/01E4: 42 Hide object $17 CC/01E6: 42 Hide object $18 CC/01E8: 3E Delete object $16 CC/01EA: 3E Delete object $17 CC/01EC: 3E Delete object $18 CC/01EE: 45 Refresh objects CC/01EF: 92 Pause for 30 units CC/01F0: F4 Play sound effect 11 CC/01F2: 54 End effects of commands for modifed color components and screen flashes CC/01F3: 91 Pause for 15 units CC/01F4: F4 Play sound effect 11 CC/01F6: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/01F8: 92 Pause for 30 units CC/01F9: 58 Shake screen ($FD): (Intensity: 1)) (Permanance and ???: 3)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/01FB: 92 Pause for 30 units CC/01FC: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/01FE: CE Turn vehicle/entity down CC/01FF: FF End queue CC/0200: B5 Pause for 15 * 5 (75) units CC/0202: B0 Execute the following commands until $B1 4 times CC/0204: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/0206: 1D Do vehicle/entity graphical action $1D CC/0207: FF End queue CC/0208: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/020A: 1E Do vehicle/entity graphical action $1E CC/020B: FF End queue CC/020C: B1 End block of repeating commands CC/020D: 21 Begin action queue for character $21 (NPC $21), 5 bytes long (Wait until complete) CC/020F: CE Turn vehicle/entity down CC/0210: E0 Pause for 4 * 5 (20) frames CC/0212: 18 Do vehicle/entity graphical action $18 CC/0213: FF End queue CC/0214: 4B Display dialogue message $081E, wait for button press (At bottom of screen) KEFKA: Now, little Espers… Let's see whatcha got! CC/0217: 92 Pause for 30 units CC/0218: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/021A: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/021B: FF End queue CC/021C: 92 Pause for 30 units CC/021D: F4 Play sound effect 1 CC/021F: DA Set event bit $1E80($5F7) [$1F3E, bit 7] CC/0221: 3D Create object $1B CC/0223: 45 Refresh objects CC/0224: 1B Begin action queue for character $1B (NPC $1B), 4 bytes long (Wait until complete) CC/0226: D5 Set vehicle/entity's position to (24, 18) CC/0229: FF End queue CC/022A: 41 Show object $1B CC/022C: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CC/022E: 93 Pause for 45 units CC/022F: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/0231: CE Turn vehicle/entity down CC/0232: FF End queue CC/0233: 1B Begin action queue for character $1B (NPC $1B), 10 bytes long (Wait until complete) CC/0235: C4 Set vehicle/entity's event speed to faster CC/0236: A7 Move vehicle/entity right/down 1x2 tiles CC/0237: A6 Move vehicle/entity right/down 2x1 tiles CC/0238: A5 Move vehicle/entity right/up 2x1 tiles CC/0239: A4 Move vehicle/entity right/up 1x2 tiles CC/023A: 88 Move vehicle/entity up 3 tiles CC/023B: AB Move vehicle/entity left/up 1x2 tiles CC/023C: AA Move vehicle/entity left/up 2x1 tiles CC/023D: AA Move vehicle/entity left/up 2x1 tiles CC/023E: FF End queue CC/023F: 55 Flash screen with color component(s) 6 (Yellow [Red + Green]), at intensity 0 CC/0241: 91 Pause for 15 units CC/0242: B0 Execute the following commands until $B1 2 times CC/0244: F4 Play sound effect 109 CC/0246: 55 Flash screen with color component(s) 6 (Yellow [Red + Green]), at intensity 0 CC/0248: 91 Pause for 15 units CC/0249: B1 End block of repeating commands CC/024A: 3D Create object $1C CC/024C: 45 Refresh objects CC/024D: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CC/024F: D5 Set vehicle/entity's position to (25, 11) CC/0252: FF End queue CC/0253: 41 Show object $1C CC/0255: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/0257: 1B Do vehicle/entity graphical action $1B CC/0258: FF End queue CC/0259: 1C Begin action queue for character $1C (NPC $1C), 10 bytes long (Wait until complete) CC/025B: C4 Set vehicle/entity's event speed to faster CC/025C: A6 Move vehicle/entity right/down 2x1 tiles CC/025D: A6 Move vehicle/entity right/down 2x1 tiles CC/025E: A7 Move vehicle/entity right/down 1x2 tiles CC/025F: 8A Move vehicle/entity down 3 tiles CC/0260: A8 Move vehicle/entity left/down 1x2 tiles CC/0261: A9 Move vehicle/entity left/down 2x1 tiles CC/0262: AA Move vehicle/entity left/up 2x1 tiles CC/0263: AB Move vehicle/entity left/up 1x2 tiles CC/0264: FF End queue CC/0265: 91 Pause for 15 units CC/0266: 42 Hide object $1C CC/0268: 94 Pause for 60 units CC/0269: B0 Execute the following commands until $B1 4 times CC/026B: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/026D: 1D Do vehicle/entity graphical action $1D CC/026E: FF End queue CC/026F: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/0271: 1E Do vehicle/entity graphical action $1E CC/0272: FF End queue CC/0273: B1 End block of repeating commands CC/0274: 93 Pause for 45 units CC/0275: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/0277: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/0278: FF End queue CC/0279: 92 Pause for 30 units CC/027A: F4 Play sound effect 1 CC/027C: DA Set event bit $1E80($5F7) [$1F3E, bit 7] CC/027E: 1B Begin action queue for character $1B (NPC $1B), 4 bytes long (Wait until complete) CC/0280: D5 Set vehicle/entity's position to (24, 18) CC/0283: FF End queue CC/0284: 41 Show object $1B CC/0286: 93 Pause for 45 units CC/0287: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/0289: CE Turn vehicle/entity down CC/028A: FF End queue CC/028B: 1B Begin action queue for character $1B (NPC $1B), 16 bytes long (Wait until complete) CC/028D: C4 Set vehicle/entity's event speed to faster CC/028E: A8 Move vehicle/entity left/down 1x2 tiles CC/028F: AA Move vehicle/entity left/up 2x1 tiles CC/0290: AB Move vehicle/entity left/up 1x2 tiles CC/0291: A4 Move vehicle/entity right/up 1x2 tiles CC/0292: A5 Move vehicle/entity right/up 2x1 tiles CC/0293: 85 Move vehicle/entity right 2 tiles CC/0294: A6 Move vehicle/entity right/down 2x1 tiles CC/0295: A6 Move vehicle/entity right/down 2x1 tiles CC/0296: A7 Move vehicle/entity right/down 1x2 tiles CC/0297: 86 Move vehicle/entity down 2 tiles CC/0298: A8 Move vehicle/entity left/down 1x2 tiles CC/0299: A8 Move vehicle/entity left/down 1x2 tiles CC/029A: A9 Move vehicle/entity left/down 2x1 tiles CC/029B: A9 Move vehicle/entity left/down 2x1 tiles CC/029C: FF End queue CC/029D: 92 Pause for 30 units CC/029E: 55 Flash screen with color component(s) 10 (Magenta [Red + Blue]), at intensity 0 CC/02A0: 91 Pause for 15 units CC/02A1: B0 Execute the following commands until $B1 2 times CC/02A3: F4 Play sound effect 109 CC/02A5: 55 Flash screen with color component(s) 10 (Magenta [Red + Blue]), at intensity 0 CC/02A7: 91 Pause for 15 units CC/02A8: B1 End block of repeating commands CC/02A9: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CC/02AB: D5 Set vehicle/entity's position to (24, 26) CC/02AE: FF End queue CC/02AF: 41 Show object $1C CC/02B1: 92 Pause for 30 units CC/02B2: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/02B4: 19 Do vehicle/entity graphical action $19 CC/02B5: FF End queue CC/02B6: 1C Begin action queue for character $1C (NPC $1C), 16 bytes long (Wait until complete) CC/02B8: C4 Set vehicle/entity's event speed to faster CC/02B9: A5 Move vehicle/entity right/up 2x1 tiles CC/02BA: A5 Move vehicle/entity right/up 2x1 tiles CC/02BB: A4 Move vehicle/entity right/up 1x2 tiles CC/02BC: A4 Move vehicle/entity right/up 1x2 tiles CC/02BD: 84 Move vehicle/entity up 2 tiles CC/02BE: AB Move vehicle/entity left/up 1x2 tiles CC/02BF: AA Move vehicle/entity left/up 2x1 tiles CC/02C0: AA Move vehicle/entity left/up 2x1 tiles CC/02C1: 87 Move vehicle/entity left 2 tiles CC/02C2: A9 Move vehicle/entity left/down 2x1 tiles CC/02C3: A8 Move vehicle/entity left/down 1x2 tiles CC/02C4: A7 Move vehicle/entity right/down 1x2 tiles CC/02C5: A6 Move vehicle/entity right/down 2x1 tiles CC/02C6: A4 Move vehicle/entity right/up 1x2 tiles CC/02C7: FF End queue CC/02C8: 91 Pause for 15 units CC/02C9: 42 Hide object $1C CC/02CB: 94 Pause for 60 units CC/02CC: B0 Execute the following commands until $B1 4 times CC/02CE: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/02D0: 1D Do vehicle/entity graphical action $1D CC/02D1: FF End queue CC/02D2: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/02D4: 1E Do vehicle/entity graphical action $1E CC/02D5: FF End queue CC/02D6: B1 End block of repeating commands CC/02D7: 94 Pause for 60 units CC/02D8: F4 Play sound effect 163 CC/02DA: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CC/02DC: 91 Pause for 15 units CC/02DD: F4 Play sound effect 163 CC/02DF: 55 Flash screen with color component(s) 6 (Yellow [Red + Green]), at intensity 0 CC/02E1: 91 Pause for 15 units CC/02E2: F4 Play sound effect 163 CC/02E4: 55 Flash screen with color component(s) 12 (Cyan [Green + Blue]), at intensity 0 CC/02E6: 91 Pause for 15 units CC/02E7: F4 Play sound effect 163 CC/02E9: 55 Flash screen with color component(s) 10 (Magenta [Red + Blue]), at intensity 0 CC/02EB: 91 Pause for 15 units CC/02EC: F4 Play sound effect 163 CC/02EE: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CC/02F0: 94 Pause for 60 units CC/02F1: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/02F3: CE Turn vehicle/entity down CC/02F4: FF End queue CC/02F5: 4B Display dialogue message $0820, wait for button press (At bottom of screen) KEFKA: Eh?! You wanna take me on? Fine. Here I am… CC/02F8: 40 Assign properties $2B to character $0F (Actor in stot 15) CC/02FB: 3D Create object $0F CC/02FD: 45 Refresh objects CC/02FE: 7F Change character $0F's name to $2B (KEFKA ) CC/0301: 37 Assign graphics $15 to object $0F (Actor in stot 15) CC/0304: 43 Assign palette $03 to character $0F (Actor in stot 15) CC/0307: 88 Remove the following status ailments from character $0F (Actor in stot 15): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/030B: 8B For character $0F (Actor in stot 15), take HP and set to maximum CC/030E: 8C For character $0F (Actor in stot 15), take MP and set to maximum CC/0311: 4D Invoke battle, enemy set $61, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/0314: 59 Unfade screen at speed $04 CC/0316: 5C Pause execution until fade in or fade out is complete CC/0317: 94 Pause for 60 units CC/0318: 4B Display dialogue message $081F, wait for button press (At bottom of screen) KEFKA: This is ridiculous! I had no idea you were such wimps! Time to put a stop to all of this. CC/031B: B5 Pause for 15 * 5 (75) units CC/031D: B0 Execute the following commands until $B1 7 times CC/031F: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/0321: 10 Do vehicle/entity graphical action $10 CC/0322: FF End queue CC/0323: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/0325: 11 Do vehicle/entity graphical action $11 CC/0326: FF End queue CC/0327: B1 End block of repeating commands CC/0328: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/032A: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/032B: FF End queue CC/032C: 3D Create object $22 CC/032E: 3D Create object $23 CC/0330: 3D Create object $24 CC/0332: 3D Create object $25 CC/0334: 3D Create object $2A CC/0336: 3D Create object $2C CC/0338: 45 Refresh objects CC/0339: 1B Begin action queue for character $1B (NPC $1B), 4 bytes long (Wait until complete) CC/033B: D5 Set vehicle/entity's position to (24, 18) CC/033E: FF End queue CC/033F: F4 Play sound effect 1 CC/0341: 41 Show object $1B CC/0343: 41 Show object $22 CC/0345: 41 Show object $23 CC/0347: 41 Show object $24 CC/0349: 41 Show object $25 CC/034B: 41 Show object $2A CC/034D: 41 Show object $2C CC/034F: B5 Pause for 15 * 5 (75) units CC/0351: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/0353: CE Turn vehicle/entity down CC/0354: FF End queue CC/0355: F4 Play sound effect 70 CC/0357: 1B Begin action queue for character $1B (NPC $1B), 10 bytes long CC/0359: C4 Set vehicle/entity's event speed to faster CC/035A: A7 Move vehicle/entity right/down 1x2 tiles CC/035B: A6 Move vehicle/entity right/down 2x1 tiles CC/035C: A5 Move vehicle/entity right/up 2x1 tiles CC/035D: A4 Move vehicle/entity right/up 1x2 tiles CC/035E: 88 Move vehicle/entity up 3 tiles CC/035F: AB Move vehicle/entity left/up 1x2 tiles CC/0360: AA Move vehicle/entity left/up 2x1 tiles CC/0361: AA Move vehicle/entity left/up 2x1 tiles CC/0362: FF End queue CC/0363: 22 Begin action queue for character $22 (NPC $22), 10 bytes long CC/0365: C4 Set vehicle/entity's event speed to faster CC/0366: A8 Move vehicle/entity left/down 1x2 tiles CC/0367: A7 Move vehicle/entity right/down 1x2 tiles CC/0368: A6 Move vehicle/entity right/down 2x1 tiles CC/0369: A6 Move vehicle/entity right/down 2x1 tiles CC/036A: A5 Move vehicle/entity right/up 2x1 tiles CC/036B: A4 Move vehicle/entity right/up 1x2 tiles CC/036C: A4 Move vehicle/entity right/up 1x2 tiles CC/036D: 88 Move vehicle/entity up 3 tiles CC/036E: FF End queue CC/036F: 23 Begin action queue for character $23 (NPC $23), 10 bytes long CC/0371: C4 Set vehicle/entity's event speed to faster CC/0372: A9 Move vehicle/entity left/down 2x1 tiles CC/0373: A8 Move vehicle/entity left/down 1x2 tiles CC/0374: A7 Move vehicle/entity right/down 1x2 tiles CC/0375: A7 Move vehicle/entity right/down 1x2 tiles CC/0376: A6 Move vehicle/entity right/down 2x1 tiles CC/0377: 89 Move vehicle/entity right 3 tiles CC/0378: A5 Move vehicle/entity right/up 2x1 tiles CC/0379: A5 Move vehicle/entity right/up 2x1 tiles CC/037A: FF End queue CC/037B: 24 Begin action queue for character $24 (NPC $24), 10 bytes long CC/037D: C4 Set vehicle/entity's event speed to faster CC/037E: AA Move vehicle/entity left/up 2x1 tiles CC/037F: A9 Move vehicle/entity left/down 2x1 tiles CC/0380: A8 Move vehicle/entity left/down 1x2 tiles CC/0381: A8 Move vehicle/entity left/down 1x2 tiles CC/0382: A7 Move vehicle/entity right/down 1x2 tiles CC/0383: A6 Move vehicle/entity right/down 2x1 tiles CC/0384: A6 Move vehicle/entity right/down 2x1 tiles CC/0385: 85 Move vehicle/entity right 2 tiles CC/0386: FF End queue CC/0387: 25 Begin action queue for character $25 (NPC $25), 10 bytes long CC/0389: C4 Set vehicle/entity's event speed to faster CC/038A: AB Move vehicle/entity left/up 1x2 tiles CC/038B: AB Move vehicle/entity left/up 1x2 tiles CC/038C: AA Move vehicle/entity left/up 2x1 tiles CC/038D: A9 Move vehicle/entity left/down 2x1 tiles CC/038E: 82 Move vehicle/entity down 1 tile CC/038F: A8 Move vehicle/entity left/down 1x2 tiles CC/0390: A8 Move vehicle/entity left/down 1x2 tiles CC/0391: 8B Move vehicle/entity left 3 tiles CC/0392: FF End queue CC/0393: 2A Begin action queue for character $2A (NPC $2A), 10 bytes long CC/0395: C4 Set vehicle/entity's event speed to faster CC/0396: A4 Move vehicle/entity right/up 1x2 tiles CC/0397: 80 Move vehicle/entity up 1 tile CC/0398: AB Move vehicle/entity left/up 1x2 tiles CC/0399: AA Move vehicle/entity left/up 2x1 tiles CC/039A: AA Move vehicle/entity left/up 2x1 tiles CC/039B: 87 Move vehicle/entity left 2 tiles CC/039C: A9 Move vehicle/entity left/down 2x1 tiles CC/039D: A9 Move vehicle/entity left/down 2x1 tiles CC/039E: FF End queue CC/039F: 2C Begin action queue for character $2C (NPC $2C), 10 bytes long (Wait until complete) CC/03A1: C4 Set vehicle/entity's event speed to faster CC/03A2: A5 Move vehicle/entity right/up 2x1 tiles CC/03A3: A5 Move vehicle/entity right/up 2x1 tiles CC/03A4: A4 Move vehicle/entity right/up 1x2 tiles CC/03A5: 84 Move vehicle/entity up 2 tiles CC/03A6: AB Move vehicle/entity left/up 1x2 tiles CC/03A7: AB Move vehicle/entity left/up 1x2 tiles CC/03A8: AA Move vehicle/entity left/up 2x1 tiles CC/03A9: AA Move vehicle/entity left/up 2x1 tiles CC/03AA: FF End queue CC/03AB: 92 Pause for 30 units CC/03AC: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CC/03AE: F4 Play sound effect 109 CC/03B0: 91 Pause for 15 units CC/03B1: 55 Flash screen with color component(s) 4 (Green), at intensity 0 CC/03B3: F4 Play sound effect 109 CC/03B5: 91 Pause for 15 units CC/03B6: 55 Flash screen with color component(s) 6 (Yellow [Red + Green]), at intensity 0 CC/03B8: F4 Play sound effect 109 CC/03BA: 91 Pause for 15 units CC/03BB: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CC/03BD: F4 Play sound effect 109 CC/03BF: 91 Pause for 15 units CC/03C0: 55 Flash screen with color component(s) 10 (Magenta [Red + Blue]), at intensity 0 CC/03C2: F4 Play sound effect 109 CC/03C4: 91 Pause for 15 units CC/03C5: 55 Flash screen with color component(s) 12 (Cyan [Green + Blue]), at intensity 0 CC/03C7: F4 Play sound effect 109 CC/03C9: 91 Pause for 15 units CC/03CA: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/03CC: F4 Play sound effect 109 CC/03CE: 93 Pause for 45 units CC/03CF: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/03D1: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/03D3: 17 Do vehicle/entity graphical action $17 CC/03D4: FF End queue CC/03D5: 42 Hide object $1B CC/03D7: 42 Hide object $22 CC/03D9: 42 Hide object $23 CC/03DB: 42 Hide object $24 CC/03DD: 42 Hide object $25 CC/03DF: 42 Hide object $2A CC/03E1: 42 Hide object $2C CC/03E3: 3E Delete object $1B CC/03E5: 3E Delete object $22 CC/03E7: 3E Delete object $23 CC/03E9: 3E Delete object $24 CC/03EB: 3E Delete object $25 CC/03ED: 3E Delete object $2A CC/03EF: 3E Delete object $2C CC/03F1: 45 Refresh objects CC/03F2: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CC/03F4: D5 Set vehicle/entity's position to (25, 11) CC/03F7: FF End queue CC/03F8: 41 Show object $1C CC/03FA: 3D Create object $26 CC/03FC: 3D Create object $27 CC/03FE: 3D Create object $28 CC/0400: 3D Create object $29 CC/0402: 3D Create object $2B CC/0404: 3D Create object $2D CC/0406: 45 Refresh objects CC/0407: 41 Show object $26 CC/0409: 41 Show object $27 CC/040B: 41 Show object $28 CC/040D: 41 Show object $29 CC/040F: 41 Show object $2B CC/0411: 41 Show object $2D CC/0413: 1C Begin action queue for character $1C (NPC $1C), 10 bytes long CC/0415: C4 Set vehicle/entity's event speed to faster CC/0416: A6 Move vehicle/entity right/down 2x1 tiles CC/0417: A6 Move vehicle/entity right/down 2x1 tiles CC/0418: A7 Move vehicle/entity right/down 1x2 tiles CC/0419: 8A Move vehicle/entity down 3 tiles CC/041A: A8 Move vehicle/entity left/down 1x2 tiles CC/041B: A9 Move vehicle/entity left/down 2x1 tiles CC/041C: AA Move vehicle/entity left/up 2x1 tiles CC/041D: AB Move vehicle/entity left/up 1x2 tiles CC/041E: FF End queue CC/041F: 26 Begin action queue for character $26 (NPC $26), 10 bytes long CC/0421: C4 Set vehicle/entity's event speed to faster CC/0422: 8A Move vehicle/entity down 3 tiles CC/0423: A8 Move vehicle/entity left/down 1x2 tiles CC/0424: A8 Move vehicle/entity left/down 1x2 tiles CC/0425: A9 Move vehicle/entity left/down 2x1 tiles CC/0426: AA Move vehicle/entity left/up 2x1 tiles CC/0427: AA Move vehicle/entity left/up 2x1 tiles CC/0428: AB Move vehicle/entity left/up 1x2 tiles CC/0429: A4 Move vehicle/entity right/up 1x2 tiles CC/042A: FF End queue CC/042B: 27 Begin action queue for character $27 (NPC $27), 10 bytes long CC/042D: C4 Set vehicle/entity's event speed to faster CC/042E: A9 Move vehicle/entity left/down 2x1 tiles CC/042F: A9 Move vehicle/entity left/down 2x1 tiles CC/0430: 8B Move vehicle/entity left 3 tiles CC/0431: AA Move vehicle/entity left/up 2x1 tiles CC/0432: AB Move vehicle/entity left/up 1x2 tiles CC/0433: AB Move vehicle/entity left/up 1x2 tiles CC/0434: A4 Move vehicle/entity right/up 1x2 tiles CC/0435: A5 Move vehicle/entity right/up 2x1 tiles CC/0436: FF End queue CC/0437: 28 Begin action queue for character $28 (NPC $28), 10 bytes long CC/0439: C4 Set vehicle/entity's event speed to faster CC/043A: 87 Move vehicle/entity left 2 tiles CC/043B: AA Move vehicle/entity left/up 2x1 tiles CC/043C: AA Move vehicle/entity left/up 2x1 tiles CC/043D: AB Move vehicle/entity left/up 1x2 tiles CC/043E: A4 Move vehicle/entity right/up 1x2 tiles CC/043F: A4 Move vehicle/entity right/up 1x2 tiles CC/0440: A5 Move vehicle/entity right/up 2x1 tiles CC/0441: A6 Move vehicle/entity right/down 2x1 tiles CC/0442: FF End queue CC/0443: 29 Begin action queue for character $29 (NPC $29), 10 bytes long CC/0445: C4 Set vehicle/entity's event speed to faster CC/0446: 89 Move vehicle/entity right 3 tiles CC/0447: A4 Move vehicle/entity right/up 1x2 tiles CC/0448: A4 Move vehicle/entity right/up 1x2 tiles CC/0449: 80 Move vehicle/entity up 1 tile CC/044A: A5 Move vehicle/entity right/up 2x1 tiles CC/044B: A6 Move vehicle/entity right/down 2x1 tiles CC/044C: A7 Move vehicle/entity right/down 1x2 tiles CC/044D: A7 Move vehicle/entity right/down 1x2 tiles CC/044E: FF End queue CC/044F: 2B Begin action queue for character $2B (NPC $2B), 10 bytes long CC/0451: C4 Set vehicle/entity's event speed to faster CC/0452: A5 Move vehicle/entity right/up 2x1 tiles CC/0453: A5 Move vehicle/entity right/up 2x1 tiles CC/0454: 85 Move vehicle/entity right 2 tiles CC/0455: A6 Move vehicle/entity right/down 2x1 tiles CC/0456: A6 Move vehicle/entity right/down 2x1 tiles CC/0457: A7 Move vehicle/entity right/down 1x2 tiles CC/0458: 82 Move vehicle/entity down 1 tile CC/0459: A8 Move vehicle/entity left/down 1x2 tiles CC/045A: FF End queue CC/045B: 2D Begin action queue for character $2D (NPC $2D), 10 bytes long (Wait until complete) CC/045D: C4 Set vehicle/entity's event speed to faster CC/045E: A6 Move vehicle/entity right/down 2x1 tiles CC/045F: A6 Move vehicle/entity right/down 2x1 tiles CC/0460: A7 Move vehicle/entity right/down 1x2 tiles CC/0461: A7 Move vehicle/entity right/down 1x2 tiles CC/0462: 86 Move vehicle/entity down 2 tiles CC/0463: A8 Move vehicle/entity left/down 1x2 tiles CC/0464: A9 Move vehicle/entity left/down 2x1 tiles CC/0465: A9 Move vehicle/entity left/down 2x1 tiles CC/0466: FF End queue CC/0467: B5 Pause for 15 * 5 (75) units CC/0469: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/046B: F4 Play sound effect 23 CC/046D: 42 Hide object $1C CC/046F: 42 Hide object $26 CC/0471: 42 Hide object $27 CC/0473: 42 Hide object $28 CC/0475: 42 Hide object $29 CC/0477: 42 Hide object $2B CC/0479: 42 Hide object $2D CC/047B: 94 Pause for 60 units CC/047C: 48 Display dialogue message $0821, continue executing commands (At bottom of screen) KEFKA: Phew… I think I have plenty of Magicite for the time being… that is, until I make my way through your precious sealed gate!! CC/047F: B0 Execute the following commands until $B1 9 times CC/0481: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/0483: 1D Do vehicle/entity graphical action $1D CC/0484: FF End queue CC/0485: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/0487: 1E Do vehicle/entity graphical action $1E CC/0488: FF End queue CC/0489: B1 End block of repeating commands CC/048A: 49 If dialogue window is up, wait for keypress then dismiss CC/048B: 93 Pause for 45 units CC/048C: B0 Execute the following commands until $B1 3 times CC/048E: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/0490: 13 Do vehicle/entity graphical action $13 CC/0491: FF End queue CC/0492: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/0494: CE Turn vehicle/entity down CC/0495: FF End queue CC/0496: B1 End block of repeating commands CC/0497: 93 Pause for 45 units CC/0498: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/049A: 1F Do vehicle/entity graphical action $1F CC/049B: FF End queue CC/049C: 4B Display dialogue message $06B5, wait for button press (At bottom of screen) KEFKA: I don't believe this! CC/049F: 5A Fade screen at speed $02 CC/04A1: F4 Play sound effect 205 CC/04A3: B0 Execute the following commands until $B1 9 times CC/04A5: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/04A7: 1D Do vehicle/entity graphical action $1D CC/04A8: FF End queue CC/04A9: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/04AB: 1E Do vehicle/entity graphical action $1E CC/04AC: FF End queue CC/04AD: B1 End block of repeating commands CC/04AE: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/04B0: 5C Pause execution until fade in or fade out is complete CC/04B1: DB Clear event bit $1E80($5F7) [$1F3E, bit 7] CC/04B3: DB Clear event bit $1E80($51D) [$1F23, bit 5] CC/04B5: DD Clear event bit $1E80($636) [$1F46, bit 6] CC/04B7: DD Clear event bit $1E80($637) [$1F46, bit 7] CC/04B9: DD Clear event bit $1E80($639) [$1F47, bit 1] CC/04BB: DD Clear event bit $1E80($63A) [$1F47, bit 2] CC/04BD: DD Clear event bit $1E80($638) [$1F47, bit 0] CC/04BF: 39 Free screen CC/04C0: 3D Create object $01 CC/04C2: 3D Create object $00 CC/04C4: 45 Refresh objects CC/04C5: 3F Assign character $01 (Actor in stot 1) to party 1 CC/04C8: 3F Assign character $00 (Actor in stot 0) to party 1 CC/04CB: 45 Refresh objects CC/04CC: 3F Remove character $0E (Actor in stot 14) from the party CC/04CF: 3E Delete object $0E CC/04D1: 45 Refresh objects CC/04D2: 3D Create object $08 CC/04D4: 3D Create object $07 CC/04D6: 45 Refresh objects CC/04D7: 3F Assign character $08 (Actor in stot 8) to party 1 CC/04DA: 3F Assign character $07 (Actor in stot 7) to party 1 CC/04DD: 45 Refresh objects CC/04DE: B2 Call subroutine $CACB95 CC/04E2: 3B Position character in a "ready-to-go" stance CC/04E3: F2 Fade out current song with transition time 24 CC/04E5: FA Stop temporarily played song CC/04E6: 95 Pause for 120 units CC/04E7: 6B Load map $0154 (Thamasa, outdoors (WoB, after Leo dies / WoR, Relm and Gungho talk)) instantly, (upper bits $2000), place party at (54, 19), facing down CC/04ED: 74 Replace current map's Layer 2 at (50, 18) with the following (7 x 2) chunk CC/04F2: $02, $02, $02, $02, $02, $02, $3D CC/04F9: $3D, $F0, $F0, $F0, $3B, $F0, $F0 CC/0500: 74 Replace current map's Layer 2 at (50, 82) with the following (7 x 2) chunk CC/0505: $CF, $AE, $9F, $BE, $C9, $CD, $99 CC/050C: $9D, $A9, $AD, $B9, $BD, $C9, $C9 CC/0513: 75 Refresh map after alteration CC/0514: F0 Play song 5 (Awakening), (high bit clear), full volume CC/0516: B2 Call subroutine $CAC6AC CC/051A: B2 Call subroutine $CB2E34 CC/051E: 41 Show object $31 CC/0520: 41 Show object $00 CC/0522: 41 Show object $01 CC/0524: 41 Show object $08 CC/0526: 41 Show object $07 CC/0528: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete) CC/052A: C6 Set vehicle/entity to walk when moving CC/052B: CC Turn vehicle/entity up CC/052C: FF End queue CC/052D: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CC/052F: C6 Set vehicle/entity to walk when moving CC/0530: C2 Set vehicle/entity's event speed to normal CC/0531: A2 Move vehicle/entity left/down 1x1 tiles CC/0532: CC Turn vehicle/entity up CC/0533: FF End queue CC/0534: 08 Begin action queue for character $08 (Actor in stot 8), 5 bytes long (Wait until complete) CC/0536: C6 Set vehicle/entity to walk when moving CC/0537: C2 Set vehicle/entity's event speed to normal CC/0538: 86 Move vehicle/entity down 2 tiles CC/0539: CC Turn vehicle/entity up CC/053A: FF End queue CC/053B: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long (Wait until complete) CC/053D: C6 Set vehicle/entity to walk when moving CC/053E: C2 Set vehicle/entity's event speed to normal CC/053F: 82 Move vehicle/entity down 1 tile CC/0540: CC Turn vehicle/entity up CC/0541: FF End queue CC/0542: 59 Unfade screen at speed $04 CC/0544: 5C Pause execution until fade in or fade out is complete CC/0545: 38 Hold screen CC/0546: 95 Pause for 120 units CC/0547: 4B Display dialogue message $0826, wait for button press (At bottom of screen) TERRA: General Leo… CC/054A: D0 Set event bit $1E80($09C) [$1E93, bit 4] CC/054C: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete) CC/054E: C1 Set vehicle/entity's event speed to slow CC/054F: 80 Move vehicle/entity up 1 tile CC/0550: FF End queue CC/0551: 73 Replace current map's Layer 1 at (54, 81) with the following (1 x 1) chunk, refresh immediately CC/0556: $22 CC/0557: B5 Pause for 15 * 5 (75) units CC/0559: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete) CC/055B: 82 Move vehicle/entity down 1 tile CC/055C: CC Turn vehicle/entity up CC/055D: E0 Pause for 4 * 8 (32) frames CC/055F: 21 Do vehicle/entity graphical action $21 CC/0560: FF End queue CC/0561: B5 Pause for 15 * 6 (90) units CC/0563: 39 Free screen CC/0564: 4B Display dialogue message $0827, wait for button press (At bottom of screen) TERRA: People only seem to want power. Do they really want to be like me? CC/0567: 95 Pause for 120 units CC/0568: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/056A: CC Turn vehicle/entity up CC/056B: FF End queue CC/056C: 4B Display dialogue message $0828, wait for button press (At bottom of screen) TERRA: I…I wanted to learn so much more from you… CC/056F: B5 Pause for 15 * 5 (75) units CC/0571: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CC/0573: 21 Do vehicle/entity graphical action $21 CC/0574: FF End queue CC/0575: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CC/0577: 21 Do vehicle/entity graphical action $21 CC/0578: FF End queue CC/0579: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CC/057B: 21 Do vehicle/entity graphical action $21 CC/057C: FF End queue CC/057D: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long CC/057F: 21 Do vehicle/entity graphical action $21 CC/0580: FF End queue CC/0581: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CC/0583: 21 Do vehicle/entity graphical action $21 CC/0584: FF End queue CC/0585: B5 Pause for 15 * 12 (180) units CC/0587: B0 Execute the following commands until $B1 7 times CC/0589: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CC/058B: C2 Set vehicle/entity's event speed to normal CC/058C: 81 Move vehicle/entity right 1 tile CC/058D: E0 Pause for 4 * 1 (4) frames CC/058F: FF End queue CC/0590: B1 End block of repeating commands CC/0591: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CC/0593: CF Turn vehicle/entity left CC/0594: FF End queue CC/0595: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CC/0597: CF Turn vehicle/entity left CC/0598: FF End queue CC/0599: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CC/059B: CF Turn vehicle/entity left CC/059C: FF End queue CC/059D: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long CC/059F: CF Turn vehicle/entity left CC/05A0: FF End queue CC/05A1: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CC/05A3: CF Turn vehicle/entity left CC/05A4: FF End queue CC/05A5: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CC/05A7: C1 Set vehicle/entity's event speed to slow CC/05A8: 80 Move vehicle/entity up 1 tile CC/05A9: CD Turn vehicle/entity right CC/05AA: FF End queue CC/05AB: F4 Play sound effect 151 CC/05AD: 92 Pause for 30 units CC/05AE: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CC/05B0: 1F Do vehicle/entity graphical action $1F CC/05B1: FF End queue CC/05B2: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CC/05B4: 1F Do vehicle/entity graphical action $1F CC/05B5: FF End queue CC/05B6: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CC/05B8: 1F Do vehicle/entity graphical action $1F CC/05B9: FF End queue CC/05BA: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long CC/05BC: 1F Do vehicle/entity graphical action $1F CC/05BD: FF End queue CC/05BE: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CC/05C0: 1F Do vehicle/entity graphical action $1F CC/05C1: FF End queue CC/05C2: 4B Display dialogue message $0829, wait for button press Interceptor!? That's a nasty wound! CC/05C5: 93 Pause for 45 units CC/05C6: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CC/05C8: CF Turn vehicle/entity left CC/05C9: FF End queue CC/05CA: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long CC/05CC: CF Turn vehicle/entity left CC/05CD: FF End queue CC/05CE: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CC/05D0: CF Turn vehicle/entity left CC/05D1: FF End queue CC/05D2: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CC/05D4: CF Turn vehicle/entity left CC/05D5: FF End queue CC/05D6: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long CC/05D8: CF Turn vehicle/entity left CC/05D9: FF End queue CC/05DA: 4B Display dialogue message $082A, wait for button press LOCKE: We not only lost Leo, but SHADOW, too… Curse the Empire! CC/05DD: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CC/05DF: C2 Set vehicle/entity's event speed to normal CC/05E0: 84 Move vehicle/entity up 2 tiles CC/05E1: 8B Move vehicle/entity left 3 tiles CC/05E2: CE Turn vehicle/entity down CC/05E3: FF End queue CC/05E4: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CC/05E6: 09 Do vehicle/entity graphical action $09 (kneeling) CC/05E7: FF End queue CC/05E8: 08 Begin action queue for character $08 (Actor in stot 8), 5 bytes long CC/05EA: C2 Set vehicle/entity's event speed to normal CC/05EB: 82 Move vehicle/entity down 1 tile CC/05EC: 87 Move vehicle/entity left 2 tiles CC/05ED: CC Turn vehicle/entity up CC/05EE: FF End queue CC/05EF: B5 Pause for 15 * 10 (150) units CC/05F1: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CC/05F3: CF Turn vehicle/entity left CC/05F4: E0 Pause for 4 * 3 (12) frames CC/05F6: 22 Do vehicle/entity graphical action $22 CC/05F7: FF End queue CC/05F8: 4B Display dialogue message $082B, wait for button press LOCKE: This'll have to do… CC/05FB: 07 Begin action queue for character $07 (Actor in stot 7), 6 bytes long CC/05FD: E0 Pause for 4 * 8 (32) frames CC/05FF: C1 Set vehicle/entity's event speed to slow CC/0600: 82 Move vehicle/entity down 1 tile CC/0601: CF Turn vehicle/entity left CC/0602: FF End queue CC/0603: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CC/0605: C2 Set vehicle/entity's event speed to normal CC/0606: 81 Move vehicle/entity right 1 tile CC/0607: CE Turn vehicle/entity down CC/0608: FF End queue CC/0609: 4B Display dialogue message $082C, wait for button press CELES: He was so gentle… CC/060C: 92 Pause for 30 units CC/060D: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CC/060F: CE Turn vehicle/entity down CC/0610: FF End queue CC/0611: 08 Begin action queue for character $08 (Actor in stot 8), 4 bytes long (Wait until complete) CC/0613: C1 Set vehicle/entity's event speed to slow CC/0614: 80 Move vehicle/entity up 1 tile CC/0615: 09 Do vehicle/entity graphical action $09 (kneeling) CC/0616: FF End queue CC/0617: 4B Display dialogue message $082D, wait for button press RELM: I'll go with you. CC/061A: 93 Pause for 45 units CC/061B: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/061D: CF Turn vehicle/entity left CC/061E: FF End queue CC/061F: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CC/0621: E0 Pause for 4 * 4 (16) frames CC/0623: CE Turn vehicle/entity down CC/0624: FF End queue CC/0625: 4B Display dialogue message $082E, wait for button press LOCKE: Now I'm worried about EDGAR and the others… TERRA: I wish I could say they were safe… CC/0628: 35 Pause execution until action queue for object $00 (Actor in stot 0) is complete CC/062A: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CC/062C: 22 Do vehicle/entity graphical action $22 CC/062D: FF End queue CC/062E: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CC/0630: 20 Do vehicle/entity graphical action $20 CC/0631: FF End queue CC/0632: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CC/0634: 20 Do vehicle/entity graphical action $20 CC/0635: FF End queue CC/0636: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long CC/0638: 22 Do vehicle/entity graphical action $22 CC/0639: FF End queue CC/063A: 35 Pause execution until action queue for object $01 (Actor in stot 1) is complete CC/063C: 35 Pause execution until action queue for object $00 (Actor in stot 0) is complete CC/063E: 35 Pause execution until action queue for object $11 (NPC $11) is complete CC/0640: 35 Pause execution until action queue for object $07 (Actor in stot 7) is complete CC/0642: 5A Fade screen at speed $04 CC/0644: 5C Pause execution until fade in or fade out is complete CC/0645: 94 Pause for 60 units CC/0646: F0 Play song 29 (Under Martial Law), (high bit clear), full volume CC/0648: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/064A: 6B Load map $0000 (World of Balance) instantly, (upper bits $1400), place party at (211, 170), facing right, party is in the airship CC/0650: 04 Move vehicle as follows: (move forward), 15 units CC/0652: E0 Pause for 5 units CC/0654: 08 Move vehicle as follows: (turn right), 18 units CC/0656: E0 Pause for 43 units CC/0658: 02 Move vehicle as follows: (decrease speed by $100), 15 units CC/065A: E0 Pause for 2 units CC/065C: D9 Fade screen CC/065D: E0 Pause for 2 units CC/065F: D2 Load map $0154 (Thamasa, outdoors (WoB, after Leo dies / WoR, Relm and Gungho talk)), position (22, 28), mode $C0 CC/0665: 38 Hold screen CC/0666: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/0668: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/066A: 85 Move vehicle/entity right 2 tiles CC/066B: FF End queue CC/066C: B2 Call subroutine $CAC6AC CC/0670: 3C Set up the party as follows: $00 (Actor in stot 0), $01 (Actor in stot 1), $07 (Actor in stot 7), $08 (Actor in stot 8) CC/0675: 45 Refresh objects CC/0676: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CC/0678: CF Turn vehicle/entity left CC/0679: FF End queue CC/067A: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long CC/067C: 82 Move vehicle/entity down 1 tile CC/067D: CF Turn vehicle/entity left CC/067E: FF End queue CC/067F: 07 Begin action queue for character $07 (Actor in stot 7), 3 bytes long CC/0681: 81 Move vehicle/entity right 1 tile CC/0682: CF Turn vehicle/entity left CC/0683: FF End queue CC/0684: 08 Begin action queue for character $08 (Actor in stot 8), 3 bytes long CC/0686: A1 Move vehicle/entity right/down 1x1 tiles CC/0687: CF Turn vehicle/entity left CC/0688: FF End queue CC/0689: 35 Pause execution until action queue for object $01 (Actor in stot 1) is complete CC/068B: 35 Pause execution until action queue for object $00 (Actor in stot 0) is complete CC/068D: 35 Pause execution until action queue for object $07 (Actor in stot 7) is complete CC/068F: 35 Pause execution until action queue for object $08 (Actor in stot 8) is complete CC/0691: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CC/0693: D5 Set vehicle/entity's position to (26, 30) CC/0696: CF Turn vehicle/entity left CC/0697: FF End queue CC/0698: DA Set event bit $1E80($5F7) [$1F3E, bit 7] CC/069A: 3D Create object $10 CC/069C: 45 Refresh objects CC/069D: 59 Unfade screen at speed $04 CC/069F: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CC/06A1: C2 Set vehicle/entity's event speed to normal CC/06A2: 95 Move vehicle/entity right 6 tiles CC/06A3: FF End queue CC/06A4: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CC/06A6: C2 Set vehicle/entity's event speed to normal CC/06A7: 95 Move vehicle/entity right 6 tiles CC/06A8: FF End queue CC/06A9: 15 Begin action queue for character $15 (NPC $15), 3 bytes long CC/06AB: C2 Set vehicle/entity's event speed to normal CC/06AC: 95 Move vehicle/entity right 6 tiles CC/06AD: FF End queue CC/06AE: 13 Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete) CC/06B0: C2 Set vehicle/entity's event speed to normal CC/06B1: 95 Move vehicle/entity right 6 tiles CC/06B2: FF End queue CC/06B3: 93 Pause for 45 units CC/06B4: 4B Display dialogue message $082F, wait for button press SETZER: We've been had!! The Emperor is a liar! CC/06B7: 92 Pause for 30 units CC/06B8: 15 Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete) CC/06BA: C2 Set vehicle/entity's event speed to normal CC/06BB: A0 Move vehicle/entity right/up 1x1 tiles CC/06BC: 89 Move vehicle/entity right 3 tiles CC/06BD: CE Turn vehicle/entity down CC/06BE: FF End queue CC/06BF: 4B Display dialogue message $0830, wait for button press (At bottom of screen) CYAN: Thanks to EDGAR, we escaped before anything bad happened… CC/06C2: 01 Begin action queue for character $01 (Actor in stot 1), 9 bytes long CC/06C4: 22 Do vehicle/entity graphical action $22 CC/06C5: E0 Pause for 4 * 3 (12) frames CC/06C7: CF Turn vehicle/entity left CC/06C8: E0 Pause for 4 * 5 (20) frames CC/06CA: FC Branch 6 bytes backwards ($CC06C4) CC/06CC: FF End queue CC/06CD: 4B Display dialogue message $0831, wait for button press (At bottom of screen) LOCKE: Way to go, EDGAR! CC/06D0: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/06D2: CF Turn vehicle/entity left CC/06D3: FF End queue CC/06D4: 16 Begin action queue for character $16 (NPC $16), 4 bytes long CC/06D6: C2 Set vehicle/entity's event speed to normal CC/06D7: 82 Move vehicle/entity down 1 tile CC/06D8: 89 Move vehicle/entity right 3 tiles CC/06D9: FF End queue CC/06DA: 4B Display dialogue message $0832, wait for button press EDGAR: I got to know the gal who brought us tea. After a while, she just blurted out the whole crooked plan. CC/06DD: 35 Pause execution until action queue for object $16 (NPC $16) is complete CC/06DF: B0 Execute the following commands until $B1 5 times CC/06E1: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CC/06E3: 1D Do vehicle/entity graphical action $1D CC/06E4: FF End queue CC/06E5: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CC/06E7: 1E Do vehicle/entity graphical action $1E CC/06E8: FF End queue CC/06E9: B1 End block of repeating commands CC/06EA: B5 Pause for 15 * 5 (75) units CC/06EC: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CC/06EE: 62 Do vehicle/entity graphical action $22, flipped horizontally CC/06EF: FF End queue CC/06F0: 4B Display dialogue message $0833, wait for button press SABIN: So…you finally hit pay dirt, eh? CC/06F3: 92 Pause for 30 units CC/06F4: B0 Execute the following commands until $B1 4 times CC/06F6: 16 Begin action queue for character $16 (NPC $16), 7 bytes long (Wait until complete) CC/06F8: 24 Do vehicle/entity graphical action $24 CC/06F9: E0 Pause for 4 * 1 (4) frames CC/06FB: 25 Do vehicle/entity graphical action $25 CC/06FC: E0 Pause for 4 * 1 (4) frames CC/06FE: FF End queue CC/06FF: B1 End block of repeating commands CC/0700: 4B Display dialogue message $0834, wait for button press EDGAR: Watch your mouth! There're ladies present! I was a perfect gentleman. CC/0703: 92 Pause for 30 units CC/0704: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CC/0706: CD Turn vehicle/entity right CC/0707: FF End queue CC/0708: 94 Pause for 60 units CC/0709: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete) CC/070B: C1 Set vehicle/entity's event speed to slow CC/070C: 83 Move vehicle/entity left 1 tile CC/070D: E0 Pause for 4 * 3 (12) frames CC/070F: 23 Do vehicle/entity graphical action $23 CC/0710: FF End queue CC/0711: 4B Display dialogue message $0835, wait for button press LOCKE: General Leo's gone… Kefka did him in… CC/0714: 92 Pause for 30 units CC/0715: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CC/0717: CD Turn vehicle/entity right CC/0718: FF End queue CC/0719: 15 Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete) CC/071B: 1F Do vehicle/entity graphical action $1F CC/071C: E0 Pause for 4 * 5 (20) frames CC/071E: 20 Do vehicle/entity graphical action $20 CC/071F: FF End queue CC/0720: 4B Display dialogue message $0836, wait for button press (At bottom of screen) CYAN: Sir Leo?! Gone?! What a waste… He was their finest soldier… CC/0723: 92 Pause for 30 units CC/0724: 16 Begin action queue for character $16 (NPC $16), 6 bytes long (Wait until complete) CC/0726: C1 Set vehicle/entity's event speed to slow CC/0727: 82 Move vehicle/entity down 1 tile CC/0728: E0 Pause for 4 * 2 (8) frames CC/072A: 63 Do vehicle/entity graphical action $23, flipped horizontally CC/072B: FF End queue CC/072C: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CC/072E: CE Turn vehicle/entity down CC/072F: FF End queue CC/0730: 4B Display dialogue message $0837, wait for button press EDGAR: We need to rethink our plans. Let's return to the airship. CC/0733: 93 Pause for 45 units CC/0734: 07 Begin action queue for character $07 (Actor in stot 7), 3 bytes long (Wait until complete) CC/0736: C1 Set vehicle/entity's event speed to slow CC/0737: 83 Move vehicle/entity left 1 tile CC/0738: FF End queue CC/0739: B0 Execute the following commands until $B1 2 times CC/073B: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete) CC/073D: 0D Do vehicle/entity graphical action $0D CC/073E: FF End queue CC/073F: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete) CC/0741: 0C Do vehicle/entity graphical action $0C CC/0742: FF End queue CC/0743: B1 End block of repeating commands CC/0744: 92 Pause for 30 units CC/0745: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/0747: CD Turn vehicle/entity right CC/0748: FF End queue CC/0749: 92 Pause for 30 units CC/074A: 4B Display dialogue message $0838, wait for button press STRAGO: May I accompany you? CC/074D: 16 Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete) CC/074F: C2 Set vehicle/entity's event speed to normal CC/0750: 80 Move vehicle/entity up 1 tile CC/0751: 81 Move vehicle/entity right 1 tile CC/0752: FF End queue CC/0753: 4B Display dialogue message $0839, wait for button press EDGAR: Who're you? CC/0756: 92 Pause for 30 units CC/0757: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/0759: CE Turn vehicle/entity down CC/075A: FF End queue CC/075B: 4B Display dialogue message $083A, wait for button press LOCKE: He's one of this town's citizens. CC/075E: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CC/0760: C2 Set vehicle/entity's event speed to normal CC/0761: 82 Move vehicle/entity down 1 tile CC/0762: CF Turn vehicle/entity left CC/0763: FF End queue CC/0764: 4B Display dialogue message $083B, wait for button press TERRA: He's descended from the Mage Warriors of yore… I think he can be a big help. CC/0767: 92 Pause for 30 units CC/0768: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CC/076A: CE Turn vehicle/entity down CC/076B: FF End queue CC/076C: 91 Pause for 15 units CC/076D: B2 Call subroutine $CB6A22 CC/0771: 93 Pause for 45 units CC/0772: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CC/0774: CD Turn vehicle/entity right CC/0775: FF End queue CC/0776: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long CC/0778: 20 Do vehicle/entity graphical action $20 CC/0779: E0 Pause for 4 * 10 (40) frames CC/077B: CE Turn vehicle/entity down CC/077C: FF End queue CC/077D: 4B Display dialogue message $083C, wait for button press STRAGO: We must expect the Empire to flex its new-found muscle soon. CC/0780: 35 Pause execution until action queue for object $07 (Actor in stot 7) is complete CC/0782: 08 Begin action queue for character $08 (Actor in stot 8), 9 bytes long CC/0784: 0F Do vehicle/entity graphical action $0F CC/0785: E0 Pause for 4 * 1 (4) frames CC/0787: CF Turn vehicle/entity left CC/0788: E0 Pause for 4 * 1 (4) frames CC/078A: FC Branch 6 bytes backwards ($CC0784) CC/078C: FF End queue CC/078D: 07 Begin action queue for character $07 (Actor in stot 7), 11 bytes long CC/078F: E0 Pause for 4 * 13 (52) frames CC/0791: 23 Do vehicle/entity graphical action $23 CC/0792: E0 Pause for 4 * 3 (12) frames CC/0794: 63 Do vehicle/entity graphical action $23, flipped horizontally CC/0795: E0 Pause for 4 * 3 (12) frames CC/0797: FC Branch 6 bytes backwards ($CC0791) CC/0799: FF End queue CC/079A: 4B Display dialogue message $07E3, wait for button press RELM: Me too! STRAGO: I don't think so. CC/079D: 14 Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete) CC/079F: C2 Set vehicle/entity's event speed to normal CC/07A0: A0 Move vehicle/entity right/up 1x1 tiles CC/07A1: 85 Move vehicle/entity right 2 tiles CC/07A2: CE Turn vehicle/entity down CC/07A3: FF End queue CC/07A4: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long CC/07A6: 23 Do vehicle/entity graphical action $23 CC/07A7: FF End queue CC/07A8: B0 Execute the following commands until $B1 5 times CC/07AA: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CC/07AC: 1D Do vehicle/entity graphical action $1D CC/07AD: FF End queue CC/07AE: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CC/07B0: 1E Do vehicle/entity graphical action $1E CC/07B1: FF End queue CC/07B2: B1 End block of repeating commands CC/07B3: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CC/07B5: CE Turn vehicle/entity down CC/07B6: FF End queue CC/07B7: 4B Display dialogue message $083E, wait for button press SABIN: Yeah, right kid! CC/07BA: 08 Begin action queue for character $08 (Actor in stot 8), 11 bytes long CC/07BC: C3 Set vehicle/entity's event speed to fast CC/07BD: 8F Move vehicle/entity left 4 tiles CC/07BE: CC Turn vehicle/entity up CC/07BF: E0 Pause for 4 * 1 (4) frames CC/07C1: 17 Do vehicle/entity graphical action $17 CC/07C2: E0 Pause for 4 * 1 (4) frames CC/07C4: FC Branch 6 bytes backwards ($CC07BE) CC/07C6: FF End queue CC/07C7: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CC/07C9: E0 Pause for 4 * 13 (52) frames CC/07CB: 18 Do vehicle/entity graphical action $18 CC/07CC: FF End queue CC/07CD: 4B Display dialogue message $083F, wait for button press RELM: What? Who is this puffed up aerobics instructor, anyway? SABIN: Kid's got quite a lip! CC/07D0: 08 Begin action queue for character $08 (Actor in stot 8), 5 bytes long (Wait until complete) CC/07D2: CE Turn vehicle/entity down CC/07D3: E0 Pause for 4 * 5 (20) frames CC/07D5: 18 Do vehicle/entity graphical action $18 CC/07D6: FF End queue CC/07D7: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CC/07D9: CE Turn vehicle/entity down CC/07DA: FF End queue CC/07DB: 4B Display dialogue message $0840, wait for button press RELM: Aaack! I'm gonna paint your portrait! CC/07DE: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CC/07E0: 1F Do vehicle/entity graphical action $1F CC/07E1: FF End queue CC/07E2: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CC/07E4: 1F Do vehicle/entity graphical action $1F CC/07E5: FF End queue CC/07E6: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete) CC/07E8: 1F Do vehicle/entity graphical action $1F CC/07E9: FF End queue CC/07EA: B5 Pause for 15 * 5 (75) units CC/07EC: 01 Begin action queue for character $01 (Actor in stot 1), 9 bytes long CC/07EE: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/07EF: E0 Pause for 4 * 1 (4) frames CC/07F1: CE Turn vehicle/entity down CC/07F2: E0 Pause for 4 * 1 (4) frames CC/07F4: FC Branch 6 bytes backwards ($CC07EE) CC/07F6: FF End queue CC/07F7: 00 Begin action queue for character $00 (Actor in stot 0), 9 bytes long CC/07F9: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/07FA: E0 Pause for 4 * 1 (4) frames CC/07FC: CE Turn vehicle/entity down CC/07FD: E0 Pause for 4 * 1 (4) frames CC/07FF: FC Branch 6 bytes backwards ($CC07F9) CC/0801: FF End queue CC/0802: 07 Begin action queue for character $07 (Actor in stot 7), 9 bytes long CC/0804: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/0805: E0 Pause for 4 * 1 (4) frames CC/0807: CE Turn vehicle/entity down CC/0808: E0 Pause for 4 * 1 (4) frames CC/080A: FC Branch 6 bytes backwards ($CC0804) CC/080C: FF End queue CC/080D: 4B Display dialogue message $0841, wait for button press Uwaaa! S…stop! CC/0810: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CC/0812: CE Turn vehicle/entity down CC/0813: FF End queue CC/0814: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CC/0816: CE Turn vehicle/entity down CC/0817: FF End queue CC/0818: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete) CC/081A: CE Turn vehicle/entity down CC/081B: FF End queue CC/081C: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/081E: D5 Set vehicle/entity's position to (21, 26) CC/0821: FF End queue CC/0822: B2 Call subroutine $CB6A22 CC/0826: 93 Pause for 45 units CC/0827: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long CC/0829: 20 Do vehicle/entity graphical action $20 CC/082A: FF End queue CC/082B: 08 Begin action queue for character $08 (Actor in stot 8), 4 bytes long CC/082D: E0 Pause for 4 * 5 (20) frames CC/082F: 1D Do vehicle/entity graphical action $1D CC/0830: FF End queue CC/0831: 4B Display dialogue message $0842, wait for button press STRAGO: All right all ready! If you insist… RELM: That's better! CC/0834: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CC/0836: E0 Pause for 4 * 3 (12) frames CC/0838: 18 Do vehicle/entity graphical action $18 CC/0839: FF End queue CC/083A: 4B Display dialogue message $0322, wait for button press SABIN: Let's go! CC/083D: B2 Call subroutine $CB2E34 CC/0841: 78 Enable ability to pass through other objects for object $13 (NPC $13) CC/0843: 78 Enable ability to pass through other objects for object $14 (NPC $14) CC/0845: 78 Enable ability to pass through other objects for object $15 (NPC $15) CC/0847: 78 Enable ability to pass through other objects for object $11 (NPC $11) CC/0849: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CC/084B: C2 Set vehicle/entity's event speed to normal CC/084C: 9F Move vehicle/entity left 8 tiles CC/084D: 8F Move vehicle/entity left 4 tiles CC/084E: FF End queue CC/084F: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CC/0851: C2 Set vehicle/entity's event speed to normal CC/0852: 9F Move vehicle/entity left 8 tiles CC/0853: 93 Move vehicle/entity left 5 tiles CC/0854: FF End queue CC/0855: 15 Begin action queue for character $15 (NPC $15), 4 bytes long CC/0857: C2 Set vehicle/entity's event speed to normal CC/0858: 9F Move vehicle/entity left 8 tiles CC/0859: 97 Move vehicle/entity left 6 tiles CC/085A: FF End queue CC/085B: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CC/085D: C2 Set vehicle/entity's event speed to normal CC/085E: 9F Move vehicle/entity left 8 tiles CC/085F: 97 Move vehicle/entity left 6 tiles CC/0860: 86 Move vehicle/entity down 2 tiles CC/0861: FF End queue CC/0862: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long CC/0864: C2 Set vehicle/entity's event speed to normal CC/0865: 9F Move vehicle/entity left 8 tiles CC/0866: 9B Move vehicle/entity left 7 tiles CC/0867: 86 Move vehicle/entity down 2 tiles CC/0868: FF End queue CC/0869: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CC/086B: C2 Set vehicle/entity's event speed to normal CC/086C: 9F Move vehicle/entity left 8 tiles CC/086D: 9B Move vehicle/entity left 7 tiles CC/086E: FF End queue CC/086F: 11 Begin action queue for character $11 (NPC $11), 4 bytes long CC/0871: C2 Set vehicle/entity's event speed to normal CC/0872: 9F Move vehicle/entity left 8 tiles CC/0873: 9F Move vehicle/entity left 8 tiles CC/0874: FF End queue CC/0875: 16 Begin action queue for character $16 (NPC $16), 7 bytes long CC/0877: C1 Set vehicle/entity's event speed to slow CC/0878: 80 Move vehicle/entity up 1 tile CC/0879: CF Turn vehicle/entity left CC/087A: E0 Pause for 4 * 4 (16) frames CC/087C: 22 Do vehicle/entity graphical action $22 CC/087D: FF End queue CC/087E: 08 Begin action queue for character $08 (Actor in stot 8), 8 bytes long (Wait until complete) CC/0880: C2 Set vehicle/entity's event speed to normal CC/0881: E0 Pause for 4 * 4 (16) frames CC/0883: 97 Move vehicle/entity left 6 tiles CC/0884: E0 Pause for 4 * 4 (16) frames CC/0886: 91 Move vehicle/entity right 5 tiles CC/0887: FF End queue CC/0888: 4B Display dialogue message $0843, wait for button press RELM: What's wrong, lover boy? EDGAR: How old are you? RELM: 10…why? CC/088B: 16 Begin action queue for character $16 (NPC $16), 14 bytes long (Wait until complete) CC/088D: CE Turn vehicle/entity down CC/088E: E0 Pause for 4 * 3 (12) frames CC/0890: 19 Do vehicle/entity graphical action $19 CC/0891: E0 Pause for 4 * 3 (12) frames CC/0893: 1A Do vehicle/entity graphical action $1A CC/0894: E0 Pause for 4 * 3 (12) frames CC/0896: 19 Do vehicle/entity graphical action $19 CC/0897: E0 Pause for 4 * 3 (12) frames CC/0899: 1A Do vehicle/entity graphical action $1A CC/089A: FF End queue CC/089B: 3D Create object $10 CC/089D: 45 Refresh objects CC/089E: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/08A0: D5 Set vehicle/entity's position to (20, 28) CC/08A3: FF End queue CC/08A4: B2 Call subroutine $CB6A22 CC/08A8: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CC/08AA: CD Turn vehicle/entity right CC/08AB: FF End queue CC/08AC: 4B Display dialogue message $083D, wait for button press RELM: I'm coming along, too. CC/08AF: 08 Begin action queue for character $08 (Actor in stot 8), 5 bytes long (Wait until complete) CC/08B1: C3 Set vehicle/entity's event speed to fast CC/08B2: 9F Move vehicle/entity left 8 tiles CC/08B3: 8B Move vehicle/entity left 3 tiles CC/08B4: 82 Move vehicle/entity down 1 tile CC/08B5: FF End queue CC/08B6: 16 Begin action queue for character $16 (NPC $16), 5 bytes long (Wait until complete) CC/08B8: CE Turn vehicle/entity down CC/08B9: E0 Pause for 4 * 3 (12) frames CC/08BB: 20 Do vehicle/entity graphical action $20 CC/08BC: FF End queue CC/08BD: 4B Display dialogue message $0844, wait for button press (At bottom of screen) EDGAR: You've grown up entirely too fast! Lighten up, okay?! CC/08C0: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CC/08C2: C2 Set vehicle/entity's event speed to normal CC/08C3: 9F Move vehicle/entity left 8 tiles CC/08C4: FF End queue CC/08C5: B2 Call subroutine $CB2E2B CC/08C9: 39 Free screen CC/08CA: 5A Fade screen at speed $04 CC/08CC: 35 Pause execution until action queue for object $16 (NPC $16) is complete CC/08CE: 5C Pause execution until fade in or fade out is complete CC/08CF: 3E Delete object $10 CC/08D1: 45 Refresh objects CC/08D2: DB Clear event bit $1E80($5F7) [$1F3E, bit 7] CC/08D4: D5 Clear event bit $1E80($2F2) [$1EDE, bit 2] CC/08D6: D5 Clear event bit $1E80($2F3) [$1EDE, bit 3] CC/08D8: D5 Clear event bit $1E80($2F4) [$1EDE, bit 4] CC/08DA: D5 Clear event bit $1E80($2F5) [$1EDE, bit 5] CC/08DC: D5 Clear event bit $1E80($2F9) [$1EDF, bit 1] CC/08DE: D5 Clear event bit $1E80($2FB) [$1EDF, bit 3] CC/08E0: D5 Clear event bit $1E80($2F6) [$1EDE, bit 6] CC/08E2: 77 Perform level averaging on character $02 (CYAN ) and calculate new maximum HP/MP CC/08E4: 77 Perform level averaging on character $03 (SHADOW) and calculate new maximum HP/MP CC/08E6: 77 Perform level averaging on character $04 (EDGAR ) and calculate new maximum HP/MP CC/08E8: 77 Perform level averaging on character $05 (SABIN ) and calculate new maximum HP/MP CC/08EA: 77 Perform level averaging on character $09 (SETZER) and calculate new maximum HP/MP CC/08EC: 77 Perform level averaging on character $0B (GAU ) and calculate new maximum HP/MP CC/08EE: 77 Perform level averaging on character $06 (CELES ) and calculate new maximum HP/MP CC/08F0: D4 Set event bit $1E80($2F2) [$1EDE, bit 2] CC/08F2: D4 Set event bit $1E80($2F4) [$1EDE, bit 4] CC/08F4: D4 Set event bit $1E80($2F5) [$1EDE, bit 5] CC/08F6: D4 Set event bit $1E80($2F9) [$1EDF, bit 1] CC/08F8: D4 Set event bit $1E80($2FB) [$1EDF, bit 3] CC/08FA: D4 Set event bit $1E80($2F6) [$1EDE, bit 6] CC/08FC: B2 Call subroutine $CC0935 CC/0900: 88 Remove the following status ailments from character $03 (Actor in stot 3): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/0904: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/0906: D0 Set event bit $1E80($09D) [$1E93, bit 5] CC/0908: D2 Set event bit $1E80($1BA) [$1EB7, bit 2] CC/090A: DA Set event bit $1E80($55A) [$1F2B, bit 2] CC/090C: DA Set event bit $1E80($559) [$1F2B, bit 1] CC/090E: DB Clear event bit $1E80($520) [$1F24, bit 0] CC/0910: DA Set event bit $1E80($568) [$1F2D, bit 0] CC/0912: B2 Call subroutine $CC6928 CC/0916: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CC/091A: B2 Call subroutine $CB6A37 CC/091E: B2 Call subroutine $CACB95 CC/0922: 3B Position character in a "ready-to-go" stance CC/0923: 36 Disable ability to pass through other objects for object $13 (NPC $13) CC/0925: 36 Disable ability to pass through other objects for object $14 (NPC $14) CC/0927: 36 Disable ability to pass through other objects for object $15 (NPC $15) CC/0929: 36 Disable ability to pass through other objects for object $11 (NPC $11) CC/092B: 6B Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (249, 128), facing up CC/0931: C7 Map command $C7, $F9, $7F CC/0934: FF End map script CC/0935: C0 If ($1E80($2FA) [$1EDF, bit 2] is clear), branch to $CA5EB3 (simply returns) CC/093B: D5 Clear event bit $1E80($2FA) [$1EDF, bit 2] CC/093D: 77 Perform level averaging on character $0A (MOG ) and calculate new maximum HP/MP CC/093F: D4 Set event bit $1E80($2FA) [$1EDF, bit 2] CC/0941: FE Return CC/0942: B2 Call subroutine $CC0960 CC/0946: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/0948: C2 Set vehicle/entity's event speed to normal CC/0949: 85 Move vehicle/entity right 2 tiles CC/094A: FF End queue CC/094B: FE Return CC/094C: B2 Call subroutine $CC0960 CC/0950: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/0952: C2 Set vehicle/entity's event speed to normal CC/0953: 84 Move vehicle/entity up 2 tiles CC/0954: FF End queue CC/0955: FE Return CC/0956: B2 Call subroutine $CC0960 CC/095A: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/095C: C2 Set vehicle/entity's event speed to normal CC/095D: 82 Move vehicle/entity down 1 tile CC/095E: FF End queue CC/095F: FE Return CC/0960: C1 If ($1E80($09B) [$1E93, bit 3] is set) or ($1E80($18A) [$1EB1, bit 2] is clear), branch to $CA5EB3 (simply returns) CC/0968: 4B Display dialogue message $0816, wait for button press M.TEK TROOPER: General Leo, prepare yourself! CC/096B: 4D Invoke battle, enemy set $4B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/096E: B2 Call subroutine $CA5EA9 CC/0972: 96 Restore screen from fade CC/0973: 4B Display dialogue message $0817, wait for button press LEO: No. I won't let this happen! CC/0976: FE Return CC/0977: C1 If ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CC/097F: 4B Display dialogue message $0845, wait for button press (At bottom of screen) General Leo… CC/0982: FE Return CC/0983: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB7D83 CC/0989: 4B Display dialogue message $0823, wait for button press Curse the Empire…Curse Kefka! CC/098C: FE Return CC/098D: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB7562 CC/0993: 4B Display dialogue message $0822, wait for button press It hurts… CC/0996: FE Return CC/0997: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB7566 CC/099D: 4B Display dialogue message $0824, wait for button press The Espers…are they all…? CC/09A0: FE Return CC/09A1: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB756A CC/09A7: 4B Display dialogue message $0825, wait for button press MAYOR: I can only take some comfort in the fact that there were so few casualties. CC/09AA: FE Return CC/09AB: 4B Display dialogue message $09E9, wait for button press I've learned a lot about our new world from the thieves and travelers that have come through here. What shall I talk about? ^ (Narshe) ^ (The Veldt) ^ (Doma Castle) ^ (Nothing, thanks!) CC/09AE: B6 Indexed branch based on prior dialogue selection [$CC09BC, $CC09DE, $CC0A00, $CA5EB3] CC/09BB: FE Return CC/09BC: 92 Pause for 30 units CC/09BD: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/09BF: 6A Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (115, 36), facing up, party is in the airship CC/09C5: D1 Hide vehicle CC/09C6: 20 Move vehicle as follows: (go up), 64 units CC/09C8: E0 Pause for 64 units CC/09CA: D9 Fade screen CC/09CB: E0 Pause for 2 units CC/09CD: D2 Load map $011C (Maranda, outdoors (always)), position (14, 10), mode $C0 CC/09D3: 47 Make character in slot 0 the lead character CC/09D4: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/09D6: CC Turn vehicle/entity up CC/09D7: FF End queue CC/09D8: 96 Restore screen from fade CC/09D9: 5C Pause execution until fade in or fade out is complete CC/09DA: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/09DC: 3A Enable player to move while event commands execute CC/09DD: FE Return CC/09DE: 92 Pause for 30 units CC/09DF: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/09E1: 6A Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (207, 92), facing up, party is in the airship CC/09E7: D1 Hide vehicle CC/09E8: 20 Move vehicle as follows: (go up), 64 units CC/09EA: E0 Pause for 64 units CC/09EC: D9 Fade screen CC/09ED: E0 Pause for 2 units CC/09EF: D2 Load map $011C (Maranda, outdoors (always)), position (14, 10), mode $C0 CC/09F5: 47 Make character in slot 0 the lead character CC/09F6: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/09F8: CC Turn vehicle/entity up CC/09F9: FF End queue CC/09FA: 96 Restore screen from fade CC/09FB: 5C Pause execution until fade in or fade out is complete CC/09FC: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/09FE: 3A Enable player to move while event commands execute CC/09FF: FE Return CC/0A00: 92 Pause for 30 units CC/0A01: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/0A03: 6A Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (171, 78), facing up, party is in the airship CC/0A09: D1 Hide vehicle CC/0A0A: 20 Move vehicle as follows: (go up), 64 units CC/0A0C: E0 Pause for 64 units CC/0A0E: D9 Fade screen CC/0A0F: E0 Pause for 2 units CC/0A11: D2 Load map $011C (Maranda, outdoors (always)), position (14, 10), mode $C0 CC/0A17: 47 Make character in slot 0 the lead character CC/0A18: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/0A1A: CC Turn vehicle/entity up CC/0A1B: FF End queue CC/0A1C: 96 Restore screen from fade CC/0A1D: 5C Pause execution until fade in or fade out is complete CC/0A1E: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/0A20: 3A Enable player to move while event commands execute CC/0A21: FE Return CC/0A22: B2 Call subroutine $CAC6AC CC/0A26: B2 Call subroutine $CB2E34 CC/0A2A: 3C Set up the party as follows: $01 (Actor in stot 1), $FF (), $FF (), $FF () CC/0A2F: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CC/0A31: C2 Set vehicle/entity's event speed to normal CC/0A32: A2 Move vehicle/entity left/down 1x1 tiles CC/0A33: CC Turn vehicle/entity up CC/0A34: FF End queue CC/0A35: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CC/0A37: C2 Set vehicle/entity's event speed to normal CC/0A38: 82 Move vehicle/entity down 1 tile CC/0A39: CC Turn vehicle/entity up CC/0A3A: FF End queue CC/0A3B: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CC/0A3D: C2 Set vehicle/entity's event speed to normal CC/0A3E: A1 Move vehicle/entity right/down 1x1 tiles CC/0A3F: CC Turn vehicle/entity up CC/0A40: FF End queue CC/0A41: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CC/0A43: C2 Set vehicle/entity's event speed to normal CC/0A44: CC Turn vehicle/entity up CC/0A45: E0 Pause for 4 * 8 (32) frames CC/0A47: FF End queue CC/0A48: B0 Execute the following commands until $B1 2 times CC/0A4A: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/0A4C: 1B Do vehicle/entity graphical action $1B CC/0A4D: FF End queue CC/0A4E: B4 Pause for 2 units CC/0A50: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/0A52: 1C Do vehicle/entity graphical action $1C CC/0A53: FF End queue CC/0A54: B4 Pause for 2 units CC/0A56: B1 End block of repeating commands CC/0A57: F4 Play sound effect 166 CC/0A59: 91 Pause for 15 units CC/0A5A: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/0A5C: CC Turn vehicle/entity up CC/0A5D: FF End queue CC/0A5E: 91 Pause for 15 units CC/0A5F: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CC/0A61: CD Turn vehicle/entity right CC/0A62: E0 Pause for 4 * 1 (4) frames CC/0A64: CE Turn vehicle/entity down CC/0A65: FF End queue CC/0A66: 92 Pause for 30 units CC/0A67: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/0A69: 14 Do vehicle/entity graphical action $14 CC/0A6A: FF End queue CC/0A6B: 91 Pause for 15 units CC/0A6C: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/0A6E: CE Turn vehicle/entity down CC/0A6F: FF End queue CC/0A70: 92 Pause for 30 units CC/0A71: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CC/0A73: C2 Set vehicle/entity's event speed to normal CC/0A74: A0 Move vehicle/entity right/up 1x1 tiles CC/0A75: CE Turn vehicle/entity down CC/0A76: FF End queue CC/0A77: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CC/0A79: C2 Set vehicle/entity's event speed to normal CC/0A7A: 80 Move vehicle/entity up 1 tile CC/0A7B: CE Turn vehicle/entity down CC/0A7C: FF End queue CC/0A7D: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CC/0A7F: C2 Set vehicle/entity's event speed to normal CC/0A80: A3 Move vehicle/entity left/up 1x1 tiles CC/0A81: CE Turn vehicle/entity down CC/0A82: FF End queue CC/0A83: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/0A85: E0 Pause for 4 * 6 (24) frames CC/0A87: FF End queue CC/0A88: B2 Call subroutine $CACB95 CC/0A8C: 3B Position character in a "ready-to-go" stance CC/0A8D: B2 Call subroutine $CB2E2B CC/0A91: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/0A93: CD Turn vehicle/entity right CC/0A94: E0 Pause for 4 * 1 (4) frames CC/0A96: CC Turn vehicle/entity up CC/0A97: FF End queue CC/0A98: 3A Enable player to move while event commands execute CC/0A99: FE Return CC/0A9A: 4B Display dialogue message $0A09, wait for button press Locked! CC/0A9D: FE Return CC/0A9E: DE Load CaseWord with the characters in the currently active party? CC/0A9F: C0 If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CC0A9A CC/0AA5: B2 Call subroutine $CC0A22 CC/0AA9: 42 Hide object $11 CC/0AAB: DD Clear event bit $1E80($6C0) [$1F58, bit 0] CC/0AAD: FE Return CC/0AAE: DE Load CaseWord with the characters in the currently active party? CC/0AAF: C0 If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CC0A9A CC/0AB5: B2 Call subroutine $CC0A22 CC/0AB9: 42 Hide object $12 CC/0ABB: DD Clear event bit $1E80($6C1) [$1F58, bit 1] CC/0ABD: FE Return CC/0ABE: DE Load CaseWord with the characters in the currently active party? CC/0ABF: C0 If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CC0A9A CC/0AC5: B2 Call subroutine $CC0A22 CC/0AC9: 42 Hide object $13 CC/0ACB: DD Clear event bit $1E80($6C2) [$1F58, bit 2] CC/0ACD: FE Return CC/0ACE: DE Load CaseWord with the characters in the currently active party? CC/0ACF: C0 If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CC0A9A CC/0AD5: B2 Call subroutine $CC0A22 CC/0AD9: 42 Hide object $14 CC/0ADB: DD Clear event bit $1E80($6C3) [$1F58, bit 3] CC/0ADD: FE Return CC/0ADE: DE Load CaseWord with the characters in the currently active party? CC/0ADF: C0 If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CC0A9A CC/0AE5: B2 Call subroutine $CC0A22 CC/0AE9: 42 Hide object $15 CC/0AEB: DD Clear event bit $1E80($6C4) [$1F58, bit 4] CC/0AED: FE Return CC/0AEE: DE Load CaseWord with the characters in the currently active party? CC/0AEF: C0 If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CC0A9A CC/0AF5: B2 Call subroutine $CC0A22 CC/0AF9: 42 Hide object $16 CC/0AFB: DD Clear event bit $1E80($6C5) [$1F58, bit 5] CC/0AFD: FE Return CC/0AFE: DE Load CaseWord with the characters in the currently active party? CC/0AFF: C0 If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CC0A9A CC/0B05: B2 Call subroutine $CC0A22 CC/0B09: 42 Hide object $17 CC/0B0B: DD Clear event bit $1E80($6C6) [$1F58, bit 6] CC/0B0D: FE Return CC/0B0E: DE Load CaseWord with the characters in the currently active party? CC/0B0F: C0 If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CC0A9A CC/0B15: B2 Call subroutine $CC0A22 CC/0B19: 42 Hide object $18 CC/0B1B: DD Clear event bit $1E80($6C7) [$1F58, bit 7] CC/0B1D: FE Return CC/0B1E: C0 If ($1E80($0B6) [$1E96, bit 6] is set), branch to $CC0B6C CC/0B24: 4B Display dialogue message $05ED, wait for button press I've been waiting for you! I wanted to give you this. CC/0B27: 3D Create object $11 CC/0B29: 45 Refresh objects CC/0B2A: 92 Pause for 30 units CC/0B2B: F4 Play sound effect 103 CC/0B2D: B2 Call subroutine $CC9AD5 CC/0B31: 41 Show object $11 CC/0B33: B2 Call subroutine $CC9AD5 CC/0B37: 4B Display dialogue message $05EF, wait for button press I ran a Weapon Shop for 70 years! This stone gives off an eerie aura! If I melted it, and forged a sword, it'd be powerful! Well? Make this stone into a sword? ^ Leave it the stone “Ragnarok” ^ Make it the sword “Ragnarok” CC/0B3A: B6 Indexed branch based on prior dialogue selection [$CC0B42, $CC0B58] CC/0B41: FE Return CC/0B42: 4B Display dialogue message $05F0, wait for button press Right. CC/0B45: F4 Play sound effect 103 CC/0B47: B2 Call subroutine $CC9AD5 CC/0B4B: 42 Hide object $11 CC/0B4D: B2 Call subroutine $CC9AD5 CC/0B51: F4 Play sound effect 141 CC/0B53: 86 Give esper $46 (Ragnarok) to party CC/0B55: D0 Set event bit $1E80($0B6) [$1E96, bit 6] CC/0B57: FE Return CC/0B58: 4B Display dialogue message $05F0, wait for button press Right. CC/0B5B: F4 Play sound effect 103 CC/0B5D: B2 Call subroutine $CC9AD5 CC/0B61: 42 Hide object $11 CC/0B63: B2 Call subroutine $CC9AD5 CC/0B67: 80 Add item $1B (Ragnarok ) to inventory CC/0B69: D0 Set event bit $1E80($0B6) [$1E96, bit 6] CC/0B6B: FE Return CC/0B6C: 4B Display dialogue message $05F1, wait for button press I'll stay here. This is my home. CC/0B6F: FE Return CC/0B70: C0 If ($1E80($0B8) [$1E97, bit 0] is set), branch to $CC0B88 CC/0B76: 4B Display dialogue message $05F2, wait for button press Cough… Take…this… CC/0B79: 92 Pause for 30 units CC/0B7A: F4 Play sound effect 103 CC/0B7C: B2 Call subroutine $CC9AE0 CC/0B80: 4B Display dialogue message $05F3, wait for button press “Cursed Shld”… If we could break its curse… Imagine its defensive power! CC/0B83: D0 Set event bit $1E80($0B8) [$1E97, bit 0] CC/0B85: 80 Add item $66 (Cursed Shld ) to inventory CC/0B87: FE Return CC/0B88: 4B Display dialogue message $05F3, wait for button press “Cursed Shld”… If we could break its curse… Imagine its defensive power! CC/0B8B: FE Return CC/0B8C: C0 If ($1E80($2AF) [$1ED5, bit 7] is set), branch to $CC0BCF CC/0B92: 10 Begin action queue for character $10 (NPC $10), 58 bytes long CC/0B94: C7 Set vehicle/entity to stay still when moving CC/0B95: 4A Do vehicle/entity graphical action $0A, flipped horizontally CC/0B96: E0 Pause for 4 * 8 (32) frames CC/0B98: 4F Do vehicle/entity graphical action $0F, flipped horizontally CC/0B99: DD Make vehicle/entity jump (high) CC/0B9A: 85 Move vehicle/entity right 2 tiles CC/0B9B: 49 Do vehicle/entity graphical action $09, flipped horizontally CC/0B9C: E0 Pause for 4 * 4 (16) frames CC/0B9E: 4A Do vehicle/entity graphical action $0A, flipped horizontally CC/0B9F: E0 Pause for 4 * 8 (32) frames CC/0BA1: 64 Do vehicle/entity graphical action $24, flipped horizontally CC/0BA2: DD Make vehicle/entity jump (high) CC/0BA3: 85 Move vehicle/entity right 2 tiles CC/0BA4: 49 Do vehicle/entity graphical action $09, flipped horizontally CC/0BA5: E0 Pause for 4 * 4 (16) frames CC/0BA7: CD Turn vehicle/entity right CC/0BA8: E0 Pause for 4 * 4 (16) frames CC/0BAA: CE Turn vehicle/entity down CC/0BAB: E0 Pause for 4 * 1 (4) frames CC/0BAD: CF Turn vehicle/entity left CC/0BAE: E0 Pause for 4 * 8 (32) frames CC/0BB0: 0A Do vehicle/entity graphical action $0A CC/0BB1: E0 Pause for 4 * 8 (32) frames CC/0BB3: 0F Do vehicle/entity graphical action $0F CC/0BB4: DD Make vehicle/entity jump (high) CC/0BB5: 87 Move vehicle/entity left 2 tiles CC/0BB6: 09 Do vehicle/entity graphical action $09 (kneeling) CC/0BB7: E0 Pause for 4 * 4 (16) frames CC/0BB9: 0A Do vehicle/entity graphical action $0A CC/0BBA: E0 Pause for 4 * 8 (32) frames CC/0BBC: 1E Do vehicle/entity graphical action $1E CC/0BBD: DD Make vehicle/entity jump (high) CC/0BBE: 87 Move vehicle/entity left 2 tiles CC/0BBF: 09 Do vehicle/entity graphical action $09 (kneeling) CC/0BC0: E0 Pause for 4 * 4 (16) frames CC/0BC2: CF Turn vehicle/entity left CC/0BC3: E0 Pause for 4 * 4 (16) frames CC/0BC5: CE Turn vehicle/entity down CC/0BC6: E0 Pause for 4 * 1 (4) frames CC/0BC8: CD Turn vehicle/entity right CC/0BC9: E0 Pause for 4 * 8 (32) frames CC/0BCB: FC Branch 55 bytes backwards ($CC0B94) CC/0BCD: FF End queue CC/0BCE: FE Return CC/0BCF: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CC/0BD1: 18 Do vehicle/entity graphical action $18 CC/0BD2: FF End queue CC/0BD3: FE Return CC/0BD4: 4B Display dialogue message $05E3, wait for button press DUNCAN: Look out! Move! Cough…wheeze… Darn this old body… Hey…you deaf? CC/0BD7: FE Return CC/0BD8: DE Load CaseWord with the characters in the currently active party? CC/0BD9: C0 If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CA5EB3 (simply returns) CC/0BDF: C0 If ($1E80($2AF) [$1ED5, bit 7] is set), branch to $CA5EB3 (simply returns) CC/0BE5: F2 Fade out current song with transition time 160 CC/0BE7: 3D Create object $10 CC/0BE9: 45 Refresh objects CC/0BEA: F4 Play sound effect 44 CC/0BEC: 73 Replace current map's Layer 1 at (7, 8) with the following (2 x 1) chunk, refresh immediately CC/0BF1: $04, $14 CC/0BF3: 41 Show object $10 CC/0BF5: 78 Enable ability to pass through other objects for object $10 (NPC $10) CC/0BF7: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CC/0BF9: C2 Set vehicle/entity's event speed to normal CC/0BFA: 86 Move vehicle/entity down 2 tiles CC/0BFB: FF End queue CC/0BFC: 92 Pause for 30 units CC/0BFD: B2 Call subroutine $CAC6AC CC/0C01: B2 Call subroutine $CB2E34 CC/0C05: 3C Set up the party as follows: $05 (Actor in stot 5), $FF (), $FF (), $FF () CC/0C0A: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CC/0C0C: C3 Set vehicle/entity's event speed to fast CC/0C0D: A8 Move vehicle/entity left/down 1x2 tiles CC/0C0E: CC Turn vehicle/entity up CC/0C0F: FF End queue CC/0C10: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CC/0C12: C3 Set vehicle/entity's event speed to fast CC/0C13: 86 Move vehicle/entity down 2 tiles CC/0C14: CC Turn vehicle/entity up CC/0C15: FF End queue CC/0C16: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CC/0C18: C3 Set vehicle/entity's event speed to fast CC/0C19: A7 Move vehicle/entity right/down 1x2 tiles CC/0C1A: CC Turn vehicle/entity up CC/0C1B: FF End queue CC/0C1C: 05 Begin action queue for character $05 (Actor in stot 5), 7 bytes long (Wait until complete) CC/0C1E: C3 Set vehicle/entity's event speed to fast CC/0C1F: CC Turn vehicle/entity up CC/0C20: C7 Set vehicle/entity to stay still when moving CC/0C21: 86 Move vehicle/entity down 2 tiles CC/0C22: C6 Set vehicle/entity to walk when moving CC/0C23: 80 Move vehicle/entity up 1 tile CC/0C24: FF End queue CC/0C25: 4B Display dialogue message $05E4, wait for button press SABIN: Duncan!! CC/0C28: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/0C2A: 1F Do vehicle/entity graphical action $1F CC/0C2B: FF End queue CC/0C2C: 94 Pause for 60 units CC/0C2D: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/0C2F: CE Turn vehicle/entity down CC/0C30: FF End queue CC/0C31: 92 Pause for 30 units CC/0C32: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CC/0C34: A2 Move vehicle/entity left/down 1x1 tiles CC/0C35: CD Turn vehicle/entity right CC/0C36: FF End queue CC/0C37: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete) CC/0C39: C3 Set vehicle/entity's event speed to fast CC/0C3A: 80 Move vehicle/entity up 1 tile CC/0C3B: CF Turn vehicle/entity left CC/0C3C: E0 Pause for 4 * 8 (32) frames CC/0C3E: FF End queue CC/0C3F: B5 Pause for 15 * 6 (90) units CC/0C41: B0 Execute the following commands until $B1 8 times CC/0C43: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/0C45: 5D Do vehicle/entity graphical action $1D, flipped horizontally CC/0C46: FF End queue CC/0C47: B4 Pause for 2 units CC/0C49: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/0C4B: 5E Do vehicle/entity graphical action $1E, flipped horizontally CC/0C4C: FF End queue CC/0C4D: B4 Pause for 2 units CC/0C4F: B1 End block of repeating commands CC/0C50: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/0C52: CD Turn vehicle/entity right CC/0C53: FF End queue CC/0C54: 4B Display dialogue message $05E5, wait for button press DUNCAN: Wa, ha, ha… Why the surprised face? Did you think I'd…gone? CC/0C57: 92 Pause for 30 units CC/0C58: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CC/0C5A: 22 Do vehicle/entity graphical action $22 CC/0C5B: FF End queue CC/0C5C: B5 Pause for 15 * 6 (90) units CC/0C5E: 4B Display dialogue message $05E6, wait for button press SABIN: Duncan… I'm so glad you're safe!!! CC/0C61: 94 Pause for 60 units CC/0C62: F4 Play sound effect 106 CC/0C64: 10 Begin action queue for character $10 (NPC $10), 9 bytes long (Wait until complete) CC/0C66: C2 Set vehicle/entity's event speed to normal CC/0C67: C8 Set object layering priority to 2 (low nibble 2) CC/0C69: C7 Set vehicle/entity to stay still when moving CC/0C6A: 1F Do vehicle/entity graphical action $1F CC/0C6B: DC Make vehicle/entity jump (low) CC/0C6C: A1 Move vehicle/entity right/down 1x1 tiles CC/0C6D: CC Turn vehicle/entity up CC/0C6E: FF End queue CC/0C6F: 92 Pause for 30 units CC/0C70: F4 Play sound effect 106 CC/0C72: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CC/0C74: 1E Do vehicle/entity graphical action $1E CC/0C75: DC Make vehicle/entity jump (low) CC/0C76: A0 Move vehicle/entity right/up 1x1 tiles CC/0C77: CF Turn vehicle/entity left CC/0C78: FF End queue CC/0C79: 92 Pause for 30 units CC/0C7A: F4 Play sound effect 106 CC/0C7C: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CC/0C7E: 14 Do vehicle/entity graphical action $14 CC/0C7F: DC Make vehicle/entity jump (low) CC/0C80: A2 Move vehicle/entity left/down 1x1 tiles CC/0C81: CC Turn vehicle/entity up CC/0C82: FF End queue CC/0C83: 92 Pause for 30 units CC/0C84: F4 Play sound effect 106 CC/0C86: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CC/0C88: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/0C89: DC Make vehicle/entity jump (low) CC/0C8A: A3 Move vehicle/entity left/up 1x1 tiles CC/0C8B: CD Turn vehicle/entity right CC/0C8C: FF End queue CC/0C8D: 92 Pause for 30 units CC/0C8E: 4B Display dialogue message $05E7, wait for button press DUNCAN: Whoa?! SABIN, this can't be… Tears?? CC/0C91: 94 Pause for 60 units CC/0C92: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/0C94: CE Turn vehicle/entity down CC/0C95: FF End queue CC/0C96: 92 Pause for 30 units CC/0C97: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/0C99: 09 Do vehicle/entity graphical action $09 (kneeling) CC/0C9A: FF End queue CC/0C9B: 91 Pause for 15 units CC/0C9C: F4 Play sound effect 106 CC/0C9E: 10 Begin action queue for character $10 (NPC $10), 11 bytes long (Wait until complete) CC/0CA0: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/0CA1: C4 Set vehicle/entity's event speed to faster CC/0CA2: 8C Move vehicle/entity up 4 tiles CC/0CA3: C3 Set vehicle/entity's event speed to fast CC/0CA4: 80 Move vehicle/entity up 1 tile CC/0CA5: E0 Pause for 4 * 2 (8) frames CC/0CA7: C2 Set vehicle/entity's event speed to normal CC/0CA8: 82 Move vehicle/entity down 1 tile CC/0CA9: 09 Do vehicle/entity graphical action $09 (kneeling) CC/0CAA: FF End queue CC/0CAB: 92 Pause for 30 units CC/0CAC: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CC/0CAE: CC Turn vehicle/entity up CC/0CAF: FF End queue CC/0CB0: 10 Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete) CC/0CB2: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/0CB3: C2 Set vehicle/entity's event speed to normal CC/0CB4: DC Make vehicle/entity jump (low) CC/0CB5: A0 Move vehicle/entity right/up 1x1 tiles CC/0CB6: CE Turn vehicle/entity down CC/0CB7: FF End queue CC/0CB8: 92 Pause for 30 units CC/0CB9: B0 Execute the following commands until $B1 8 times CC/0CBB: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/0CBD: 5D Do vehicle/entity graphical action $1D, flipped horizontally CC/0CBE: FF End queue CC/0CBF: B4 Pause for 2 units CC/0CC1: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/0CC3: 5E Do vehicle/entity graphical action $1E, flipped horizontally CC/0CC4: FF End queue CC/0CC5: B4 Pause for 2 units CC/0CC7: B1 End block of repeating commands CC/0CC8: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/0CCA: CE Turn vehicle/entity down CC/0CCB: FF End queue CC/0CCC: 92 Pause for 30 units CC/0CCD: 4B Display dialogue message $05E8, wait for button press (At bottom of screen) DUNCAN: Wa, ha, ha… Nothing happened to me! The earth yawned right open to take me but I scrambled to safety! CC/0CD0: F0 Play song 10 (Edgar and Sabin), (high bit clear), full volume CC/0CD2: 94 Pause for 60 units CC/0CD3: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/0CD5: 18 Do vehicle/entity graphical action $18 CC/0CD6: FF End queue CC/0CD7: 95 Pause for 120 units CC/0CD8: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CC/0CDA: 21 Do vehicle/entity graphical action $21 CC/0CDB: E0 Pause for 4 * 4 (16) frames CC/0CDD: CC Turn vehicle/entity up CC/0CDE: FF End queue CC/0CDF: 92 Pause for 30 units CC/0CE0: 4B Display dialogue message $05E9, wait for button press (At bottom of screen) DUNCAN: SABIN!! It is now time to complete your training. Use these new skills to smash Kefka! CC/0CE3: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/0CE5: CE Turn vehicle/entity down CC/0CE6: FF End queue CC/0CE7: 92 Pause for 30 units CC/0CE8: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CC/0CEA: 21 Do vehicle/entity graphical action $21 CC/0CEB: E0 Pause for 4 * 2 (8) frames CC/0CED: CC Turn vehicle/entity up CC/0CEE: FF End queue CC/0CEF: 92 Pause for 30 units CC/0CF0: 4B Display dialogue message $05EA, wait for button press (At bottom of screen) Put 'em up! CC/0CF3: 94 Pause for 60 units CC/0CF4: 38 Hold screen CC/0CF5: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long CC/0CF7: C3 Set vehicle/entity's event speed to fast CC/0CF8: 89 Move vehicle/entity right 3 tiles CC/0CF9: CC Turn vehicle/entity up CC/0CFA: C7 Set vehicle/entity to stay still when moving CC/0CFB: FF End queue CC/0CFC: 10 Begin action queue for character $10 (NPC $10), 10 bytes long CC/0CFE: C7 Set vehicle/entity to stay still when moving CC/0CFF: 4A Do vehicle/entity graphical action $0A, flipped horizontally CC/0D00: C3 Set vehicle/entity's event speed to fast CC/0D01: A1 Move vehicle/entity right/down 1x1 tiles CC/0D02: A1 Move vehicle/entity right/down 1x1 tiles CC/0D03: 4F Do vehicle/entity graphical action $0F, flipped horizontally CC/0D04: DC Make vehicle/entity jump (low) CC/0D05: A7 Move vehicle/entity right/down 1x2 tiles CC/0D06: 49 Do vehicle/entity graphical action $09, flipped horizontally CC/0D07: FF End queue CC/0D08: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/0D0A: C1 Set vehicle/entity's event speed to slow CC/0D0B: 85 Move vehicle/entity right 2 tiles CC/0D0C: FF End queue CC/0D0D: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/0D0F: CE Turn vehicle/entity down CC/0D10: FF End queue CC/0D11: 92 Pause for 30 units CC/0D12: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/0D14: F4 Play sound effect 96 CC/0D16: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CC/0D18: 1F Do vehicle/entity graphical action $1F CC/0D19: FF End queue CC/0D1A: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CC/0D1C: 1F Do vehicle/entity graphical action $1F CC/0D1D: FF End queue CC/0D1E: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CC/0D20: 1F Do vehicle/entity graphical action $1F CC/0D21: FF End queue CC/0D22: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CC/0D24: 0B Do vehicle/entity graphical action $0B CC/0D25: C3 Set vehicle/entity's event speed to fast CC/0D26: 84 Move vehicle/entity up 2 tiles CC/0D27: E0 Pause for 4 * 2 (8) frames CC/0D29: CE Turn vehicle/entity down CC/0D2A: FF End queue CC/0D2B: 05 Begin action queue for character $05 (Actor in stot 5), 7 bytes long (Wait until complete) CC/0D2D: 0B Do vehicle/entity graphical action $0B CC/0D2E: C3 Set vehicle/entity's event speed to fast CC/0D2F: 86 Move vehicle/entity down 2 tiles CC/0D30: E0 Pause for 4 * 2 (8) frames CC/0D32: CC Turn vehicle/entity up CC/0D33: FF End queue CC/0D34: 92 Pause for 30 units CC/0D35: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete) CC/0D37: C6 Set vehicle/entity to walk when moving CC/0D38: C3 Set vehicle/entity's event speed to fast CC/0D39: 88 Move vehicle/entity up 3 tiles CC/0D3A: FF End queue CC/0D3B: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CC/0D3D: C8 Set object layering priority to 2 (low nibble 2) CC/0D3F: FF End queue CC/0D40: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete) CC/0D42: C8 Set object layering priority to 2 (low nibble 2) CC/0D44: FF End queue CC/0D45: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CC/0D47: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/0D48: DC Make vehicle/entity jump (low) CC/0D49: A3 Move vehicle/entity left/up 1x1 tiles CC/0D4A: E0 Pause for 4 * 2 (8) frames CC/0D4C: CE Turn vehicle/entity down CC/0D4D: FF End queue CC/0D4E: 05 Begin action queue for character $05 (Actor in stot 5), 8 bytes long CC/0D50: C7 Set vehicle/entity to stay still when moving CC/0D51: 17 Do vehicle/entity graphical action $17 CC/0D52: DC Make vehicle/entity jump (low) CC/0D53: AB Move vehicle/entity left/up 1x2 tiles CC/0D54: E0 Pause for 4 * 2 (8) frames CC/0D56: CC Turn vehicle/entity up CC/0D57: FF End queue CC/0D58: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CC/0D5A: C1 Set vehicle/entity's event speed to slow CC/0D5B: A3 Move vehicle/entity left/up 1x1 tiles CC/0D5C: A3 Move vehicle/entity left/up 1x1 tiles CC/0D5D: FF End queue CC/0D5E: 92 Pause for 30 units CC/0D5F: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/0D61: B0 Execute the following commands until $B1 12 times CC/0D63: B2 Call subroutine $CC0F2E CC/0D67: B1 End block of repeating commands CC/0D68: 92 Pause for 30 units CC/0D69: 10 Begin action queue for character $10 (NPC $10), 6 bytes long CC/0D6B: C3 Set vehicle/entity's event speed to fast CC/0D6C: C6 Set vehicle/entity to walk when moving CC/0D6D: A3 Move vehicle/entity left/up 1x1 tiles CC/0D6E: A3 Move vehicle/entity left/up 1x1 tiles CC/0D6F: CE Turn vehicle/entity down CC/0D70: FF End queue CC/0D71: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete) CC/0D73: C3 Set vehicle/entity's event speed to fast CC/0D74: C6 Set vehicle/entity to walk when moving CC/0D75: A3 Move vehicle/entity left/up 1x1 tiles CC/0D76: A3 Move vehicle/entity left/up 1x1 tiles CC/0D77: CC Turn vehicle/entity up CC/0D78: FF End queue CC/0D79: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/0D7B: C1 Set vehicle/entity's event speed to slow CC/0D7C: A3 Move vehicle/entity left/up 1x1 tiles CC/0D7D: FF End queue CC/0D7E: 92 Pause for 30 units CC/0D7F: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/0D81: B0 Execute the following commands until $B1 12 times CC/0D83: B2 Call subroutine $CC0F3D CC/0D87: B1 End block of repeating commands CC/0D88: 92 Pause for 30 units CC/0D89: 10 Begin action queue for character $10 (NPC $10), 6 bytes long CC/0D8B: C3 Set vehicle/entity's event speed to fast CC/0D8C: C6 Set vehicle/entity to walk when moving CC/0D8D: A2 Move vehicle/entity left/down 1x1 tiles CC/0D8E: A2 Move vehicle/entity left/down 1x1 tiles CC/0D8F: CE Turn vehicle/entity down CC/0D90: FF End queue CC/0D91: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete) CC/0D93: C3 Set vehicle/entity's event speed to fast CC/0D94: C6 Set vehicle/entity to walk when moving CC/0D95: A2 Move vehicle/entity left/down 1x1 tiles CC/0D96: A2 Move vehicle/entity left/down 1x1 tiles CC/0D97: CC Turn vehicle/entity up CC/0D98: FF End queue CC/0D99: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/0D9B: C1 Set vehicle/entity's event speed to slow CC/0D9C: A2 Move vehicle/entity left/down 1x1 tiles CC/0D9D: FF End queue CC/0D9E: 92 Pause for 30 units CC/0D9F: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/0DA1: B0 Execute the following commands until $B1 20 times CC/0DA3: B2 Call subroutine $CC0F2E CC/0DA7: B1 End block of repeating commands CC/0DA8: 92 Pause for 30 units CC/0DA9: 10 Begin action queue for character $10 (NPC $10), 6 bytes long CC/0DAB: C3 Set vehicle/entity's event speed to fast CC/0DAC: C6 Set vehicle/entity to walk when moving CC/0DAD: A0 Move vehicle/entity right/up 1x1 tiles CC/0DAE: A0 Move vehicle/entity right/up 1x1 tiles CC/0DAF: CE Turn vehicle/entity down CC/0DB0: FF End queue CC/0DB1: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete) CC/0DB3: C3 Set vehicle/entity's event speed to fast CC/0DB4: C6 Set vehicle/entity to walk when moving CC/0DB5: A0 Move vehicle/entity right/up 1x1 tiles CC/0DB6: A0 Move vehicle/entity right/up 1x1 tiles CC/0DB7: CC Turn vehicle/entity up CC/0DB8: FF End queue CC/0DB9: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/0DBB: C1 Set vehicle/entity's event speed to slow CC/0DBC: 85 Move vehicle/entity right 2 tiles CC/0DBD: FF End queue CC/0DBE: 92 Pause for 30 units CC/0DBF: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/0DC1: 18 Do vehicle/entity graphical action $18 CC/0DC2: FF End queue CC/0DC3: 94 Pause for 60 units CC/0DC4: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CC/0DC6: 21 Do vehicle/entity graphical action $21 CC/0DC7: E0 Pause for 4 * 2 (8) frames CC/0DC9: CC Turn vehicle/entity up CC/0DCA: FF End queue CC/0DCB: 94 Pause for 60 units CC/0DCC: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CC/0DCE: 21 Do vehicle/entity graphical action $21 CC/0DCF: E0 Pause for 4 * 2 (8) frames CC/0DD1: CC Turn vehicle/entity up CC/0DD2: FF End queue CC/0DD3: 91 Pause for 15 units CC/0DD4: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CC/0DD6: 21 Do vehicle/entity graphical action $21 CC/0DD7: E0 Pause for 4 * 2 (8) frames CC/0DD9: CC Turn vehicle/entity up CC/0DDA: FF End queue CC/0DDB: 95 Pause for 120 units CC/0DDC: B0 Execute the following commands until $B1 2 times CC/0DDE: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CC/0DE0: C4 Set vehicle/entity's event speed to faster CC/0DE1: C6 Set vehicle/entity to walk when moving CC/0DE2: DC Make vehicle/entity jump (low) CC/0DE3: A1 Move vehicle/entity right/down 1x1 tiles CC/0DE4: A1 Move vehicle/entity right/down 1x1 tiles CC/0DE5: CE Turn vehicle/entity down CC/0DE6: FF End queue CC/0DE7: 05 Begin action queue for character $05 (Actor in stot 5), 7 bytes long (Wait until complete) CC/0DE9: C4 Set vehicle/entity's event speed to faster CC/0DEA: C6 Set vehicle/entity to walk when moving CC/0DEB: DC Make vehicle/entity jump (low) CC/0DEC: A1 Move vehicle/entity right/down 1x1 tiles CC/0DED: A1 Move vehicle/entity right/down 1x1 tiles CC/0DEE: CC Turn vehicle/entity up CC/0DEF: FF End queue CC/0DF0: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/0DF2: B0 Execute the following commands until $B1 2 times CC/0DF4: B2 Call subroutine $CC0F2E CC/0DF8: B1 End block of repeating commands CC/0DF9: 10 Begin action queue for character $10 (NPC $10), 6 bytes long CC/0DFB: C4 Set vehicle/entity's event speed to faster CC/0DFC: C6 Set vehicle/entity to walk when moving CC/0DFD: A3 Move vehicle/entity left/up 1x1 tiles CC/0DFE: A3 Move vehicle/entity left/up 1x1 tiles CC/0DFF: CE Turn vehicle/entity down CC/0E00: FF End queue CC/0E01: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete) CC/0E03: C4 Set vehicle/entity's event speed to faster CC/0E04: C6 Set vehicle/entity to walk when moving CC/0E05: A3 Move vehicle/entity left/up 1x1 tiles CC/0E06: A3 Move vehicle/entity left/up 1x1 tiles CC/0E07: CC Turn vehicle/entity up CC/0E08: FF End queue CC/0E09: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/0E0B: B0 Execute the following commands until $B1 2 times CC/0E0D: B2 Call subroutine $CC0F3D CC/0E11: B1 End block of repeating commands CC/0E12: 10 Begin action queue for character $10 (NPC $10), 6 bytes long CC/0E14: C4 Set vehicle/entity's event speed to faster CC/0E15: C6 Set vehicle/entity to walk when moving CC/0E16: A2 Move vehicle/entity left/down 1x1 tiles CC/0E17: A2 Move vehicle/entity left/down 1x1 tiles CC/0E18: CE Turn vehicle/entity down CC/0E19: FF End queue CC/0E1A: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete) CC/0E1C: C4 Set vehicle/entity's event speed to faster CC/0E1D: C6 Set vehicle/entity to walk when moving CC/0E1E: A2 Move vehicle/entity left/down 1x1 tiles CC/0E1F: A2 Move vehicle/entity left/down 1x1 tiles CC/0E20: CC Turn vehicle/entity up CC/0E21: FF End queue CC/0E22: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/0E24: B0 Execute the following commands until $B1 2 times CC/0E26: B2 Call subroutine $CC0F2E CC/0E2A: B1 End block of repeating commands CC/0E2B: 10 Begin action queue for character $10 (NPC $10), 6 bytes long CC/0E2D: C4 Set vehicle/entity's event speed to faster CC/0E2E: C6 Set vehicle/entity to walk when moving CC/0E2F: A0 Move vehicle/entity right/up 1x1 tiles CC/0E30: A0 Move vehicle/entity right/up 1x1 tiles CC/0E31: CE Turn vehicle/entity down CC/0E32: FF End queue CC/0E33: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete) CC/0E35: C4 Set vehicle/entity's event speed to faster CC/0E36: C6 Set vehicle/entity to walk when moving CC/0E37: A0 Move vehicle/entity right/up 1x1 tiles CC/0E38: A0 Move vehicle/entity right/up 1x1 tiles CC/0E39: CC Turn vehicle/entity up CC/0E3A: FF End queue CC/0E3B: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/0E3D: B0 Execute the following commands until $B1 2 times CC/0E3F: B2 Call subroutine $CC0F3D CC/0E43: B1 End block of repeating commands CC/0E44: B1 End block of repeating commands CC/0E45: 92 Pause for 30 units CC/0E46: F4 Play sound effect 106 CC/0E48: 30 Begin action queue for character $30 (Camera), 3 bytes long CC/0E4A: C2 Set vehicle/entity's event speed to normal CC/0E4B: 8C Move vehicle/entity up 4 tiles CC/0E4C: FF End queue CC/0E4D: 10 Begin action queue for character $10 (NPC $10), 9 bytes long CC/0E4F: CE Turn vehicle/entity down CC/0E50: E0 Pause for 4 * 1 (4) frames CC/0E52: C7 Set vehicle/entity to stay still when moving CC/0E53: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/0E54: C4 Set vehicle/entity's event speed to faster CC/0E55: 9C Move vehicle/entity up 8 tiles CC/0E56: 8C Move vehicle/entity up 4 tiles CC/0E57: FF End queue CC/0E58: 05 Begin action queue for character $05 (Actor in stot 5), 11 bytes long (Wait until complete) CC/0E5A: CC Turn vehicle/entity up CC/0E5B: E0 Pause for 4 * 1 (4) frames CC/0E5D: C7 Set vehicle/entity to stay still when moving CC/0E5E: 17 Do vehicle/entity graphical action $17 CC/0E5F: C4 Set vehicle/entity's event speed to faster CC/0E60: 9C Move vehicle/entity up 8 tiles CC/0E61: 8C Move vehicle/entity up 4 tiles CC/0E62: E0 Pause for 4 * 4 (16) frames CC/0E64: FF End queue CC/0E65: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/0E67: B0 Execute the following commands until $B1 16 times CC/0E69: F4 Play sound effect 96 CC/0E6B: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CC/0E6D: 03 Do vehicle/entity graphical action $03 CC/0E6E: FF End queue CC/0E6F: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CC/0E71: 05 Do vehicle/entity graphical action $05 CC/0E72: FF End queue CC/0E73: B1 End block of repeating commands CC/0E74: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/0E76: F4 Play sound effect 66 CC/0E78: 94 Pause for 60 units CC/0E79: F4 Play sound effect 186 CC/0E7B: 10 Begin action queue for character $10 (NPC $10), 9 bytes long CC/0E7D: C8 Set object layering priority to 2 (low nibble 2) CC/0E7F: C7 Set vehicle/entity to stay still when moving CC/0E80: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/0E81: C3 Set vehicle/entity's event speed to fast CC/0E82: 9E Move vehicle/entity down 8 tiles CC/0E83: 8E Move vehicle/entity down 4 tiles CC/0E84: 09 Do vehicle/entity graphical action $09 (kneeling) CC/0E85: FF End queue CC/0E86: 05 Begin action queue for character $05 (Actor in stot 5), 9 bytes long (Wait until complete) CC/0E88: C8 Set object layering priority to 2 (low nibble 2) CC/0E8A: C7 Set vehicle/entity to stay still when moving CC/0E8B: 17 Do vehicle/entity graphical action $17 CC/0E8C: C3 Set vehicle/entity's event speed to fast CC/0E8D: 9E Move vehicle/entity down 8 tiles CC/0E8E: 8E Move vehicle/entity down 4 tiles CC/0E8F: 09 Do vehicle/entity graphical action $09 (kneeling) CC/0E90: FF End queue CC/0E91: F4 Play sound effect 181 CC/0E93: 92 Pause for 30 units CC/0E94: 10 Begin action queue for character $10 (NPC $10), 8 bytes long CC/0E96: C6 Set vehicle/entity to walk when moving CC/0E97: C3 Set vehicle/entity's event speed to fast CC/0E98: A2 Move vehicle/entity left/down 1x1 tiles CC/0E99: A2 Move vehicle/entity left/down 1x1 tiles CC/0E9A: DC Make vehicle/entity jump (low) CC/0E9B: A9 Move vehicle/entity left/down 2x1 tiles CC/0E9C: CE Turn vehicle/entity down CC/0E9D: FF End queue CC/0E9E: 05 Begin action queue for character $05 (Actor in stot 5), 8 bytes long CC/0EA0: C6 Set vehicle/entity to walk when moving CC/0EA1: C3 Set vehicle/entity's event speed to fast CC/0EA2: A1 Move vehicle/entity right/down 1x1 tiles CC/0EA3: A1 Move vehicle/entity right/down 1x1 tiles CC/0EA4: DC Make vehicle/entity jump (low) CC/0EA5: A7 Move vehicle/entity right/down 1x2 tiles CC/0EA6: CE Turn vehicle/entity down CC/0EA7: FF End queue CC/0EA8: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/0EAA: C2 Set vehicle/entity's event speed to normal CC/0EAB: 96 Move vehicle/entity down 6 tiles CC/0EAC: FF End queue CC/0EAD: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CC/0EAF: CC Turn vehicle/entity up CC/0EB0: FF End queue CC/0EB1: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CC/0EB3: CC Turn vehicle/entity up CC/0EB4: FF End queue CC/0EB5: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CC/0EB7: CC Turn vehicle/entity up CC/0EB8: FF End queue CC/0EB9: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CC/0EBB: C3 Set vehicle/entity's event speed to fast CC/0EBC: 8A Move vehicle/entity down 3 tiles CC/0EBD: 89 Move vehicle/entity right 3 tiles CC/0EBE: FF End queue CC/0EBF: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete) CC/0EC1: C3 Set vehicle/entity's event speed to fast CC/0EC2: 82 Move vehicle/entity down 1 tile CC/0EC3: 8B Move vehicle/entity left 3 tiles CC/0EC4: E0 Pause for 4 * 8 (32) frames CC/0EC6: FF End queue CC/0EC7: 92 Pause for 30 units CC/0EC8: 4B Display dialogue message $05EB, wait for button press I call this the “Bum Rush”!! CC/0ECB: 92 Pause for 30 units CC/0ECC: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CC/0ECE: 22 Do vehicle/entity graphical action $22 CC/0ECF: E0 Pause for 4 * 4 (16) frames CC/0ED1: CF Turn vehicle/entity left CC/0ED2: FF End queue CC/0ED3: 94 Pause for 60 units CC/0ED4: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/0ED6: CE Turn vehicle/entity down CC/0ED7: FF End queue CC/0ED8: 92 Pause for 30 units CC/0ED9: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/0EDB: 18 Do vehicle/entity graphical action $18 CC/0EDC: FF End queue CC/0EDD: 92 Pause for 30 units CC/0EDE: 4B Display dialogue message $05EC, wait for button press DUNCAN: Go! Give Kefka the boot! CC/0EE1: 94 Pause for 60 units CC/0EE2: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CC/0EE4: CE Turn vehicle/entity down CC/0EE5: FF End queue CC/0EE6: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CC/0EE8: CE Turn vehicle/entity down CC/0EE9: FF End queue CC/0EEA: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CC/0EEC: CE Turn vehicle/entity down CC/0EED: FF End queue CC/0EEE: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CC/0EF0: CE Turn vehicle/entity down CC/0EF1: FF End queue CC/0EF2: 93 Pause for 45 units CC/0EF3: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CC/0EF5: 18 Do vehicle/entity graphical action $18 CC/0EF6: FF End queue CC/0EF7: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CC/0EF9: 18 Do vehicle/entity graphical action $18 CC/0EFA: FF End queue CC/0EFB: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CC/0EFD: 18 Do vehicle/entity graphical action $18 CC/0EFE: FF End queue CC/0EFF: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CC/0F01: 18 Do vehicle/entity graphical action $18 CC/0F02: FF End queue CC/0F03: 95 Pause for 120 units CC/0F04: F2 Fade out current song with transition time 160 CC/0F06: 5A Fade screen at speed $04 CC/0F08: 5C Pause execution until fade in or fade out is complete CC/0F09: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete) CC/0F0B: C8 Set object layering priority to 0 (low nibble 0) CC/0F0D: C6 Set vehicle/entity to walk when moving CC/0F0E: FF End queue CC/0F0F: B2 Call subroutine $CACB95 CC/0F13: 3B Position character in a "ready-to-go" stance CC/0F14: B2 Call subroutine $CB2E2B CC/0F18: 39 Free screen CC/0F19: 42 Hide object $10 CC/0F1B: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/0F1D: C2 Set vehicle/entity's event speed to normal CC/0F1E: 82 Move vehicle/entity down 1 tile CC/0F1F: FF End queue CC/0F20: 59 Unfade screen at speed $04 CC/0F22: 5C Pause execution until fade in or fade out is complete CC/0F23: F0 Play song 35 (Mt. Koltz), (high bit clear), full volume CC/0F25: D4 Set event bit $1E80($2AF) [$1ED5, bit 7] CC/0F27: DD Clear event bit $1E80($6B5) [$1F56, bit 5] CC/0F29: DC Set event bit $1E80($6BF) [$1F57, bit 7] CC/0F2B: 90 Grant Sabin the Bum Rush CC/0F2C: 3A Enable player to move while event commands execute CC/0F2D: FE Return CC/0F2E: F4 Play sound effect 96 CC/0F30: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CC/0F32: 0B Do vehicle/entity graphical action $0B CC/0F33: FF End queue CC/0F34: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/0F36: 00 Do vehicle/entity graphical action $00 CC/0F37: FF End queue CC/0F38: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/0F3A: 02 Do vehicle/entity graphical action $02 CC/0F3B: FF End queue CC/0F3C: FE Return CC/0F3D: F4 Play sound effect 96 CC/0F3F: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CC/0F41: 0B Do vehicle/entity graphical action $0B CC/0F42: FF End queue CC/0F43: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CC/0F45: 03 Do vehicle/entity graphical action $03 CC/0F46: FF End queue CC/0F47: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CC/0F49: 05 Do vehicle/entity graphical action $05 CC/0F4A: FF End queue CC/0F4B: FE Return CC/0F4C: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/0F4E: 1D Do vehicle/entity graphical action $1D CC/0F4F: FF End queue CC/0F50: 94 Pause for 60 units CC/0F51: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/0F53: CE Turn vehicle/entity down CC/0F54: FF End queue CC/0F55: 4B Display dialogue message $05EE, wait for button press DUNCAN: Cough…wheeze… Don't worry about me! Go! Destroy Kefka! CC/0F58: 91 Pause for 15 units CC/0F59: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/0F5B: 18 Do vehicle/entity graphical action $18 CC/0F5C: FF End queue CC/0F5D: FE Return CC/0F5E: 13 Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete) CC/0F60: E0 Pause for 4 * 4 (16) frames CC/0F62: FF End queue CC/0F63: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/0F65: C7 Set vehicle/entity to stay still when moving CC/0F66: 1C Do vehicle/entity graphical action $1C CC/0F67: C8 Set object layering priority to 2 (low nibble 2) CC/0F69: FF End queue CC/0F6A: 38 Hold screen CC/0F6B: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CC/0F6D: C2 Set vehicle/entity's event speed to normal CC/0F6E: 9C Move vehicle/entity up 8 tiles CC/0F6F: FF End queue CC/0F70: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/0F72: C2 Set vehicle/entity's event speed to normal CC/0F73: 9C Move vehicle/entity up 8 tiles CC/0F74: FF End queue CC/0F75: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/0F77: C8 Set object layering priority to 0 (low nibble 0) CC/0F79: C6 Set vehicle/entity to walk when moving CC/0F7A: FF End queue CC/0F7B: 97 Fade screen to black CC/0F7C: 5C Pause execution until fade in or fade out is complete CC/0F7D: D1 Clear event bit $1E80($071) [$1E8E, bit 1] CC/0F7F: D1 Clear event bit $1E80($067) [$1E8C, bit 7] CC/0F81: D1 Clear event bit $1E80($066) [$1E8C, bit 6] CC/0F83: D1 Clear event bit $1E80($065) [$1E8C, bit 5] CC/0F85: D1 Clear event bit $1E80($064) [$1E8C, bit 4] CC/0F87: D1 Clear event bit $1E80($063) [$1E8C, bit 3] CC/0F89: D1 Clear event bit $1E80($062) [$1E8C, bit 2] CC/0F8B: D1 Clear event bit $1E80($080) [$1E90, bit 0] CC/0F8D: D1 Clear event bit $1E80($07F) [$1E8F, bit 7] CC/0F8F: D1 Clear event bit $1E80($0D0) [$1E9A, bit 0] CC/0F91: DC Set event bit $1E80($6A5) [$1F54, bit 5] CC/0F93: DC Set event bit $1E80($6A7) [$1F54, bit 7] CC/0F95: DD Clear event bit $1E80($6AA) [$1F55, bit 2] CC/0F97: DD Clear event bit $1E80($6AB) [$1F55, bit 3] CC/0F99: DC Set event bit $1E80($6A6) [$1F54, bit 6] CC/0F9B: D5 Clear event bit $1E80($2C4) [$1ED8, bit 4] CC/0F9D: D5 Clear event bit $1E80($2C5) [$1ED8, bit 5] CC/0F9F: D5 Clear event bit $1E80($2C6) [$1ED8, bit 6] CC/0FA1: D5 Clear event bit $1E80($2C7) [$1ED8, bit 7] CC/0FA3: D5 Clear event bit $1E80($2C8) [$1ED9, bit 0] CC/0FA5: D5 Clear event bit $1E80($2C9) [$1ED9, bit 1] CC/0FA7: D5 Clear event bit $1E80($2CA) [$1ED9, bit 2] CC/0FA9: D5 Clear event bit $1E80($2CB) [$1ED9, bit 3] CC/0FAB: D5 Clear event bit $1E80($2CC) [$1ED9, bit 4] CC/0FAD: D5 Clear event bit $1E80($2CD) [$1ED9, bit 5] CC/0FAF: D5 Clear event bit $1E80($2CE) [$1ED9, bit 6] CC/0FB1: D5 Clear event bit $1E80($2CF) [$1ED9, bit 7] CC/0FB3: D5 Clear event bit $1E80($2BE) [$1ED7, bit 6] CC/0FB5: D3 Clear event bit $1E80($1CE) [$1EB9, bit 6] (Disables party switching with the Y button) CC/0FB7: C0 If ($1E80($074) [$1E8E, bit 4] is set), branch to $CA5EB3 (simply returns) CC/0FBD: DC Set event bit $1E80($6AF) [$1F55, bit 7] CC/0FBF: DD Clear event bit $1E80($6B2) [$1F56, bit 2] CC/0FC1: 39 Free screen CC/0FC2: FE Return CC/0FC3: C1 If ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CA5EB3 (simply returns) CC/0FCB: B2 Call subroutine $CC0F5E CC/0FCF: B2 Call subroutine $CC2109 CC/0FD3: FE Return CC/0FD4: C1 If ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1F1) [$1EBE, bit 1] is clear), branch to $CA5EB3 (simply returns) CC/0FDC: B2 Call subroutine $CC0F5E CC/0FE0: B2 Call subroutine $CC2109 CC/0FE4: FE Return CC/0FE5: C1 If ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1F2) [$1EBE, bit 2] is clear), branch to $CA5EB3 (simply returns) CC/0FED: B2 Call subroutine $CC0F5E CC/0FF1: B2 Call subroutine $CC2109 CC/0FF5: FE Return CC/0FF6: B2 Call subroutine $CC0F7D CC/0FFA: B2 Call subroutine $CC2109 CC/0FFE: D5 Clear event bit $1E80($2BE) [$1ED7, bit 6] CC/1000: FE Return CC/1001: B2 Call subroutine $CC2109 CC/1005: D5 Clear event bit $1E80($2BF) [$1ED7, bit 7] CC/1007: FE Return CC/1008: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CC/100A: C7 Set vehicle/entity to stay still when moving CC/100B: 24 Do vehicle/entity graphical action $24 CC/100C: C2 Set vehicle/entity's event speed to normal CC/100D: 80 Move vehicle/entity up 1 tile CC/100E: C6 Set vehicle/entity to walk when moving CC/100F: CE Turn vehicle/entity down CC/1010: FF End queue CC/1011: FE Return CC/1012: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CC/1014: C7 Set vehicle/entity to stay still when moving CC/1015: 17 Do vehicle/entity graphical action $17 CC/1016: C2 Set vehicle/entity's event speed to normal CC/1017: 82 Move vehicle/entity down 1 tile CC/1018: C6 Set vehicle/entity to walk when moving CC/1019: CC Turn vehicle/entity up CC/101A: FF End queue CC/101B: FE Return CC/101C: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/101E: C7 Set vehicle/entity to stay still when moving CC/101F: 86 Move vehicle/entity down 2 tiles CC/1020: C6 Set vehicle/entity to walk when moving CC/1021: FF End queue CC/1022: FE Return CC/1023: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/1025: C7 Set vehicle/entity to stay still when moving CC/1026: 84 Move vehicle/entity up 2 tiles CC/1027: C6 Set vehicle/entity to walk when moving CC/1028: FF End queue CC/1029: FE Return CC/102A: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/102C: C7 Set vehicle/entity to stay still when moving CC/102D: 8A Move vehicle/entity down 3 tiles CC/102E: C6 Set vehicle/entity to walk when moving CC/102F: FF End queue CC/1030: FE Return CC/1031: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/1033: C7 Set vehicle/entity to stay still when moving CC/1034: 88 Move vehicle/entity up 3 tiles CC/1035: C6 Set vehicle/entity to walk when moving CC/1036: FF End queue CC/1037: FE Return CC/1038: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/103A: C7 Set vehicle/entity to stay still when moving CC/103B: 94 Move vehicle/entity up 6 tiles CC/103C: C6 Set vehicle/entity to walk when moving CC/103D: FF End queue CC/103E: FE Return CC/103F: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/1041: C7 Set vehicle/entity to stay still when moving CC/1042: 92 Move vehicle/entity down 5 tiles CC/1043: C6 Set vehicle/entity to walk when moving CC/1044: FF End queue CC/1045: FE Return CC/1046: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/1048: C7 Set vehicle/entity to stay still when moving CC/1049: 90 Move vehicle/entity up 5 tiles CC/104A: C6 Set vehicle/entity to walk when moving CC/104B: FF End queue CC/104C: FE Return CC/104D: 73 Replace current map's Layer 1 at (92, 5) with the following (21 x 7) chunk, refresh immediately CC/1052: $00, $00, $00, $00, $00, $00, $0E, $00, $00, $00, $00, $00, $00, $0E, $00, $00, $00, $00, $00, $00, $0E CC/1067: $00, $00, $00, $00, $00, $00, $0E, $00, $00, $00, $00, $00, $00, $0E, $00, $00, $00, $00, $00, $00, $0E CC/107C: $00, $00, $00, $00, $00, $00, $0E, $00, $00, $00, $00, $00, $00, $0E, $00, $00, $00, $00, $00, $00, $0E CC/1091: $00, $00, $00, $00, $00, $00, $0E, $00, $00, $00, $00, $00, $00, $0E, $00, $00, $00, $00, $00, $00, $0E CC/10A6: $00, $00, $00, $00, $00, $00, $0E, $00, $00, $00, $00, $00, $00, $0E, $00, $00, $00, $00, $00, $00, $0E CC/10BB: $00, $00, $00, $00, $00, $00, $0E, $00, $00, $00, $00, $00, $00, $0E, $00, $00, $00, $00, $00, $00, $0E CC/10D0: $00, $00, $00, $00, $00, $00, $0E, $00, $00, $00, $00, $00, $00, $0E, $00, $00, $00, $00, $00, $00, $0E CC/10E5: FE Return CC/10E6: 60 Change background layer $0E to palette $0C CC/10E9: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CC/10EF: 13 Begin action queue for character $13 (NPC $13), 69 bytes long CC/10F1: C2 Set vehicle/entity's event speed to normal CC/10F2: D5 Set vehicle/entity's position to (69, 10) CC/10F5: 9F Move vehicle/entity left 8 tiles CC/10F6: A2 Move vehicle/entity left/down 1x1 tiles CC/10F7: A2 Move vehicle/entity left/down 1x1 tiles CC/10F8: A2 Move vehicle/entity left/down 1x1 tiles CC/10F9: A2 Move vehicle/entity left/down 1x1 tiles CC/10FA: C1 Set vehicle/entity's event speed to slow CC/10FB: A2 Move vehicle/entity left/down 1x1 tiles CC/10FC: E2 Set event bit $1E80($1F0) [$1EBE, bit 0] CC/10FE: E0 Pause for 4 * 10 (40) frames CC/1100: E5 Clear event bit $1E80($1F0) [$1EBE, bit 0] CC/1102: C2 Set vehicle/entity's event speed to normal CC/1103: A3 Move vehicle/entity left/up 1x1 tiles CC/1104: A3 Move vehicle/entity left/up 1x1 tiles CC/1105: A3 Move vehicle/entity left/up 1x1 tiles CC/1106: A3 Move vehicle/entity left/up 1x1 tiles CC/1107: A3 Move vehicle/entity left/up 1x1 tiles CC/1108: 9F Move vehicle/entity left 8 tiles CC/1109: 83 Move vehicle/entity left 1 tile CC/110A: C1 Set vehicle/entity's event speed to slow CC/110B: A2 Move vehicle/entity left/down 1x1 tiles CC/110C: E2 Set event bit $1E80($1F1) [$1EBE, bit 1] CC/110E: E0 Pause for 4 * 10 (40) frames CC/1110: E5 Clear event bit $1E80($1F1) [$1EBE, bit 1] CC/1112: C2 Set vehicle/entity's event speed to normal CC/1113: A3 Move vehicle/entity left/up 1x1 tiles CC/1114: A3 Move vehicle/entity left/up 1x1 tiles CC/1115: A3 Move vehicle/entity left/up 1x1 tiles CC/1116: 9C Move vehicle/entity up 8 tiles CC/1117: 90 Move vehicle/entity up 5 tiles CC/1118: C3 Set vehicle/entity's event speed to fast CC/1119: 9F Move vehicle/entity left 8 tiles CC/111A: 9F Move vehicle/entity left 8 tiles CC/111B: A2 Move vehicle/entity left/down 1x1 tiles CC/111C: A2 Move vehicle/entity left/down 1x1 tiles CC/111D: A2 Move vehicle/entity left/down 1x1 tiles CC/111E: A2 Move vehicle/entity left/down 1x1 tiles CC/111F: A2 Move vehicle/entity left/down 1x1 tiles CC/1120: C2 Set vehicle/entity's event speed to normal CC/1121: 9A Move vehicle/entity down 7 tiles CC/1122: A2 Move vehicle/entity left/down 1x1 tiles CC/1123: A2 Move vehicle/entity left/down 1x1 tiles CC/1124: C1 Set vehicle/entity's event speed to slow CC/1125: A2 Move vehicle/entity left/down 1x1 tiles CC/1126: E2 Set event bit $1E80($1F2) [$1EBE, bit 2] CC/1128: E0 Pause for 4 * 10 (40) frames CC/112A: E5 Clear event bit $1E80($1F2) [$1EBE, bit 2] CC/112C: C2 Set vehicle/entity's event speed to normal CC/112D: A3 Move vehicle/entity left/up 1x1 tiles CC/112E: A3 Move vehicle/entity left/up 1x1 tiles CC/112F: A3 Move vehicle/entity left/up 1x1 tiles CC/1130: A3 Move vehicle/entity left/up 1x1 tiles CC/1131: A3 Move vehicle/entity left/up 1x1 tiles CC/1132: 8C Move vehicle/entity up 4 tiles CC/1133: FC Branch 66 bytes backwards ($CC10F1) CC/1135: FF End queue CC/1136: FE Return CC/1137: 73 Replace current map's Layer 1 at (87, 30) with the following (4 x 1) chunk, refresh immediately CC/113C: $65, $75, $74, $71 CC/1140: FE Return CC/1141: 60 Change background layer $0F to palette $10 CC/1144: 73 Replace current map's Layer 1 at (77, 30) with the following (4 x 1) chunk, refresh immediately CC/1149: $65, $75, $75, $71 CC/114D: FE Return CC/114E: 60 Change background layer $0F to palette $10 CC/1151: C0 If ($1E80($071) [$1E8E, bit 1] is clear), branch to $CC115F CC/1157: B2 Call subroutine $CC12B1 CC/115B: B2 Call subroutine $CC12DB CC/115F: C0 If ($1E80($067) [$1E8C, bit 7] is clear), branch to $CC116D CC/1165: B2 Call subroutine $CC1275 CC/1169: B2 Call subroutine $CC1293 CC/116D: C0 If ($1E80($065) [$1E8C, bit 5] is clear), branch to $CC1182 CC/1173: 74 Replace current map's Layer 2 at (36, 7) with the following (3 x 1) chunk CC/1178: $45, $45, $45 CC/117B: 74 Replace current map's Layer 2 at (36, 73) with the following (1 x 1) chunk CC/1180: $11 CC/1181: 75 Refresh map after alteration CC/1182: C0 If ($1E80($066) [$1E8C, bit 6] is clear), branch to $CC1197 CC/1188: 74 Replace current map's Layer 2 at (42, 7) with the following (3 x 1) chunk CC/118D: $44, $44, $44 CC/1190: 74 Replace current map's Layer 2 at (42, 73) with the following (1 x 1) chunk CC/1195: $11 CC/1196: 75 Refresh map after alteration CC/1197: FE Return CC/1198: 60 Change background layer $0F to palette $10 CC/119B: B2 Call subroutine $CC11AE CC/119F: B2 Call subroutine $CC10E6 CC/11A3: C0 If ($1E80($07F) [$1E8F, bit 7] is clear), branch to $CA5EB3 (simply returns) CC/11A9: B2 Call subroutine $CC14A6 CC/11AD: FE Return CC/11AE: B0 Execute the following commands until $B1 31 times CC/11B0: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CC/11B4: B1 End block of repeating commands CC/11B5: B0 Execute the following commands until $B1 10 times CC/11B7: 51 Modify background color range from [05, 07]: Add (Black) at intensity 3 CC/11BB: B1 End block of repeating commands CC/11BC: B0 Execute the following commands until $B1 4 times CC/11BE: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CC/11C2: B1 End block of repeating commands CC/11C3: B0 Execute the following commands until $B1 2 times CC/11C5: 51 Modify background color range from [05, 06]: Do (Black) at intensity 3 CC/11C9: B1 End block of repeating commands CC/11CA: B0 Execute the following commands until $B1 2 times CC/11CC: 51 Modify background color range from [05, 05]: Do (Black) at intensity 3 CC/11D0: B1 End block of repeating commands CC/11D1: FE Return CC/11D2: 60 Change background layer $0F to palette $0D CC/11D5: FE Return CC/11D6: 74 Replace current map's Layer 2 at (86, 46) with the following (3 x 1) chunk CC/11DB: $03, $05, $15 CC/11DE: 74 Replace current map's Layer 2 at (86, 110) with the following (3 x 1) chunk CC/11E3: $65, $11, $36 CC/11E6: 75 Refresh map after alteration CC/11E7: FE Return CC/11E8: C0 If ($1E80($0D0) [$1E9A, bit 0] is clear), branch to $CC120A CC/11EE: 74 Replace current map's Layer 2 at (14, 4) with the following (2 x 1) chunk CC/11F3: $05, $15 CC/11F5: 74 Replace current map's Layer 2 at (14, 68) with the following (1 x 1) chunk CC/11FA: $01 CC/11FB: 75 Refresh map after alteration CC/11FC: 74 Replace current map's Layer 2 at (2, 4) with the following (2 x 1) chunk CC/1201: $05, $15 CC/1203: 74 Replace current map's Layer 2 at (2, 68) with the following (1 x 1) chunk CC/1208: $01 CC/1209: 75 Refresh map after alteration CC/120A: C0 If ($1E80($063) [$1E8C, bit 3] is clear), branch to $CC1214 CC/1210: B2 Call subroutine $CC1241 CC/1214: C0 If ($1E80($064) [$1E8C, bit 4] is clear), branch to $CC121E CC/121A: B2 Call subroutine $CC125B CC/121E: C0 If ($1E80($080) [$1E90, bit 0] is clear), branch to $CC1228 CC/1224: B2 Call subroutine $CC1229 CC/1228: FE Return CC/1229: 74 Replace current map's Layer 2 at (7, 10) with the following (2 x 3) chunk CC/122E: $08, $09 CC/1230: $0A, $18 CC/1232: $19, $1A CC/1234: 74 Replace current map's Layer 2 at (7, 74) with the following (2 x 3) chunk CC/1239: $07, $07 CC/123B: $07, $E2 CC/123D: $E2, $E2 CC/123F: 75 Refresh map after alteration CC/1240: FE Return CC/1241: 74 Replace current map's Layer 2 at (7, 15) with the following (4 x 1) chunk CC/1246: $55, $65, $CE, $35 CC/124A: 74 Replace current map's Layer 2 at (7, 79) with the following (4 x 1) chunk CC/124F: $E7, $E7, $8C, $E7 CC/1253: 74 Replace current map's Layer 2 at (8, 17) with the following (1 x 1) chunk CC/1258: $CF CC/1259: 75 Refresh map after alteration CC/125A: FE Return CC/125B: 74 Replace current map's Layer 2 at (9, 15) with the following (4 x 1) chunk CC/1260: $52, $62, $CE, $32 CC/1264: 74 Replace current map's Layer 2 at (9, 79) with the following (4 x 1) chunk CC/1269: $D7, $D7, $8B, $E7 CC/126D: 74 Replace current map's Layer 2 at (8, 17) with the following (1 x 1) chunk CC/1272: $CF CC/1273: 75 Refresh map after alteration CC/1274: FE Return CC/1275: 74 Replace current map's Layer 2 at (38, 6) with the following (3 x 3) chunk CC/127A: $45, $37, $74 CC/127D: $55, $37, $54 CC/1280: $65, $37, $64 CC/1283: 74 Replace current map's Layer 2 at (38, 70) with the following (3 x 3) chunk CC/1288: $DD, $01, $14 CC/128B: $ED, $01, $FC CC/128E: $DD, $DC, $DC CC/1291: 75 Refresh map after alteration CC/1292: FE Return CC/1293: 74 Replace current map's Layer 2 at (38, 3) with the following (3 x 3) chunk CC/1298: $08, $05, $06 CC/129B: $19, $15, $1C CC/129E: $45, $37, $44 CC/12A1: 74 Replace current map's Layer 2 at (38, 67) with the following (3 x 3) chunk CC/12A6: $DD, $00, $AD CC/12A9: $ED, $00, $AD CC/12AC: $FD, $01, $BD CC/12AF: 75 Refresh map after alteration CC/12B0: FE Return CC/12B1: 74 Replace current map's Layer 2 at (38, 14) with the following (5 x 3) chunk CC/12B6: $44, $62, $45, $44, $52 CC/12BB: $45, $E2, $62, $E2, $02 CC/12C0: $52, $02, $02, $62, $02 CC/12C5: 74 Replace current map's Layer 2 at (38, 78) with the following (5 x 3) chunk CC/12CA: $11, $00, $11, $21, $00 CC/12CF: $21, $BE, $00, $BF, $CE CC/12D4: $00, $CF, $DE, $00, $DF CC/12D9: 75 Refresh map after alteration CC/12DA: FE Return CC/12DB: 74 Replace current map's Layer 2 at (38, 10) with the following (4 x 3) chunk CC/12E0: $1C, $62, $19, $44 CC/12E4: $52, $45, $44, $62 CC/12E8: $45, $44, $52, $45 CC/12EC: 74 Replace current map's Layer 2 at (38, 74) with the following (4 x 3) chunk CC/12F1: $11, $21, $11, $21 CC/12F5: $00, $21, $11, $00 CC/12F9: $11, $21, $00, $21 CC/12FD: 75 Refresh map after alteration CC/12FE: FE Return CC/12FF: C0 If ($1E80($062) [$1E8C, bit 2] is clear), branch to $CA5EB3 (simply returns) CC/1305: 74 Replace current map's Layer 2 at (81, 13) with the following (3 x 4) chunk CC/130A: $20, $22, $C4 CC/130D: $C5, $07, $07 CC/1310: $D4, $D5, $69 CC/1313: $69, $42, $40 CC/1316: 74 Replace current map's Layer 2 at (82, 77) with the following (3 x 3) chunk CC/131B: $4D, $4E, $3E CC/131E: $4A, $4D, $4E CC/1321: $6E, $00, $00 CC/1324: 75 Refresh map after alteration CC/1325: FE Return CC/1326: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/1328: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/1329: FF End queue CC/132A: 73 Replace current map's Layer 1 at (82, 110) with the following (2 x 1) chunk, refresh immediately CC/132F: $1D, $1E CC/1331: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/1333: C7 Set vehicle/entity to stay still when moving CC/1334: C8 Set object layering priority to 3 (low nibble 3) CC/1336: C3 Set vehicle/entity's event speed to fast CC/1337: 86 Move vehicle/entity down 2 tiles CC/1338: FF End queue CC/1339: 6A Load map $019B (Kefka's Tower, teleporters to Kefka) after fade out, (upper bits $2000), place party at (109, 42), facing down CC/133F: 38 Hold screen CC/1340: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CC/1342: C4 Set vehicle/entity's event speed to faster CC/1343: 9C Move vehicle/entity up 8 tiles CC/1344: C7 Set vehicle/entity to stay still when moving CC/1345: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/1346: C8 Set object layering priority to 2 (low nibble 2) CC/1348: FF End queue CC/1349: F4 Play sound effect 186 CC/134B: 59 Unfade screen at speed $08 CC/134D: 5C Pause execution until fade in or fade out is complete CC/134E: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CC/1350: C3 Set vehicle/entity's event speed to fast CC/1351: 9E Move vehicle/entity down 8 tiles CC/1352: 09 Do vehicle/entity graphical action $09 (kneeling) CC/1353: C6 Set vehicle/entity to walk when moving CC/1354: C8 Set object layering priority to 0 (low nibble 0) CC/1356: FF End queue CC/1357: F4 Play sound effect 181 CC/1359: 39 Free screen CC/135A: 3A Enable player to move while event commands execute CC/135B: FE Return CC/135C: 6A Load map $0149 (Kefka's Tower, second group metal area (door in mid-air)) after fade out, (upper bits $2000), place party at (112, 7), facing down CC/1362: 73 Replace current map's Layer 1 at (112, 5) with the following (2 x 1) chunk, refresh immediately CC/1367: $04, $14 CC/1369: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/136B: 1F Do vehicle/entity graphical action $1F CC/136C: FF End queue CC/136D: 91 Pause for 15 units CC/136E: B0 Execute the following commands until $B1 3 times CC/1370: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/1372: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/1373: FF End queue CC/1374: B4 Pause for 2 units CC/1376: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/1378: 1F Do vehicle/entity graphical action $1F CC/1379: FF End queue CC/137A: B4 Pause for 2 units CC/137C: B1 End block of repeating commands CC/137D: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/137F: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/1380: FF End queue CC/1381: B4 Pause for 4 units CC/1383: F4 Play sound effect 186 CC/1385: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CC/1387: C8 Set object layering priority to 2 (low nibble 2) CC/1389: C7 Set vehicle/entity to stay still when moving CC/138A: C4 Set vehicle/entity's event speed to faster CC/138B: 96 Move vehicle/entity down 6 tiles CC/138C: 09 Do vehicle/entity graphical action $09 (kneeling) CC/138D: FF End queue CC/138E: F4 Play sound effect 181 CC/1390: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/1392: C8 Set object layering priority to 0 (low nibble 0) CC/1394: C6 Set vehicle/entity to walk when moving CC/1395: FF End queue CC/1396: 3A Enable player to move while event commands execute CC/1397: FE Return CC/1398: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CC/139E: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/13A0: C2 Set vehicle/entity's event speed to normal CC/13A1: DC Make vehicle/entity jump (low) CC/13A2: 80 Move vehicle/entity up 1 tile CC/13A3: C7 Set vehicle/entity to stay still when moving CC/13A4: FF End queue CC/13A5: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/13A7: C8 Set object layering priority to 3 (low nibble 3) CC/13A9: 88 Move vehicle/entity up 3 tiles CC/13AA: FF End queue CC/13AB: 6A Load map $019A (Kefka's Tower, third group factory areas (inc. ending - Relm's scene)) after fade out, (upper bits $0000), place party at (36, 46), facing up CC/13B1: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/13B3: 9C Move vehicle/entity up 8 tiles CC/13B4: 84 Move vehicle/entity up 2 tiles CC/13B5: FF End queue CC/13B6: 6A Load map $019A (Kefka's Tower, third group factory areas (inc. ending - Relm's scene)) after fade out, (upper bits $0000), place party at (48, 27), facing up CC/13BC: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CC/13BE: 84 Move vehicle/entity up 2 tiles CC/13BF: C6 Set vehicle/entity to walk when moving CC/13C0: DC Make vehicle/entity jump (low) CC/13C1: 80 Move vehicle/entity up 1 tile CC/13C2: C8 Set object layering priority to 0 (low nibble 0) CC/13C4: FF End queue CC/13C5: FE Return CC/13C6: C0 If ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA5EB3 (simply returns) CC/13CC: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/13CE: 1F Do vehicle/entity graphical action $1F CC/13CF: FF End queue CC/13D0: 91 Pause for 15 units CC/13D1: B0 Execute the following commands until $B1 3 times CC/13D3: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/13D5: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/13D6: FF End queue CC/13D7: B4 Pause for 2 units CC/13D9: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/13DB: 1F Do vehicle/entity graphical action $1F CC/13DC: FF End queue CC/13DD: B4 Pause for 2 units CC/13DF: B1 End block of repeating commands CC/13E0: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/13E2: C3 Set vehicle/entity's event speed to fast CC/13E3: C8 Set object layering priority to 3 (low nibble 3) CC/13E5: C7 Set vehicle/entity to stay still when moving CC/13E6: 86 Move vehicle/entity down 2 tiles CC/13E7: FF End queue CC/13E8: 6A Load map $019A (Kefka's Tower, third group factory areas (inc. ending - Relm's scene)) after fade out, (upper bits $2000), place party at (30, 37), facing down CC/13EE: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/13F0: C3 Set vehicle/entity's event speed to fast CC/13F1: 9E Move vehicle/entity down 8 tiles CC/13F2: 82 Move vehicle/entity down 1 tile CC/13F3: FF End queue CC/13F4: 6A Load map $019A (Kefka's Tower, third group factory areas (inc. ending - Relm's scene)) after fade out, (upper bits $2000), place party at (3, 15), facing down CC/13FA: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CC/13FC: C8 Set object layering priority to 2 (low nibble 2) CC/13FE: C4 Set vehicle/entity's event speed to faster CC/13FF: 80 Move vehicle/entity up 1 tile CC/1400: 82 Move vehicle/entity down 1 tile CC/1401: 1F Do vehicle/entity graphical action $1F CC/1402: FF End queue CC/1403: 96 Restore screen from fade CC/1404: 5C Pause execution until fade in or fade out is complete CC/1405: 91 Pause for 15 units CC/1406: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/1408: C3 Set vehicle/entity's event speed to fast CC/1409: 86 Move vehicle/entity down 2 tiles CC/140A: 49 Do vehicle/entity graphical action $09, flipped horizontally CC/140B: FF End queue CC/140C: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CC/140E: C2 Set vehicle/entity's event speed to normal CC/140F: 85 Move vehicle/entity right 2 tiles CC/1410: C6 Set vehicle/entity to walk when moving CC/1411: DC Make vehicle/entity jump (low) CC/1412: 81 Move vehicle/entity right 1 tile CC/1413: C8 Set object layering priority to 0 (low nibble 0) CC/1415: FF End queue CC/1416: 3A Enable player to move while event commands execute CC/1417: FE Return CC/1418: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/141A: 1F Do vehicle/entity graphical action $1F CC/141B: FF End queue CC/141C: 91 Pause for 15 units CC/141D: B0 Execute the following commands until $B1 3 times CC/141F: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/1421: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/1422: FF End queue CC/1423: B4 Pause for 2 units CC/1425: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/1427: 1F Do vehicle/entity graphical action $1F CC/1428: FF End queue CC/1429: B4 Pause for 2 units CC/142B: B1 End block of repeating commands CC/142C: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/142E: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/142F: FF End queue CC/1430: B4 Pause for 4 units CC/1432: F4 Play sound effect 186 CC/1434: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CC/1436: C8 Set object layering priority to 2 (low nibble 2) CC/1438: C7 Set vehicle/entity to stay still when moving CC/1439: C4 Set vehicle/entity's event speed to faster CC/143A: 86 Move vehicle/entity down 2 tiles CC/143B: 09 Do vehicle/entity graphical action $09 (kneeling) CC/143C: FF End queue CC/143D: F4 Play sound effect 181 CC/143F: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/1441: C8 Set object layering priority to 0 (low nibble 0) CC/1443: C6 Set vehicle/entity to walk when moving CC/1444: FF End queue CC/1445: 3A Enable player to move while event commands execute CC/1446: FE Return CC/1447: C0 If ($1E80($062) [$1E8C, bit 2] is set), branch to $CA5EB3 (simply returns) CC/144D: F4 Play sound effect 150 CC/144F: 92 Pause for 30 units CC/1450: C0 If ($1E80($2C8) [$1ED9, bit 0] is set), branch to $CA5EB3 (simply returns) CC/1456: 74 Replace current map's Layer 2 at (81, 13) with the following (3 x 3) chunk CC/145B: $20, $C4, $C5 CC/145E: $07, $D4, $D5 CC/1461: $69, $42, $40 CC/1464: 74 Replace current map's Layer 2 at (81, 77) with the following (3 x 3) chunk CC/1469: $4C, $4D, $4E CC/146C: $4D, $4A, $4D CC/146F: $6D, $00, $00 CC/1472: 75 Refresh map after alteration CC/1473: F4 Play sound effect 187 CC/1475: B4 Pause for 2 units CC/1477: B2 Call subroutine $CC1305 CC/147B: F4 Play sound effect 187 CC/147D: D0 Set event bit $1E80($062) [$1E8C, bit 2] CC/147F: FE Return CC/1480: C2 If ($1E80($07F) [$1E8F, bit 7] is set) or ($1E80($1B3) [$1EB6, bit 3] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/148A: B2 Call subroutine $CC14A6 CC/148E: F4 Play sound effect 187 CC/1490: D0 Set event bit $1E80($07F) [$1E8F, bit 7] CC/1492: FE Return CC/1493: C2 If ($1E80($07F) [$1E8F, bit 7] is set) or ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/149D: B2 Call subroutine $CC14A6 CC/14A1: F4 Play sound effect 187 CC/14A3: D0 Set event bit $1E80($07F) [$1E8F, bit 7] CC/14A5: FE Return CC/14A6: 74 Replace current map's Layer 2 at (30, 50) with the following (2 x 1) chunk CC/14AB: $45, $45 CC/14AD: 75 Refresh map after alteration CC/14AE: FE Return CC/14AF: C0 If ($1E80($2C8) [$1ED9, bit 0] is set), branch to $CA5EB3 (simply returns) CC/14B5: F4 Play sound effect 150 CC/14B7: D4 Set event bit $1E80($2C8) [$1ED9, bit 0] CC/14B9: B2 Call subroutine $CC14CD CC/14BD: FE Return CC/14BE: C0 If ($1E80($2CC) [$1ED9, bit 4] is set), branch to $CA5EB3 (simply returns) CC/14C4: F4 Play sound effect 150 CC/14C6: D4 Set event bit $1E80($2CC) [$1ED9, bit 4] CC/14C8: B2 Call subroutine $CC14CD CC/14CC: FE Return CC/14CD: C2 If ($1E80($080) [$1E90, bit 0] is set) or ($1E80($2C8) [$1ED9, bit 0] is clear) or ($1E80($2CC) [$1ED9, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/14D7: 92 Pause for 30 units CC/14D8: B2 Call subroutine $CC1229 CC/14DC: F4 Play sound effect 187 CC/14DE: 42 Hide object $16 CC/14E0: DD Clear event bit $1E80($6A6) [$1F54, bit 6] CC/14E2: D0 Set event bit $1E80($080) [$1E90, bit 0] CC/14E4: C0 If ($1E80($074) [$1E8E, bit 4] is set), branch to $CA5EB3 (simply returns) CC/14EA: DD Clear event bit $1E80($6AF) [$1F55, bit 7] CC/14EC: DC Set event bit $1E80($6B2) [$1F56, bit 2] CC/14EE: 3A Enable player to move while event commands execute CC/14EF: FE Return CC/14F0: 4B Display dialogue message $0A09, wait for button press Locked! CC/14F3: FE Return CC/14F4: C0 If ($1E80($2C8) [$1ED9, bit 0] is set), branch to $CC1544 CC/14FA: B2 Call subroutine $CB2E34 CC/14FE: 78 Enable ability to pass through other objects for object $12 (NPC $12) CC/1500: 78 Enable ability to pass through other objects for object $14 (NPC $14) CC/1502: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/1504: C7 Set vehicle/entity to stay still when moving CC/1505: 18 Do vehicle/entity graphical action $18 CC/1506: FF End queue CC/1507: 92 Pause for 30 units CC/1508: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CC/150A: C0 Set vehicle/entity's event speed to slowest CC/150B: 82 Move vehicle/entity down 1 tile CC/150C: FF End queue CC/150D: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/150F: C0 Set vehicle/entity's event speed to slowest CC/1510: 82 Move vehicle/entity down 1 tile CC/1511: FF End queue CC/1512: F4 Play sound effect 186 CC/1514: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CC/1516: C3 Set vehicle/entity's event speed to fast CC/1517: 8E Move vehicle/entity down 4 tiles CC/1518: FF End queue CC/1519: F4 Play sound effect 187 CC/151B: 3D Create object $14 CC/151D: 45 Refresh objects CC/151E: 41 Show object $14 CC/1520: 42 Hide object $12 CC/1522: DC Set event bit $1E80($6AA) [$1F55, bit 2] CC/1524: DD Clear event bit $1E80($6A5) [$1F54, bit 5] CC/1526: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/1528: C6 Set vehicle/entity to walk when moving CC/1529: FF End queue CC/152A: 38 Hold screen CC/152B: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/152D: C2 Set vehicle/entity's event speed to normal CC/152E: 9E Move vehicle/entity down 8 tiles CC/152F: FF End queue CC/1530: B2 Call subroutine $CC1241 CC/1534: F4 Play sound effect 187 CC/1536: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/1538: C2 Set vehicle/entity's event speed to normal CC/1539: 9C Move vehicle/entity up 8 tiles CC/153A: FF End queue CC/153B: 39 Free screen CC/153C: B2 Call subroutine $CB2E2B CC/1540: D0 Set event bit $1E80($063) [$1E8C, bit 3] CC/1542: 3A Enable player to move while event commands execute CC/1543: FE Return CC/1544: 4B Display dialogue message $06DA, wait for button press Look out! Get outta the way! CC/1547: FE Return CC/1548: C0 If ($1E80($2CC) [$1ED9, bit 4] is set), branch to $CC1544 CC/154E: B2 Call subroutine $CB2E34 CC/1552: 78 Enable ability to pass through other objects for object $13 (NPC $13) CC/1554: 78 Enable ability to pass through other objects for object $15 (NPC $15) CC/1556: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/1558: C7 Set vehicle/entity to stay still when moving CC/1559: 18 Do vehicle/entity graphical action $18 CC/155A: FF End queue CC/155B: 92 Pause for 30 units CC/155C: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CC/155E: C0 Set vehicle/entity's event speed to slowest CC/155F: 82 Move vehicle/entity down 1 tile CC/1560: FF End queue CC/1561: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/1563: C0 Set vehicle/entity's event speed to slowest CC/1564: 82 Move vehicle/entity down 1 tile CC/1565: FF End queue CC/1566: F4 Play sound effect 186 CC/1568: 13 Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete) CC/156A: C3 Set vehicle/entity's event speed to fast CC/156B: 8E Move vehicle/entity down 4 tiles CC/156C: FF End queue CC/156D: F4 Play sound effect 187 CC/156F: 3D Create object $15 CC/1571: 45 Refresh objects CC/1572: 41 Show object $15 CC/1574: 42 Hide object $13 CC/1576: DC Set event bit $1E80($6AB) [$1F55, bit 3] CC/1578: DD Clear event bit $1E80($6A7) [$1F54, bit 7] CC/157A: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/157C: C6 Set vehicle/entity to walk when moving CC/157D: FF End queue CC/157E: 38 Hold screen CC/157F: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/1581: C2 Set vehicle/entity's event speed to normal CC/1582: 9E Move vehicle/entity down 8 tiles CC/1583: FF End queue CC/1584: B2 Call subroutine $CC125B CC/1588: F4 Play sound effect 187 CC/158A: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/158C: C2 Set vehicle/entity's event speed to normal CC/158D: 9C Move vehicle/entity up 8 tiles CC/158E: FF End queue CC/158F: 39 Free screen CC/1590: B2 Call subroutine $CB2E2B CC/1594: D0 Set event bit $1E80($064) [$1E8C, bit 4] CC/1596: 3A Enable player to move while event commands execute CC/1597: FE Return CC/1598: C0 If ($1E80($065) [$1E8C, bit 5] is set), branch to $CA5EB3 (simply returns) CC/159E: 74 Replace current map's Layer 2 at (36, 7) with the following (3 x 1) chunk CC/15A3: $45, $45, $45 CC/15A6: 74 Replace current map's Layer 2 at (36, 73) with the following (1 x 1) chunk CC/15AB: $11 CC/15AC: 75 Refresh map after alteration CC/15AD: F4 Play sound effect 187 CC/15AF: D0 Set event bit $1E80($065) [$1E8C, bit 5] CC/15B1: FE Return CC/15B2: C0 If ($1E80($066) [$1E8C, bit 6] is set), branch to $CA5EB3 (simply returns) CC/15B8: 74 Replace current map's Layer 2 at (42, 7) with the following (3 x 1) chunk CC/15BD: $44, $44, $44 CC/15C0: 74 Replace current map's Layer 2 at (42, 73) with the following (1 x 1) chunk CC/15C5: $11 CC/15C6: 75 Refresh map after alteration CC/15C7: F4 Play sound effect 187 CC/15C9: D0 Set event bit $1E80($066) [$1E8C, bit 6] CC/15CB: FE Return CC/15CC: E4 Set CaseWord bit corresponding to the number of the currently active party CC/15CD: C1 If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2C5) [$1ED8, bit 5] is set), branch to $CC15D9 CC/15D5: F4 Play sound effect 150 CC/15D7: D4 Set event bit $1E80($2C5) [$1ED8, bit 5] CC/15D9: E4 Set CaseWord bit corresponding to the number of the currently active party CC/15DA: C1 If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2C9) [$1ED9, bit 1] is set), branch to $CC15E6 CC/15E2: F4 Play sound effect 150 CC/15E4: D4 Set event bit $1E80($2C9) [$1ED9, bit 1] CC/15E6: E4 Set CaseWord bit corresponding to the number of the currently active party CC/15E7: C1 If ($1E80($1A3) [$1EB4, bit 3] is clear) or ($1E80($2CD) [$1ED9, bit 5] is set), branch to $CC15F3 CC/15EF: F4 Play sound effect 150 CC/15F1: D4 Set event bit $1E80($2CD) [$1ED9, bit 5] CC/15F3: B2 Call subroutine $CC15F8 CC/15F7: FE Return CC/15F8: C2 If ($1E80($2C5) [$1ED8, bit 5] is clear) or ($1E80($2C9) [$1ED9, bit 1] is clear) or ($1E80($2CD) [$1ED9, bit 5] is clear), branch to $CA5EB3 (simply returns) CC/1602: C0 If ($1E80($067) [$1E8C, bit 7] is set), branch to $CC1618 CC/1608: B2 Call subroutine $CC1275 CC/160C: F4 Play sound effect 187 CC/160E: 91 Pause for 15 units CC/160F: B2 Call subroutine $CC1293 CC/1613: F4 Play sound effect 187 CC/1615: 92 Pause for 30 units CC/1616: D0 Set event bit $1E80($067) [$1E8C, bit 7] CC/1618: C0 If ($1E80($071) [$1E8E, bit 1] is set), branch to $CC1636 CC/161E: B2 Call subroutine $CC12B1 CC/1622: F4 Play sound effect 187 CC/1624: 92 Pause for 30 units CC/1625: B2 Call subroutine $CC12DB CC/1629: F4 Play sound effect 187 CC/162B: 92 Pause for 30 units CC/162C: D0 Set event bit $1E80($071) [$1E8E, bit 1] CC/162E: D5 Clear event bit $1E80($2C5) [$1ED8, bit 5] CC/1630: D5 Clear event bit $1E80($2C9) [$1ED9, bit 1] CC/1632: D5 Clear event bit $1E80($2CD) [$1ED9, bit 5] CC/1634: 3A Enable player to move while event commands execute CC/1635: FE Return CC/1636: D5 Clear event bit $1E80($2C5) [$1ED8, bit 5] CC/1638: D5 Clear event bit $1E80($2C9) [$1ED9, bit 1] CC/163A: D5 Clear event bit $1E80($2CD) [$1ED9, bit 5] CC/163C: C0 If ($1E80($0D0) [$1E9A, bit 0] is clear), branch to $CA5EB3 (simply returns) CC/1642: 74 Replace current map's Layer 2 at (38, 10) with the following (4 x 3) chunk CC/1647: $16, $17, $18, $26 CC/164B: $37, $28, $26, $37 CC/164F: $28, $36, $37, $38 CC/1653: 74 Replace current map's Layer 2 at (38, 74) with the following (4 x 3) chunk CC/1658: $11, $21, $11, $00 CC/165C: $00, $00, $00, $00 CC/1660: $00, $00, $00, $00 CC/1664: 75 Refresh map after alteration CC/1665: F4 Play sound effect 187 CC/1667: 91 Pause for 15 units CC/1668: 74 Replace current map's Layer 2 at (38, 14) with the following (5 x 3) chunk CC/166D: $46, $47, $48, $60, $60 CC/1672: $60, $E2, $60, $E2, $01 CC/1677: $60, $01, $02, $60, $02 CC/167C: 74 Replace current map's Layer 2 at (38, 78) with the following (5 x 3) chunk CC/1681: $00, $00, $00, $00, $00 CC/1686: $00, $BE, $00, $BF, $CE CC/168B: $00, $CF, $DE, $00, $DF CC/1690: 75 Refresh map after alteration CC/1691: F4 Play sound effect 187 CC/1693: 92 Pause for 30 units CC/1694: D1 Clear event bit $1E80($071) [$1E8E, bit 1] CC/1696: 3A Enable player to move while event commands execute CC/1697: FE Return CC/1698: C0 If ($1E80($071) [$1E8E, bit 1] is set), branch to $CC16A5 CC/169E: 6A Load map $0151 (Kefka's Tower, switches and weights room) after fade out, (upper bits $2000), place party at (8, 12), facing down CC/16A4: FE Return CC/16A5: 6A Load map $0151 (Kefka's Tower, switches and weights room) after fade out, (upper bits $2000), place party at (8, 5), facing down CC/16AB: FE Return CC/16AC: C0 If ($1E80($0D0) [$1E9A, bit 0] is set), branch to $CA5EB3 (simply returns) CC/16B2: 74 Replace current map's Layer 2 at (14, 4) with the following (2 x 1) chunk CC/16B7: $05, $15 CC/16B9: 74 Replace current map's Layer 2 at (14, 68) with the following (1 x 1) chunk CC/16BE: $01 CC/16BF: 75 Refresh map after alteration CC/16C0: F4 Play sound effect 187 CC/16C2: 92 Pause for 30 units CC/16C3: 74 Replace current map's Layer 2 at (2, 4) with the following (2 x 1) chunk CC/16C8: $05, $15 CC/16CA: 74 Replace current map's Layer 2 at (2, 68) with the following (1 x 1) chunk CC/16CF: $01 CC/16D0: 75 Refresh map after alteration CC/16D1: F4 Play sound effect 187 CC/16D3: D0 Set event bit $1E80($0D0) [$1E9A, bit 0] CC/16D5: FE Return CC/16D6: C0 If ($1E80($072) [$1E8E, bit 2] is set), branch to $CA5EB3 (simply returns) CC/16DC: 4D Invoke battle, enemy set $62, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/16DF: B2 Call subroutine $CA5EA9 CC/16E3: 3D Create object $16 CC/16E5: 45 Refresh objects CC/16E6: 96 Restore screen from fade CC/16E7: 5C Pause execution until fade in or fade out is complete CC/16E8: B2 Call subroutine $CC17B2 CC/16EC: 42 Hide object $13 CC/16EE: 42 Hide object $14 CC/16F0: 42 Hide object $15 CC/16F2: DD Clear event bit $1E80($6B0) [$1F56, bit 0] CC/16F4: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/16F6: C2 Set vehicle/entity's event speed to normal CC/16F7: CC Turn vehicle/entity up CC/16F8: DC Make vehicle/entity jump (low) CC/16F9: A0 Move vehicle/entity right/up 1x1 tiles CC/16FA: FF End queue CC/16FB: 92 Pause for 30 units CC/16FC: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete) CC/16FE: CD Turn vehicle/entity right CC/16FF: E0 Pause for 4 * 1 (4) frames CC/1701: CE Turn vehicle/entity down CC/1702: E0 Pause for 4 * 3 (12) frames CC/1704: 0A Do vehicle/entity graphical action $0A CC/1705: C6 Set vehicle/entity to walk when moving CC/1706: FF End queue CC/1707: 92 Pause for 30 units CC/1708: F4 Play sound effect 141 CC/170A: 41 Show object $16 CC/170C: DC Set event bit $1E80($6B8) [$1F57, bit 0] CC/170E: D0 Set event bit $1E80($072) [$1E8E, bit 2] CC/1710: B2 Call subroutine $CC17DF CC/1714: 3A Enable player to move while event commands execute CC/1715: FE Return CC/1716: C0 If ($1E80($073) [$1E8E, bit 3] is set), branch to $CA5EB3 (simply returns) CC/171C: 4D Invoke battle, enemy set $63, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/171F: B2 Call subroutine $CA5EA9 CC/1723: 3D Create object $13 CC/1725: 45 Refresh objects CC/1726: 96 Restore screen from fade CC/1727: 5C Pause execution until fade in or fade out is complete CC/1728: B2 Call subroutine $CC17B2 CC/172C: 42 Hide object $10 CC/172E: 42 Hide object $11 CC/1730: 42 Hide object $12 CC/1732: DD Clear event bit $1E80($6B1) [$1F56, bit 1] CC/1734: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/1736: C2 Set vehicle/entity's event speed to normal CC/1737: CE Turn vehicle/entity down CC/1738: DC Make vehicle/entity jump (low) CC/1739: 82 Move vehicle/entity down 1 tile CC/173A: FF End queue CC/173B: 92 Pause for 30 units CC/173C: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/173E: 0A Do vehicle/entity graphical action $0A CC/173F: FF End queue CC/1740: 92 Pause for 30 units CC/1741: F4 Play sound effect 141 CC/1743: 41 Show object $13 CC/1745: DC Set event bit $1E80($6B9) [$1F57, bit 1] CC/1747: D0 Set event bit $1E80($073) [$1E8E, bit 3] CC/1749: B2 Call subroutine $CC17DF CC/174D: 3A Enable player to move while event commands execute CC/174E: FE Return CC/174F: C0 If ($1E80($074) [$1E8E, bit 4] is set), branch to $CA5EB3 (simply returns) CC/1755: 4D Invoke battle, enemy set $64, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/1758: B2 Call subroutine $CA5EA9 CC/175C: 96 Restore screen from fade CC/175D: 5C Pause execution until fade in or fade out is complete CC/175E: F4 Play sound effect 187 CC/1760: 58 Shake screen ($F6): (Intensity: 2)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/1762: 92 Pause for 30 units CC/1763: F4 Play sound effect 187 CC/1765: B0 Execute the following commands until $B1 24 times CC/1767: 53 Modify object color range from [F0, FF]: Do unknown operation (Black) at intensity 3 CC/176B: F4 Play sound effect 10 CC/176D: B4 Pause for 8 units CC/176F: B1 End block of repeating commands CC/1770: B0 Execute the following commands until $B1 31 times CC/1772: 53 Modify object color range from [F0, FF]: Add (Black) at intensity 3 CC/1776: B1 End block of repeating commands CC/1777: B4 Pause for 8 units CC/1779: B0 Execute the following commands until $B1 31 times CC/177B: 53 Modify object color range from [F0, FF]: Do unknown operation (Black) at intensity 3 CC/177F: B1 End block of repeating commands CC/1780: 58 Shake screen ($F4): (Intensity: 0)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/1782: 42 Hide object $10 CC/1784: 42 Hide object $11 CC/1786: 42 Hide object $12 CC/1788: DD Clear event bit $1E80($6B2) [$1F56, bit 2] CC/178A: B2 Call subroutine $CC11AE CC/178E: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete) CC/1790: C7 Set vehicle/entity to stay still when moving CC/1791: C8 Set object layering priority to 2 (low nibble 2) CC/1793: C2 Set vehicle/entity's event speed to normal CC/1794: CF Turn vehicle/entity left CC/1795: DC Make vehicle/entity jump (low) CC/1796: 83 Move vehicle/entity left 1 tile CC/1797: 24 Do vehicle/entity graphical action $24 CC/1798: FF End queue CC/1799: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/179B: C3 Set vehicle/entity's event speed to fast CC/179C: 8A Move vehicle/entity down 3 tiles CC/179D: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/179E: DC Make vehicle/entity jump (low) CC/179F: A1 Move vehicle/entity right/down 1x1 tiles CC/17A0: FF End queue CC/17A1: 92 Pause for 30 units CC/17A2: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/17A4: 0A Do vehicle/entity graphical action $0A CC/17A5: C6 Set vehicle/entity to walk when moving CC/17A6: C8 Set object layering priority to 0 (low nibble 0) CC/17A8: FF End queue CC/17A9: 92 Pause for 30 units CC/17AA: D0 Set event bit $1E80($074) [$1E8E, bit 4] CC/17AC: B2 Call subroutine $CC17DF CC/17B0: 3A Enable player to move while event commands execute CC/17B1: FE Return CC/17B2: F4 Play sound effect 187 CC/17B4: B2 Call subroutine $CC9AE0 CC/17B8: 58 Shake screen ($F6): (Intensity: 2)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/17BA: 92 Pause for 30 units CC/17BB: F4 Play sound effect 187 CC/17BD: B2 Call subroutine $CC9AE0 CC/17C1: B0 Execute the following commands until $B1 24 times CC/17C3: 53 Modify object color range from [F0, FF]: Do unknown operation (Black) at intensity 3 CC/17C7: F4 Play sound effect 10 CC/17C9: B4 Pause for 8 units CC/17CB: B1 End block of repeating commands CC/17CC: B0 Execute the following commands until $B1 31 times CC/17CE: 53 Modify object color range from [F0, FF]: Add (Black) at intensity 3 CC/17D2: B1 End block of repeating commands CC/17D3: B4 Pause for 8 units CC/17D5: B0 Execute the following commands until $B1 31 times CC/17D7: 53 Modify object color range from [F0, FF]: Do unknown operation (Black) at intensity 3 CC/17DB: B1 End block of repeating commands CC/17DC: 58 Shake screen ($F4): (Intensity: 0)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/17DE: FE Return CC/17DF: C2 If ($1E80($072) [$1E8E, bit 2] is clear) or ($1E80($073) [$1E8E, bit 3] is clear) or ($1E80($074) [$1E8E, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/17E9: 92 Pause for 30 units CC/17EA: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/17EC: CE Turn vehicle/entity down CC/17ED: FF End queue CC/17EE: 92 Pause for 30 units CC/17EF: B0 Execute the following commands until $B1 3 times CC/17F1: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/17F3: 13 Do vehicle/entity graphical action $13 CC/17F4: FF End queue CC/17F5: B4 Pause for 2 units CC/17F7: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/17F9: CE Turn vehicle/entity down CC/17FA: FF End queue CC/17FB: B4 Pause for 2 units CC/17FD: B1 End block of repeating commands CC/17FE: 92 Pause for 30 units CC/17FF: 4B Display dialogue message $06DB, wait for button press Defeat the Statues, and magical power will not disappear… Kefka drained the Statues' power, the source of magic…? CC/1802: FE Return CC/1803: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CC/1809: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete) CC/180B: C2 Set vehicle/entity's event speed to normal CC/180C: C7 Set vehicle/entity to stay still when moving CC/180D: 1C Do vehicle/entity graphical action $1C CC/180E: 80 Move vehicle/entity up 1 tile CC/180F: 5C Do vehicle/entity graphical action $1C, flipped horizontally CC/1810: 80 Move vehicle/entity up 1 tile CC/1811: CC Turn vehicle/entity up CC/1812: C6 Set vehicle/entity to walk when moving CC/1813: FF End queue CC/1814: FE Return CC/1815: C0 If ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA5EB3 (simply returns) CC/181B: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete) CC/181D: C2 Set vehicle/entity's event speed to normal CC/181E: C7 Set vehicle/entity to stay still when moving CC/181F: 1C Do vehicle/entity graphical action $1C CC/1820: 82 Move vehicle/entity down 1 tile CC/1821: 5C Do vehicle/entity graphical action $1C, flipped horizontally CC/1822: 82 Move vehicle/entity down 1 tile CC/1823: CE Turn vehicle/entity down CC/1824: C6 Set vehicle/entity to walk when moving CC/1825: FF End queue CC/1826: FE Return CC/1827: C0 If ($1E80($0BC) [$1E97, bit 4] is set), branch to $CA5EB3 (simply returns) CC/182D: F4 Play sound effect 108 CC/182F: B2 Call subroutine $CC9AE0 CC/1833: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CC/1835: C0 Set vehicle/entity's event speed to slowest CC/1836: 82 Move vehicle/entity down 1 tile CC/1837: FF End queue CC/1838: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CC/183A: C0 Set vehicle/entity's event speed to slowest CC/183B: 82 Move vehicle/entity down 1 tile CC/183C: FF End queue CC/183D: 16 Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete) CC/183F: C0 Set vehicle/entity's event speed to slowest CC/1840: 82 Move vehicle/entity down 1 tile CC/1841: FF End queue CC/1842: 92 Pause for 30 units CC/1843: F4 Play sound effect 108 CC/1845: B2 Call subroutine $CC9AE0 CC/1849: 92 Pause for 30 units CC/184A: 4D Invoke battle, enemy set $8C, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/184D: B2 Call subroutine $CA5EA9 CC/1851: 42 Hide object $10 CC/1853: 42 Hide object $11 CC/1855: 42 Hide object $12 CC/1857: 42 Hide object $13 CC/1859: 42 Hide object $14 CC/185B: 42 Hide object $15 CC/185D: 42 Hide object $16 CC/185F: 42 Hide object $17 CC/1861: 42 Hide object $18 CC/1863: 3D Create object $19 CC/1865: 45 Refresh objects CC/1866: 41 Show object $19 CC/1868: DD Clear event bit $1E80($6BB) [$1F57, bit 3] CC/186A: DC Set event bit $1E80($6BA) [$1F57, bit 2] CC/186C: 96 Restore screen from fade CC/186D: 5C Pause execution until fade in or fade out is complete CC/186E: D0 Set event bit $1E80($0BC) [$1E97, bit 4] CC/1870: 3A Enable player to move while event commands execute CC/1871: FE Return CC/1872: C0 If ($1E80($0BD) [$1E97, bit 5] is set), branch to $CA5EB3 (simply returns) CC/1878: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CC/187A: C2 Set vehicle/entity's event speed to normal CC/187B: 8E Move vehicle/entity down 4 tiles CC/187C: FF End queue CC/187D: 91 Pause for 15 units CC/187E: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/1880: CE Turn vehicle/entity down CC/1881: FF End queue CC/1882: 92 Pause for 30 units CC/1883: B0 Execute the following commands until $B1 2 times CC/1885: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/1887: 13 Do vehicle/entity graphical action $13 CC/1888: FF End queue CC/1889: B4 Pause for 2 units CC/188B: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/188D: CE Turn vehicle/entity down CC/188E: FF End queue CC/188F: B4 Pause for 2 units CC/1891: B1 End block of repeating commands CC/1892: 94 Pause for 60 units CC/1893: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/1895: CC Turn vehicle/entity up CC/1896: FF End queue CC/1897: F4 Play sound effect 186 CC/1899: 78 Enable ability to pass through other objects for object $10 (NPC $10) CC/189B: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CC/189D: C3 Set vehicle/entity's event speed to fast CC/189E: DC Make vehicle/entity jump (low) CC/189F: A1 Move vehicle/entity right/down 1x1 tiles CC/18A0: 86 Move vehicle/entity down 2 tiles CC/18A1: FF End queue CC/18A2: 91 Pause for 15 units CC/18A3: 4D Invoke battle, enemy set $72, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/18A6: B2 Call subroutine $CA5EA9 CC/18AA: 42 Hide object $10 CC/18AC: DD Clear event bit $1E80($6BC) [$1F57, bit 4] CC/18AE: 96 Restore screen from fade CC/18AF: 5C Pause execution until fade in or fade out is complete CC/18B0: D0 Set event bit $1E80($0BD) [$1E97, bit 5] CC/18B2: 3A Enable player to move while event commands execute CC/18B3: FE Return CC/18B4: 4D Invoke battle, enemy set $70, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/18B7: B2 Call subroutine $CA5EA9 CC/18BB: 3D Create object $11 CC/18BD: 45 Refresh objects CC/18BE: 42 Hide object $10 CC/18C0: DD Clear event bit $1E80($6BD) [$1F57, bit 5] CC/18C2: 96 Restore screen from fade CC/18C3: 5C Pause execution until fade in or fade out is complete CC/18C4: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/18C6: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/18C7: FF End queue CC/18C8: B4 Pause for 4 units CC/18CA: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/18CC: 0A Do vehicle/entity graphical action $0A CC/18CD: FF End queue CC/18CE: 92 Pause for 30 units CC/18CF: B2 Call subroutine $CC9AD5 CC/18D3: 41 Show object $11 CC/18D5: DC Set event bit $1E80($6BE) [$1F57, bit 6] CC/18D7: 3A Enable player to move while event commands execute CC/18D8: FE Return CC/18D9: B2 Call subroutine $CACA8D CC/18DD: B0 Execute the following commands until $B1 4 times CC/18DF: 10 Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete) CC/18E1: C3 Set vehicle/entity's event speed to fast CC/18E2: A2 Move vehicle/entity left/down 1x1 tiles CC/18E3: A1 Move vehicle/entity right/down 1x1 tiles CC/18E4: A0 Move vehicle/entity right/up 1x1 tiles CC/18E5: A3 Move vehicle/entity left/up 1x1 tiles CC/18E6: FF End queue CC/18E7: F4 Play sound effect 239 CC/18E9: B1 End block of repeating commands CC/18EA: 10 Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete) CC/18EC: C2 Set vehicle/entity's event speed to normal CC/18ED: CE Turn vehicle/entity down CC/18EE: DC Make vehicle/entity jump (low) CC/18EF: CE Turn vehicle/entity down CC/18F0: E0 Pause for 4 * 8 (32) frames CC/18F2: FF End queue CC/18F3: 4D Invoke battle, enemy set $87, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/18F6: B2 Call subroutine $CA5EA9 CC/18FA: 42 Hide object $10 CC/18FC: DD Clear event bit $1E80($6B3) [$1F56, bit 3] CC/18FE: 96 Restore screen from fade CC/18FF: 5C Pause execution until fade in or fade out is complete CC/1900: B2 Call subroutine $CC1F9F CC/1904: 3A Enable player to move while event commands execute CC/1905: FE Return CC/1906: B2 Call subroutine $CACA8D CC/190A: B0 Execute the following commands until $B1 4 times CC/190C: 14 Begin action queue for character $14 (NPC $14), 6 bytes long (Wait until complete) CC/190E: C3 Set vehicle/entity's event speed to fast CC/190F: A2 Move vehicle/entity left/down 1x1 tiles CC/1910: A1 Move vehicle/entity right/down 1x1 tiles CC/1911: A0 Move vehicle/entity right/up 1x1 tiles CC/1912: A3 Move vehicle/entity left/up 1x1 tiles CC/1913: FF End queue CC/1914: F4 Play sound effect 239 CC/1916: B1 End block of repeating commands CC/1917: 14 Begin action queue for character $14 (NPC $14), 7 bytes long (Wait until complete) CC/1919: C2 Set vehicle/entity's event speed to normal CC/191A: CE Turn vehicle/entity down CC/191B: DC Make vehicle/entity jump (low) CC/191C: CE Turn vehicle/entity down CC/191D: E0 Pause for 4 * 8 (32) frames CC/191F: FF End queue CC/1920: 4D Invoke battle, enemy set $88, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/1923: B2 Call subroutine $CA5EA9 CC/1927: 42 Hide object $14 CC/1929: DD Clear event bit $1E80($6B4) [$1F56, bit 4] CC/192B: 96 Restore screen from fade CC/192C: 5C Pause execution until fade in or fade out is complete CC/192D: B2 Call subroutine $CC1F9F CC/1931: 3A Enable player to move while event commands execute CC/1932: FE Return CC/1933: B0 Execute the following commands until $B1 31 times CC/1935: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CC/1939: 51 Modify background color range from [09, 0B]: Do (Black) at intensity 3 CC/193D: B1 End block of repeating commands CC/193E: FE Return CC/193F: E4 Set CaseWord bit corresponding to the number of the currently active party CC/1940: C1 If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2C6) [$1ED8, bit 6] is set), branch to $CC194C CC/1948: F4 Play sound effect 150 CC/194A: D4 Set event bit $1E80($2C6) [$1ED8, bit 6] CC/194C: E4 Set CaseWord bit corresponding to the number of the currently active party CC/194D: C1 If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2CA) [$1ED9, bit 2] is set), branch to $CC1959 CC/1955: F4 Play sound effect 150 CC/1957: D4 Set event bit $1E80($2CA) [$1ED9, bit 2] CC/1959: E4 Set CaseWord bit corresponding to the number of the currently active party CC/195A: C1 If ($1E80($1A3) [$1EB4, bit 3] is clear) or ($1E80($2CE) [$1ED9, bit 6] is set), branch to $CC1966 CC/1962: F4 Play sound effect 150 CC/1964: D4 Set event bit $1E80($2CE) [$1ED9, bit 6] CC/1966: C2 If ($1E80($2C6) [$1ED8, bit 6] is clear) or ($1E80($2CA) [$1ED9, bit 2] is clear) or ($1E80($2CE) [$1ED9, bit 6] is clear), branch to $CA5EB3 (simply returns) CC/1970: F2 Fade out current song with transition time 192 CC/1972: F4 Play sound effect 103 CC/1974: B2 Call subroutine $CC9AD5 CC/1978: 5F Scroll Layer 3, speed 0 x 246 CC/197B: B0 Execute the following commands until $B1 31 times CC/197D: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CC/1981: 51 Modify background color range from [09, 0B]: Do (Black) at intensity 3 CC/1985: B1 End block of repeating commands CC/1986: B5 Pause for 15 * 4 (60) units CC/1988: B0 Execute the following commands until $B1 1 times CC/198A: 51 Modify background color range from [05, 07]: Add (Black) at intensity 3 CC/198E: 51 Modify background color range from [09, 0B]: Add (Black) at intensity 3 CC/1992: 91 Pause for 15 units CC/1993: B1 End block of repeating commands CC/1994: B0 Execute the following commands until $B1 3 times CC/1996: 51 Modify background color range from [05, 07]: Add (Black) at intensity 3 CC/199A: 51 Modify background color range from [09, 0B]: Add (Black) at intensity 3 CC/199E: 91 Pause for 15 units CC/199F: B1 End block of repeating commands CC/19A0: B0 Execute the following commands until $B1 2 times CC/19A2: 51 Modify background color range from [06, 07]: Add (Black) at intensity 3 CC/19A6: 51 Modify background color range from [09, 0B]: Add (Black) at intensity 3 CC/19AA: 91 Pause for 15 units CC/19AB: B1 End block of repeating commands CC/19AC: B0 Execute the following commands until $B1 1 times CC/19AE: 51 Modify background color range from [07, 07]: Add (Black) at intensity 3 CC/19B2: 51 Modify background color range from [09, 0B]: Add (Black) at intensity 3 CC/19B6: 91 Pause for 15 units CC/19B7: B1 End block of repeating commands CC/19B8: B0 Execute the following commands until $B1 3 times CC/19BA: 51 Modify background color range from [0A, 0B]: Add (Black) at intensity 3 CC/19BE: 91 Pause for 15 units CC/19BF: B1 End block of repeating commands CC/19C0: B0 Execute the following commands until $B1 3 times CC/19C2: 51 Modify background color range from [0B, 0B]: Add (Black) at intensity 3 CC/19C6: 91 Pause for 15 units CC/19C7: B1 End block of repeating commands CC/19C8: 5F Scroll Layer 3, speed 0 x 0 CC/19CB: 92 Pause for 30 units CC/19CC: F4 Play sound effect 103 CC/19CE: B0 Execute the following commands until $B1 8 times CC/19D0: 51 Modify background color range from [01, 03]: Do (Black) at intensity 3 CC/19D4: 51 Modify background color range from [0C, 7F]: Do (Black) at intensity 3 CC/19D8: 91 Pause for 15 units CC/19D9: B1 End block of repeating commands CC/19DA: F4 Play sound effect 39 CC/19DC: 92 Pause for 30 units CC/19DD: 5A Fade screen at speed $02 CC/19DF: 5C Pause execution until fade in or fade out is complete CC/19E0: F0 Play song 0 (Silence), (high bit clear), full volume CC/19E2: D5 Clear event bit $1E80($2C6) [$1ED8, bit 6] CC/19E4: D5 Clear event bit $1E80($2CA) [$1ED9, bit 2] CC/19E6: D5 Clear event bit $1E80($2CE) [$1ED9, bit 6] CC/19E8: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CA057D CC/19EE: FE Return CC/19EF: B0 Execute the following commands until $B1 4 times CC/19F1: 50 Tint screen (cumulative) with color $9F CC/19F3: B1 End block of repeating commands CC/19F4: FE Return CC/19F5: 60 Change background layer $0E to palette $15 CC/19F8: 61 Colorize color range [$E0, $EF] to color $07 CC/19FC: FE Return CC/19FD: 60 Change background layer $0F to palette $00 CC/1A00: 61 Colorize color range [$F0, $FF] to color $07 CC/1A04: 7C Enable activation of event for object $13 (NPC $13) if it comes into contact with any party CC/1A06: C0 If ($1E80($2DE) [$1EDB, bit 6] is clear), branch to $CA5EB3 (simply returns) CC/1A0C: 74 Replace current map's Layer 2 at (31, 47) with the following (5 x 5) chunk CC/1A11: $9C, $6E, $4A, $4A, $30 CC/1A16: $1E, $48, $49, $4F, $30 CC/1A1B: $2A, $58, $59, $49, $30 CC/1A20: $0F, $68, $0F, $6A, $0F CC/1A25: $0F, $01, $01, $0F, $6A CC/1A2A: 74 Replace current map's Layer 2 at (31, 110) with the following (4 x 4) chunk CC/1A2F: $DA, $9B, $DA, $DA CC/1A33: $DA, $8C, $8C, $8C CC/1A37: $C3, $C4, $48, $DA CC/1A3B: $8C, $89, $48, $99 CC/1A3F: 75 Refresh map after alteration CC/1A40: FE Return CC/1A41: C0 If ($1E80($2DF) [$1EDB, bit 7] is set), branch to $CA5EB3 (simply returns) CC/1A47: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/1A49: C2 Set vehicle/entity's event speed to normal CC/1A4A: 83 Move vehicle/entity left 1 tile CC/1A4B: CC Turn vehicle/entity up CC/1A4C: FF End queue CC/1A4D: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC1A60 CC/1A53: FE Return CC/1A54: C0 If ($1E80($2DF) [$1EDB, bit 7] is set), branch to $CA5EB3 (simply returns) CC/1A5A: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/1A5C: C2 Set vehicle/entity's event speed to normal CC/1A5D: 81 Move vehicle/entity right 1 tile CC/1A5E: CC Turn vehicle/entity up CC/1A5F: FF End queue CC/1A60: C0 If ($1E80($2DF) [$1EDB, bit 7] is set), branch to $CA5EB3 (simply returns) CC/1A66: B2 Call subroutine $CAC6AC CC/1A6A: B2 Call subroutine $CB2E34 CC/1A6E: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CC/1A70: C2 Set vehicle/entity's event speed to normal CC/1A71: 83 Move vehicle/entity left 1 tile CC/1A72: CC Turn vehicle/entity up CC/1A73: FF End queue CC/1A74: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CC/1A76: C2 Set vehicle/entity's event speed to normal CC/1A77: CC Turn vehicle/entity up CC/1A78: FF End queue CC/1A79: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CC/1A7B: C2 Set vehicle/entity's event speed to normal CC/1A7C: 81 Move vehicle/entity right 1 tile CC/1A7D: CC Turn vehicle/entity up CC/1A7E: FF End queue CC/1A7F: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/1A81: C2 Set vehicle/entity's event speed to normal CC/1A82: 80 Move vehicle/entity up 1 tile CC/1A83: E0 Pause for 4 * 8 (32) frames CC/1A85: FF End queue CC/1A86: 92 Pause for 30 units CC/1A87: 4B Display dialogue message $0964, wait for button press What the…? CC/1A8A: 38 Hold screen CC/1A8B: 92 Pause for 30 units CC/1A8C: F2 Fade out current song with transition time 240 CC/1A8E: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CC/1A90: C2 Set vehicle/entity's event speed to normal CC/1A91: 9C Move vehicle/entity up 8 tiles CC/1A92: 9C Move vehicle/entity up 8 tiles CC/1A93: FF End queue CC/1A94: 92 Pause for 30 units CC/1A95: B0 Execute the following commands until $B1 2 times CC/1A97: 50 Tint screen (cumulative) with color $9F CC/1A99: B4 Pause for 12 units CC/1A9B: B1 End block of repeating commands CC/1A9C: 50 Tint screen (cumulative) with color $3B CC/1A9E: 50 Tint screen (cumulative) with color $87 CC/1AA0: B4 Pause for 12 units CC/1AA2: B0 Execute the following commands until $B1 8 times CC/1AA4: 50 Tint screen (cumulative) with color $87 CC/1AA6: B4 Pause for 12 units CC/1AA8: B1 End block of repeating commands CC/1AA9: B5 Pause for 15 * 6 (90) units CC/1AAB: 3D Create object $10 CC/1AAD: 3D Create object $11 CC/1AAF: 3D Create object $12 CC/1AB1: 3D Create object $13 CC/1AB3: 3D Create object $14 CC/1AB5: 3D Create object $15 CC/1AB7: 3D Create object $16 CC/1AB9: 3D Create object $17 CC/1ABB: 3D Create object $18 CC/1ABD: 45 Refresh objects CC/1ABE: 94 Pause for 60 units CC/1ABF: F1 Fade in song 72 (Fire!) (high bit clear) with transition time 128 CC/1AC2: 58 Shake screen ($F6): (Intensity: 2)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/1AC4: 95 Pause for 120 units CC/1AC5: 73 Replace current map's Layer 1 at (14, 10) with the following (2 x 3) chunk, refresh immediately CC/1ACA: $08, $09 CC/1ACC: $0A, $18 CC/1ACE: $19, $1A CC/1AD0: 92 Pause for 30 units CC/1AD1: 41 Show object $10 CC/1AD3: 41 Show object $11 CC/1AD5: 41 Show object $12 CC/1AD7: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CC/1AD9: C3 Set vehicle/entity's event speed to fast CC/1ADA: 8E Move vehicle/entity down 4 tiles CC/1ADB: FF End queue CC/1ADC: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CC/1ADE: C3 Set vehicle/entity's event speed to fast CC/1ADF: 8E Move vehicle/entity down 4 tiles CC/1AE0: 83 Move vehicle/entity left 1 tile CC/1AE1: CE Turn vehicle/entity down CC/1AE2: FF End queue CC/1AE3: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CC/1AE5: C3 Set vehicle/entity's event speed to fast CC/1AE6: 8E Move vehicle/entity down 4 tiles CC/1AE7: A1 Move vehicle/entity right/down 1x1 tiles CC/1AE8: CE Turn vehicle/entity down CC/1AE9: FF End queue CC/1AEA: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CC/1AEC: 92 Pause for 30 units CC/1AED: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/1AEF: CF Turn vehicle/entity left CC/1AF0: FF End queue CC/1AF1: 92 Pause for 30 units CC/1AF2: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/1AF4: CF Turn vehicle/entity left CC/1AF5: FF End queue CC/1AF6: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CC/1AF8: CF Turn vehicle/entity left CC/1AF9: FF End queue CC/1AFA: 41 Show object $13 CC/1AFC: 41 Show object $14 CC/1AFE: 41 Show object $15 CC/1B00: 41 Show object $16 CC/1B02: 41 Show object $17 CC/1B04: F4 Play sound effect 26 CC/1B06: 13 Begin action queue for character $13 (NPC $13), 11 bytes long CC/1B08: C4 Set vehicle/entity's event speed to faster CC/1B09: A6 Move vehicle/entity right/down 2x1 tiles CC/1B0A: A6 Move vehicle/entity right/down 2x1 tiles CC/1B0B: A6 Move vehicle/entity right/down 2x1 tiles CC/1B0C: A6 Move vehicle/entity right/down 2x1 tiles CC/1B0D: E0 Pause for 4 * 4 (16) frames CC/1B0F: D5 Set vehicle/entity's position to (7, 9) CC/1B12: FF End queue CC/1B13: B4 Pause for 12 units CC/1B15: 14 Begin action queue for character $14 (NPC $14), 11 bytes long CC/1B17: C4 Set vehicle/entity's event speed to faster CC/1B18: A6 Move vehicle/entity right/down 2x1 tiles CC/1B19: A6 Move vehicle/entity right/down 2x1 tiles CC/1B1A: A6 Move vehicle/entity right/down 2x1 tiles CC/1B1B: A6 Move vehicle/entity right/down 2x1 tiles CC/1B1C: E0 Pause for 4 * 4 (16) frames CC/1B1E: D5 Set vehicle/entity's position to (7, 10) CC/1B21: FF End queue CC/1B22: B4 Pause for 15 units CC/1B24: 15 Begin action queue for character $15 (NPC $15), 11 bytes long CC/1B26: C4 Set vehicle/entity's event speed to faster CC/1B27: A6 Move vehicle/entity right/down 2x1 tiles CC/1B28: A6 Move vehicle/entity right/down 2x1 tiles CC/1B29: A6 Move vehicle/entity right/down 2x1 tiles CC/1B2A: A6 Move vehicle/entity right/down 2x1 tiles CC/1B2B: E0 Pause for 4 * 4 (16) frames CC/1B2D: D5 Set vehicle/entity's position to (7, 11) CC/1B30: FF End queue CC/1B31: B4 Pause for 1 units CC/1B33: 16 Begin action queue for character $16 (NPC $16), 11 bytes long CC/1B35: C4 Set vehicle/entity's event speed to faster CC/1B36: A6 Move vehicle/entity right/down 2x1 tiles CC/1B37: A6 Move vehicle/entity right/down 2x1 tiles CC/1B38: A6 Move vehicle/entity right/down 2x1 tiles CC/1B39: A6 Move vehicle/entity right/down 2x1 tiles CC/1B3A: E0 Pause for 4 * 4 (16) frames CC/1B3C: D5 Set vehicle/entity's position to (6, 9) CC/1B3F: FF End queue CC/1B40: B4 Pause for 8 units CC/1B42: 17 Begin action queue for character $17 (NPC $17), 11 bytes long CC/1B44: C4 Set vehicle/entity's event speed to faster CC/1B45: A6 Move vehicle/entity right/down 2x1 tiles CC/1B46: A6 Move vehicle/entity right/down 2x1 tiles CC/1B47: A6 Move vehicle/entity right/down 2x1 tiles CC/1B48: A6 Move vehicle/entity right/down 2x1 tiles CC/1B49: E0 Pause for 4 * 4 (16) frames CC/1B4B: D5 Set vehicle/entity's position to (6, 11) CC/1B4E: FF End queue CC/1B4F: B4 Pause for 8 units CC/1B51: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CC/1B53: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CC/1B55: C2 Set vehicle/entity's event speed to normal CC/1B56: C7 Set vehicle/entity to stay still when moving CC/1B57: 0B Do vehicle/entity graphical action $0B CC/1B58: DD Make vehicle/entity jump (high) CC/1B59: 8A Move vehicle/entity down 3 tiles CC/1B5A: 28 Do vehicle/entity graphical action $28 CC/1B5B: FF End queue CC/1B5C: 11 Begin action queue for character $11 (NPC $11), 8 bytes long CC/1B5E: C2 Set vehicle/entity's event speed to normal CC/1B5F: C7 Set vehicle/entity to stay still when moving CC/1B60: 0B Do vehicle/entity graphical action $0B CC/1B61: DD Make vehicle/entity jump (high) CC/1B62: A2 Move vehicle/entity left/down 1x1 tiles CC/1B63: A2 Move vehicle/entity left/down 1x1 tiles CC/1B64: 28 Do vehicle/entity graphical action $28 CC/1B65: FF End queue CC/1B66: 12 Begin action queue for character $12 (NPC $12), 8 bytes long (Wait until complete) CC/1B68: C2 Set vehicle/entity's event speed to normal CC/1B69: C7 Set vehicle/entity to stay still when moving CC/1B6A: 0B Do vehicle/entity graphical action $0B CC/1B6B: DD Make vehicle/entity jump (high) CC/1B6C: A1 Move vehicle/entity right/down 1x1 tiles CC/1B6D: A7 Move vehicle/entity right/down 1x2 tiles CC/1B6E: 28 Do vehicle/entity graphical action $28 CC/1B6F: FF End queue CC/1B70: 91 Pause for 15 units CC/1B71: B0 Execute the following commands until $B1 3 times CC/1B73: F4 Play sound effect 26 CC/1B75: 13 Begin action queue for character $13 (NPC $13), 10 bytes long CC/1B77: A6 Move vehicle/entity right/down 2x1 tiles CC/1B78: A6 Move vehicle/entity right/down 2x1 tiles CC/1B79: A6 Move vehicle/entity right/down 2x1 tiles CC/1B7A: A6 Move vehicle/entity right/down 2x1 tiles CC/1B7B: E0 Pause for 4 * 4 (16) frames CC/1B7D: D5 Set vehicle/entity's position to (7, 9) CC/1B80: FF End queue CC/1B81: B4 Pause for 12 units CC/1B83: 14 Begin action queue for character $14 (NPC $14), 10 bytes long CC/1B85: A6 Move vehicle/entity right/down 2x1 tiles CC/1B86: A6 Move vehicle/entity right/down 2x1 tiles CC/1B87: A6 Move vehicle/entity right/down 2x1 tiles CC/1B88: A6 Move vehicle/entity right/down 2x1 tiles CC/1B89: E0 Pause for 4 * 4 (16) frames CC/1B8B: D5 Set vehicle/entity's position to (7, 10) CC/1B8E: FF End queue CC/1B8F: B4 Pause for 15 units CC/1B91: 15 Begin action queue for character $15 (NPC $15), 10 bytes long CC/1B93: A6 Move vehicle/entity right/down 2x1 tiles CC/1B94: A6 Move vehicle/entity right/down 2x1 tiles CC/1B95: A6 Move vehicle/entity right/down 2x1 tiles CC/1B96: A6 Move vehicle/entity right/down 2x1 tiles CC/1B97: E0 Pause for 4 * 4 (16) frames CC/1B99: D5 Set vehicle/entity's position to (7, 11) CC/1B9C: FF End queue CC/1B9D: B4 Pause for 1 units CC/1B9F: 16 Begin action queue for character $16 (NPC $16), 10 bytes long CC/1BA1: A6 Move vehicle/entity right/down 2x1 tiles CC/1BA2: A6 Move vehicle/entity right/down 2x1 tiles CC/1BA3: A6 Move vehicle/entity right/down 2x1 tiles CC/1BA4: A6 Move vehicle/entity right/down 2x1 tiles CC/1BA5: E0 Pause for 4 * 4 (16) frames CC/1BA7: D5 Set vehicle/entity's position to (6, 9) CC/1BAA: FF End queue CC/1BAB: B4 Pause for 8 units CC/1BAD: 17 Begin action queue for character $17 (NPC $17), 10 bytes long CC/1BAF: A6 Move vehicle/entity right/down 2x1 tiles CC/1BB0: A6 Move vehicle/entity right/down 2x1 tiles CC/1BB1: A6 Move vehicle/entity right/down 2x1 tiles CC/1BB2: A6 Move vehicle/entity right/down 2x1 tiles CC/1BB3: E0 Pause for 4 * 4 (16) frames CC/1BB5: D5 Set vehicle/entity's position to (6, 11) CC/1BB8: FF End queue CC/1BB9: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CC/1BBB: 92 Pause for 30 units CC/1BBC: B1 End block of repeating commands CC/1BBD: 41 Show object $18 CC/1BBF: 18 Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete) CC/1BC1: C3 Set vehicle/entity's event speed to fast CC/1BC2: 8E Move vehicle/entity down 4 tiles CC/1BC3: FF End queue CC/1BC4: B4 Pause for 4 units CC/1BC6: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/1BC8: 1F Do vehicle/entity graphical action $1F CC/1BC9: FF End queue CC/1BCA: B4 Pause for 8 units CC/1BCC: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/1BCE: CE Turn vehicle/entity down CC/1BCF: FF End queue CC/1BD0: 91 Pause for 15 units CC/1BD1: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/1BD3: 19 Do vehicle/entity graphical action $19 CC/1BD4: FF End queue CC/1BD5: B4 Pause for 8 units CC/1BD7: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/1BD9: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/1BDA: FF End queue CC/1BDB: B4 Pause for 8 units CC/1BDD: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/1BDF: 18 Do vehicle/entity graphical action $18 CC/1BE0: FF End queue CC/1BE1: 92 Pause for 30 units CC/1BE2: 4B Display dialogue message $0965, wait for button press (Show text only) (At bottom of screen) It's an Esper attack! Let's show him some of OUR Esper magic! CC/1BE5: 92 Pause for 30 units CC/1BE6: F2 Fade out current song with transition time 128 CC/1BE8: 5A Fade screen at speed $04 CC/1BEA: 5C Pause execution until fade in or fade out is complete CC/1BEB: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CC/1BED: C4 Set vehicle/entity's event speed to faster CC/1BEE: 9E Move vehicle/entity down 8 tiles CC/1BEF: 9E Move vehicle/entity down 8 tiles CC/1BF0: FF End queue CC/1BF1: 58 Shake screen ($F4): (Intensity: 0)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/1BF3: 50 Tint screen (cumulative) with color $FF CC/1BF5: B0 Execute the following commands until $B1 6 times CC/1BF7: 50 Tint screen (cumulative) with color $9F CC/1BF9: B1 End block of repeating commands CC/1BFA: F0 Play song 0 (Silence), (high bit clear), full volume CC/1BFC: 59 Unfade screen at speed $08 CC/1BFE: 5C Pause execution until fade in or fade out is complete CC/1BFF: 92 Pause for 30 units CC/1C00: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/1C02: CD Turn vehicle/entity right CC/1C03: E0 Pause for 4 * 2 (8) frames CC/1C05: CE Turn vehicle/entity down CC/1C06: FF End queue CC/1C07: 92 Pause for 30 units CC/1C08: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/1C0A: 13 Do vehicle/entity graphical action $13 CC/1C0B: FF End queue CC/1C0C: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/1C0E: CE Turn vehicle/entity down CC/1C0F: FF End queue CC/1C10: 92 Pause for 30 units CC/1C11: 4B Display dialogue message $0966, wait for button press A 1000 years in the past, a battle was waged here… CC/1C14: 94 Pause for 60 units CC/1C15: 5A Fade screen at speed $08 CC/1C17: 5C Pause execution until fade in or fade out is complete CC/1C18: DC Set event bit $1E80($69B) [$1F53, bit 3] CC/1C1A: 6B Load map $0196 (Ancient Castle, all rooms except library and basement) instantly, (upper bits $0000), place party at (52, 43), facing up CC/1C20: F1 Fade in song 72 (Fire!) (high bit clear) with transition time 128 CC/1C23: 42 Hide object $31 CC/1C25: B0 Execute the following commands until $B1 6 times CC/1C27: 50 Tint screen (cumulative) with color $9F CC/1C29: B1 End block of repeating commands CC/1C2A: B0 Execute the following commands until $B1 1 times CC/1C2C: 50 Tint screen (cumulative) with color $3B CC/1C2E: 50 Tint screen (cumulative) with color $87 CC/1C30: B1 End block of repeating commands CC/1C31: B0 Execute the following commands until $B1 8 times CC/1C33: 50 Tint screen (cumulative) with color $87 CC/1C35: B1 End block of repeating commands CC/1C36: 58 Shake screen ($F5): (Intensity: 1)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/1C38: 59 Unfade screen at speed $04 CC/1C3A: 5C Pause execution until fade in or fade out is complete CC/1C3B: 94 Pause for 60 units CC/1C3C: 4B Display dialogue message $0967, wait for button press (Show text only) “Only Odin is here!” “Are your wounds healed?” CC/1C3F: 92 Pause for 30 units CC/1C40: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CC/1C42: C0 Set vehicle/entity's event speed to slowest CC/1C43: 82 Move vehicle/entity down 1 tile CC/1C44: FF End queue CC/1C45: 92 Pause for 30 units CC/1C46: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CC/1C48: 21 Do vehicle/entity graphical action $21 CC/1C49: FF End queue CC/1C4A: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CC/1C4C: 21 Do vehicle/entity graphical action $21 CC/1C4D: FF End queue CC/1C4E: 94 Pause for 60 units CC/1C4F: 4B Display dialogue message $0968, wait for button press (Show text only) We're fresh outta options. We'll have to leave this battle in Odin's hands… CC/1C52: 92 Pause for 30 units CC/1C53: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CC/1C55: CC Turn vehicle/entity up CC/1C56: FF End queue CC/1C57: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CC/1C59: CC Turn vehicle/entity up CC/1C5A: FF End queue CC/1C5B: 94 Pause for 60 units CC/1C5C: F2 Fade out current song with transition time 128 CC/1C5E: 5A Fade screen at speed $04 CC/1C60: 5C Pause execution until fade in or fade out is complete CC/1C61: 50 Tint screen (cumulative) with color $FF CC/1C63: B0 Execute the following commands until $B1 6 times CC/1C65: 50 Tint screen (cumulative) with color $9F CC/1C67: B1 End block of repeating commands CC/1C68: 6B Load map $0197 (Ancient Castle, exterior) instantly, (upper bits $0000), place party at (16, 32), facing up CC/1C6E: F0 Play song 0 (Silence), (high bit clear), full volume CC/1C70: 41 Show object $31 CC/1C72: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CC/1C74: C2 Set vehicle/entity's event speed to normal CC/1C75: CC Turn vehicle/entity up CC/1C76: FF End queue CC/1C77: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CC/1C79: C2 Set vehicle/entity's event speed to normal CC/1C7A: CC Turn vehicle/entity up CC/1C7B: FF End queue CC/1C7C: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CC/1C7E: C2 Set vehicle/entity's event speed to normal CC/1C7F: CC Turn vehicle/entity up CC/1C80: FF End queue CC/1C81: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/1C83: C2 Set vehicle/entity's event speed to normal CC/1C84: CC Turn vehicle/entity up CC/1C85: E0 Pause for 4 * 8 (32) frames CC/1C87: FF End queue CC/1C88: 58 Shake screen ($F4): (Intensity: 0)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/1C8A: 94 Pause for 60 units CC/1C8B: 59 Unfade screen at speed $08 CC/1C8D: 5C Pause execution until fade in or fade out is complete CC/1C8E: 94 Pause for 60 units CC/1C8F: 39 Free screen CC/1C90: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/1C92: C0 Set vehicle/entity's event speed to slowest CC/1C93: 84 Move vehicle/entity up 2 tiles CC/1C94: FF End queue CC/1C95: 92 Pause for 30 units CC/1C96: 4B Display dialogue message $0969, wait for button press A city, ruined during the War of the Magi… CC/1C99: 5A Fade screen at speed $04 CC/1C9B: 5C Pause execution until fade in or fade out is complete CC/1C9C: DC Set event bit $1E80($69B) [$1F53, bit 3] CC/1C9E: 6B Load map $0196 (Ancient Castle, all rooms except library and basement) instantly, (upper bits $0000), place party at (34, 14), facing up CC/1CA4: F1 Fade in song 72 (Fire!) (high bit clear) with transition time 128 CC/1CA7: 42 Hide object $31 CC/1CA9: B0 Execute the following commands until $B1 6 times CC/1CAB: 50 Tint screen (cumulative) with color $9F CC/1CAD: B1 End block of repeating commands CC/1CAE: B0 Execute the following commands until $B1 1 times CC/1CB0: 50 Tint screen (cumulative) with color $3B CC/1CB2: 50 Tint screen (cumulative) with color $87 CC/1CB4: B1 End block of repeating commands CC/1CB5: B0 Execute the following commands until $B1 8 times CC/1CB7: 50 Tint screen (cumulative) with color $87 CC/1CB9: B1 End block of repeating commands CC/1CBA: 58 Shake screen ($F5): (Intensity: 1)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/1CBC: 60 Change background layer $0E to palette $15 CC/1CBF: 59 Unfade screen at speed $04 CC/1CC1: 5C Pause execution until fade in or fade out is complete CC/1CC2: 95 Pause for 120 units CC/1CC3: 78 Enable ability to pass through other objects for object $13 (NPC $13) CC/1CC5: 78 Enable ability to pass through other objects for object $14 (NPC $14) CC/1CC7: 78 Enable ability to pass through other objects for object $15 (NPC $15) CC/1CC9: 78 Enable ability to pass through other objects for object $16 (NPC $16) CC/1CCB: 78 Enable ability to pass through other objects for object $17 (NPC $17) CC/1CCD: 78 Enable ability to pass through other objects for object $18 (NPC $18) CC/1CCF: 78 Enable ability to pass through other objects for object $19 (NPC $19) CC/1CD1: 78 Enable ability to pass through other objects for object $1A (NPC $1A) CC/1CD3: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CC/1CD5: 78 Enable ability to pass through other objects for object $1C (NPC $1C) CC/1CD7: 78 Enable ability to pass through other objects for object $1D (NPC $1D) CC/1CD9: 78 Enable ability to pass through other objects for object $1E (NPC $1E) CC/1CDB: 78 Enable ability to pass through other objects for object $1F (NPC $1F) CC/1CDD: 78 Enable ability to pass through other objects for object $20 (NPC $20) CC/1CDF: 48 Display dialogue message $0972, continue executing commands (Show text only) Atom Edge! CC/1CE2: 93 Pause for 45 units CC/1CE3: F4 Play sound effect 127 CC/1CE5: 94 Pause for 60 units CC/1CE6: 13 Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete) CC/1CE8: C4 Set vehicle/entity's event speed to faster CC/1CE9: 96 Move vehicle/entity down 6 tiles CC/1CEA: FF End queue CC/1CEB: 92 Pause for 30 units CC/1CEC: 13 Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete) CC/1CEE: C2 Set vehicle/entity's event speed to normal CC/1CEF: 94 Move vehicle/entity up 6 tiles CC/1CF0: FF End queue CC/1CF1: 92 Pause for 30 units CC/1CF2: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CC/1CF4: C0 Set vehicle/entity's event speed to slowest CC/1CF5: A2 Move vehicle/entity left/down 1x1 tiles CC/1CF6: FF End queue CC/1CF7: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CC/1CF9: C0 Set vehicle/entity's event speed to slowest CC/1CFA: A0 Move vehicle/entity right/up 1x1 tiles CC/1CFB: FF End queue CC/1CFC: 18 Begin action queue for character $18 (NPC $18), 3 bytes long CC/1CFE: C0 Set vehicle/entity's event speed to slowest CC/1CFF: A2 Move vehicle/entity left/down 1x1 tiles CC/1D00: FF End queue CC/1D01: 1A Begin action queue for character $1A (NPC $1A), 3 bytes long CC/1D03: C0 Set vehicle/entity's event speed to slowest CC/1D04: A2 Move vehicle/entity left/down 1x1 tiles CC/1D05: FF End queue CC/1D06: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long CC/1D08: C0 Set vehicle/entity's event speed to slowest CC/1D09: A0 Move vehicle/entity right/up 1x1 tiles CC/1D0A: FF End queue CC/1D0B: 1E Begin action queue for character $1E (NPC $1E), 5 bytes long (Wait until complete) CC/1D0D: C0 Set vehicle/entity's event speed to slowest CC/1D0E: A0 Move vehicle/entity right/up 1x1 tiles CC/1D0F: E0 Pause for 4 * 2 (8) frames CC/1D11: FF End queue CC/1D12: 92 Pause for 30 units CC/1D13: F4 Play sound effect 103 CC/1D15: B0 Execute the following commands until $B1 31 times CC/1D17: 53 Modify object color range from [C5, C5]: Add (Black) at intensity 3 CC/1D1B: B1 End block of repeating commands CC/1D1C: 92 Pause for 30 units CC/1D1D: B0 Execute the following commands until $B1 31 times CC/1D1F: 53 Modify object color range from [C5, C5]: Do unknown operation (Black) at intensity 3 CC/1D23: B1 End block of repeating commands CC/1D24: 94 Pause for 60 units CC/1D25: 42 Hide object $14 CC/1D27: 42 Hide object $15 CC/1D29: F4 Play sound effect 45 CC/1D2B: B4 Pause for 5 units CC/1D2D: 42 Hide object $16 CC/1D2F: 42 Hide object $17 CC/1D31: F4 Play sound effect 45 CC/1D33: B4 Pause for 5 units CC/1D35: 42 Hide object $18 CC/1D37: 42 Hide object $19 CC/1D39: F4 Play sound effect 45 CC/1D3B: B4 Pause for 5 units CC/1D3D: 42 Hide object $1A CC/1D3F: 42 Hide object $1B CC/1D41: F4 Play sound effect 45 CC/1D43: B4 Pause for 5 units CC/1D45: 42 Hide object $1C CC/1D47: 42 Hide object $1D CC/1D49: F4 Play sound effect 45 CC/1D4B: B4 Pause for 5 units CC/1D4D: 42 Hide object $1E CC/1D4F: 42 Hide object $1F CC/1D51: F4 Play sound effect 45 CC/1D53: B5 Pause for 15 * 6 (90) units CC/1D55: 20 Begin action queue for character $20 (NPC $20), 3 bytes long (Wait until complete) CC/1D57: C3 Set vehicle/entity's event speed to fast CC/1D58: 9C Move vehicle/entity up 8 tiles CC/1D59: FF End queue CC/1D5A: 92 Pause for 30 units CC/1D5B: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CC/1D5D: C3 Set vehicle/entity's event speed to fast CC/1D5E: A6 Move vehicle/entity right/down 2x1 tiles CC/1D5F: A1 Move vehicle/entity right/down 1x1 tiles CC/1D60: FF End queue CC/1D61: 20 Begin action queue for character $20 (NPC $20), 6 bytes long (Wait until complete) CC/1D63: C7 Set vehicle/entity to stay still when moving CC/1D64: CD Turn vehicle/entity right CC/1D65: AA Move vehicle/entity left/up 2x1 tiles CC/1D66: E0 Pause for 4 * 8 (32) frames CC/1D68: FF End queue CC/1D69: 20 Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete) CC/1D6B: 4E Do vehicle/entity graphical action $0E, flipped horizontally CC/1D6C: FF End queue CC/1D6D: B4 Pause for 5 units CC/1D6F: 20 Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete) CC/1D71: 4A Do vehicle/entity graphical action $0A, flipped horizontally CC/1D72: FF End queue CC/1D73: 94 Pause for 60 units CC/1D74: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CC/1D76: C4 Set vehicle/entity's event speed to faster CC/1D77: 87 Move vehicle/entity left 2 tiles CC/1D78: FF End queue CC/1D79: 20 Begin action queue for character $20 (NPC $20), 3 bytes long (Wait until complete) CC/1D7B: C4 Set vehicle/entity's event speed to faster CC/1D7C: 85 Move vehicle/entity right 2 tiles CC/1D7D: FF End queue CC/1D7E: F4 Play sound effect 101 CC/1D80: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CC/1D82: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CC/1D84: C3 Set vehicle/entity's event speed to fast CC/1D85: A0 Move vehicle/entity right/up 1x1 tiles CC/1D86: A0 Move vehicle/entity right/up 1x1 tiles CC/1D87: FF End queue CC/1D88: 20 Begin action queue for character $20 (NPC $20), 8 bytes long (Wait until complete) CC/1D8A: 0B Do vehicle/entity graphical action $0B CC/1D8B: C3 Set vehicle/entity's event speed to fast CC/1D8C: A3 Move vehicle/entity left/up 1x1 tiles CC/1D8D: A3 Move vehicle/entity left/up 1x1 tiles CC/1D8E: E0 Pause for 4 * 4 (16) frames CC/1D90: CD Turn vehicle/entity right CC/1D91: FF End queue CC/1D92: B5 Pause for 15 * 6 (90) units CC/1D94: 20 Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete) CC/1D96: 4E Do vehicle/entity graphical action $0E, flipped horizontally CC/1D97: FF End queue CC/1D98: B4 Pause for 5 units CC/1D9A: 20 Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete) CC/1D9C: 4A Do vehicle/entity graphical action $0A, flipped horizontally CC/1D9D: FF End queue CC/1D9E: 94 Pause for 60 units CC/1D9F: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CC/1DA1: C4 Set vehicle/entity's event speed to faster CC/1DA2: 87 Move vehicle/entity left 2 tiles CC/1DA3: FF End queue CC/1DA4: 20 Begin action queue for character $20 (NPC $20), 3 bytes long (Wait until complete) CC/1DA6: C4 Set vehicle/entity's event speed to faster CC/1DA7: 85 Move vehicle/entity right 2 tiles CC/1DA8: FF End queue CC/1DA9: F4 Play sound effect 101 CC/1DAB: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CC/1DAD: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CC/1DAF: C3 Set vehicle/entity's event speed to fast CC/1DB0: A3 Move vehicle/entity left/up 1x1 tiles CC/1DB1: FF End queue CC/1DB2: 20 Begin action queue for character $20 (NPC $20), 5 bytes long (Wait until complete) CC/1DB4: 0B Do vehicle/entity graphical action $0B CC/1DB5: C3 Set vehicle/entity's event speed to fast CC/1DB6: 8A Move vehicle/entity down 3 tiles CC/1DB7: CC Turn vehicle/entity up CC/1DB8: FF End queue CC/1DB9: B5 Pause for 15 * 6 (90) units CC/1DBB: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CC/1DBD: C3 Set vehicle/entity's event speed to fast CC/1DBE: 82 Move vehicle/entity down 1 tile CC/1DBF: FF End queue CC/1DC0: 48 Display dialogue message $0972, continue executing commands (Show text only) Atom Edge! CC/1DC3: 93 Pause for 45 units CC/1DC4: F4 Play sound effect 127 CC/1DC6: 13 Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete) CC/1DC8: C4 Set vehicle/entity's event speed to faster CC/1DC9: 8E Move vehicle/entity down 4 tiles CC/1DCA: FF End queue CC/1DCB: F4 Play sound effect 13 CC/1DCD: 92 Pause for 30 units CC/1DCE: 13 Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete) CC/1DD0: C2 Set vehicle/entity's event speed to normal CC/1DD1: 8C Move vehicle/entity up 4 tiles CC/1DD2: FF End queue CC/1DD3: 94 Pause for 60 units CC/1DD4: 20 Begin action queue for character $20 (NPC $20), 5 bytes long (Wait until complete) CC/1DD6: CD Turn vehicle/entity right CC/1DD7: E0 Pause for 4 * 1 (4) frames CC/1DD9: CE Turn vehicle/entity down CC/1DDA: FF End queue CC/1DDB: 92 Pause for 30 units CC/1DDC: B0 Execute the following commands until $B1 6 times CC/1DDE: 20 Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete) CC/1DE0: 1D Do vehicle/entity graphical action $1D CC/1DE1: FF End queue CC/1DE2: B4 Pause for 5 units CC/1DE4: 20 Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete) CC/1DE6: 1E Do vehicle/entity graphical action $1E CC/1DE7: FF End queue CC/1DE8: B4 Pause for 5 units CC/1DEA: B1 End block of repeating commands CC/1DEB: 20 Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete) CC/1DED: CE Turn vehicle/entity down CC/1DEE: FF End queue CC/1DEF: 20 Begin action queue for character $20 (NPC $20), 5 bytes long (Wait until complete) CC/1DF1: CD Turn vehicle/entity right CC/1DF2: E0 Pause for 4 * 1 (4) frames CC/1DF4: CC Turn vehicle/entity up CC/1DF5: FF End queue CC/1DF6: 92 Pause for 30 units CC/1DF7: 20 Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete) CC/1DF9: 1B Do vehicle/entity graphical action $1B CC/1DFA: FF End queue CC/1DFB: B4 Pause for 8 units CC/1DFD: 20 Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete) CC/1DFF: 17 Do vehicle/entity graphical action $17 CC/1E00: FF End queue CC/1E01: 92 Pause for 30 units CC/1E02: F4 Play sound effect 101 CC/1E04: 20 Begin action queue for character $20 (NPC $20), 4 bytes long (Wait until complete) CC/1E06: C4 Set vehicle/entity's event speed to faster CC/1E07: C7 Set vehicle/entity to stay still when moving CC/1E08: 84 Move vehicle/entity up 2 tiles CC/1E09: FF End queue CC/1E0A: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CC/1E0C: 92 Pause for 30 units CC/1E0D: 20 Begin action queue for character $20 (NPC $20), 4 bytes long (Wait until complete) CC/1E0F: C2 Set vehicle/entity's event speed to normal CC/1E10: C7 Set vehicle/entity to stay still when moving CC/1E11: 8A Move vehicle/entity down 3 tiles CC/1E12: FF End queue CC/1E13: 94 Pause for 60 units CC/1E14: F4 Play sound effect 9 CC/1E16: 61 Colorize color range [$E0, $E1] to color $07 CC/1E1A: 91 Pause for 15 units CC/1E1B: F4 Play sound effect 9 CC/1E1D: 61 Colorize color range [$E2, $E3] to color $07 CC/1E21: 91 Pause for 15 units CC/1E22: F4 Play sound effect 9 CC/1E24: 61 Colorize color range [$E4, $E5] to color $07 CC/1E28: 91 Pause for 15 units CC/1E29: F4 Play sound effect 9 CC/1E2B: 61 Colorize color range [$E6, $E7] to color $07 CC/1E2F: 91 Pause for 15 units CC/1E30: F4 Play sound effect 9 CC/1E32: 61 Colorize color range [$E8, $E9] to color $07 CC/1E36: 91 Pause for 15 units CC/1E37: F4 Play sound effect 9 CC/1E39: 61 Colorize color range [$EA, $EB] to color $07 CC/1E3D: 91 Pause for 15 units CC/1E3E: F4 Play sound effect 9 CC/1E40: 61 Colorize color range [$EC, $ED] to color $07 CC/1E44: 91 Pause for 15 units CC/1E45: F4 Play sound effect 9 CC/1E47: 61 Colorize color range [$EE, $EF] to color $07 CC/1E4B: 94 Pause for 60 units CC/1E4C: 4B Display dialogue message $096A, wait for button press (Show text only) (At bottom of screen) ODIN: Don't do it… You can't turn me into Magicite… CC/1E4F: 94 Pause for 60 units CC/1E50: F2 Fade out current song with transition time 128 CC/1E52: 5A Fade screen at speed $04 CC/1E54: 5C Pause execution until fade in or fade out is complete CC/1E55: DD Clear event bit $1E80($69B) [$1F53, bit 3] CC/1E57: 6B Load map $0197 (Ancient Castle, exterior) instantly, (upper bits $0000), place party at (16, 30), facing up CC/1E5D: 58 Shake screen ($F4): (Intensity: 0)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/1E5F: 41 Show object $31 CC/1E61: 39 Free screen CC/1E62: 94 Pause for 60 units CC/1E63: 59 Unfade screen at speed $04 CC/1E65: 5C Pause execution until fade in or fade out is complete CC/1E66: 92 Pause for 30 units CC/1E67: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/1E69: CD Turn vehicle/entity right CC/1E6A: E0 Pause for 4 * 1 (4) frames CC/1E6C: CE Turn vehicle/entity down CC/1E6D: FF End queue CC/1E6E: 94 Pause for 60 units CC/1E6F: 4B Display dialogue message $096B, wait for button press There's an ancient legend… It tells of a battle between Odin and a powerful sorcerer that took place in a great hall of the castle… CC/1E72: 92 Pause for 30 units CC/1E73: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CC/1E75: C2 Set vehicle/entity's event speed to normal CC/1E76: 84 Move vehicle/entity up 2 tiles CC/1E77: A0 Move vehicle/entity right/up 1x1 tiles CC/1E78: CE Turn vehicle/entity down CC/1E79: FF End queue CC/1E7A: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CC/1E7C: C2 Set vehicle/entity's event speed to normal CC/1E7D: 88 Move vehicle/entity up 3 tiles CC/1E7E: CE Turn vehicle/entity down CC/1E7F: FF End queue CC/1E80: 34 Begin action queue for character $34 (Party Character 3), 5 bytes long CC/1E82: C2 Set vehicle/entity's event speed to normal CC/1E83: 84 Move vehicle/entity up 2 tiles CC/1E84: A3 Move vehicle/entity left/up 1x1 tiles CC/1E85: CE Turn vehicle/entity down CC/1E86: FF End queue CC/1E87: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/1E89: CE Turn vehicle/entity down CC/1E8A: E0 Pause for 4 * 16 (64) frames CC/1E8C: FF End queue CC/1E8D: B2 Call subroutine $CACB95 CC/1E91: 3B Position character in a "ready-to-go" stance CC/1E92: B2 Call subroutine $CB2E2B CC/1E96: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/1E98: CD Turn vehicle/entity right CC/1E99: E0 Pause for 4 * 1 (4) frames CC/1E9B: CC Turn vehicle/entity up CC/1E9C: FF End queue CC/1E9D: D4 Set event bit $1E80($2DF) [$1EDB, bit 7] CC/1E9F: DC Set event bit $1E80($6A0) [$1F54, bit 0] CC/1EA1: DC Set event bit $1E80($6A1) [$1F54, bit 1] CC/1EA3: 3A Enable player to move while event commands execute CC/1EA4: FE Return CC/1EA5: F4 Play sound effect 103 CC/1EA7: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CC/1EA9: 94 Pause for 60 units CC/1EAA: B0 Execute the following commands until $B1 24 times CC/1EAC: 53 Modify object color range from [E0, EF]: Do unknown operation (Black) at intensity 3 CC/1EB0: F4 Play sound effect 10 CC/1EB2: B4 Pause for 8 units CC/1EB4: B1 End block of repeating commands CC/1EB5: B0 Execute the following commands until $B1 31 times CC/1EB7: 53 Modify object color range from [E0, EF]: Add (Black) at intensity 3 CC/1EBB: B1 End block of repeating commands CC/1EBC: B4 Pause for 8 units CC/1EBE: B0 Execute the following commands until $B1 31 times CC/1EC0: 53 Modify object color range from [E0, EF]: Do unknown operation (Black) at intensity 3 CC/1EC4: B1 End block of repeating commands CC/1EC5: DD Clear event bit $1E80($696) [$1F52, bit 6] CC/1EC7: 42 Hide object $13 CC/1EC9: 42 Hide object $21 CC/1ECB: 42 Hide object $22 CC/1ECD: 92 Pause for 30 units CC/1ECE: 4B Display dialogue message $0971, wait for button press (At bottom of screen) Odin turned into a Magicite shard… CC/1ED1: 86 Give esper $41 (Odin ) to party CC/1ED3: D0 Set event bit $1E80($0C8) [$1E99, bit 0] CC/1ED5: 92 Pause for 30 units CC/1ED6: F4 Play sound effect 141 CC/1ED8: B2 Call subroutine $CC9AD5 CC/1EDC: 3A Enable player to move while event commands execute CC/1EDD: FE Return CC/1EDE: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/1EE0: 1C Do vehicle/entity graphical action $1C CC/1EE1: FF End queue CC/1EE2: B4 Pause for 8 units CC/1EE4: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/1EE6: 17 Do vehicle/entity graphical action $17 CC/1EE7: FF End queue CC/1EE8: 91 Pause for 15 units CC/1EE9: 42 Hide object $12 CC/1EEB: DD Clear event bit $1E80($6A0) [$1F54, bit 0] CC/1EED: 91 Pause for 15 units CC/1EEE: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/1EF0: CC Turn vehicle/entity up CC/1EF1: FF End queue CC/1EF2: 92 Pause for 30 units CC/1EF3: 4B Display dialogue message $096C, wait for button press A book, with a gem- encrusted cover… “Queen's Diary” I realize, now, that I am in love with Odin… This…breaks every rule of our society. But my heart longs for this noble, elegant man. How could anyone blame me? After the fighting is over I'm going to bare my soul to him… CC/1EF6: 92 Pause for 30 units CC/1EF7: DE Load CaseWord with the characters in the currently active party? CC/1EF8: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CA5EB3 (simply returns) CC/1EFE: 92 Pause for 30 units CC/1EFF: B2 Call subroutine $CAC6AC CC/1F03: B2 Call subroutine $CB2E34 CC/1F07: 3C Set up the party as follows: $00 (Actor in stot 0), $FF (), $FF (), $FF () CC/1F0C: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CC/1F0E: C2 Set vehicle/entity's event speed to normal CC/1F0F: CE Turn vehicle/entity down CC/1F10: FF End queue CC/1F11: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CC/1F13: C2 Set vehicle/entity's event speed to normal CC/1F14: 81 Move vehicle/entity right 1 tile CC/1F15: CE Turn vehicle/entity down CC/1F16: FF End queue CC/1F17: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CC/1F19: C2 Set vehicle/entity's event speed to normal CC/1F1A: 82 Move vehicle/entity down 1 tile CC/1F1B: CD Turn vehicle/entity right CC/1F1C: FF End queue CC/1F1D: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete) CC/1F1F: C2 Set vehicle/entity's event speed to normal CC/1F20: A1 Move vehicle/entity right/down 1x1 tiles CC/1F21: CF Turn vehicle/entity left CC/1F22: E0 Pause for 4 * 8 (32) frames CC/1F24: FF End queue CC/1F25: 92 Pause for 30 units CC/1F26: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/1F28: 22 Do vehicle/entity graphical action $22 CC/1F29: FF End queue CC/1F2A: 94 Pause for 60 units CC/1F2B: 4B Display dialogue message $096D, wait for button press TERRA: Love between a human and an Esper… CC/1F2E: 92 Pause for 30 units CC/1F2F: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CC/1F31: 83 Move vehicle/entity left 1 tile CC/1F32: CE Turn vehicle/entity down CC/1F33: FF End queue CC/1F34: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CC/1F36: 80 Move vehicle/entity up 1 tile CC/1F37: CE Turn vehicle/entity down CC/1F38: FF End queue CC/1F39: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CC/1F3B: A3 Move vehicle/entity left/up 1x1 tiles CC/1F3C: CE Turn vehicle/entity down CC/1F3D: E0 Pause for 4 * 8 (32) frames CC/1F3F: FF End queue CC/1F40: B2 Call subroutine $CB2E2B CC/1F44: B2 Call subroutine $CACB95 CC/1F48: FE Return CC/1F49: C1 If ($1E80($0C8) [$1E99, bit 0] is clear) or ($1E80($2DD) [$1EDB, bit 5] is set), branch to $CA5EB3 (simply returns) CC/1F51: B2 Call subroutine $CACA8D CC/1F55: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/1F57: C1 Set vehicle/entity's event speed to slow CC/1F58: C7 Set vehicle/entity to stay still when moving CC/1F59: 82 Move vehicle/entity down 1 tile CC/1F5A: C6 Set vehicle/entity to walk when moving CC/1F5B: FF End queue CC/1F5C: 92 Pause for 30 units CC/1F5D: 4B Display dialogue message $096E, wait for button press (At bottom of screen) Even the Queen was turned to stone… CC/1F60: 92 Pause for 30 units CC/1F61: 3D Create object $10 CC/1F63: 45 Refresh objects CC/1F64: 41 Show object $10 CC/1F66: 78 Enable ability to pass through other objects for object $10 (NPC $10) CC/1F68: 93 Pause for 45 units CC/1F69: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CC/1F6B: C4 Set vehicle/entity's event speed to faster CC/1F6C: 82 Move vehicle/entity down 1 tile CC/1F6D: FF End queue CC/1F6E: F4 Play sound effect 141 CC/1F70: 42 Hide object $10 CC/1F72: 92 Pause for 30 units CC/1F73: 4B Display dialogue message $096F, wait for button press (At bottom of screen) A tear comes… From the stone…? CC/1F76: 94 Pause for 60 units CC/1F77: F4 Play sound effect 103 CC/1F79: B2 Call subroutine $CC9AD5 CC/1F7D: 94 Pause for 60 units CC/1F7E: 4B Display dialogue message $0970, wait for button press (At bottom of screen) The Magicite “Odin” gains a level… and becomes the Magicite “Raiden!” CC/1F81: 87 Take esper $41 (Odin ) from party CC/1F83: F4 Play sound effect 141 CC/1F85: 86 Give esper $42 (Raiden ) to party CC/1F87: D4 Set event bit $1E80($2DD) [$1EDB, bit 5] CC/1F89: 3A Enable player to move while event commands execute CC/1F8A: FE Return CC/1F8B: C0 If ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/1F91: F4 Play sound effect 150 CC/1F93: 93 Pause for 45 units CC/1F94: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/1F96: F4 Play sound effect 187 CC/1F98: 92 Pause for 30 units CC/1F99: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/1F9B: D4 Set event bit $1E80($2DE) [$1EDB, bit 6] CC/1F9D: 3A Enable player to move while event commands execute CC/1F9E: FE Return CC/1F9F: EB Compare word $1FC2($06) [$1FCE] to $0008, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CC/1FA3: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CC1FB1 CC/1FA9: 4B Display dialogue message $05DA, wait for button press (Show text only) (At bottom of screen) 7 dragons left. CC/1FAC: EA Decrement word $1FC2($06) [$1FCE] by $0001 CC/1FB0: FE Return CC/1FB1: EB Compare word $1FC2($06) [$1FCE] to $0007, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CC/1FB5: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CC1FC3 CC/1FBB: 4B Display dialogue message $05DB, wait for button press (Show text only) (At bottom of screen) 6 dragons left. CC/1FBE: EA Decrement word $1FC2($06) [$1FCE] by $0001 CC/1FC2: FE Return CC/1FC3: EB Compare word $1FC2($06) [$1FCE] to $0006, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CC/1FC7: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CC1FD5 CC/1FCD: 4B Display dialogue message $05DC, wait for button press (Show text only) (At bottom of screen) 5 dragons left. CC/1FD0: EA Decrement word $1FC2($06) [$1FCE] by $0001 CC/1FD4: FE Return CC/1FD5: EB Compare word $1FC2($06) [$1FCE] to $0005, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CC/1FD9: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CC1FE7 CC/1FDF: 4B Display dialogue message $05DD, wait for button press (Show text only) (At bottom of screen) 4 dragons left. CC/1FE2: EA Decrement word $1FC2($06) [$1FCE] by $0001 CC/1FE6: FE Return CC/1FE7: EB Compare word $1FC2($06) [$1FCE] to $0004, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CC/1FEB: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CC1FF9 CC/1FF1: 4B Display dialogue message $05DE, wait for button press (Show text only) (At bottom of screen) 3 dragons left. CC/1FF4: EA Decrement word $1FC2($06) [$1FCE] by $0001 CC/1FF8: FE Return CC/1FF9: EB Compare word $1FC2($06) [$1FCE] to $0003, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CC/1FFD: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CC200B CC/2003: 4B Display dialogue message $05DF, wait for button press (Show text only) (At bottom of screen) 2 dragons left. CC/2006: EA Decrement word $1FC2($06) [$1FCE] by $0001 CC/200A: FE Return CC/200B: EB Compare word $1FC2($06) [$1FCE] to $0002, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CC/200F: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CC201D CC/2015: 4B Display dialogue message $05E0, wait for button press (Show text only) (At bottom of screen) 1 dragon left. CC/2018: EA Decrement word $1FC2($06) [$1FCE] by $0001 CC/201C: FE Return CC/201D: EB Compare word $1FC2($06) [$1FCE] to $0001, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CC/2021: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CA5EB3 (simply returns) CC/2027: 4B Display dialogue message $05E1, wait for button press (Show text only) (At bottom of screen) Defeated all 8 dragons… Dragon Seal broken!! CC/202A: EA Decrement word $1FC2($06) [$1FCE] by $0001 CC/202E: 94 Pause for 60 units CC/202F: F4 Play sound effect 134 CC/2031: 58 Shake screen ($F6): (Intensity: 2)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/2033: B0 Execute the following commands until $B1 3 times CC/2035: B2 Call subroutine $CC9AE0 CC/2039: 92 Pause for 30 units CC/203A: B1 End block of repeating commands CC/203B: 92 Pause for 30 units CC/203C: 58 Shake screen ($F4): (Intensity: 0)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/203E: 92 Pause for 30 units CC/203F: 4B Display dialogue message $05E2, wait for button press (Show text only) (At bottom of screen) Received the Magicite “Crusader”!! CC/2042: F4 Play sound effect 141 CC/2044: 86 Give esper $45 (Crusader) to party CC/2046: 3A Enable player to move while event commands execute CC/2047: FE Return CC/2048: 4D Invoke battle, enemy set $8A, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/204B: B2 Call subroutine $CA5EA9 CC/204F: 42 Hide object $10 CC/2051: DD Clear event bit $1E80($69C) [$1F53, bit 4] CC/2053: 96 Restore screen from fade CC/2054: 5C Pause execution until fade in or fade out is complete CC/2055: B2 Call subroutine $CC1F9F CC/2059: 3A Enable player to move while event commands execute CC/205A: FE Return CC/205B: 4D Invoke battle, enemy set $89, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/205E: B2 Call subroutine $CA5EA9 CC/2062: 42 Hide object $13 CC/2064: DD Clear event bit $1E80($6A1) [$1F54, bit 1] CC/2066: 96 Restore screen from fade CC/2067: 5C Pause execution until fade in or fade out is complete CC/2068: B2 Call subroutine $CC1F9F CC/206C: 3A Enable player to move while event commands execute CC/206D: FE Return CC/206E: 60 Change background layer $0E to palette $0C CC/2071: 74 Replace current map's Layer 2 at (9, 7) with the following (1 x 1) chunk CC/2076: $17 CC/2077: 74 Replace current map's Layer 2 at (6, 6) with the following (2 x 2) chunk CC/207C: $2D, $2E CC/207E: $3D, $3E CC/2080: 75 Refresh map after alteration CC/2081: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CC/2087: 10 Begin action queue for character $10 (NPC $10), 6 bytes long CC/2089: C0 Set vehicle/entity's event speed to slowest CC/208A: 82 Move vehicle/entity down 1 tile CC/208B: 80 Move vehicle/entity up 1 tile CC/208C: FC Branch 2 bytes backwards ($CC208A) CC/208E: FF End queue CC/208F: FE Return CC/2090: 38 Hold screen CC/2091: 79 Place party 1 on map $013E (Phoenix Cave, outside entrance) CC/2095: 79 Place party 2 on map $013E (Phoenix Cave, outside entrance) CC/2099: 46 Make party 2 the current party CC/209B: 45 Refresh objects CC/209C: 47 Make character in slot 0 the lead character CC/209D: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/209F: D5 Set vehicle/entity's position to (6, 0) CC/20A2: FF End queue CC/20A3: 41 Show object $31 CC/20A5: 47 Make character in slot 0 the lead character CC/20A6: 46 Make party 1 the current party CC/20A8: 45 Refresh objects CC/20A9: 47 Make character in slot 0 the lead character CC/20AA: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/20AC: D5 Set vehicle/entity's position to (8, 0) CC/20AF: FF End queue CC/20B0: 41 Show object $31 CC/20B2: 47 Make character in slot 0 the lead character CC/20B3: 96 Restore screen from fade CC/20B4: 5C Pause execution until fade in or fade out is complete CC/20B5: F4 Play sound effect 186 CC/20B7: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CC/20B9: C4 Set vehicle/entity's event speed to faster CC/20BA: C7 Set vehicle/entity to stay still when moving CC/20BB: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/20BC: 9A Move vehicle/entity down 7 tiles CC/20BD: 09 Do vehicle/entity graphical action $09 (kneeling) CC/20BE: C6 Set vehicle/entity to walk when moving CC/20BF: C2 Set vehicle/entity's event speed to normal CC/20C0: FF End queue CC/20C1: F4 Play sound effect 181 CC/20C3: 92 Pause for 30 units CC/20C4: 47 Make character in slot 0 the lead character CC/20C5: 46 Make party 2 the current party CC/20C7: 45 Refresh objects CC/20C8: 47 Make character in slot 0 the lead character CC/20C9: F4 Play sound effect 186 CC/20CB: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CC/20CD: C4 Set vehicle/entity's event speed to faster CC/20CE: C7 Set vehicle/entity to stay still when moving CC/20CF: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/20D0: 96 Move vehicle/entity down 6 tiles CC/20D1: 09 Do vehicle/entity graphical action $09 (kneeling) CC/20D2: C6 Set vehicle/entity to walk when moving CC/20D3: C2 Set vehicle/entity's event speed to normal CC/20D4: FF End queue CC/20D5: F4 Play sound effect 181 CC/20D7: 47 Make character in slot 0 the lead character CC/20D8: 46 Make party 1 the current party CC/20DA: 45 Refresh objects CC/20DB: 47 Make character in slot 0 the lead character CC/20DC: 92 Pause for 30 units CC/20DD: 39 Free screen CC/20DE: 4B Display dialogue message $0A37, wait for button press (Show text only) (At bottom of screen) Split up into 2 parties. Use the Y Button to switch between groups. CC/20E1: D2 Set event bit $1E80($1CE) [$1EB9, bit 6] (Enables party switching with the Y button) CC/20E3: 3A Enable player to move while event commands execute CC/20E4: FE Return CC/20E5: C1 If ($1E80($1B3) [$1EB6, bit 3] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/20ED: 38 Hold screen CC/20EE: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/20F0: C2 Set vehicle/entity's event speed to normal CC/20F1: DC Make vehicle/entity jump (low) CC/20F2: A3 Move vehicle/entity left/up 1x1 tiles CC/20F3: C7 Set vehicle/entity to stay still when moving CC/20F4: 0F Do vehicle/entity graphical action $0F CC/20F5: FF End queue CC/20F6: 92 Pause for 30 units CC/20F7: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CC/20F9: C1 Set vehicle/entity's event speed to slow CC/20FA: 98 Move vehicle/entity up 7 tiles CC/20FB: FF End queue CC/20FC: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/20FE: C1 Set vehicle/entity's event speed to slow CC/20FF: 98 Move vehicle/entity up 7 tiles CC/2100: E0 Pause for 4 * 4 (16) frames CC/2102: FF End queue CC/2103: 97 Fade screen to black CC/2104: 5C Pause execution until fade in or fade out is complete CC/2105: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/2107: C6 Set vehicle/entity to walk when moving CC/2108: FF End queue CC/2109: 46 Make party 1 the current party CC/210B: 45 Refresh objects CC/210C: B2 Call subroutine $CACB25 CC/2110: 3D Create object $09 CC/2112: 45 Refresh objects CC/2113: 3F Assign character $09 (Actor in stot 9) to party 1 CC/2116: 3F Remove character $00 (Actor in stot 0) from the party CC/2119: 3F Remove character $01 (Actor in stot 1) from the party CC/211C: 3F Remove character $04 (Actor in stot 4) from the party CC/211F: 3F Remove character $05 (Actor in stot 5) from the party CC/2122: 3F Remove character $06 (Actor in stot 6) from the party CC/2125: 3F Remove character $02 (Actor in stot 2) from the party CC/2128: 3F Remove character $03 (Actor in stot 3) from the party CC/212B: 3F Remove character $0B (Actor in stot 11) from the party CC/212E: 3F Remove character $07 (Actor in stot 7) from the party CC/2131: 3F Remove character $08 (Actor in stot 8) from the party CC/2134: 3F Remove character $0A (Actor in stot 10) from the party CC/2137: 3F Remove character $0C (Actor in stot 12) from the party CC/213A: 3F Remove character $0D (Actor in stot 13) from the party CC/213D: 45 Refresh objects CC/213E: 47 Make character in slot 0 the lead character CC/213F: B2 Call subroutine $CACCA4 CC/2143: 6B Load map $000B (Falcon, upper deck (general use / with Daryl / buried / homing pigeon)) instantly, (upper bits $2000), place party at (16, 8), facing down CC/2149: 47 Make character in slot 0 the lead character CC/214A: B2 Call subroutine $CCE499 (heals all HP/MP/Statuses except Dog Block) CC/214E: D3 Clear event bit $1E80($1CE) [$1EB9, bit 6] (Disables party switching with the Y button) CC/2150: D5 Clear event bit $1E80($2BF) [$1ED7, bit 7] CC/2152: D5 Clear event bit $1E80($2A2) [$1ED4, bit 2] CC/2154: D5 Clear event bit $1E80($2A6) [$1ED4, bit 6] CC/2156: D5 Clear event bit $1E80($2A3) [$1ED4, bit 3] CC/2158: D5 Clear event bit $1E80($2A7) [$1ED4, bit 7] CC/215A: 96 Restore screen from fade CC/215B: 5C Pause execution until fade in or fade out is complete CC/215C: 39 Free screen CC/215D: FE Return CC/215E: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/2160: CC Turn vehicle/entity up CC/2161: FF End queue CC/2162: 92 Pause for 30 units CC/2163: F4 Play sound effect 81 CC/2165: 62 Mosaic screen, speed 4 CC/2167: 94 Pause for 60 units CC/2168: 97 Fade screen to black CC/2169: 5C Pause execution until fade in or fade out is complete CC/216A: B2 Call subroutine $CC2109 CC/216E: FE Return CC/216F: C1 If ($1E80($2A8) [$1ED5, bit 0] is clear) or ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CA5EB3 (simply returns) CC/2177: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/2179: C8 Set object layering priority to 2 (low nibble 2) CC/217B: FF End queue CC/217C: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete) CC/217E: C2 Set vehicle/entity's event speed to normal CC/217F: DD Make vehicle/entity jump (high) CC/2180: 81 Move vehicle/entity right 1 tile CC/2181: A1 Move vehicle/entity right/down 1x1 tiles CC/2182: DD Make vehicle/entity jump (high) CC/2183: 85 Move vehicle/entity right 2 tiles CC/2184: DD Make vehicle/entity jump (high) CC/2185: 85 Move vehicle/entity right 2 tiles CC/2186: DD Make vehicle/entity jump (high) CC/2187: A0 Move vehicle/entity right/up 1x1 tiles CC/2188: 81 Move vehicle/entity right 1 tile CC/2189: FF End queue CC/218A: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/218C: C8 Set object layering priority to 0 (low nibble 0) CC/218E: FF End queue CC/218F: 3A Enable player to move while event commands execute CC/2190: FE Return CC/2191: C0 If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CA5EB3 (simply returns) CC/2197: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/2199: C8 Set object layering priority to 2 (low nibble 2) CC/219B: FF End queue CC/219C: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete) CC/219E: C2 Set vehicle/entity's event speed to normal CC/219F: DD Make vehicle/entity jump (high) CC/21A0: 81 Move vehicle/entity right 1 tile CC/21A1: A1 Move vehicle/entity right/down 1x1 tiles CC/21A2: DD Make vehicle/entity jump (high) CC/21A3: 85 Move vehicle/entity right 2 tiles CC/21A4: DD Make vehicle/entity jump (high) CC/21A5: 85 Move vehicle/entity right 2 tiles CC/21A6: DD Make vehicle/entity jump (high) CC/21A7: A0 Move vehicle/entity right/up 1x1 tiles CC/21A8: 81 Move vehicle/entity right 1 tile CC/21A9: FF End queue CC/21AA: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/21AC: C8 Set object layering priority to 0 (low nibble 0) CC/21AE: FF End queue CC/21AF: 3A Enable player to move while event commands execute CC/21B0: FE Return CC/21B1: C0 If ($1E80($1B3) [$1EB6, bit 3] is clear), branch to $CA5EB3 (simply returns) CC/21B7: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/21B9: C8 Set object layering priority to 2 (low nibble 2) CC/21BB: FF End queue CC/21BC: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete) CC/21BE: C2 Set vehicle/entity's event speed to normal CC/21BF: DD Make vehicle/entity jump (high) CC/21C0: 83 Move vehicle/entity left 1 tile CC/21C1: A2 Move vehicle/entity left/down 1x1 tiles CC/21C2: DD Make vehicle/entity jump (high) CC/21C3: 87 Move vehicle/entity left 2 tiles CC/21C4: DD Make vehicle/entity jump (high) CC/21C5: 87 Move vehicle/entity left 2 tiles CC/21C6: DD Make vehicle/entity jump (high) CC/21C7: A3 Move vehicle/entity left/up 1x1 tiles CC/21C8: 83 Move vehicle/entity left 1 tile CC/21C9: FF End queue CC/21CA: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/21CC: C8 Set object layering priority to 0 (low nibble 0) CC/21CE: FF End queue CC/21CF: 3A Enable player to move while event commands execute CC/21D0: FE Return CC/21D1: C0 If ($1E80($1B3) [$1EB6, bit 3] is clear), branch to $CA5EB3 (simply returns) CC/21D7: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/21D9: C8 Set object layering priority to 2 (low nibble 2) CC/21DB: FF End queue CC/21DC: 31 Begin action queue for character $31 (Party Character 0), 20 bytes long CC/21DE: C2 Set vehicle/entity's event speed to normal CC/21DF: DD Make vehicle/entity jump (high) CC/21E0: 83 Move vehicle/entity left 1 tile CC/21E1: A2 Move vehicle/entity left/down 1x1 tiles CC/21E2: DD Make vehicle/entity jump (high) CC/21E3: 87 Move vehicle/entity left 2 tiles CC/21E4: DD Make vehicle/entity jump (high) CC/21E5: 87 Move vehicle/entity left 2 tiles CC/21E6: DD Make vehicle/entity jump (high) CC/21E7: 87 Move vehicle/entity left 2 tiles CC/21E8: DD Make vehicle/entity jump (high) CC/21E9: 87 Move vehicle/entity left 2 tiles CC/21EA: DD Make vehicle/entity jump (high) CC/21EB: 87 Move vehicle/entity left 2 tiles CC/21EC: DD Make vehicle/entity jump (high) CC/21ED: 87 Move vehicle/entity left 2 tiles CC/21EE: DD Make vehicle/entity jump (high) CC/21EF: A3 Move vehicle/entity left/up 1x1 tiles CC/21F0: 83 Move vehicle/entity left 1 tile CC/21F1: FF End queue CC/21F2: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CC/21F4: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/21F6: C8 Set object layering priority to 0 (low nibble 0) CC/21F8: FF End queue CC/21F9: 3A Enable player to move while event commands execute CC/21FA: FE Return CC/21FB: C0 If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CA5EB3 (simply returns) CC/2201: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/2203: C8 Set object layering priority to 2 (low nibble 2) CC/2205: FF End queue CC/2206: 31 Begin action queue for character $31 (Party Character 0), 20 bytes long CC/2208: C2 Set vehicle/entity's event speed to normal CC/2209: DD Make vehicle/entity jump (high) CC/220A: 81 Move vehicle/entity right 1 tile CC/220B: A1 Move vehicle/entity right/down 1x1 tiles CC/220C: DD Make vehicle/entity jump (high) CC/220D: 85 Move vehicle/entity right 2 tiles CC/220E: DD Make vehicle/entity jump (high) CC/220F: 85 Move vehicle/entity right 2 tiles CC/2210: DD Make vehicle/entity jump (high) CC/2211: 85 Move vehicle/entity right 2 tiles CC/2212: DD Make vehicle/entity jump (high) CC/2213: 85 Move vehicle/entity right 2 tiles CC/2214: DD Make vehicle/entity jump (high) CC/2215: 85 Move vehicle/entity right 2 tiles CC/2216: DD Make vehicle/entity jump (high) CC/2217: 85 Move vehicle/entity right 2 tiles CC/2218: DD Make vehicle/entity jump (high) CC/2219: A0 Move vehicle/entity right/up 1x1 tiles CC/221A: 81 Move vehicle/entity right 1 tile CC/221B: FF End queue CC/221C: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CC/221E: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/2220: C8 Set object layering priority to 0 (low nibble 0) CC/2222: FF End queue CC/2223: 3A Enable player to move while event commands execute CC/2224: FE Return CC/2225: C0 If ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA5EB3 (simply returns) CC/222B: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/222D: C8 Set object layering priority to 2 (low nibble 2) CC/222F: FF End queue CC/2230: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/2232: C2 Set vehicle/entity's event speed to normal CC/2233: DD Make vehicle/entity jump (high) CC/2234: 86 Move vehicle/entity down 2 tiles CC/2235: DD Make vehicle/entity jump (high) CC/2236: 8A Move vehicle/entity down 3 tiles CC/2237: FF End queue CC/2238: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/223A: C8 Set object layering priority to 0 (low nibble 0) CC/223C: FF End queue CC/223D: 3A Enable player to move while event commands execute CC/223E: FE Return CC/223F: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CC/2245: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/2247: C8 Set object layering priority to 2 (low nibble 2) CC/2249: FF End queue CC/224A: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/224C: C2 Set vehicle/entity's event speed to normal CC/224D: DD Make vehicle/entity jump (high) CC/224E: 84 Move vehicle/entity up 2 tiles CC/224F: DD Make vehicle/entity jump (high) CC/2250: 84 Move vehicle/entity up 2 tiles CC/2251: FF End queue CC/2252: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/2254: C8 Set object layering priority to 0 (low nibble 0) CC/2256: FF End queue CC/2257: 3A Enable player to move while event commands execute CC/2258: FE Return CC/2259: C0 If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CA5EB3 (simply returns) CC/225F: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/2261: C8 Set object layering priority to 2 (low nibble 2) CC/2263: FF End queue CC/2264: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete) CC/2266: C2 Set vehicle/entity's event speed to normal CC/2267: DD Make vehicle/entity jump (high) CC/2268: 81 Move vehicle/entity right 1 tile CC/2269: A1 Move vehicle/entity right/down 1x1 tiles CC/226A: DD Make vehicle/entity jump (high) CC/226B: 85 Move vehicle/entity right 2 tiles CC/226C: DD Make vehicle/entity jump (high) CC/226D: 85 Move vehicle/entity right 2 tiles CC/226E: DD Make vehicle/entity jump (high) CC/226F: A0 Move vehicle/entity right/up 1x1 tiles CC/2270: 81 Move vehicle/entity right 1 tile CC/2271: FF End queue CC/2272: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/2274: C8 Set object layering priority to 0 (low nibble 0) CC/2276: FF End queue CC/2277: 3A Enable player to move while event commands execute CC/2278: FE Return CC/2279: C0 If ($1E80($1B3) [$1EB6, bit 3] is clear), branch to $CA5EB3 (simply returns) CC/227F: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/2281: C8 Set object layering priority to 2 (low nibble 2) CC/2283: FF End queue CC/2284: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete) CC/2286: C2 Set vehicle/entity's event speed to normal CC/2287: DD Make vehicle/entity jump (high) CC/2288: 83 Move vehicle/entity left 1 tile CC/2289: A2 Move vehicle/entity left/down 1x1 tiles CC/228A: DD Make vehicle/entity jump (high) CC/228B: 87 Move vehicle/entity left 2 tiles CC/228C: DD Make vehicle/entity jump (high) CC/228D: 87 Move vehicle/entity left 2 tiles CC/228E: DD Make vehicle/entity jump (high) CC/228F: A3 Move vehicle/entity left/up 1x1 tiles CC/2290: 83 Move vehicle/entity left 1 tile CC/2291: FF End queue CC/2292: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/2294: C8 Set object layering priority to 0 (low nibble 0) CC/2296: FF End queue CC/2297: 3A Enable player to move while event commands execute CC/2298: FE Return CC/2299: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CC/229F: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/22A1: C8 Set object layering priority to 2 (low nibble 2) CC/22A3: FF End queue CC/22A4: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete) CC/22A6: C2 Set vehicle/entity's event speed to normal CC/22A7: DD Make vehicle/entity jump (high) CC/22A8: 84 Move vehicle/entity up 2 tiles CC/22A9: DD Make vehicle/entity jump (high) CC/22AA: 84 Move vehicle/entity up 2 tiles CC/22AB: DD Make vehicle/entity jump (high) CC/22AC: 84 Move vehicle/entity up 2 tiles CC/22AD: DD Make vehicle/entity jump (high) CC/22AE: 84 Move vehicle/entity up 2 tiles CC/22AF: FF End queue CC/22B0: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/22B2: C8 Set object layering priority to 0 (low nibble 0) CC/22B4: FF End queue CC/22B5: 3A Enable player to move while event commands execute CC/22B6: FE Return CC/22B7: C0 If ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA5EB3 (simply returns) CC/22BD: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/22BF: C8 Set object layering priority to 2 (low nibble 2) CC/22C1: FF End queue CC/22C2: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete) CC/22C4: C2 Set vehicle/entity's event speed to normal CC/22C5: DD Make vehicle/entity jump (high) CC/22C6: 86 Move vehicle/entity down 2 tiles CC/22C7: DD Make vehicle/entity jump (high) CC/22C8: 86 Move vehicle/entity down 2 tiles CC/22C9: DD Make vehicle/entity jump (high) CC/22CA: 86 Move vehicle/entity down 2 tiles CC/22CB: DD Make vehicle/entity jump (high) CC/22CC: 8E Move vehicle/entity down 4 tiles CC/22CD: FF End queue CC/22CE: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/22D0: C8 Set object layering priority to 0 (low nibble 0) CC/22D2: FF End queue CC/22D3: 3A Enable player to move while event commands execute CC/22D4: FE Return CC/22D5: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CC/22DB: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/22DD: C8 Set object layering priority to 2 (low nibble 2) CC/22DF: FF End queue CC/22E0: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CC/22E2: C2 Set vehicle/entity's event speed to normal CC/22E3: DD Make vehicle/entity jump (high) CC/22E4: 84 Move vehicle/entity up 2 tiles CC/22E5: DD Make vehicle/entity jump (high) CC/22E6: 84 Move vehicle/entity up 2 tiles CC/22E7: DD Make vehicle/entity jump (high) CC/22E8: 84 Move vehicle/entity up 2 tiles CC/22E9: FF End queue CC/22EA: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/22EC: C8 Set object layering priority to 0 (low nibble 0) CC/22EE: FF End queue CC/22EF: 3A Enable player to move while event commands execute CC/22F0: FE Return CC/22F1: C0 If ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA5EB3 (simply returns) CC/22F7: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/22F9: C8 Set object layering priority to 2 (low nibble 2) CC/22FB: FF End queue CC/22FC: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CC/22FE: C2 Set vehicle/entity's event speed to normal CC/22FF: DD Make vehicle/entity jump (high) CC/2300: 86 Move vehicle/entity down 2 tiles CC/2301: DD Make vehicle/entity jump (high) CC/2302: 86 Move vehicle/entity down 2 tiles CC/2303: DD Make vehicle/entity jump (high) CC/2304: 8E Move vehicle/entity down 4 tiles CC/2305: FF End queue CC/2306: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/2308: C8 Set object layering priority to 0 (low nibble 0) CC/230A: FF End queue CC/230B: 3A Enable player to move while event commands execute CC/230C: FE Return CC/230D: C1 If ($1E80($1B1) [$1EB6, bit 1] is clear) or ($1E80($2D4) [$1EDA, bit 4] is clear), branch to $CC232D CC/2315: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/2317: C8 Set object layering priority to 2 (low nibble 2) CC/2319: FF End queue CC/231A: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete) CC/231C: C2 Set vehicle/entity's event speed to normal CC/231D: DD Make vehicle/entity jump (high) CC/231E: 81 Move vehicle/entity right 1 tile CC/231F: A1 Move vehicle/entity right/down 1x1 tiles CC/2320: DD Make vehicle/entity jump (high) CC/2321: 85 Move vehicle/entity right 2 tiles CC/2322: DD Make vehicle/entity jump (high) CC/2323: A0 Move vehicle/entity right/up 1x1 tiles CC/2324: 81 Move vehicle/entity right 1 tile CC/2325: FF End queue CC/2326: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/2328: C8 Set object layering priority to 0 (low nibble 0) CC/232A: FF End queue CC/232B: 3A Enable player to move while event commands execute CC/232C: FE Return CC/232D: C1 If ($1E80($1B1) [$1EB6, bit 1] is clear) or ($1E80($2D5) [$1EDA, bit 5] is clear), branch to $CA5EB3 (simply returns) CC/2335: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/2337: C8 Set object layering priority to 2 (low nibble 2) CC/2339: FF End queue CC/233A: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete) CC/233C: C2 Set vehicle/entity's event speed to normal CC/233D: DD Make vehicle/entity jump (high) CC/233E: 81 Move vehicle/entity right 1 tile CC/233F: A1 Move vehicle/entity right/down 1x1 tiles CC/2340: DD Make vehicle/entity jump (high) CC/2341: 85 Move vehicle/entity right 2 tiles CC/2342: DD Make vehicle/entity jump (high) CC/2343: A0 Move vehicle/entity right/up 1x1 tiles CC/2344: 81 Move vehicle/entity right 1 tile CC/2345: FF End queue CC/2346: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/2348: C8 Set object layering priority to 0 (low nibble 0) CC/234A: FF End queue CC/234B: 3A Enable player to move while event commands execute CC/234C: FE Return CC/234D: C1 If ($1E80($1B3) [$1EB6, bit 3] is clear) or ($1E80($2D4) [$1EDA, bit 4] is clear), branch to $CC236D CC/2355: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/2357: C8 Set object layering priority to 2 (low nibble 2) CC/2359: FF End queue CC/235A: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete) CC/235C: C2 Set vehicle/entity's event speed to normal CC/235D: DD Make vehicle/entity jump (high) CC/235E: A2 Move vehicle/entity left/down 1x1 tiles CC/235F: 83 Move vehicle/entity left 1 tile CC/2360: DD Make vehicle/entity jump (high) CC/2361: 87 Move vehicle/entity left 2 tiles CC/2362: DD Make vehicle/entity jump (high) CC/2363: A3 Move vehicle/entity left/up 1x1 tiles CC/2364: 83 Move vehicle/entity left 1 tile CC/2365: FF End queue CC/2366: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/2368: C8 Set object layering priority to 0 (low nibble 0) CC/236A: FF End queue CC/236B: 3A Enable player to move while event commands execute CC/236C: FE Return CC/236D: C1 If ($1E80($1B3) [$1EB6, bit 3] is clear) or ($1E80($2D5) [$1EDA, bit 5] is clear), branch to $CA5EB3 (simply returns) CC/2375: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/2377: C8 Set object layering priority to 2 (low nibble 2) CC/2379: FF End queue CC/237A: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete) CC/237C: C2 Set vehicle/entity's event speed to normal CC/237D: DD Make vehicle/entity jump (high) CC/237E: A2 Move vehicle/entity left/down 1x1 tiles CC/237F: 83 Move vehicle/entity left 1 tile CC/2380: DD Make vehicle/entity jump (high) CC/2381: 87 Move vehicle/entity left 2 tiles CC/2382: DD Make vehicle/entity jump (high) CC/2383: A3 Move vehicle/entity left/up 1x1 tiles CC/2384: 83 Move vehicle/entity left 1 tile CC/2385: FF End queue CC/2386: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/2388: C8 Set object layering priority to 0 (low nibble 0) CC/238A: FF End queue CC/238B: 3A Enable player to move while event commands execute CC/238C: FE Return CC/238D: C0 If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CA5EB3 (simply returns) CC/2393: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CC/2395: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/2397: C8 Set object layering priority to 2 (low nibble 2) CC/2399: FF End queue CC/239A: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete) CC/239C: C2 Set vehicle/entity's event speed to normal CC/239D: DD Make vehicle/entity jump (high) CC/239E: 81 Move vehicle/entity right 1 tile CC/239F: A1 Move vehicle/entity right/down 1x1 tiles CC/23A0: DD Make vehicle/entity jump (high) CC/23A1: 85 Move vehicle/entity right 2 tiles CC/23A2: DD Make vehicle/entity jump (high) CC/23A3: A0 Move vehicle/entity right/up 1x1 tiles CC/23A4: 81 Move vehicle/entity right 1 tile CC/23A5: FF End queue CC/23A6: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/23A8: C8 Set object layering priority to 0 (low nibble 0) CC/23AA: FF End queue CC/23AB: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CC/23AD: 3A Enable player to move while event commands execute CC/23AE: FE Return CC/23AF: C0 If ($1E80($1B3) [$1EB6, bit 3] is clear), branch to $CA5EB3 (simply returns) CC/23B5: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CC/23B7: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/23B9: C8 Set object layering priority to 2 (low nibble 2) CC/23BB: FF End queue CC/23BC: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete) CC/23BE: C2 Set vehicle/entity's event speed to normal CC/23BF: DD Make vehicle/entity jump (high) CC/23C0: 83 Move vehicle/entity left 1 tile CC/23C1: A2 Move vehicle/entity left/down 1x1 tiles CC/23C2: DD Make vehicle/entity jump (high) CC/23C3: 87 Move vehicle/entity left 2 tiles CC/23C4: DD Make vehicle/entity jump (high) CC/23C5: A3 Move vehicle/entity left/up 1x1 tiles CC/23C6: 83 Move vehicle/entity left 1 tile CC/23C7: FF End queue CC/23C8: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/23CA: C8 Set object layering priority to 0 (low nibble 0) CC/23CC: FF End queue CC/23CD: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CC/23CF: 3A Enable player to move while event commands execute CC/23D0: FE Return CC/23D1: C0 If ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA5EB3 (simply returns) CC/23D7: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/23D9: 8A Move vehicle/entity down 3 tiles CC/23DA: FF End queue CC/23DB: FE Return CC/23DC: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CC/23E2: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/23E4: 88 Move vehicle/entity up 3 tiles CC/23E5: FF End queue CC/23E6: FE Return CC/23E7: C0 If ($1E80($2D0) [$1EDA, bit 0] is set), branch to $CC23FA CC/23ED: B0 Execute the following commands until $B1 31 times CC/23EF: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CC/23F3: B1 End block of repeating commands CC/23F4: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC241D CC/23FA: B0 Execute the following commands until $B1 31 times CC/23FC: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CC/2400: B1 End block of repeating commands CC/2401: B0 Execute the following commands until $B1 2 times CC/2403: 51 Modify background color range from [07, 07]: Add (Black) at intensity 3 CC/2407: B1 End block of repeating commands CC/2408: B0 Execute the following commands until $B1 3 times CC/240A: 51 Modify background color range from [06, 06]: Add (Black) at intensity 3 CC/240E: B1 End block of repeating commands CC/240F: B0 Execute the following commands until $B1 4 times CC/2411: 51 Modify background color range from [05, 05]: Add (Black) at intensity 3 CC/2415: B1 End block of repeating commands CC/2416: B0 Execute the following commands until $B1 24 times CC/2418: 51 Modify background color range from [60, 6F]: Do (Black) at intensity 3 CC/241C: B1 End block of repeating commands CC/241D: C0 If ($1E80($2A8) [$1ED5, bit 0] is clear), branch to $CC2427 CC/2423: B2 Call subroutine $CC2570 CC/2427: C0 If ($1E80($2AA) [$1ED5, bit 2] is clear), branch to $CC2437 CC/242D: B2 Call subroutine $CC25FE CC/2431: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC243B CC/2437: B2 Call subroutine $CC25CE CC/243B: FE Return CC/243C: C0 If ($1E80($2D0) [$1EDA, bit 0] is set), branch to $CC244F CC/2442: B0 Execute the following commands until $B1 6 times CC/2444: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CC/2448: B1 End block of repeating commands CC/2449: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC2458 CC/244F: 7C Enable activation of event for object $10 (NPC $10) if it comes into contact with any party CC/2451: B0 Execute the following commands until $B1 31 times CC/2453: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CC/2457: B1 End block of repeating commands CC/2458: C0 If ($1E80($2A2) [$1ED4, bit 2] is set), branch to $CC246E CC/245E: C0 If ($1E80($2A6) [$1ED4, bit 6] is set), branch to $CC246E CC/2464: B2 Call subroutine $CC2523 CC/2468: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC2472 CC/246E: B2 Call subroutine $CC251B CC/2472: C0 If ($1E80($2A3) [$1ED4, bit 3] is set), branch to $CC2488 CC/2478: C0 If ($1E80($2A7) [$1ED4, bit 7] is set), branch to $CC2488 CC/247E: B2 Call subroutine $CC2533 CC/2482: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC248C CC/2488: B2 Call subroutine $CC252B CC/248C: C0 If ($1E80($2A4) [$1ED4, bit 4] is set), branch to $CC249C CC/2492: B2 Call subroutine $CC254D CC/2496: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC24A0 CC/249C: B2 Call subroutine $CC253B CC/24A0: C0 If ($1E80($2A5) [$1ED4, bit 5] is clear), branch to $CC24AA CC/24A6: B2 Call subroutine $CC255F CC/24AA: C0 If ($1E80($2A9) [$1ED5, bit 1] is set), branch to $CC24BA CC/24B0: B2 Call subroutine $CC2596 CC/24B4: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC24BE CC/24BA: B2 Call subroutine $CC25B2 CC/24BE: C0 If ($1E80($2D1) [$1EDA, bit 1] is set), branch to $CC24CE CC/24C4: B2 Call subroutine $CC262E CC/24C8: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC24D2 CC/24CE: B2 Call subroutine $CC264F CC/24D2: C0 If ($1E80($2D2) [$1EDA, bit 2] is set), branch to $CC24E8 CC/24D8: C0 If ($1E80($2D3) [$1EDA, bit 3] is set), branch to $CC24E8 CC/24DE: B2 Call subroutine $CC268E CC/24E2: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC24EC CC/24E8: B2 Call subroutine $CC2670 CC/24EC: C0 If ($1E80($2D4) [$1EDA, bit 4] is set), branch to $CC2502 CC/24F2: C0 If ($1E80($2D5) [$1EDA, bit 5] is set), branch to $CC2502 CC/24F8: B2 Call subroutine $CC26B9 CC/24FC: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC2506 CC/2502: B2 Call subroutine $CC26AC CC/2506: C0 If ($1E80($2D0) [$1EDA, bit 0] is clear), branch to $CC2510 CC/250C: B2 Call subroutine $CC26C6 CC/2510: C0 If ($1E80($2D6) [$1EDA, bit 6] is clear), branch to $CC251A CC/2516: B2 Call subroutine $CC26DB CC/251A: FE Return CC/251B: 73 Replace current map's Layer 1 at (32, 52) with the following (2 x 1) chunk, refresh immediately CC/2520: $C6, $7B CC/2522: FE Return CC/2523: 73 Replace current map's Layer 1 at (32, 52) with the following (2 x 1) chunk, refresh immediately CC/2528: $06, $16 CC/252A: FE Return CC/252B: 73 Replace current map's Layer 1 at (38, 52) with the following (2 x 1) chunk, refresh immediately CC/2530: $C6, $7B CC/2532: FE Return CC/2533: 73 Replace current map's Layer 1 at (38, 52) with the following (2 x 1) chunk, refresh immediately CC/2538: $06, $16 CC/253A: FE Return CC/253B: 73 Replace current map's Layer 1 at (33, 37) with the following (6 x 2) chunk, refresh immediately CC/2540: $6D, $02, $02, $6D, $6D, $02 CC/2546: $02, $6D, $6D, $02, $02, $6D CC/254C: FE Return CC/254D: 73 Replace current map's Layer 1 at (33, 37) with the following (6 x 2) chunk, refresh immediately CC/2552: $6D, $03, $03, $6D, $6D, $03 CC/2558: $03, $6D, $6D, $03, $03, $6D CC/255E: FE Return CC/255F: 73 Replace current map's Layer 1 at (24, 46) with the following (2 x 1) chunk, refresh immediately CC/2564: $6E, $7E CC/2566: 73 Replace current map's Layer 1 at (24, 44) with the following (4 x 1) chunk, refresh immediately CC/256B: $6E, $7E, $6E, $6E CC/256F: FE Return CC/2570: 74 Replace current map's Layer 2 at (38, 35) with the following (1 x 1) chunk CC/2575: $34 CC/2576: 74 Replace current map's Layer 2 at (38, 99) with the following (1 x 1) chunk CC/257B: $AF CC/257C: 74 Replace current map's Layer 2 at (40, 35) with the following (1 x 1) chunk CC/2581: $34 CC/2582: 74 Replace current map's Layer 2 at (40, 99) with the following (1 x 1) chunk CC/2587: $AF CC/2588: 74 Replace current map's Layer 2 at (42, 35) with the following (1 x 1) chunk CC/258D: $34 CC/258E: 74 Replace current map's Layer 2 at (42, 99) with the following (1 x 1) chunk CC/2593: $AF CC/2594: 75 Refresh map after alteration CC/2595: FE Return CC/2596: 74 Replace current map's Layer 2 at (42, 41) with the following (5 x 2) chunk CC/259B: $76, $03, $03, $5C, $0C CC/25A0: $03, $03, $6D, $56, $03 CC/25A5: 74 Replace current map's Layer 2 at (49, 38) with the following (2 x 3) chunk CC/25AA: $03, $92 CC/25AC: $03, $96 CC/25AE: $03, $52 CC/25B0: 75 Refresh map after alteration CC/25B1: FE Return CC/25B2: 74 Replace current map's Layer 2 at (42, 41) with the following (5 x 2) chunk CC/25B7: $76, $02, $02, $5C, $0C CC/25BC: $02, $02, $6D, $56, $02 CC/25C1: 74 Replace current map's Layer 2 at (49, 38) with the following (2 x 3) chunk CC/25C6: $02, $92 CC/25C8: $02, $96 CC/25CA: $02, $52 CC/25CC: 75 Refresh map after alteration CC/25CD: FE Return CC/25CE: 73 Replace current map's Layer 1 at (43, 20) with the following (6 x 7) chunk, refresh immediately CC/25D3: $5F, $30, $31, $31, $31, $31 CC/25D9: $A4, $5F, $5A, $92, $96, $96 CC/25DF: $92, $5C, $5F, $6A, $6B, $6B CC/25E5: $6B, $6B, $6C, $5F, $73, $30 CC/25EB: $31, $32, $54, $66, $5F, $83 CC/25F1: $6D, $6D, $6D, $64, $76, $6D CC/25F7: $93, $5F, $6D, $5F, $95, $95 CC/25FD: FE Return CC/25FE: 73 Replace current map's Layer 1 at (43, 20) with the following (6 x 7) chunk, refresh immediately CC/2603: $A2, $31, $31, $31, $31, $32 CC/2609: $5F, $5A, $92, $96, $96, $92 CC/260F: $5C, $5F, $6A, $6B, $6B, $6B CC/2615: $6B, $6C, $5F, $73, $74, $30 CC/261B: $31, $32, $66, $5F, $83, $84 CC/2621: $6D, $6D, $6D, $76, $5F, $93 CC/2627: $94, $5F, $6D, $5F, $95, $6D CC/262D: FE Return CC/262E: 73 Replace current map's Layer 1 at (36, 9) with the following (3 x 9) chunk, refresh immediately CC/2633: $6D, $03, $6D CC/2636: $03, $6D, $03 CC/2639: $6D, $03, $82 CC/263C: $03, $6D, $03 CC/263F: $6D, $03, $6D CC/2642: $03, $6D, $03 CC/2645: $6D, $03, $6D CC/2648: $03, $6D, $03 CC/264B: $6D, $03, $96 CC/264E: FE Return CC/264F: 73 Replace current map's Layer 1 at (36, 9) with the following (3 x 9) chunk, refresh immediately CC/2654: $6D, $02, $6D CC/2657: $02, $6D, $02 CC/265A: $6D, $02, $82 CC/265D: $02, $6D, $02 CC/2660: $6D, $02, $6D CC/2663: $02, $6D, $02 CC/2666: $6D, $02, $6D CC/2669: $02, $6D, $02 CC/266C: $6D, $02, $96 CC/266F: FE Return CC/2670: 74 Replace current map's Layer 2 at (18, 22) with the following (3 x 3) chunk CC/2675: $11, $1C, $11 CC/2678: $11, $1C, $11 CC/267B: $11, $1C, $11 CC/267E: 74 Replace current map's Layer 2 at (18, 86) with the following (3 x 3) chunk CC/2683: $34, $96, $34 CC/2686: $34, $96, $34 CC/2689: $34, $96, $34 CC/268C: 75 Refresh map after alteration CC/268D: FE Return CC/268E: 74 Replace current map's Layer 2 at (18, 22) with the following (3 x 3) chunk CC/2693: $11, $11, $11 CC/2696: $1C, $1C, $1C CC/2699: $11, $11, $11 CC/269C: 74 Replace current map's Layer 2 at (18, 86) with the following (3 x 3) chunk CC/26A1: $34, $34, $34 CC/26A4: $92, $96, $92 CC/26A7: $34, $34, $34 CC/26AA: 75 Refresh map after alteration CC/26AB: FE Return CC/26AC: 73 Replace current map's Layer 1 at (8, 88) with the following (1 x 1) chunk, refresh immediately CC/26B1: $34 CC/26B2: 73 Replace current map's Layer 1 at (6, 88) with the following (1 x 1) chunk, refresh immediately CC/26B7: $34 CC/26B8: FE Return CC/26B9: 73 Replace current map's Layer 1 at (8, 88) with the following (1 x 1) chunk, refresh immediately CC/26BE: $96 CC/26BF: 73 Replace current map's Layer 1 at (6, 88) with the following (1 x 1) chunk, refresh immediately CC/26C4: $67 CC/26C5: FE Return CC/26C6: 74 Replace current map's Layer 2 at (19, 15) with the following (1 x 1) chunk CC/26CB: $1C CC/26CC: 74 Replace current map's Layer 2 at (24, 26) with the following (1 x 1) chunk CC/26D1: $1C CC/26D2: 75 Refresh map after alteration CC/26D3: B0 Execute the following commands until $B1 31 times CC/26D5: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CC/26D9: B1 End block of repeating commands CC/26DA: FE Return CC/26DB: 74 Replace current map's Layer 2 at (10, 35) with the following (5 x 3) chunk CC/26E0: $1C, $1C, $1C, $1C, $1C CC/26E5: $1C, $1C, $1C, $1C, $1C CC/26EA: $1C, $1C, $1C, $1C, $1C CC/26EF: 74 Replace current map's Layer 2 at (10, 99) with the following (5 x 3) chunk CC/26F4: $6B, $6B, $6B, $30, $31 CC/26F9: $32, $5A, $96, $5C, $4C CC/26FE: $96, $4A, $96, $4B, $96 CC/2703: 75 Refresh map after alteration CC/2704: FE Return CC/2705: E4 Set CaseWord bit corresponding to the number of the currently active party CC/2706: C1 If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2A2) [$1ED4, bit 2] is set), branch to $CC2717 CC/270E: D4 Set event bit $1E80($2A2) [$1ED4, bit 2] CC/2710: F4 Play sound effect 187 CC/2712: B2 Call subroutine $CC251B CC/2716: FE Return CC/2717: E4 Set CaseWord bit corresponding to the number of the currently active party CC/2718: C1 If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2A6) [$1ED4, bit 6] is set), branch to $CA5EB3 (simply returns) CC/2720: D4 Set event bit $1E80($2A6) [$1ED4, bit 6] CC/2722: F4 Play sound effect 187 CC/2724: B2 Call subroutine $CC251B CC/2728: FE Return CC/2729: E4 Set CaseWord bit corresponding to the number of the currently active party CC/272A: C1 If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2A2) [$1ED4, bit 2] is clear), branch to $CC273B CC/2732: F4 Play sound effect 187 CC/2734: B2 Call subroutine $CC2523 CC/2738: D5 Clear event bit $1E80($2A2) [$1ED4, bit 2] CC/273A: FE Return CC/273B: E4 Set CaseWord bit corresponding to the number of the currently active party CC/273C: C1 If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2A6) [$1ED4, bit 6] is clear), branch to $CA5EB3 (simply returns) CC/2744: F4 Play sound effect 187 CC/2746: B2 Call subroutine $CC2523 CC/274A: D5 Clear event bit $1E80($2A6) [$1ED4, bit 6] CC/274C: FE Return CC/274D: E4 Set CaseWord bit corresponding to the number of the currently active party CC/274E: C1 If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2A3) [$1ED4, bit 3] is set), branch to $CC275F CC/2756: D4 Set event bit $1E80($2A3) [$1ED4, bit 3] CC/2758: F4 Play sound effect 187 CC/275A: B2 Call subroutine $CC252B CC/275E: FE Return CC/275F: E4 Set CaseWord bit corresponding to the number of the currently active party CC/2760: C1 If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2A7) [$1ED4, bit 7] is set), branch to $CA5EB3 (simply returns) CC/2768: D4 Set event bit $1E80($2A7) [$1ED4, bit 7] CC/276A: F4 Play sound effect 187 CC/276C: B2 Call subroutine $CC252B CC/2770: FE Return CC/2771: E4 Set CaseWord bit corresponding to the number of the currently active party CC/2772: C1 If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2A3) [$1ED4, bit 3] is clear), branch to $CC2783 CC/277A: F4 Play sound effect 187 CC/277C: B2 Call subroutine $CC2533 CC/2780: D5 Clear event bit $1E80($2A3) [$1ED4, bit 3] CC/2782: FE Return CC/2783: E4 Set CaseWord bit corresponding to the number of the currently active party CC/2784: C1 If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2A7) [$1ED4, bit 7] is clear), branch to $CA5EB3 (simply returns) CC/278C: F4 Play sound effect 187 CC/278E: B2 Call subroutine $CC2533 CC/2792: D5 Clear event bit $1E80($2A7) [$1ED4, bit 7] CC/2794: FE Return CC/2795: C0 If ($1E80($2A4) [$1ED4, bit 4] is set), branch to $CA5EB3 (simply returns) CC/279B: D4 Set event bit $1E80($2A4) [$1ED4, bit 4] CC/279D: F4 Play sound effect 46 CC/279F: B2 Call subroutine $CC253B CC/27A3: FE Return CC/27A4: C0 If ($1E80($2A4) [$1ED4, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/27AA: D5 Clear event bit $1E80($2A4) [$1ED4, bit 4] CC/27AC: F4 Play sound effect 46 CC/27AE: B2 Call subroutine $CC254D CC/27B2: FE Return CC/27B3: E4 Set CaseWord bit corresponding to the number of the currently active party CC/27B4: C2 If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2C4) [$1ED8, bit 4] is set) or ($1E80($2A4) [$1ED4, bit 4] is set), branch to $CC27C4 CC/27BE: B2 Call subroutine $CC27D7 CC/27C2: D4 Set event bit $1E80($2C4) [$1ED8, bit 4] CC/27C4: E4 Set CaseWord bit corresponding to the number of the currently active party CC/27C5: C2 If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2C8) [$1ED9, bit 0] is set) or ($1E80($2A4) [$1ED4, bit 4] is set), branch to $CA5EB3 (simply returns) CC/27CF: B2 Call subroutine $CC27D7 CC/27D3: D4 Set event bit $1E80($2C8) [$1ED9, bit 0] CC/27D5: 3A Enable player to move while event commands execute CC/27D6: FE Return CC/27D7: F4 Play sound effect 139 CC/27D9: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CC/27DB: C7 Set vehicle/entity to stay still when moving CC/27DC: DC Make vehicle/entity jump (low) CC/27DD: 1F Do vehicle/entity graphical action $1F CC/27DE: E0 Pause for 4 * 1 (4) frames CC/27E0: CE Turn vehicle/entity down CC/27E1: C6 Set vehicle/entity to walk when moving CC/27E2: FF End queue CC/27E3: B0 Execute the following commands until $B1 3 times CC/27E5: 8B For character $31 (Party Character 0), take HP and subtract 128 (set to 1 if that would put HP below 0) CC/27E8: 8B For character $32 (Party Character 1), take HP and subtract 128 (set to 1 if that would put HP below 0) CC/27EB: 8B For character $33 (Party Character 2), take HP and subtract 128 (set to 1 if that would put HP below 0) CC/27EE: 8B For character $34 (Party Character 3), take HP and subtract 128 (set to 1 if that would put HP below 0) CC/27F1: 8B For character $31 (Party Character 0), take HP and subtract 2 (set to 1 if that would put HP below 0) CC/27F4: 8B For character $32 (Party Character 1), take HP and subtract 2 (set to 1 if that would put HP below 0) CC/27F7: 8B For character $33 (Party Character 2), take HP and subtract 2 (set to 1 if that would put HP below 0) CC/27FA: 8B For character $34 (Party Character 3), take HP and subtract 2 (set to 1 if that would put HP below 0) CC/27FD: B1 End block of repeating commands CC/27FE: B0 Execute the following commands until $B1 5 times CC/2800: 8B For character $31 (Party Character 0), take HP and subtract 2 (set to 1 if that would put HP below 0) CC/2803: 8B For character $32 (Party Character 1), take HP and subtract 2 (set to 1 if that would put HP below 0) CC/2806: 8B For character $33 (Party Character 2), take HP and subtract 2 (set to 1 if that would put HP below 0) CC/2809: 8B For character $34 (Party Character 3), take HP and subtract 2 (set to 1 if that would put HP below 0) CC/280C: B1 End block of repeating commands CC/280D: FE Return CC/280E: C0 If ($1E80($2A5) [$1ED4, bit 5] is set), branch to $CA5EB3 (simply returns) CC/2814: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/2816: F4 Play sound effect 169 CC/2818: 74 Replace current map's Layer 2 at (24, 44) with the following (1 x 1) chunk CC/281D: $F1 CC/281E: 74 Replace current map's Layer 2 at (24, 109) with the following (1 x 1) chunk CC/2823: $10 CC/2824: 75 Refresh map after alteration CC/2825: B2 Call subroutine $CCD994 CC/2829: 6A Load map $0139 (Phoenix Cave, downstairs) after fade out, (upper bits $2000), place party at (25, 44), facing down CC/282F: 38 Hold screen CC/2830: 41 Show object $31 CC/2832: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/2834: C4 Set vehicle/entity's event speed to faster CC/2835: 9C Move vehicle/entity up 8 tiles CC/2836: FF End queue CC/2837: 96 Restore screen from fade CC/2838: 5C Pause execution until fade in or fade out is complete CC/2839: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CC/283B: C8 Set object layering priority to 2 (low nibble 2) CC/283D: C7 Set vehicle/entity to stay still when moving CC/283E: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/283F: C4 Set vehicle/entity's event speed to faster CC/2840: 9E Move vehicle/entity down 8 tiles CC/2841: 09 Do vehicle/entity graphical action $09 (kneeling) CC/2842: C6 Set vehicle/entity to walk when moving CC/2843: C8 Set object layering priority to 0 (low nibble 0) CC/2845: FF End queue CC/2846: 39 Free screen CC/2847: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/2849: 3A Enable player to move while event commands execute CC/284A: FE Return CC/284B: C0 If ($1E80($2A5) [$1ED4, bit 5] is set), branch to $CA5EB3 (simply returns) CC/2851: D4 Set event bit $1E80($2A5) [$1ED4, bit 5] CC/2853: F4 Play sound effect 169 CC/2855: 73 Replace current map's Layer 1 at (24, 46) with the following (2 x 1) chunk, refresh immediately CC/285A: $6E, $7E CC/285C: 91 Pause for 15 units CC/285D: F4 Play sound effect 169 CC/285F: 73 Replace current map's Layer 1 at (24, 44) with the following (4 x 1) chunk, refresh immediately CC/2864: $6E, $7E, $6E, $6E CC/2868: 3A Enable player to move while event commands execute CC/2869: FE Return CC/286A: E4 Set CaseWord bit corresponding to the number of the currently active party CC/286B: C1 If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2C4) [$1ED8, bit 4] is set), branch to $CC2879 CC/2873: B2 Call subroutine $CC27D7 CC/2877: D4 Set event bit $1E80($2C4) [$1ED8, bit 4] CC/2879: E4 Set CaseWord bit corresponding to the number of the currently active party CC/287A: C1 If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2C8) [$1ED9, bit 0] is set), branch to $CA5EB3 (simply returns) CC/2882: B2 Call subroutine $CC27D7 CC/2886: D4 Set event bit $1E80($2C8) [$1ED9, bit 0] CC/2888: 3A Enable player to move while event commands execute CC/2889: FE Return CC/288A: C0 If ($1E80($2A8) [$1ED5, bit 0] is set), branch to $CA5EB3 (simply returns) CC/2890: D4 Set event bit $1E80($2A8) [$1ED5, bit 0] CC/2892: 74 Replace current map's Layer 2 at (38, 35) with the following (1 x 1) chunk CC/2897: $34 CC/2898: 74 Replace current map's Layer 2 at (38, 99) with the following (1 x 1) chunk CC/289D: $AF CC/289E: 75 Refresh map after alteration CC/289F: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/28A1: F4 Play sound effect 187 CC/28A3: 92 Pause for 30 units CC/28A4: 74 Replace current map's Layer 2 at (40, 35) with the following (1 x 1) chunk CC/28A9: $34 CC/28AA: 74 Replace current map's Layer 2 at (40, 99) with the following (1 x 1) chunk CC/28AF: $AF CC/28B0: 75 Refresh map after alteration CC/28B1: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/28B3: F4 Play sound effect 187 CC/28B5: 92 Pause for 30 units CC/28B6: 74 Replace current map's Layer 2 at (42, 35) with the following (1 x 1) chunk CC/28BB: $34 CC/28BC: 74 Replace current map's Layer 2 at (42, 99) with the following (1 x 1) chunk CC/28C1: $AF CC/28C2: 75 Refresh map after alteration CC/28C3: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/28C5: F4 Play sound effect 187 CC/28C7: 3A Enable player to move while event commands execute CC/28C8: FE Return CC/28C9: C0 If ($1E80($2A9) [$1ED5, bit 1] is set), branch to $CA5EB3 (simply returns) CC/28CF: D4 Set event bit $1E80($2A9) [$1ED5, bit 1] CC/28D1: F4 Play sound effect 46 CC/28D3: B2 Call subroutine $CC25B2 CC/28D7: FE Return CC/28D8: C0 If ($1E80($2A9) [$1ED5, bit 1] is clear), branch to $CA5EB3 (simply returns) CC/28DE: D5 Clear event bit $1E80($2A9) [$1ED5, bit 1] CC/28E0: F4 Play sound effect 46 CC/28E2: B2 Call subroutine $CC2596 CC/28E6: FE Return CC/28E7: E4 Set CaseWord bit corresponding to the number of the currently active party CC/28E8: C2 If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2C4) [$1ED8, bit 4] is set) or ($1E80($2A9) [$1ED5, bit 1] is set), branch to $CC28F8 CC/28F2: B2 Call subroutine $CC27D7 CC/28F6: D4 Set event bit $1E80($2C4) [$1ED8, bit 4] CC/28F8: E4 Set CaseWord bit corresponding to the number of the currently active party CC/28F9: C2 If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2C8) [$1ED9, bit 0] is set) or ($1E80($2A9) [$1ED5, bit 1] is set), branch to $CA5EB3 (simply returns) CC/2903: B2 Call subroutine $CC27D7 CC/2907: D4 Set event bit $1E80($2C8) [$1ED9, bit 0] CC/2909: 3A Enable player to move while event commands execute CC/290A: FE Return CC/290B: C0 If ($1E80($2C7) [$1ED8, bit 7] is set), branch to $CA5EB3 (simply returns) CC/2911: C0 If ($1E80($2CB) [$1ED9, bit 3] is set), branch to $CA5EB3 (simply returns) CC/2917: C0 If ($1E80($2AA) [$1ED5, bit 2] is set), branch to $CA5EB3 (simply returns) CC/291D: D4 Set event bit $1E80($2AA) [$1ED5, bit 2] CC/291F: B2 Call subroutine $CC25FE CC/2923: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/2925: F4 Play sound effect 187 CC/2927: E4 Set CaseWord bit corresponding to the number of the currently active party CC/2928: C0 If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CC2931 CC/292E: D4 Set event bit $1E80($2C7) [$1ED8, bit 7] CC/2930: FE Return CC/2931: D4 Set event bit $1E80($2CB) [$1ED9, bit 3] CC/2933: FE Return CC/2934: C0 If ($1E80($2AA) [$1ED5, bit 2] is clear), branch to $CA5EB3 (simply returns) CC/293A: D5 Clear event bit $1E80($2AA) [$1ED5, bit 2] CC/293C: B2 Call subroutine $CC25CE CC/2940: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/2942: F4 Play sound effect 187 CC/2944: FE Return CC/2945: C0 If ($1E80($2D1) [$1EDA, bit 1] is set), branch to $CA5EB3 (simply returns) CC/294B: D4 Set event bit $1E80($2D1) [$1EDA, bit 1] CC/294D: F4 Play sound effect 46 CC/294F: B2 Call subroutine $CC264F CC/2953: FE Return CC/2954: C0 If ($1E80($2D1) [$1EDA, bit 1] is clear), branch to $CA5EB3 (simply returns) CC/295A: D5 Clear event bit $1E80($2D1) [$1EDA, bit 1] CC/295C: F4 Play sound effect 46 CC/295E: B2 Call subroutine $CC262E CC/2962: FE Return CC/2963: E4 Set CaseWord bit corresponding to the number of the currently active party CC/2964: C2 If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2C4) [$1ED8, bit 4] is set) or ($1E80($2D1) [$1EDA, bit 1] is set), branch to $CC2974 CC/296E: B2 Call subroutine $CC27D7 CC/2972: D4 Set event bit $1E80($2C4) [$1ED8, bit 4] CC/2974: E4 Set CaseWord bit corresponding to the number of the currently active party CC/2975: C2 If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2C8) [$1ED9, bit 0] is set) or ($1E80($2D1) [$1EDA, bit 1] is set), branch to $CA5EB3 (simply returns) CC/297F: B2 Call subroutine $CC27D7 CC/2983: D4 Set event bit $1E80($2C8) [$1ED9, bit 0] CC/2985: 3A Enable player to move while event commands execute CC/2986: FE Return CC/2987: E4 Set CaseWord bit corresponding to the number of the currently active party CC/2988: C1 If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2D2) [$1EDA, bit 2] is set), branch to $CC2999 CC/2990: D4 Set event bit $1E80($2D2) [$1EDA, bit 2] CC/2992: F4 Play sound effect 187 CC/2994: B2 Call subroutine $CC2670 CC/2998: FE Return CC/2999: E4 Set CaseWord bit corresponding to the number of the currently active party CC/299A: C1 If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2D3) [$1EDA, bit 3] is set), branch to $CA5EB3 (simply returns) CC/29A2: D4 Set event bit $1E80($2D3) [$1EDA, bit 3] CC/29A4: F4 Play sound effect 187 CC/29A6: B2 Call subroutine $CC2670 CC/29AA: FE Return CC/29AB: E4 Set CaseWord bit corresponding to the number of the currently active party CC/29AC: C1 If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2D2) [$1EDA, bit 2] is clear), branch to $CC29BD CC/29B4: F4 Play sound effect 187 CC/29B6: B2 Call subroutine $CC268E CC/29BA: D5 Clear event bit $1E80($2D2) [$1EDA, bit 2] CC/29BC: FE Return CC/29BD: E4 Set CaseWord bit corresponding to the number of the currently active party CC/29BE: C1 If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2D3) [$1EDA, bit 3] is clear), branch to $CA5EB3 (simply returns) CC/29C6: F4 Play sound effect 187 CC/29C8: B2 Call subroutine $CC268E CC/29CC: D5 Clear event bit $1E80($2D3) [$1EDA, bit 3] CC/29CE: FE Return CC/29CF: E4 Set CaseWord bit corresponding to the number of the currently active party CC/29D0: C1 If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2D4) [$1EDA, bit 4] is set), branch to $CC29E3 CC/29D8: D4 Set event bit $1E80($2D4) [$1EDA, bit 4] CC/29DA: D4 Set event bit $1E80($2AA) [$1ED5, bit 2] CC/29DC: F4 Play sound effect 187 CC/29DE: B2 Call subroutine $CC26AC CC/29E2: FE Return CC/29E3: E4 Set CaseWord bit corresponding to the number of the currently active party CC/29E4: C1 If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2D5) [$1EDA, bit 5] is set), branch to $CA5EB3 (simply returns) CC/29EC: D4 Set event bit $1E80($2D5) [$1EDA, bit 5] CC/29EE: D4 Set event bit $1E80($2AA) [$1ED5, bit 2] CC/29F0: F4 Play sound effect 187 CC/29F2: B2 Call subroutine $CC26AC CC/29F6: FE Return CC/29F7: E4 Set CaseWord bit corresponding to the number of the currently active party CC/29F8: C1 If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2D4) [$1EDA, bit 4] is clear), branch to $CC2A0B CC/2A00: F4 Play sound effect 187 CC/2A02: B2 Call subroutine $CC26B9 CC/2A06: D5 Clear event bit $1E80($2D4) [$1EDA, bit 4] CC/2A08: D5 Clear event bit $1E80($2AA) [$1ED5, bit 2] CC/2A0A: FE Return CC/2A0B: E4 Set CaseWord bit corresponding to the number of the currently active party CC/2A0C: C1 If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2D5) [$1EDA, bit 5] is clear), branch to $CA5EB3 (simply returns) CC/2A14: F4 Play sound effect 187 CC/2A16: B2 Call subroutine $CC26B9 CC/2A1A: D5 Clear event bit $1E80($2D5) [$1EDA, bit 5] CC/2A1C: D5 Clear event bit $1E80($2AA) [$1ED5, bit 2] CC/2A1E: FE Return CC/2A1F: C2 If ($1E80($2D0) [$1EDA, bit 0] is set) or ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/2A29: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/2A2B: 17 Do vehicle/entity graphical action $17 CC/2A2C: FF End queue CC/2A2D: F4 Play sound effect 150 CC/2A2F: 38 Hold screen CC/2A30: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CC/2A32: C2 Set vehicle/entity's event speed to normal CC/2A33: 9E Move vehicle/entity down 8 tiles CC/2A34: 82 Move vehicle/entity down 1 tile CC/2A35: FF End queue CC/2A36: F4 Play sound effect 234 CC/2A38: B0 Execute the following commands until $B1 8 times CC/2A3A: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CC/2A3E: 91 Pause for 15 units CC/2A3F: B1 End block of repeating commands CC/2A40: B0 Execute the following commands until $B1 24 times CC/2A42: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CC/2A46: B1 End block of repeating commands CC/2A47: 74 Replace current map's Layer 2 at (19, 15) with the following (1 x 1) chunk CC/2A4C: $1C CC/2A4D: 74 Replace current map's Layer 2 at (24, 26) with the following (1 x 1) chunk CC/2A52: $1C CC/2A53: 74 Replace current map's Layer 2 at (13, 29) with the following (1 x 4) chunk CC/2A58: $5F CC/2A59: $AF CC/2A5A: $AF CC/2A5B: $5F CC/2A5C: 75 Refresh map after alteration CC/2A5D: 39 Free screen CC/2A5E: 6A Load map $0139 (Phoenix Cave, downstairs) after fade out, (upper bits $0000), place party at (10, 16), facing up CC/2A64: 42 Hide object $31 CC/2A66: 96 Restore screen from fade CC/2A67: 5C Pause execution until fade in or fade out is complete CC/2A68: F4 Play sound effect 95 CC/2A6A: B0 Execute the following commands until $B1 8 times CC/2A6C: 51 Modify background color range from [60, 6F]: Do (Black) at intensity 3 CC/2A70: 91 Pause for 15 units CC/2A71: B1 End block of repeating commands CC/2A72: B0 Execute the following commands until $B1 16 times CC/2A74: 51 Modify background color range from [60, 6F]: Do (Black) at intensity 3 CC/2A78: B4 Pause for 8 units CC/2A7A: B1 End block of repeating commands CC/2A7B: B0 Execute the following commands until $B1 2 times CC/2A7D: 51 Modify background color range from [07, 07]: Add (Black) at intensity 3 CC/2A81: B4 Pause for 8 units CC/2A83: B1 End block of repeating commands CC/2A84: B0 Execute the following commands until $B1 3 times CC/2A86: 51 Modify background color range from [06, 06]: Add (Black) at intensity 3 CC/2A8A: B4 Pause for 8 units CC/2A8C: B1 End block of repeating commands CC/2A8D: B0 Execute the following commands until $B1 4 times CC/2A8F: 51 Modify background color range from [05, 05]: Add (Black) at intensity 3 CC/2A93: B4 Pause for 8 units CC/2A95: B1 End block of repeating commands CC/2A96: 95 Pause for 120 units CC/2A97: D4 Set event bit $1E80($2D0) [$1EDA, bit 0] CC/2A99: DC Set event bit $1E80($69C) [$1F53, bit 4] CC/2A9B: 6A Load map $013B (Phoenix Cave, upstairs) after fade out, (upper bits $2000), place party at (19, 10), facing down CC/2AA1: 41 Show object $31 CC/2AA3: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/2AA5: CE Turn vehicle/entity down CC/2AA6: FF End queue CC/2AA7: 59 Unfade screen at speed $08 CC/2AA9: 5C Pause execution until fade in or fade out is complete CC/2AAA: 3A Enable player to move while event commands execute CC/2AAB: FE Return CC/2AAC: E4 Set CaseWord bit corresponding to the number of the currently active party CC/2AAD: C1 If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2C5) [$1ED8, bit 5] is set), branch to $CC2ABF CC/2AB5: D4 Set event bit $1E80($2C5) [$1ED8, bit 5] CC/2AB7: F4 Play sound effect 150 CC/2AB9: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC2ACC CC/2ABF: E4 Set CaseWord bit corresponding to the number of the currently active party CC/2AC0: C1 If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2C9) [$1ED9, bit 1] is set), branch to $CA5EB3 (simply returns) CC/2AC8: D4 Set event bit $1E80($2C9) [$1ED9, bit 1] CC/2ACA: F4 Play sound effect 150 CC/2ACC: C0 If ($1E80($2C6) [$1ED8, bit 6] is clear), branch to $CC2ADE CC/2AD2: B2 Call subroutine $CC26DB CC/2AD6: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/2AD8: F4 Play sound effect 187 CC/2ADA: D4 Set event bit $1E80($2D6) [$1EDA, bit 6] CC/2ADC: 3A Enable player to move while event commands execute CC/2ADD: FE Return CC/2ADE: C0 If ($1E80($2CA) [$1ED9, bit 2] is clear), branch to $CA5EB3 (simply returns) CC/2AE4: B2 Call subroutine $CC26DB CC/2AE8: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/2AEA: F4 Play sound effect 187 CC/2AEC: D4 Set event bit $1E80($2D6) [$1EDA, bit 6] CC/2AEE: 3A Enable player to move while event commands execute CC/2AEF: FE Return CC/2AF0: E4 Set CaseWord bit corresponding to the number of the currently active party CC/2AF1: C1 If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2C6) [$1ED8, bit 6] is set), branch to $CC2B03 CC/2AF9: D4 Set event bit $1E80($2C6) [$1ED8, bit 6] CC/2AFB: F4 Play sound effect 150 CC/2AFD: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC2B10 CC/2B03: E4 Set CaseWord bit corresponding to the number of the currently active party CC/2B04: C1 If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2CA) [$1ED9, bit 2] is set), branch to $CA5EB3 (simply returns) CC/2B0C: D4 Set event bit $1E80($2CA) [$1ED9, bit 2] CC/2B0E: F4 Play sound effect 150 CC/2B10: C0 If ($1E80($2C5) [$1ED8, bit 5] is clear), branch to $CC2B22 CC/2B16: B2 Call subroutine $CC26DB CC/2B1A: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/2B1C: F4 Play sound effect 187 CC/2B1E: D4 Set event bit $1E80($2D6) [$1EDA, bit 6] CC/2B20: 3A Enable player to move while event commands execute CC/2B21: FE Return CC/2B22: C0 If ($1E80($2C9) [$1ED9, bit 1] is clear), branch to $CA5EB3 (simply returns) CC/2B28: B2 Call subroutine $CC26DB CC/2B2C: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/2B2E: F4 Play sound effect 187 CC/2B30: D4 Set event bit $1E80($2D6) [$1EDA, bit 6] CC/2B32: 3A Enable player to move while event commands execute CC/2B33: FE Return CC/2B34: C0 If ($1E80($0D7) [$1E9A, bit 7] is set), branch to $CA5EB3 (simply returns) CC/2B3A: DC Set event bit $1E80($698) [$1F53, bit 0] CC/2B3C: 3D Create object $10 CC/2B3E: 41 Show object $10 CC/2B40: 45 Refresh objects CC/2B41: 3A Enable player to move while event commands execute CC/2B42: FE Return CC/2B43: C0 If ($1E80($0D7) [$1E9A, bit 7] is set), branch to $CA5EB3 (simply returns) CC/2B49: DD Clear event bit $1E80($698) [$1F53, bit 0] CC/2B4B: D0 Set event bit $1E80($0D7) [$1E9A, bit 7] CC/2B4D: 3D Create object $11 CC/2B4F: 45 Refresh objects CC/2B50: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/2B52: 80 Move vehicle/entity up 1 tile CC/2B53: FF End queue CC/2B54: B2 Call subroutine $CAC6AC CC/2B58: B2 Call subroutine $CB2E34 CC/2B5C: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CC/2B5E: C2 Set vehicle/entity's event speed to normal CC/2B5F: 83 Move vehicle/entity left 1 tile CC/2B60: CC Turn vehicle/entity up CC/2B61: FF End queue CC/2B62: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CC/2B64: C2 Set vehicle/entity's event speed to normal CC/2B65: CC Turn vehicle/entity up CC/2B66: FF End queue CC/2B67: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CC/2B69: C2 Set vehicle/entity's event speed to normal CC/2B6A: 81 Move vehicle/entity right 1 tile CC/2B6B: CC Turn vehicle/entity up CC/2B6C: FF End queue CC/2B6D: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/2B6F: C2 Set vehicle/entity's event speed to normal CC/2B70: 80 Move vehicle/entity up 1 tile CC/2B71: E0 Pause for 4 * 6 (24) frames CC/2B73: FF End queue CC/2B74: B5 Pause for 15 * 6 (90) units CC/2B76: F4 Play sound effect 166 CC/2B78: 73 Replace current map's Layer 1 at (6, 47) with the following (1 x 1) chunk, refresh immediately CC/2B7D: $12 CC/2B7E: 92 Pause for 30 units CC/2B7F: F4 Play sound effect 103 CC/2B81: 94 Pause for 60 units CC/2B82: 4B Display dialogue message $0A20, wait for button press (At bottom of screen) LOCKE!! CC/2B85: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/2B87: 1F Do vehicle/entity graphical action $1F CC/2B88: FF End queue CC/2B89: 92 Pause for 30 units CC/2B8A: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/2B8C: CE Turn vehicle/entity down CC/2B8D: FF End queue CC/2B8E: 92 Pause for 30 units CC/2B8F: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CC/2B91: C2 Set vehicle/entity's event speed to normal CC/2B92: 82 Move vehicle/entity down 1 tile CC/2B93: FF End queue CC/2B94: 92 Pause for 30 units CC/2B95: 4B Display dialogue message $0A21, wait for button press (At bottom of screen) LOCKE: You're all safe! Behold… A legendary relic that can restore life… CC/2B98: 92 Pause for 30 units CC/2B99: 41 Show object $11 CC/2B9B: F4 Play sound effect 103 CC/2B9D: 94 Pause for 60 units CC/2B9E: 4B Display dialogue message $0A22, wait for button press (At bottom of screen) That looks like… Magicite… LOCKE: Correct! Legend has it that ages ago the Phoenix was turned to stone… And many legends are based on facts… This has some major cracks in it though… I fear it may have lost its power over time… CC/2BA1: 92 Pause for 30 units CC/2BA2: 42 Hide object $11 CC/2BA4: 92 Pause for 30 units CC/2BA5: DE Load CaseWord with the characters in the currently active party? CC/2BA6: C0 If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CC2BAF CC/2BAC: 4B Display dialogue message $0A23, wait for button press (At bottom of screen) CELES: LOCKE… That's for Rachel, isn't it…? CC/2BAF: 92 Pause for 30 units CC/2BB0: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/2BB2: 20 Do vehicle/entity graphical action $20 CC/2BB3: FF End queue CC/2BB4: B5 Pause for 15 * 6 (90) units CC/2BB6: 4B Display dialogue message $0A24, wait for button press (At bottom of screen) LOCKE: I wasn't able to save Rachel… I've lost all sense of purpose… My life will have no meaning until I can right this terrible wrong… CC/2BB9: B5 Pause for 15 * 6 (90) units CC/2BBB: 4B Display dialogue message $0A25, wait for button press (At bottom of screen) Will you come with us? Only as far as Kohlingen… CC/2BBE: 94 Pause for 60 units CC/2BBF: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/2BC1: CE Turn vehicle/entity down CC/2BC2: FF End queue CC/2BC3: 94 Pause for 60 units CC/2BC4: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CC/2BC6: 20 Do vehicle/entity graphical action $20 CC/2BC7: E0 Pause for 4 * 4 (16) frames CC/2BC9: CE Turn vehicle/entity down CC/2BCA: FF End queue CC/2BCB: 94 Pause for 60 units CC/2BCC: F2 Fade out current song with transition time 160 CC/2BCE: 5A Fade screen at speed $04 CC/2BD0: 5C Pause execution until fade in or fade out is complete CC/2BD1: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/2BD3: 95 Pause for 120 units CC/2BD4: F0 Play song 0 (Silence), (high bit clear), full volume CC/2BD6: 6B Load map $0005 (Darkness (Mog explains 3-party battles / various narration)) instantly, (upper bits $3000), place party at (8, 7), facing left CC/2BDC: 42 Hide object $10 CC/2BDE: 45 Refresh objects CC/2BDF: 46 Make party 2 the current party CC/2BE1: 45 Refresh objects CC/2BE2: 47 Make character in slot 0 the lead character CC/2BE3: 42 Hide object $31 CC/2BE5: 42 Hide object $32 CC/2BE7: 42 Hide object $33 CC/2BE9: 42 Hide object $34 CC/2BEB: 46 Make party 1 the current party CC/2BED: 45 Refresh objects CC/2BEE: 47 Make character in slot 0 the lead character CC/2BEF: 42 Hide object $31 CC/2BF1: 42 Hide object $32 CC/2BF3: 42 Hide object $33 CC/2BF5: 42 Hide object $34 CC/2BF7: 48 Display dialogue message $0A26, continue executing commands (Show text only) The village of Kohlingen… CC/2BFA: 94 Pause for 60 units CC/2BFB: 59 Unfade screen at speed $02 CC/2BFD: 5C Pause execution until fade in or fade out is complete CC/2BFE: 95 Pause for 120 units CC/2BFF: 5A Fade screen at speed $02 CC/2C01: 5C Pause execution until fade in or fade out is complete CC/2C02: B2 Call subroutine $CACB25 CC/2C06: 3D Create object $06 CC/2C08: 45 Refresh objects CC/2C09: 3F Assign character $06 (Actor in stot 6) to party 1 CC/2C0C: 3F Remove character $09 (Actor in stot 9) from the party CC/2C0F: 3F Remove character $00 (Actor in stot 0) from the party CC/2C12: 3F Remove character $01 (Actor in stot 1) from the party CC/2C15: 3F Remove character $04 (Actor in stot 4) from the party CC/2C18: 3F Remove character $05 (Actor in stot 5) from the party CC/2C1B: 3F Remove character $02 (Actor in stot 2) from the party CC/2C1E: 3F Remove character $03 (Actor in stot 3) from the party CC/2C21: 3F Remove character $0B (Actor in stot 11) from the party CC/2C24: 3F Remove character $07 (Actor in stot 7) from the party CC/2C27: 3F Remove character $08 (Actor in stot 8) from the party CC/2C2A: 3F Remove character $0A (Actor in stot 10) from the party CC/2C2D: 3F Remove character $0C (Actor in stot 12) from the party CC/2C30: 3F Remove character $0D (Actor in stot 13) from the party CC/2C33: 45 Refresh objects CC/2C34: B2 Call subroutine $CACCA4 CC/2C38: 47 Make character in slot 0 the lead character CC/2C39: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/2C3B: F0 Play song 0 (Silence), (high bit clear), full volume CC/2C3D: DC Set event bit $1E80($687) [$1F50, bit 7] CC/2C3F: 6B Load map $00C3 (Kohlingen, crazy man's house, both floors (always)) instantly, (upper bits $3000), place party at (10, 57), facing left CC/2C45: 42 Hide object $31 CC/2C47: 3D Create object $01 CC/2C49: 45 Refresh objects CC/2C4A: 13 Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete) CC/2C4C: C7 Set vehicle/entity to stay still when moving CC/2C4D: 2D Do vehicle/entity graphical action $2D CC/2C4E: FF End queue CC/2C4F: 38 Hold screen CC/2C50: 78 Enable ability to pass through other objects for object $01 (LOCKE ) CC/2C52: 78 Enable ability to pass through other objects for object $12 (NPC $12) CC/2C54: 78 Enable ability to pass through other objects for object $13 (NPC $13) CC/2C56: 78 Enable ability to pass through other objects for object $14 (NPC $14) CC/2C58: 78 Enable ability to pass through other objects for object $15 (NPC $15) CC/2C5A: 78 Enable ability to pass through other objects for object $16 (NPC $16) CC/2C5C: 78 Enable ability to pass through other objects for object $17 (NPC $17) CC/2C5E: 78 Enable ability to pass through other objects for object $18 (NPC $18) CC/2C60: 78 Enable ability to pass through other objects for object $19 (NPC $19) CC/2C62: 78 Enable ability to pass through other objects for object $1A (NPC $1A) CC/2C64: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CC/2C66: 78 Enable ability to pass through other objects for object $1C (NPC $1C) CC/2C68: 78 Enable ability to pass through other objects for object $1D (NPC $1D) CC/2C6A: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CC/2C6C: C3 Set vehicle/entity's event speed to fast CC/2C6D: FF End queue CC/2C6E: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CC/2C70: C3 Set vehicle/entity's event speed to fast CC/2C71: FF End queue CC/2C72: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CC/2C74: C3 Set vehicle/entity's event speed to fast CC/2C75: FF End queue CC/2C76: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CC/2C78: C3 Set vehicle/entity's event speed to fast CC/2C79: FF End queue CC/2C7A: 18 Begin action queue for character $18 (NPC $18), 2 bytes long CC/2C7C: C3 Set vehicle/entity's event speed to fast CC/2C7D: FF End queue CC/2C7E: 19 Begin action queue for character $19 (NPC $19), 2 bytes long CC/2C80: C3 Set vehicle/entity's event speed to fast CC/2C81: FF End queue CC/2C82: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long CC/2C84: C3 Set vehicle/entity's event speed to fast CC/2C85: FF End queue CC/2C86: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long CC/2C88: C3 Set vehicle/entity's event speed to fast CC/2C89: FF End queue CC/2C8A: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/2C8C: C3 Set vehicle/entity's event speed to fast CC/2C8D: FF End queue CC/2C8E: 59 Unfade screen at speed $02 CC/2C90: 5C Pause execution until fade in or fade out is complete CC/2C91: 01 Begin action queue for character $01 (Actor in stot 1), 9 bytes long (Wait until complete) CC/2C93: D5 Set vehicle/entity's position to (15, 55) CC/2C96: C2 Set vehicle/entity's event speed to normal CC/2C97: CF Turn vehicle/entity left CC/2C98: C6 Set vehicle/entity to walk when moving CC/2C99: C8 Set object layering priority to 0 (low nibble 0) CC/2C9B: FF End queue CC/2C9C: 41 Show object $01 CC/2C9E: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/2CA0: A2 Move vehicle/entity left/down 1x1 tiles CC/2CA1: A2 Move vehicle/entity left/down 1x1 tiles CC/2CA2: FF End queue CC/2CA3: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CC/2CA5: C2 Set vehicle/entity's event speed to normal CC/2CA6: 86 Move vehicle/entity down 2 tiles CC/2CA7: 89 Move vehicle/entity right 3 tiles CC/2CA8: FF End queue CC/2CA9: 92 Pause for 30 units CC/2CAA: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CC/2CAC: 80 Move vehicle/entity up 1 tile CC/2CAD: CE Turn vehicle/entity down CC/2CAE: FF End queue CC/2CAF: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/2CB1: 87 Move vehicle/entity left 2 tiles CC/2CB2: FF End queue CC/2CB3: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CC/2CB5: CF Turn vehicle/entity left CC/2CB6: FF End queue CC/2CB7: 92 Pause for 30 units CC/2CB8: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long CC/2CBA: C1 Set vehicle/entity's event speed to slow CC/2CBB: 87 Move vehicle/entity left 2 tiles CC/2CBC: FF End queue CC/2CBD: 30 Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete) CC/2CBF: C0 Set vehicle/entity's event speed to slowest CC/2CC0: 87 Move vehicle/entity left 2 tiles CC/2CC1: E0 Pause for 4 * 8 (32) frames CC/2CC3: FF End queue CC/2CC4: 94 Pause for 60 units CC/2CC5: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/2CC7: CE Turn vehicle/entity down CC/2CC8: FF End queue CC/2CC9: 92 Pause for 30 units CC/2CCA: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/2CCC: 18 Do vehicle/entity graphical action $18 CC/2CCD: FF End queue CC/2CCE: F4 Play sound effect 141 CC/2CD0: 1D Begin action queue for character $1D (NPC $1D), 5 bytes long (Wait until complete) CC/2CD2: D5 Set vehicle/entity's position to (9, 57) CC/2CD5: C1 Set vehicle/entity's event speed to slow CC/2CD6: FF End queue CC/2CD7: 94 Pause for 60 units CC/2CD8: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CC/2CDA: CF Turn vehicle/entity left CC/2CDB: FF End queue CC/2CDC: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete) CC/2CDE: 83 Move vehicle/entity left 1 tile CC/2CDF: FF End queue CC/2CE0: 94 Pause for 60 units CC/2CE1: B5 Pause for 15 * 6 (90) units CC/2CE3: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/2CE5: 15 Do vehicle/entity graphical action $15 CC/2CE6: FF End queue CC/2CE7: B4 Pause for 3 units CC/2CE9: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/2CEB: CF Turn vehicle/entity left CC/2CEC: FF End queue CC/2CED: 92 Pause for 30 units CC/2CEE: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/2CF0: 15 Do vehicle/entity graphical action $15 CC/2CF1: FF End queue CC/2CF2: B4 Pause for 3 units CC/2CF4: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/2CF6: CF Turn vehicle/entity left CC/2CF7: FF End queue CC/2CF8: B5 Pause for 15 * 12 (180) units CC/2CFA: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/2CFC: 22 Do vehicle/entity graphical action $22 CC/2CFD: FF End queue CC/2CFE: 95 Pause for 120 units CC/2CFF: 92 Pause for 30 units CC/2D00: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CC/2D02: 87 Move vehicle/entity left 2 tiles CC/2D03: FF End queue CC/2D04: 94 Pause for 60 units CC/2D05: 4B Display dialogue message $0A27, wait for button press PATRIARCH: If only the Magicite didn't bear those deep cracks… I think you've been wasting your time, young man! CC/2D08: 92 Pause for 30 units CC/2D09: F4 Play sound effect 103 CC/2D0B: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CC/2D0D: CF Turn vehicle/entity left CC/2D0E: FF End queue CC/2D0F: B0 Execute the following commands until $B1 31 times CC/2D11: 53 Modify object color range from [20, 2F]: Add (Black) at intensity 3 CC/2D15: B1 End block of repeating commands CC/2D16: B0 Execute the following commands until $B1 31 times CC/2D18: 53 Modify object color range from [20, 2F]: Do unknown operation (Black) at intensity 3 CC/2D1C: B1 End block of repeating commands CC/2D1D: 92 Pause for 30 units CC/2D1E: F4 Play sound effect 103 CC/2D20: B0 Execute the following commands until $B1 31 times CC/2D22: 53 Modify object color range from [20, 2F]: Add (Black) at intensity 3 CC/2D26: B1 End block of repeating commands CC/2D27: B0 Execute the following commands until $B1 31 times CC/2D29: 53 Modify object color range from [20, 2F]: Do unknown operation (Black) at intensity 3 CC/2D2D: B1 End block of repeating commands CC/2D2E: 94 Pause for 60 units CC/2D2F: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CC/2D31: CC Turn vehicle/entity up CC/2D32: FF End queue CC/2D33: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CC/2D35: CC Turn vehicle/entity up CC/2D36: FF End queue CC/2D37: 1D Begin action queue for character $1D (NPC $1D), 7 bytes long (Wait until complete) CC/2D39: C3 Set vehicle/entity's event speed to fast CC/2D3A: 84 Move vehicle/entity up 2 tiles CC/2D3B: C1 Set vehicle/entity's event speed to slow CC/2D3C: 80 Move vehicle/entity up 1 tile CC/2D3D: C0 Set vehicle/entity's event speed to slowest CC/2D3E: 80 Move vehicle/entity up 1 tile CC/2D3F: FF End queue CC/2D40: 94 Pause for 60 units CC/2D41: F4 Play sound effect 103 CC/2D43: B2 Call subroutine $CC3297 CC/2D47: 91 Pause for 15 units CC/2D48: B2 Call subroutine $CC32B9 CC/2D4C: 94 Pause for 60 units CC/2D4D: 12 Begin action queue for character $12 (NPC $12), 5 bytes long CC/2D4F: C7 Set vehicle/entity to stay still when moving CC/2D50: DC Make vehicle/entity jump (low) CC/2D51: 81 Move vehicle/entity right 1 tile CC/2D52: CF Turn vehicle/entity left CC/2D53: FF End queue CC/2D54: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CC/2D56: D5 Set vehicle/entity's position to (8, 53) CC/2D59: FF End queue CC/2D5A: 1D Begin action queue for character $1D (NPC $1D), 4 bytes long (Wait until complete) CC/2D5C: D5 Set vehicle/entity's position to (0, 0) CC/2D5F: FF End queue CC/2D60: 91 Pause for 15 units CC/2D61: F4 Play sound effect 108 CC/2D63: 14 Begin action queue for character $14 (NPC $14), 6 bytes long CC/2D65: D5 Set vehicle/entity's position to (8, 53) CC/2D68: DC Make vehicle/entity jump (low) CC/2D69: 82 Move vehicle/entity down 1 tile CC/2D6A: FF End queue CC/2D6B: 17 Begin action queue for character $17 (NPC $17), 6 bytes long CC/2D6D: D5 Set vehicle/entity's position to (8, 53) CC/2D70: DC Make vehicle/entity jump (low) CC/2D71: A3 Move vehicle/entity left/up 1x1 tiles CC/2D72: FF End queue CC/2D73: 1A Begin action queue for character $1A (NPC $1A), 6 bytes long CC/2D75: D5 Set vehicle/entity's position to (8, 53) CC/2D78: DC Make vehicle/entity jump (low) CC/2D79: A0 Move vehicle/entity right/up 1x1 tiles CC/2D7A: FF End queue CC/2D7B: B4 Pause for 14 units CC/2D7D: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CC/2D7F: D5 Set vehicle/entity's position to (8, 54) CC/2D82: 86 Move vehicle/entity down 2 tiles CC/2D83: FF End queue CC/2D84: 18 Begin action queue for character $18 (NPC $18), 5 bytes long CC/2D86: D5 Set vehicle/entity's position to (7, 52) CC/2D89: 86 Move vehicle/entity down 2 tiles CC/2D8A: FF End queue CC/2D8B: 1B Begin action queue for character $1B (NPC $1B), 5 bytes long CC/2D8D: D5 Set vehicle/entity's position to (9, 52) CC/2D90: 86 Move vehicle/entity down 2 tiles CC/2D91: FF End queue CC/2D92: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CC/2D94: D5 Set vehicle/entity's position to (8, 54) CC/2D97: 8A Move vehicle/entity down 3 tiles CC/2D98: FF End queue CC/2D99: 19 Begin action queue for character $19 (NPC $19), 5 bytes long CC/2D9B: D5 Set vehicle/entity's position to (7, 52) CC/2D9E: 8A Move vehicle/entity down 3 tiles CC/2D9F: FF End queue CC/2DA0: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long CC/2DA2: D5 Set vehicle/entity's position to (9, 52) CC/2DA5: 8A Move vehicle/entity down 3 tiles CC/2DA6: FF End queue CC/2DA7: B4 Pause for 14 units CC/2DA9: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CC/2DAB: 82 Move vehicle/entity down 1 tile CC/2DAC: D5 Set vehicle/entity's position to (0, 0) CC/2DAF: FF End queue CC/2DB0: 17 Begin action queue for character $17 (NPC $17), 5 bytes long CC/2DB2: 82 Move vehicle/entity down 1 tile CC/2DB3: D5 Set vehicle/entity's position to (0, 0) CC/2DB6: FF End queue CC/2DB7: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long CC/2DB9: 82 Move vehicle/entity down 1 tile CC/2DBA: D5 Set vehicle/entity's position to (0, 0) CC/2DBD: FF End queue CC/2DBE: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CC/2DC0: 82 Move vehicle/entity down 1 tile CC/2DC1: D5 Set vehicle/entity's position to (8, 55) CC/2DC4: FF End queue CC/2DC5: 18 Begin action queue for character $18 (NPC $18), 5 bytes long CC/2DC7: 82 Move vehicle/entity down 1 tile CC/2DC8: D5 Set vehicle/entity's position to (7, 53) CC/2DCB: FF End queue CC/2DCC: 1B Begin action queue for character $1B (NPC $1B), 5 bytes long CC/2DCE: 82 Move vehicle/entity down 1 tile CC/2DCF: D5 Set vehicle/entity's position to (9, 53) CC/2DD2: FF End queue CC/2DD3: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CC/2DD5: 82 Move vehicle/entity down 1 tile CC/2DD6: D5 Set vehicle/entity's position to (8, 56) CC/2DD9: FF End queue CC/2DDA: 19 Begin action queue for character $19 (NPC $19), 5 bytes long CC/2DDC: 82 Move vehicle/entity down 1 tile CC/2DDD: D5 Set vehicle/entity's position to (7, 54) CC/2DE0: FF End queue CC/2DE1: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long CC/2DE3: 82 Move vehicle/entity down 1 tile CC/2DE4: D5 Set vehicle/entity's position to (9, 54) CC/2DE7: FF End queue CC/2DE8: B4 Pause for 5 units CC/2DEA: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CC/2DEC: 82 Move vehicle/entity down 1 tile CC/2DED: D5 Set vehicle/entity's position to (0, 0) CC/2DF0: FF End queue CC/2DF1: 18 Begin action queue for character $18 (NPC $18), 5 bytes long CC/2DF3: 82 Move vehicle/entity down 1 tile CC/2DF4: D5 Set vehicle/entity's position to (0, 0) CC/2DF7: FF End queue CC/2DF8: 1B Begin action queue for character $1B (NPC $1B), 5 bytes long CC/2DFA: 82 Move vehicle/entity down 1 tile CC/2DFB: D5 Set vehicle/entity's position to (0, 0) CC/2DFE: FF End queue CC/2DFF: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CC/2E01: 82 Move vehicle/entity down 1 tile CC/2E02: D5 Set vehicle/entity's position to (8, 56) CC/2E05: FF End queue CC/2E06: 19 Begin action queue for character $19 (NPC $19), 5 bytes long CC/2E08: 82 Move vehicle/entity down 1 tile CC/2E09: D5 Set vehicle/entity's position to (7, 54) CC/2E0C: FF End queue CC/2E0D: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long CC/2E0F: 82 Move vehicle/entity down 1 tile CC/2E10: D5 Set vehicle/entity's position to (9, 54) CC/2E13: FF End queue CC/2E14: B4 Pause for 5 units CC/2E16: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CC/2E18: 82 Move vehicle/entity down 1 tile CC/2E19: D5 Set vehicle/entity's position to (0, 0) CC/2E1C: FF End queue CC/2E1D: 19 Begin action queue for character $19 (NPC $19), 5 bytes long CC/2E1F: 82 Move vehicle/entity down 1 tile CC/2E20: D5 Set vehicle/entity's position to (0, 0) CC/2E23: FF End queue CC/2E24: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long CC/2E26: 82 Move vehicle/entity down 1 tile CC/2E27: D5 Set vehicle/entity's position to (0, 0) CC/2E2A: FF End queue CC/2E2B: B4 Pause for 5 units CC/2E2D: 94 Pause for 60 units CC/2E2E: 4B Display dialogue message $0A29, wait for button press (At bottom of screen) PATRIARCH: Uwaaaaaa! The Magicite's gonna shatter! CC/2E31: 94 Pause for 60 units CC/2E32: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/2E34: 21 Do vehicle/entity graphical action $21 CC/2E35: FF End queue CC/2E36: B5 Pause for 15 * 12 (180) units CC/2E38: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CC/2E3A: CE Turn vehicle/entity down CC/2E3B: FF End queue CC/2E3C: 91 Pause for 15 units CC/2E3D: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CC/2E3F: 2D Do vehicle/entity graphical action $2D CC/2E40: FF End queue CC/2E41: 94 Pause for 60 units CC/2E42: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CC/2E44: CE Turn vehicle/entity down CC/2E45: FF End queue CC/2E46: 92 Pause for 30 units CC/2E47: 4B Display dialogue message $0A2A, wait for button press (At bottom of screen) RACHEL: LOCKE… CC/2E4A: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/2E4C: CF Turn vehicle/entity left CC/2E4D: FF End queue CC/2E4E: 92 Pause for 30 units CC/2E4F: 4B Display dialogue message $0A28, wait for button press (At bottom of screen) LOCKE: Rachel!!! CC/2E52: 94 Pause for 60 units CC/2E53: F0 Play song 14 (Forever Rachel), (high bit clear), full volume CC/2E55: 95 Pause for 120 units CC/2E56: F4 Play sound effect 103 CC/2E58: B0 Execute the following commands until $B1 2 times CC/2E5A: 51 Modify background color range from [07, 07]: Add (Black) at intensity 3 CC/2E5E: B1 End block of repeating commands CC/2E5F: 91 Pause for 15 units CC/2E60: B0 Execute the following commands until $B1 2 times CC/2E62: 51 Modify background color range from [07, 07]: Add (Black) at intensity 3 CC/2E66: 51 Modify background color range from [06, 06]: Add (Black) at intensity 3 CC/2E6A: B1 End block of repeating commands CC/2E6B: 91 Pause for 15 units CC/2E6C: B0 Execute the following commands until $B1 6 times CC/2E6E: 51 Modify background color range from [07, 07]: Add (Black) at intensity 3 CC/2E72: 51 Modify background color range from [06, 06]: Add (Black) at intensity 3 CC/2E76: 51 Modify background color range from [05, 05]: Add (Black) at intensity 3 CC/2E7A: B1 End block of repeating commands CC/2E7B: 95 Pause for 120 units CC/2E7C: 4B Display dialogue message $0A2C, wait for button press (At bottom of screen) RACHEL: LOCKE… I've dreamed of seeing you. I wanted to hear your voice. LOCKE: Rachel… RACHEL: The Phoenix has given me so little time… I have to leave again soon… But I have something I must tell you… CC/2E7F: 92 Pause for 30 units CC/2E80: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/2E82: 15 Do vehicle/entity graphical action $15 CC/2E83: FF End queue CC/2E84: B4 Pause for 3 units CC/2E86: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/2E88: CF Turn vehicle/entity left CC/2E89: FF End queue CC/2E8A: 92 Pause for 30 units CC/2E8B: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/2E8D: 15 Do vehicle/entity graphical action $15 CC/2E8E: FF End queue CC/2E8F: B4 Pause for 3 units CC/2E91: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/2E93: CF Turn vehicle/entity left CC/2E94: FF End queue CC/2E95: 92 Pause for 30 units CC/2E96: 4B Display dialogue message $0A2D, wait for button press (At bottom of screen) LOCKE: …… RACHEL: LOCKE… … With you I was so happy… In the instant that the accident occurred, I thought only of you… And about the joy you brought me. Thank you, LOCKE… I'll never forget you… CC/2E99: 95 Pause for 120 units CC/2E9A: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CC/2E9C: 2D Do vehicle/entity graphical action $2D CC/2E9D: FF End queue CC/2E9E: 92 Pause for 30 units CC/2E9F: F4 Play sound effect 103 CC/2EA1: B2 Call subroutine $CC32B9 CC/2EA5: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete) CC/2EA7: C3 Set vehicle/entity's event speed to fast CC/2EA8: 84 Move vehicle/entity up 2 tiles CC/2EA9: 87 Move vehicle/entity left 2 tiles CC/2EAA: 86 Move vehicle/entity down 2 tiles CC/2EAB: CD Turn vehicle/entity right CC/2EAC: FF End queue CC/2EAD: 4B Display dialogue message $0A2E, wait for button press (At bottom of screen) LOCKE: RACHEL!!!! RACHEL: I have to go now… …I'll always love you… You must now cast off the anguish you've been harboring inside for so long… Today I set your heart free. You must learn to love yourself again, and regain your self respect. …… Phoenix! Be reborn again!! And give your power…to LOCKE!! CC/2EB0: 94 Pause for 60 units CC/2EB1: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CC/2EB3: CC Turn vehicle/entity up CC/2EB4: FF End queue CC/2EB5: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CC/2EB7: C2 Set vehicle/entity's event speed to normal CC/2EB8: 83 Move vehicle/entity left 1 tile CC/2EB9: CF Turn vehicle/entity left CC/2EBA: FF End queue CC/2EBB: 13 Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete) CC/2EBD: C0 Set vehicle/entity's event speed to slowest CC/2EBE: 88 Move vehicle/entity up 3 tiles CC/2EBF: FF End queue CC/2EC0: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CC/2EC2: CC Turn vehicle/entity up CC/2EC3: FF End queue CC/2EC4: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/2EC6: C3 Set vehicle/entity's event speed to fast CC/2EC7: 80 Move vehicle/entity up 1 tile CC/2EC8: FF End queue CC/2EC9: 92 Pause for 30 units CC/2ECA: 4B Display dialogue message $0A28, wait for button press (At bottom of screen) LOCKE: Rachel!!! CC/2ECD: B5 Pause for 15 * 6 (90) units CC/2ECF: 92 Pause for 30 units CC/2ED0: 42 Hide object $13 CC/2ED2: B4 Pause for 14 units CC/2ED4: 41 Show object $13 CC/2ED6: B4 Pause for 14 units CC/2ED8: 42 Hide object $13 CC/2EDA: B4 Pause for 8 units CC/2EDC: 41 Show object $13 CC/2EDE: B4 Pause for 8 units CC/2EE0: B0 Execute the following commands until $B1 2 times CC/2EE2: 42 Hide object $13 CC/2EE4: B4 Pause for 6 units CC/2EE6: 41 Show object $13 CC/2EE8: B4 Pause for 6 units CC/2EEA: B1 End block of repeating commands CC/2EEB: B0 Execute the following commands until $B1 4 times CC/2EED: 42 Hide object $13 CC/2EEF: B4 Pause for 3 units CC/2EF1: 41 Show object $13 CC/2EF3: B4 Pause for 3 units CC/2EF5: B1 End block of repeating commands CC/2EF6: B0 Execute the following commands until $B1 4 times CC/2EF8: 42 Hide object $13 CC/2EFA: B4 Pause for 1 units CC/2EFC: 41 Show object $13 CC/2EFE: B4 Pause for 1 units CC/2F00: B1 End block of repeating commands CC/2F01: 42 Hide object $13 CC/2F03: F4 Play sound effect 39 CC/2F05: 16 Begin action queue for character $16 (NPC $16), 4 bytes long CC/2F07: D5 Set vehicle/entity's position to (8, 54) CC/2F0A: FF End queue CC/2F0B: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CC/2F0D: C3 Set vehicle/entity's event speed to fast CC/2F0E: A0 Move vehicle/entity right/up 1x1 tiles CC/2F0F: CC Turn vehicle/entity up CC/2F10: FF End queue CC/2F11: 16 Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete) CC/2F13: C0 Set vehicle/entity's event speed to slowest CC/2F14: 80 Move vehicle/entity up 1 tile CC/2F15: FF End queue CC/2F16: 95 Pause for 120 units CC/2F17: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CC/2F19: C3 Set vehicle/entity's event speed to fast CC/2F1A: FF End queue CC/2F1B: 16 Begin action queue for character $16 (NPC $16), 4 bytes long CC/2F1D: D5 Set vehicle/entity's position to (0, 0) CC/2F20: FF End queue CC/2F21: 14 Begin action queue for character $14 (NPC $14), 6 bytes long CC/2F23: D5 Set vehicle/entity's position to (8, 53) CC/2F26: DC Make vehicle/entity jump (low) CC/2F27: 82 Move vehicle/entity down 1 tile CC/2F28: FF End queue CC/2F29: 17 Begin action queue for character $17 (NPC $17), 6 bytes long CC/2F2B: D5 Set vehicle/entity's position to (8, 53) CC/2F2E: DC Make vehicle/entity jump (low) CC/2F2F: A3 Move vehicle/entity left/up 1x1 tiles CC/2F30: FF End queue CC/2F31: 1A Begin action queue for character $1A (NPC $1A), 6 bytes long CC/2F33: D5 Set vehicle/entity's position to (8, 53) CC/2F36: DC Make vehicle/entity jump (low) CC/2F37: A0 Move vehicle/entity right/up 1x1 tiles CC/2F38: FF End queue CC/2F39: B4 Pause for 8 units CC/2F3B: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CC/2F3D: D5 Set vehicle/entity's position to (8, 54) CC/2F40: 86 Move vehicle/entity down 2 tiles CC/2F41: FF End queue CC/2F42: 18 Begin action queue for character $18 (NPC $18), 5 bytes long CC/2F44: D5 Set vehicle/entity's position to (7, 52) CC/2F47: 86 Move vehicle/entity down 2 tiles CC/2F48: FF End queue CC/2F49: 1B Begin action queue for character $1B (NPC $1B), 5 bytes long CC/2F4B: D5 Set vehicle/entity's position to (9, 52) CC/2F4E: 86 Move vehicle/entity down 2 tiles CC/2F4F: FF End queue CC/2F50: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CC/2F52: D5 Set vehicle/entity's position to (8, 54) CC/2F55: 8A Move vehicle/entity down 3 tiles CC/2F56: FF End queue CC/2F57: 19 Begin action queue for character $19 (NPC $19), 5 bytes long CC/2F59: D5 Set vehicle/entity's position to (7, 52) CC/2F5C: 8A Move vehicle/entity down 3 tiles CC/2F5D: FF End queue CC/2F5E: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long CC/2F60: D5 Set vehicle/entity's position to (9, 52) CC/2F63: 8A Move vehicle/entity down 3 tiles CC/2F64: FF End queue CC/2F65: B4 Pause for 14 units CC/2F67: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CC/2F69: 82 Move vehicle/entity down 1 tile CC/2F6A: D5 Set vehicle/entity's position to (0, 0) CC/2F6D: FF End queue CC/2F6E: 17 Begin action queue for character $17 (NPC $17), 5 bytes long CC/2F70: 82 Move vehicle/entity down 1 tile CC/2F71: D5 Set vehicle/entity's position to (0, 0) CC/2F74: FF End queue CC/2F75: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long CC/2F77: 82 Move vehicle/entity down 1 tile CC/2F78: D5 Set vehicle/entity's position to (0, 0) CC/2F7B: FF End queue CC/2F7C: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CC/2F7E: 82 Move vehicle/entity down 1 tile CC/2F7F: D5 Set vehicle/entity's position to (8, 55) CC/2F82: FF End queue CC/2F83: 18 Begin action queue for character $18 (NPC $18), 5 bytes long CC/2F85: 82 Move vehicle/entity down 1 tile CC/2F86: D5 Set vehicle/entity's position to (7, 53) CC/2F89: FF End queue CC/2F8A: 1B Begin action queue for character $1B (NPC $1B), 5 bytes long CC/2F8C: 82 Move vehicle/entity down 1 tile CC/2F8D: D5 Set vehicle/entity's position to (9, 53) CC/2F90: FF End queue CC/2F91: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CC/2F93: 82 Move vehicle/entity down 1 tile CC/2F94: D5 Set vehicle/entity's position to (8, 56) CC/2F97: FF End queue CC/2F98: 19 Begin action queue for character $19 (NPC $19), 5 bytes long CC/2F9A: 82 Move vehicle/entity down 1 tile CC/2F9B: D5 Set vehicle/entity's position to (7, 54) CC/2F9E: FF End queue CC/2F9F: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long CC/2FA1: 82 Move vehicle/entity down 1 tile CC/2FA2: D5 Set vehicle/entity's position to (9, 54) CC/2FA5: FF End queue CC/2FA6: B4 Pause for 5 units CC/2FA8: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CC/2FAA: 82 Move vehicle/entity down 1 tile CC/2FAB: D5 Set vehicle/entity's position to (0, 0) CC/2FAE: FF End queue CC/2FAF: 18 Begin action queue for character $18 (NPC $18), 5 bytes long CC/2FB1: 82 Move vehicle/entity down 1 tile CC/2FB2: D5 Set vehicle/entity's position to (0, 0) CC/2FB5: FF End queue CC/2FB6: 1B Begin action queue for character $1B (NPC $1B), 5 bytes long CC/2FB8: 82 Move vehicle/entity down 1 tile CC/2FB9: D5 Set vehicle/entity's position to (0, 0) CC/2FBC: FF End queue CC/2FBD: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CC/2FBF: 82 Move vehicle/entity down 1 tile CC/2FC0: D5 Set vehicle/entity's position to (8, 56) CC/2FC3: FF End queue CC/2FC4: 19 Begin action queue for character $19 (NPC $19), 5 bytes long CC/2FC6: 82 Move vehicle/entity down 1 tile CC/2FC7: D5 Set vehicle/entity's position to (7, 54) CC/2FCA: FF End queue CC/2FCB: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long CC/2FCD: 82 Move vehicle/entity down 1 tile CC/2FCE: D5 Set vehicle/entity's position to (9, 54) CC/2FD1: FF End queue CC/2FD2: B4 Pause for 5 units CC/2FD4: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CC/2FD6: 82 Move vehicle/entity down 1 tile CC/2FD7: FF End queue CC/2FD8: 19 Begin action queue for character $19 (NPC $19), 2 bytes long CC/2FDA: 82 Move vehicle/entity down 1 tile CC/2FDB: FF End queue CC/2FDC: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/2FDE: 82 Move vehicle/entity down 1 tile CC/2FDF: FF End queue CC/2FE0: 94 Pause for 60 units CC/2FE1: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/2FE3: 21 Do vehicle/entity graphical action $21 CC/2FE4: FF End queue CC/2FE5: B5 Pause for 15 * 12 (180) units CC/2FE7: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CC/2FE9: C0 Set vehicle/entity's event speed to slowest CC/2FEA: FF End queue CC/2FEB: 19 Begin action queue for character $19 (NPC $19), 2 bytes long CC/2FED: C0 Set vehicle/entity's event speed to slowest CC/2FEE: FF End queue CC/2FEF: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/2FF1: C0 Set vehicle/entity's event speed to slowest CC/2FF2: FF End queue CC/2FF3: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CC/2FF5: 90 Move vehicle/entity up 5 tiles CC/2FF6: FF End queue CC/2FF7: 19 Begin action queue for character $19 (NPC $19), 6 bytes long CC/2FF9: 87 Move vehicle/entity left 2 tiles CC/2FFA: A3 Move vehicle/entity left/up 1x1 tiles CC/2FFB: A3 Move vehicle/entity left/up 1x1 tiles CC/2FFC: A3 Move vehicle/entity left/up 1x1 tiles CC/2FFD: A3 Move vehicle/entity left/up 1x1 tiles CC/2FFE: FF End queue CC/2FFF: 1C Begin action queue for character $1C (NPC $1C), 6 bytes long (Wait until complete) CC/3001: 85 Move vehicle/entity right 2 tiles CC/3002: A0 Move vehicle/entity right/up 1x1 tiles CC/3003: A0 Move vehicle/entity right/up 1x1 tiles CC/3004: A0 Move vehicle/entity right/up 1x1 tiles CC/3005: A0 Move vehicle/entity right/up 1x1 tiles CC/3006: FF End queue CC/3007: B2 Call subroutine $CC3297 CC/300B: 92 Pause for 30 units CC/300C: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CC/300E: C3 Set vehicle/entity's event speed to fast CC/300F: FF End queue CC/3010: 19 Begin action queue for character $19 (NPC $19), 2 bytes long CC/3012: C3 Set vehicle/entity's event speed to fast CC/3013: FF End queue CC/3014: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/3016: C3 Set vehicle/entity's event speed to fast CC/3017: FF End queue CC/3018: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CC/301A: D5 Set vehicle/entity's position to (8, 53) CC/301D: FF End queue CC/301E: 17 Begin action queue for character $17 (NPC $17), 4 bytes long CC/3020: D5 Set vehicle/entity's position to (1, 52) CC/3023: FF End queue CC/3024: 1A Begin action queue for character $1A (NPC $1A), 4 bytes long CC/3026: D5 Set vehicle/entity's position to (15, 52) CC/3029: FF End queue CC/302A: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CC/302C: D5 Set vehicle/entity's position to (8, 53) CC/302F: 82 Move vehicle/entity down 1 tile CC/3030: FF End queue CC/3031: 18 Begin action queue for character $18 (NPC $18), 5 bytes long CC/3033: D5 Set vehicle/entity's position to (1, 52) CC/3036: 82 Move vehicle/entity down 1 tile CC/3037: FF End queue CC/3038: 1B Begin action queue for character $1B (NPC $1B), 5 bytes long CC/303A: D5 Set vehicle/entity's position to (15, 52) CC/303D: 82 Move vehicle/entity down 1 tile CC/303E: FF End queue CC/303F: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CC/3041: D5 Set vehicle/entity's position to (8, 53) CC/3044: 86 Move vehicle/entity down 2 tiles CC/3045: FF End queue CC/3046: 19 Begin action queue for character $19 (NPC $19), 5 bytes long CC/3048: D5 Set vehicle/entity's position to (1, 52) CC/304B: 86 Move vehicle/entity down 2 tiles CC/304C: FF End queue CC/304D: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long CC/304F: D5 Set vehicle/entity's position to (15, 52) CC/3052: 86 Move vehicle/entity down 2 tiles CC/3053: FF End queue CC/3054: B4 Pause for 14 units CC/3056: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CC/3058: 82 Move vehicle/entity down 1 tile CC/3059: D5 Set vehicle/entity's position to (0, 0) CC/305C: FF End queue CC/305D: 17 Begin action queue for character $17 (NPC $17), 5 bytes long CC/305F: 82 Move vehicle/entity down 1 tile CC/3060: D5 Set vehicle/entity's position to (0, 0) CC/3063: FF End queue CC/3064: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long CC/3066: 82 Move vehicle/entity down 1 tile CC/3067: D5 Set vehicle/entity's position to (0, 0) CC/306A: FF End queue CC/306B: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CC/306D: 82 Move vehicle/entity down 1 tile CC/306E: D5 Set vehicle/entity's position to (8, 54) CC/3071: FF End queue CC/3072: 18 Begin action queue for character $18 (NPC $18), 5 bytes long CC/3074: 82 Move vehicle/entity down 1 tile CC/3075: D5 Set vehicle/entity's position to (1, 53) CC/3078: FF End queue CC/3079: 1B Begin action queue for character $1B (NPC $1B), 5 bytes long CC/307B: 82 Move vehicle/entity down 1 tile CC/307C: D5 Set vehicle/entity's position to (15, 53) CC/307F: FF End queue CC/3080: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CC/3082: 82 Move vehicle/entity down 1 tile CC/3083: D5 Set vehicle/entity's position to (8, 55) CC/3086: FF End queue CC/3087: 19 Begin action queue for character $19 (NPC $19), 5 bytes long CC/3089: 82 Move vehicle/entity down 1 tile CC/308A: D5 Set vehicle/entity's position to (1, 54) CC/308D: FF End queue CC/308E: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long CC/3090: 82 Move vehicle/entity down 1 tile CC/3091: D5 Set vehicle/entity's position to (15, 54) CC/3094: FF End queue CC/3095: B4 Pause for 5 units CC/3097: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CC/3099: 82 Move vehicle/entity down 1 tile CC/309A: D5 Set vehicle/entity's position to (0, 0) CC/309D: FF End queue CC/309E: 18 Begin action queue for character $18 (NPC $18), 5 bytes long CC/30A0: 82 Move vehicle/entity down 1 tile CC/30A1: D5 Set vehicle/entity's position to (0, 0) CC/30A4: FF End queue CC/30A5: 1B Begin action queue for character $1B (NPC $1B), 5 bytes long CC/30A7: 82 Move vehicle/entity down 1 tile CC/30A8: D5 Set vehicle/entity's position to (0, 0) CC/30AB: FF End queue CC/30AC: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CC/30AE: 82 Move vehicle/entity down 1 tile CC/30AF: D5 Set vehicle/entity's position to (8, 55) CC/30B2: FF End queue CC/30B3: 19 Begin action queue for character $19 (NPC $19), 5 bytes long CC/30B5: 82 Move vehicle/entity down 1 tile CC/30B6: D5 Set vehicle/entity's position to (1, 54) CC/30B9: FF End queue CC/30BA: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long CC/30BC: 82 Move vehicle/entity down 1 tile CC/30BD: D5 Set vehicle/entity's position to (15, 54) CC/30C0: FF End queue CC/30C1: B4 Pause for 5 units CC/30C3: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CC/30C5: 82 Move vehicle/entity down 1 tile CC/30C6: D5 Set vehicle/entity's position to (0, 0) CC/30C9: FF End queue CC/30CA: 19 Begin action queue for character $19 (NPC $19), 5 bytes long CC/30CC: 82 Move vehicle/entity down 1 tile CC/30CD: D5 Set vehicle/entity's position to (0, 0) CC/30D0: FF End queue CC/30D1: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long CC/30D3: 82 Move vehicle/entity down 1 tile CC/30D4: D5 Set vehicle/entity's position to (0, 0) CC/30D7: FF End queue CC/30D8: 94 Pause for 60 units CC/30D9: B2 Call subroutine $CC32DB CC/30DD: 95 Pause for 120 units CC/30DE: 5F Scroll Layer 3, speed 0 x 10 CC/30E1: B5 Pause for 15 * 20 (300) units CC/30E3: B2 Call subroutine $CC32B9 CC/30E7: 94 Pause for 60 units CC/30E8: 5F Scroll Layer 3, speed 0 x 0 CC/30EB: B5 Pause for 15 * 6 (90) units CC/30ED: F2 Fade out current song with transition time 240 CC/30EF: 5A Fade screen at speed $02 CC/30F1: 5C Pause execution until fade in or fade out is complete CC/30F2: B5 Pause for 15 * 16 (240) units CC/30F4: DD Clear event bit $1E80($687) [$1F50, bit 7] CC/30F6: 39 Free screen CC/30F7: 6B Load map $00C3 (Kohlingen, crazy man's house, both floors (always)) instantly, (upper bits $3000), place party at (37, 57), facing left CC/30FD: F0 Play song 0 (Silence), (high bit clear), full volume CC/30FF: 42 Hide object $31 CC/3101: 3D Create object $01 CC/3103: 3D Create object $06 CC/3105: 45 Refresh objects CC/3106: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete) CC/3108: D5 Set vehicle/entity's position to (32, 58) CC/310B: CD Turn vehicle/entity right CC/310C: C1 Set vehicle/entity's event speed to slow CC/310D: FF End queue CC/310E: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete) CC/3110: D5 Set vehicle/entity's position to (34, 55) CC/3113: CE Turn vehicle/entity down CC/3114: C2 Set vehicle/entity's event speed to normal CC/3115: FF End queue CC/3116: 41 Show object $01 CC/3118: 41 Show object $06 CC/311A: 38 Hold screen CC/311B: 59 Unfade screen at speed $04 CC/311D: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/311F: A0 Move vehicle/entity right/up 1x1 tiles CC/3120: 89 Move vehicle/entity right 3 tiles CC/3121: FF End queue CC/3122: 5C Pause execution until fade in or fade out is complete CC/3123: 94 Pause for 60 units CC/3124: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/3126: 62 Do vehicle/entity graphical action $22, flipped horizontally CC/3127: FF End queue CC/3128: B5 Pause for 15 * 6 (90) units CC/312A: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CC/312C: 86 Move vehicle/entity down 2 tiles CC/312D: CD Turn vehicle/entity right CC/312E: FF End queue CC/312F: 94 Pause for 60 units CC/3130: 4B Display dialogue message $0A30, wait for button press CELES: LOCKE… CC/3133: 94 Pause for 60 units CC/3134: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/3136: CD Turn vehicle/entity right CC/3137: FF End queue CC/3138: 94 Pause for 60 units CC/3139: 4B Display dialogue message $0A31, wait for button press LOCKE: Thanks, I'm okay… I feel lighter than air… From here on… I'll be all right. Let's go! We have work to do!! CC/313C: 94 Pause for 60 units CC/313D: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CC/313F: CE Turn vehicle/entity down CC/3140: E0 Pause for 4 * 1 (4) frames CC/3142: CF Turn vehicle/entity left CC/3143: FF End queue CC/3144: 92 Pause for 30 units CC/3145: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/3147: F0 Play song 13 (Locke), (high bit clear), full volume CC/3149: B5 Pause for 15 * 6 (90) units CC/314B: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CC/314D: 62 Do vehicle/entity graphical action $22, flipped horizontally CC/314E: E0 Pause for 4 * 4 (16) frames CC/3150: CD Turn vehicle/entity right CC/3151: FF End queue CC/3152: B5 Pause for 15 * 6 (90) units CC/3154: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CC/3156: C2 Set vehicle/entity's event speed to normal CC/3157: 81 Move vehicle/entity right 1 tile CC/3158: FF End queue CC/3159: B5 Pause for 15 * 12 (180) units CC/315B: 5A Fade screen at speed $02 CC/315D: 5C Pause execution until fade in or fade out is complete CC/315E: B2 Call subroutine $CB2E2B CC/3162: 36 Disable ability to pass through other objects for object $01 (Actor in stot 1) CC/3164: DD Clear event bit $1E80($687) [$1F50, bit 7] CC/3166: DD Clear event bit $1E80($68E) [$1F51, bit 6] CC/3168: DC Set event bit $1E80($68F) [$1F51, bit 7] CC/316A: D0 Set event bit $1E80($0D7) [$1E9A, bit 7] CC/316C: 86 Give esper $50 (Phoenix ) to party CC/316E: DE Load CaseWord with the characters in the currently active party? CC/316F: C0 If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CC3178 CC/3175: 3E Delete object $06 CC/3177: 45 Refresh objects CC/3178: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CC/317C: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CC3188 CC/3182: 3D Create object $01 CC/3184: 3F Assign character $01 (Actor in stot 1) to party 1 CC/3187: 45 Refresh objects CC/3188: 77 Perform level averaging on character $01 (LOCKE ) and calculate new maximum HP/MP CC/318A: 8B For character $01 (Actor in stot 1), take HP and set to maximum CC/318D: 8C For character $01 (Actor in stot 1), take MP and set to maximum CC/3190: 88 Remove the following status ailments from character $01 (Actor in stot 1): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/3194: D4 Set event bit $1E80($2F1) [$1EDE, bit 1] CC/3196: 42 Hide object $01 CC/3198: 42 Hide object $06 CC/319A: 45 Refresh objects CC/319B: 6B Load map $0001 (World of Ruin) instantly, (upper bits $0400), place party at (38, 46), facing up, party is in the airship CC/31A1: C7 Place airship at position (38, 48) CC/31A4: D2 Load map $00BD (Kohlingen, outdoors (WoR / ending)), position (26, 06), mode $40 CC/31AA: 73 Replace current map's Layer 1 at (26, 6) with the following (2 x 1) chunk, refresh immediately CC/31AF: $04, $14 CC/31B1: 47 Make character in slot 0 the lead character CC/31B2: 41 Show object $31 CC/31B4: 45 Refresh objects CC/31B5: 39 Free screen CC/31B6: 96 Restore screen from fade CC/31B7: 5C Pause execution until fade in or fade out is complete CC/31B8: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/31BA: C2 Set vehicle/entity's event speed to normal CC/31BB: 96 Move vehicle/entity down 6 tiles CC/31BC: FF End queue CC/31BD: 38 Hold screen CC/31BE: B2 Call subroutine $CAC6AC CC/31C2: B2 Call subroutine $CB2E34 CC/31C6: 3C Set up the party as follows: $01 (Actor in stot 1), $06 (Actor in stot 6), $FF (), $FF () CC/31CB: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long CC/31CD: C2 Set vehicle/entity's event speed to normal CC/31CE: CE Turn vehicle/entity down CC/31CF: FF End queue CC/31D0: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CC/31D2: C2 Set vehicle/entity's event speed to normal CC/31D3: 8A Move vehicle/entity down 3 tiles CC/31D4: FF End queue CC/31D5: 92 Pause for 30 units CC/31D6: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CC/31D8: CD Turn vehicle/entity right CC/31D9: E0 Pause for 4 * 1 (4) frames CC/31DB: CC Turn vehicle/entity up CC/31DC: FF End queue CC/31DD: 92 Pause for 30 units CC/31DE: 4B Display dialogue message $0A32, wait for button press CELES: What's up? CC/31E1: 92 Pause for 30 units CC/31E2: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/31E4: 02 Do vehicle/entity graphical action $02 CC/31E5: FF End queue CC/31E6: B4 Pause for 8 units CC/31E8: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/31EA: 1A Do vehicle/entity graphical action $1A CC/31EB: FF End queue CC/31EC: 94 Pause for 60 units CC/31ED: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/31EF: CE Turn vehicle/entity down CC/31F0: FF End queue CC/31F1: 92 Pause for 30 units CC/31F2: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/31F4: C3 Set vehicle/entity's event speed to fast CC/31F5: 94 Move vehicle/entity up 6 tiles CC/31F6: FF End queue CC/31F7: 42 Hide object $01 CC/31F9: 45 Refresh objects CC/31FA: 94 Pause for 60 units CC/31FB: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CC/31FD: CD Turn vehicle/entity right CC/31FE: E0 Pause for 4 * 1 (4) frames CC/3200: CE Turn vehicle/entity down CC/3201: FF End queue CC/3202: 94 Pause for 60 units CC/3203: B0 Execute the following commands until $B1 3 times CC/3205: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CC/3207: 13 Do vehicle/entity graphical action $13 CC/3208: FF End queue CC/3209: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CC/320B: CE Turn vehicle/entity down CC/320C: FF End queue CC/320D: 91 Pause for 15 units CC/320E: B1 End block of repeating commands CC/320F: 95 Pause for 120 units CC/3210: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/3212: CE Turn vehicle/entity down CC/3213: FF End queue CC/3214: 41 Show object $01 CC/3216: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CC/3218: CD Turn vehicle/entity right CC/3219: E0 Pause for 4 * 1 (4) frames CC/321B: CC Turn vehicle/entity up CC/321C: FF End queue CC/321D: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/321F: C3 Set vehicle/entity's event speed to fast CC/3220: 8E Move vehicle/entity down 4 tiles CC/3221: FF End queue CC/3222: 92 Pause for 30 units CC/3223: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CC/3225: C2 Set vehicle/entity's event speed to normal CC/3226: 84 Move vehicle/entity up 2 tiles CC/3227: FF End queue CC/3228: 92 Pause for 30 units CC/3229: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/322B: C2 Set vehicle/entity's event speed to normal CC/322C: 82 Move vehicle/entity down 1 tile CC/322D: FF End queue CC/322E: 92 Pause for 30 units CC/322F: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/3231: 1A Do vehicle/entity graphical action $1A CC/3232: FF End queue CC/3233: B4 Pause for 8 units CC/3235: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/3237: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/3238: FF End queue CC/3239: B4 Pause for 8 units CC/323B: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/323D: 24 Do vehicle/entity graphical action $24 CC/323E: FF End queue CC/323F: 92 Pause for 30 units CC/3240: 4B Display dialogue message $0A33, wait for button press “X-Potion”! “Fenix Down”! “X-Ether”! “Elixir”! “Flame Shld”! “ValiantKnife”! CC/3243: 92 Pause for 30 units CC/3244: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/3246: C1 Set vehicle/entity's event speed to slow CC/3247: 82 Move vehicle/entity down 1 tile CC/3248: FF End queue CC/3249: 92 Pause for 30 units CC/324A: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/324C: 14 Do vehicle/entity graphical action $14 CC/324D: FF End queue CC/324E: 91 Pause for 15 units CC/324F: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/3251: CE Turn vehicle/entity down CC/3252: FF End queue CC/3253: 92 Pause for 30 units CC/3254: 4B Display dialogue message $0A34, wait for button press LOCKE: The treasures of the Phoenix Cave! CC/3257: 94 Pause for 60 units CC/3258: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/325A: 24 Do vehicle/entity graphical action $24 CC/325B: FF End queue CC/325C: 92 Pause for 30 units CC/325D: 4B Display dialogue message $0A35, wait for button press LOCKE: Right, let's move out! We have an appointment with Kefka! CC/3260: 93 Pause for 45 units CC/3261: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete) CC/3263: C6 Set vehicle/entity to walk when moving CC/3264: 21 Do vehicle/entity graphical action $21 CC/3265: E0 Pause for 4 * 1 (4) frames CC/3267: CC Turn vehicle/entity up CC/3268: FF End queue CC/3269: 93 Pause for 45 units CC/326A: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete) CC/326C: C6 Set vehicle/entity to walk when moving CC/326D: 20 Do vehicle/entity graphical action $20 CC/326E: E0 Pause for 4 * 1 (4) frames CC/3270: CE Turn vehicle/entity down CC/3271: FF End queue CC/3272: 94 Pause for 60 units CC/3273: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CC/3275: C2 Set vehicle/entity's event speed to normal CC/3276: 80 Move vehicle/entity up 1 tile CC/3277: CE Turn vehicle/entity down CC/3278: FF End queue CC/3279: 39 Free screen CC/327A: B2 Call subroutine $CB2E2B CC/327E: B2 Call subroutine $CACB95 CC/3282: 80 Add item $EA ( X-Potion ) to inventory CC/3284: 80 Add item $F0 ( Fenix Down ) to inventory CC/3286: 80 Add item $ED ( X-Ether ) to inventory CC/3288: 80 Add item $EE ( Elixir ) to inventory CC/328A: 80 Add item $60 (Flame Shld ) to inventory CC/328C: 80 Add item $09 (ValiantKnife) to inventory CC/328E: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/3290: D3 Clear event bit $1E80($1CE) [$1EB9, bit 6] (Disables party switching with the Y button) CC/3292: D5 Clear event bit $1E80($2BF) [$1ED7, bit 7] CC/3294: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CC/3296: FE Return CC/3297: B0 Execute the following commands until $B1 2 times CC/3299: 51 Modify background color range from [07, 07]: Add (Black) at intensity 3 CC/329D: B1 End block of repeating commands CC/329E: B0 Execute the following commands until $B1 2 times CC/32A0: 51 Modify background color range from [07, 07]: Add (Black) at intensity 3 CC/32A4: 51 Modify background color range from [06, 06]: Add (Black) at intensity 3 CC/32A8: B1 End block of repeating commands CC/32A9: B0 Execute the following commands until $B1 14 times CC/32AB: 51 Modify background color range from [07, 07]: Add (Black) at intensity 3 CC/32AF: 51 Modify background color range from [06, 06]: Add (Black) at intensity 3 CC/32B3: 51 Modify background color range from [05, 05]: Add (Black) at intensity 3 CC/32B7: B1 End block of repeating commands CC/32B8: FE Return CC/32B9: B0 Execute the following commands until $B1 2 times CC/32BB: 51 Modify background color range from [07, 07]: Do (Black) at intensity 3 CC/32BF: B1 End block of repeating commands CC/32C0: B0 Execute the following commands until $B1 2 times CC/32C2: 51 Modify background color range from [07, 07]: Do (Black) at intensity 3 CC/32C6: 51 Modify background color range from [06, 06]: Do (Black) at intensity 3 CC/32CA: B1 End block of repeating commands CC/32CB: B0 Execute the following commands until $B1 31 times CC/32CD: 51 Modify background color range from [07, 07]: Do (Black) at intensity 3 CC/32D1: 51 Modify background color range from [06, 06]: Do (Black) at intensity 3 CC/32D5: 51 Modify background color range from [05, 05]: Do (Black) at intensity 3 CC/32D9: B1 End block of repeating commands CC/32DA: FE Return CC/32DB: B0 Execute the following commands until $B1 2 times CC/32DD: 51 Modify background color range from [07, 07]: Add (Black) at intensity 3 CC/32E1: 92 Pause for 30 units CC/32E2: B1 End block of repeating commands CC/32E3: B0 Execute the following commands until $B1 2 times CC/32E5: 51 Modify background color range from [07, 07]: Add (Black) at intensity 3 CC/32E9: 51 Modify background color range from [06, 06]: Add (Black) at intensity 3 CC/32ED: 92 Pause for 30 units CC/32EE: B1 End block of repeating commands CC/32EF: B0 Execute the following commands until $B1 8 times CC/32F1: 51 Modify background color range from [07, 07]: Add (Black) at intensity 3 CC/32F5: 51 Modify background color range from [06, 06]: Add (Black) at intensity 3 CC/32F9: 51 Modify background color range from [05, 05]: Add (Black) at intensity 3 CC/32FD: 92 Pause for 30 units CC/32FE: B1 End block of repeating commands CC/32FF: FE Return CC/3300: 4B Display dialogue message $0A36, wait for button press Have you heard of something called the Exp. Egg? Huh? Have ya? Long ago it was buried in a tomb to the west. CC/3303: FE Return CC/3304: C0 If ($1E80($134) [$1EA6, bit 4] is set), branch to $CC330F CC/330A: B2 Call subroutine $CCD2E4 CC/330E: 92 Pause for 30 units CC/330F: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CC3332 CC/3315: 4B Display dialogue message $06D8, wait for button press The Chocobo is the noblest of creatures! CC/3318: 91 Pause for 15 units CC/3319: F4 Play sound effect 106 CC/331B: 11 Begin action queue for character $11 (NPC $11), 18 bytes long CC/331D: C8 Set object layering priority to 2 (low nibble 2) CC/331F: DD Make vehicle/entity jump (high) CC/3320: CC Turn vehicle/entity up CC/3321: E0 Pause for 4 * 1 (4) frames CC/3323: CF Turn vehicle/entity left CC/3324: E0 Pause for 4 * 1 (4) frames CC/3326: CE Turn vehicle/entity down CC/3327: E0 Pause for 4 * 1 (4) frames CC/3329: CD Turn vehicle/entity right CC/332A: E0 Pause for 4 * 6 (24) frames CC/332C: C8 Set object layering priority to 0 (low nibble 0) CC/332E: FF End queue CC/332F: 35 Pause execution until action queue for object $11 (NPC $11) is complete CC/3331: 92 Pause for 30 units CC/3332: 4B Display dialogue message $03A7, wait for button press (At bottom of screen) Chocobo ride, 100 GP! How about it? ^ Yes ^ No CC/3335: B6 Indexed branch based on prior dialogue selection [$CC333D, $CA5EB3] CC/333C: FE Return CC/333D: 85 Take 100 GP from party CC/3340: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF CC/3346: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/3348: C3 Set vehicle/entity's event speed to fast CC/3349: 81 Move vehicle/entity right 1 tile CC/334A: 8A Move vehicle/entity down 3 tiles CC/334B: FF End queue CC/334C: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CC335F CC/3352: 6A Load map $0010 (Hidden chocobo stables, outdoors (WoR)) after fade out, (upper bits $2000), place party at (8, 8), facing down CC/3358: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC3365 CC/335E: FE Return CC/335F: 6B Load map $000E (Hidden chocobo stables, outdoors (WoB)) instantly, (upper bits $2000), place party at (8, 8), facing down CC/3365: 44 Place character $31 (Party Character 0) on vehicle $20 (Chocobo) (Character is shown) CC/3368: 96 Restore screen from fade CC/3369: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete) CC/336B: C1 Set vehicle/entity's event speed to slow CC/336C: 8A Move vehicle/entity down 3 tiles CC/336D: 81 Move vehicle/entity right 1 tile CC/336E: C2 Set vehicle/entity's event speed to normal CC/336F: A1 Move vehicle/entity right/down 1x1 tiles CC/3370: A2 Move vehicle/entity left/down 1x1 tiles CC/3371: 87 Move vehicle/entity left 2 tiles CC/3372: A3 Move vehicle/entity left/up 1x1 tiles CC/3373: A0 Move vehicle/entity right/up 1x1 tiles CC/3374: 81 Move vehicle/entity right 1 tile CC/3375: CE Turn vehicle/entity down CC/3376: FF End queue CC/3377: 92 Pause for 30 units CC/3378: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/337A: C3 Set vehicle/entity's event speed to fast CC/337B: 96 Move vehicle/entity down 6 tiles CC/337C: FF End queue CC/337D: 97 Fade screen to black CC/337E: 5C Pause execution until fade in or fade out is complete CC/337F: 44 Place character $31 (Party Character 0) on vehicle $00 (No vehicle) (Character is not shown) CC/3382: 3A Enable player to move while event commands execute CC/3383: 6B Load map $01FF (world map) instantly, (upper bits $2400), place party at (0, 0), facing down, party is in overworld chocobo mode CC/3389: FF End vehicle script CC/338A: FE Return CC/338B: F4 Play sound effect 217 CC/338D: 92 Pause for 30 units CC/338E: FE Return CC/338F: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/3395: 6A Load map $0010 (Hidden chocobo stables, outdoors (WoR)) after fade out, (upper bits $2000), place party at (8, 9), facing down CC/339B: FE Return CC/339C: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC33A6 CC/33A2: 4B Display dialogue message $0257, wait for button press This is a classroom for the beginner. Here we answer your questions about the world. Think of us as your advisors… CC/33A5: FE Return CC/33A6: 4B Display dialogue message $0258, wait for button press Welcome to this classroom. We'll be here for you even if the world should crumble. CC/33A9: FE Return CC/33AA: 4B Display dialogue message $0259, wait for button press This is water from a recovery spring. It'll restore your HP and MP. Such springs are located throughout the world. CC/33AD: FE Return CC/33AE: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CC/33B0: F4 Play sound effect 233 CC/33B2: B2 Call subroutine $CCE499 (heals all HP/MP/Statuses except Dog Block) CC/33B6: 3A Enable player to move while event commands execute CC/33B7: FE Return CC/33B8: B2 Call subroutine $CACA8D CC/33BC: 2A Begin action queue for character $2A (NPC $2A), 2 bytes long (Wait until complete) CC/33BE: CE Turn vehicle/entity down CC/33BF: FF End queue CC/33C0: 4B Display dialogue message $0257, wait for button press This is a classroom for the beginner. Here we answer your questions about the world. Think of us as your advisors… CC/33C3: 92 Pause for 30 units CC/33C4: 2A Begin action queue for character $2A (NPC $2A), 5 bytes long (Wait until complete) CC/33C6: CD Turn vehicle/entity right CC/33C7: E0 Pause for 4 * 1 (4) frames CC/33C9: CC Turn vehicle/entity up CC/33CA: FF End queue CC/33CB: 91 Pause for 15 units CC/33CC: F4 Play sound effect 44 CC/33CE: 73 Replace current map's Layer 1 at (33, 54) with the following (2 x 1) chunk, refresh immediately CC/33D3: $04, $14 CC/33D5: 92 Pause for 30 units CC/33D6: 2A Begin action queue for character $2A (NPC $2A), 3 bytes long (Wait until complete) CC/33D8: C2 Set vehicle/entity's event speed to normal CC/33D9: 88 Move vehicle/entity up 3 tiles CC/33DA: FF End queue CC/33DB: 42 Hide object $2A CC/33DD: DD Clear event bit $1E80($6A2) [$1F54, bit 2] CC/33DF: 3A Enable player to move while event commands execute CC/33E0: FE Return CC/33E1: 4B Display dialogue message $025A, wait for button press This is a Save Point. CC/33E4: 4B Display dialogue message $06D4, wait for button press At Save Points you can use a “Sleeping Bag” or “Tent”, and also save a game. If you should perish, you'll automatically be able to play from your last save. Though any GP, treasures, etc. you found will have to be found again, your Level and Exp. data will be retained. You can save a game anywhere on the world map. CC/33E7: FE Return CC/33E8: 4B Display dialogue message $025B, wait for button press Valuables are often hidden in pots such as this one. CC/33EB: FE Return CC/33EC: 4B Display dialogue message $025C, wait for button press Use curative items to restore your HP. Staying at an Inn will revive your party in full. CC/33EF: FE Return CC/33F0: 4B Display dialogue message $025D, wait for button press Ha! Sometimes monsters lurk inside of treasure chests! CC/33F3: FE Return CC/33F4: 4B Display dialogue message $025E, wait for button press Heard about Relics? CC/33F7: 4B Display dialogue message $06D2, wait for button press Relics give your party members a variety of abilities. For example… “Sprint Shoes” double your speed. “True Knight” lets you shield others during battle. “Dragoon Boots” add the “Jump” command to your battle list. “Gauntlet” allows you to hold a sword with both hands. Use the Main Menu to equip up to 2 relics per person. CC/33FA: FE Return CC/33FB: 4B Display dialogue message $025F, wait for button press Choose with the A Button. Cancel a choice with the B Button. View the Main Menu with the X Button. CC/33FE: FE Return CC/33FF: 4B Display dialogue message $0260, wait for button press When buying armor and weapons you'll see some symbols next to your characters: Triangles pointing up indicate increasing battle power. Triangles pointing down indicate decreasing battle power. “=” indicates no change in battle power. “E” means the item is already equipped on that character. A symbol under a character means that person is now in your party. CC/3402: FE Return CC/3403: 4B Display dialogue message $0261, wait for button press If you select the “Wait” Battle Mode from the Config Menu… You can take all the time you need to select spells or items without being attacked. CC/3406: FE Return CC/3407: 4B Display dialogue message $0262, wait for button press Run from some battles by pressing (and holding) both the L and R Buttons. CC/340A: FE Return CC/340B: 4B Display dialogue message $0263, wait for button press A full meter in the lower right means that character will be next to accept battle commands. Press the X or Y button to pass that character's battle opportunity to the next character. CC/340E: FE Return CC/340F: 4B Display dialogue message $0264, wait for button press When selecting a spell, press the L or R Button to select multiple targets. CC/3412: FE Return CC/3413: 4B Display dialogue message $0265, wait for button press During a battle, press left or right on the control pad to select “Row” or “Defense.” “Defense” cuts received damage in half, and works until your next command input. CC/3416: FE Return CC/3417: 4B Display dialogue message $0266, wait for button press Damage is more severe when caught in a pincer attack! Use care when running! CC/341A: FE Return CC/341B: 4B Display dialogue message $0267, wait for button press White numerals appearing during battle are damage points. Green numerals are recovery points. CC/341E: FE Return CC/341F: 4B Display dialogue message $0268, wait for button press In the back row, damage and attack power are halved. Change rows using the Main Menu: press left on the Control Pad, then press the A Button. CC/3422: FE Return CC/3423: 4B Display dialogue message $0277, wait for button press Color changes indicate changes in status. CC/3426: 48 Display dialogue message $0278, continue executing commands (Show text only) (At bottom of screen) Blue = Rflect Spells are reflected. CC/3429: B0 Execute the following commands until $B1 31 times CC/342B: 53 Modify object color range from [01, 01]: Add (Black) at intensity 3 CC/342F: 53 Modify object color range from [11, 11]: Add (Black) at intensity 3 CC/3433: 53 Modify object color range from [21, 21]: Add (Black) at intensity 3 CC/3437: 53 Modify object color range from [31, 31]: Add (Black) at intensity 3 CC/343B: 53 Modify object color range from [41, 41]: Add (Black) at intensity 3 CC/343F: 53 Modify object color range from [51, 51]: Add (Black) at intensity 3 CC/3443: B1 End block of repeating commands CC/3444: B2 Call subroutine $CC34F3 CC/3448: 48 Display dialogue message $0279, continue executing commands (Show text only) (At bottom of screen) Yellow = “Safe” Defense up! CC/344B: B0 Execute the following commands until $B1 31 times CC/344D: 53 Modify object color range from [01, 01]: Add (Black) at intensity 3 CC/3451: 53 Modify object color range from [11, 11]: Add (Black) at intensity 3 CC/3455: 53 Modify object color range from [21, 21]: Add (Black) at intensity 3 CC/3459: 53 Modify object color range from [31, 31]: Add (Black) at intensity 3 CC/345D: 53 Modify object color range from [41, 41]: Add (Black) at intensity 3 CC/3461: 53 Modify object color range from [51, 51]: Add (Black) at intensity 3 CC/3465: B1 End block of repeating commands CC/3466: B2 Call subroutine $CC34F3 CC/346A: 48 Display dialogue message $027A, continue executing commands (Show text only) (At bottom of screen) Green = “Shell” Magic defense up! CC/346D: B0 Execute the following commands until $B1 31 times CC/346F: 53 Modify object color range from [01, 01]: Add (Black) at intensity 3 CC/3473: 53 Modify object color range from [11, 11]: Add (Black) at intensity 3 CC/3477: 53 Modify object color range from [21, 21]: Add (Black) at intensity 3 CC/347B: 53 Modify object color range from [31, 31]: Add (Black) at intensity 3 CC/347F: 53 Modify object color range from [41, 41]: Add (Black) at intensity 3 CC/3483: 53 Modify object color range from [51, 51]: Add (Black) at intensity 3 CC/3487: B1 End block of repeating commands CC/3488: B2 Call subroutine $CC34F3 CC/348C: 48 Display dialogue message $027B, continue executing commands (Show text only) (At bottom of screen) Red = “Haste” Speed up! CC/348F: B0 Execute the following commands until $B1 31 times CC/3491: 53 Modify object color range from [01, 01]: Add (Black) at intensity 3 CC/3495: 53 Modify object color range from [11, 11]: Add (Black) at intensity 3 CC/3499: 53 Modify object color range from [21, 21]: Add (Black) at intensity 3 CC/349D: 53 Modify object color range from [31, 31]: Add (Black) at intensity 3 CC/34A1: 53 Modify object color range from [41, 41]: Add (Black) at intensity 3 CC/34A5: 53 Modify object color range from [51, 51]: Add (Black) at intensity 3 CC/34A9: B1 End block of repeating commands CC/34AA: B2 Call subroutine $CC34F3 CC/34AE: 48 Display dialogue message $027C, continue executing commands (Show text only) (At bottom of screen) White = “Slow” Speed way down! CC/34B1: B0 Execute the following commands until $B1 31 times CC/34B3: 53 Modify object color range from [01, 01]: Add (Black) at intensity 3 CC/34B7: 53 Modify object color range from [11, 11]: Add (Black) at intensity 3 CC/34BB: 53 Modify object color range from [21, 21]: Add (Black) at intensity 3 CC/34BF: 53 Modify object color range from [31, 31]: Add (Black) at intensity 3 CC/34C3: 53 Modify object color range from [41, 41]: Add (Black) at intensity 3 CC/34C7: 53 Modify object color range from [51, 51]: Add (Black) at intensity 3 CC/34CB: B1 End block of repeating commands CC/34CC: B2 Call subroutine $CC34F3 CC/34D0: 48 Display dialogue message $027D, continue executing commands (Show text only) (At bottom of screen) Pink = “Stop” Time stops! CC/34D3: B0 Execute the following commands until $B1 31 times CC/34D5: 53 Modify object color range from [01, 01]: Add (Black) at intensity 3 CC/34D9: 53 Modify object color range from [11, 11]: Add (Black) at intensity 3 CC/34DD: 53 Modify object color range from [21, 21]: Add (Black) at intensity 3 CC/34E1: 53 Modify object color range from [31, 31]: Add (Black) at intensity 3 CC/34E5: 53 Modify object color range from [41, 41]: Add (Black) at intensity 3 CC/34E9: 53 Modify object color range from [51, 51]: Add (Black) at intensity 3 CC/34ED: B1 End block of repeating commands CC/34EE: B2 Call subroutine $CC34F3 CC/34F2: FE Return CC/34F3: 53 Modify object color range from [01, 01]: Do unknown operation (Black) at intensity 3 CC/34F7: 53 Modify object color range from [11, 11]: Do unknown operation (Black) at intensity 3 CC/34FB: 53 Modify object color range from [21, 21]: Do unknown operation (Black) at intensity 3 CC/34FF: 53 Modify object color range from [31, 31]: Do unknown operation (Black) at intensity 3 CC/3503: 53 Modify object color range from [41, 41]: Do unknown operation (Black) at intensity 3 CC/3507: 53 Modify object color range from [51, 51]: Do unknown operation (Black) at intensity 3 CC/350B: FE Return CC/350C: 60 Change background layer $0E to palette $01 CC/350F: FE Return CC/3510: 4B Display dialogue message $06DC, wait for button press Unequip some party members? ^ Those not now in your party. ^ All members. ^ Don't do a thing! CC/3513: B6 Indexed branch based on prior dialogue selection [$CC359D, $CC351E, $CA5EB3] CC/351D: FE Return CC/351E: 3B Position character in a "ready-to-go" stance CC/351F: F4 Play sound effect 79 CC/3521: 92 Pause for 30 units CC/3522: F4 Play sound effect 79 CC/3524: 92 Pause for 30 units CC/3525: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/3526: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CC352E CC/352C: 8D Remove all equipment from character $00 (Actor in stot 0) CC/352E: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/352F: C0 If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CC3537 CC/3535: 8D Remove all equipment from character $01 (Actor in stot 1) CC/3537: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/3538: C0 If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CC3540 CC/353E: 8D Remove all equipment from character $04 (Actor in stot 4) CC/3540: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/3541: C0 If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CC3549 CC/3547: 8D Remove all equipment from character $05 (Actor in stot 5) CC/3549: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/354A: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CC3552 CC/3550: 8D Remove all equipment from character $02 (Actor in stot 2) CC/3552: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/3553: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CC355B CC/3559: 8D Remove all equipment from character $0B (Actor in stot 11) CC/355B: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/355C: C0 If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CC3564 CC/3562: 8D Remove all equipment from character $06 (Actor in stot 6) CC/3564: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/3565: C0 If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CC356D CC/356B: 8D Remove all equipment from character $09 (Actor in stot 9) CC/356D: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/356E: C0 If ($1E80($1A7) [$1EB4, bit 7] is clear), branch to $CC3576 CC/3574: 8D Remove all equipment from character $07 (Actor in stot 7) CC/3576: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/3577: C0 If ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CC357F CC/357D: 8D Remove all equipment from character $08 (Actor in stot 8) CC/357F: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/3580: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CC3588 CC/3586: 8D Remove all equipment from character $03 (Actor in stot 3) CC/3588: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/3589: C0 If ($1E80($1AA) [$1EB5, bit 2] is clear), branch to $CC3591 CC/358F: 8D Remove all equipment from character $0A (Actor in stot 10) CC/3591: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/3592: C0 If ($1E80($1AC) [$1EB5, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/3598: 8D Remove all equipment from character $0C (Actor in stot 12) CC/359A: 92 Pause for 30 units CC/359B: 3A Enable player to move while event commands execute CC/359C: FE Return CC/359D: 3B Position character in a "ready-to-go" stance CC/359E: F4 Play sound effect 79 CC/35A0: 92 Pause for 30 units CC/35A1: F4 Play sound effect 79 CC/35A3: 92 Pause for 30 units CC/35A4: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/35A5: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CC35B4 CC/35AB: DE Load CaseWord with the characters in the currently active party? CC/35AC: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CC35B4 CC/35B2: 8D Remove all equipment from character $00 (Actor in stot 0) CC/35B4: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/35B5: C0 If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CC35C4 CC/35BB: DE Load CaseWord with the characters in the currently active party? CC/35BC: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CC35C4 CC/35C2: 8D Remove all equipment from character $01 (Actor in stot 1) CC/35C4: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/35C5: C0 If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CC35D4 CC/35CB: DE Load CaseWord with the characters in the currently active party? CC/35CC: C0 If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CC35D4 CC/35D2: 8D Remove all equipment from character $04 (Actor in stot 4) CC/35D4: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/35D5: C0 If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CC35E4 CC/35DB: DE Load CaseWord with the characters in the currently active party? CC/35DC: C0 If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CC35E4 CC/35E2: 8D Remove all equipment from character $05 (Actor in stot 5) CC/35E4: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/35E5: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CC35F4 CC/35EB: DE Load CaseWord with the characters in the currently active party? CC/35EC: C0 If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CC35F4 CC/35F2: 8D Remove all equipment from character $02 (Actor in stot 2) CC/35F4: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/35F5: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CC3604 CC/35FB: DE Load CaseWord with the characters in the currently active party? CC/35FC: C0 If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CC3604 CC/3602: 8D Remove all equipment from character $0B (Actor in stot 11) CC/3604: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/3605: C0 If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CC3614 CC/360B: DE Load CaseWord with the characters in the currently active party? CC/360C: C0 If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CC3614 CC/3612: 8D Remove all equipment from character $06 (Actor in stot 6) CC/3614: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/3615: C0 If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CC3624 CC/361B: DE Load CaseWord with the characters in the currently active party? CC/361C: C0 If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CC3624 CC/3622: 8D Remove all equipment from character $09 (Actor in stot 9) CC/3624: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/3625: C0 If ($1E80($1A7) [$1EB4, bit 7] is clear), branch to $CC3634 CC/362B: DE Load CaseWord with the characters in the currently active party? CC/362C: C0 If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CC3634 CC/3632: 8D Remove all equipment from character $07 (Actor in stot 7) CC/3634: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/3635: C0 If ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CC3644 CC/363B: DE Load CaseWord with the characters in the currently active party? CC/363C: C0 If ($1E80($1A8) [$1EB5, bit 0] is set), branch to $CC3644 CC/3642: 8D Remove all equipment from character $08 (Actor in stot 8) CC/3644: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/3645: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CC3654 CC/364B: DE Load CaseWord with the characters in the currently active party? CC/364C: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CC3654 CC/3652: 8D Remove all equipment from character $03 (Actor in stot 3) CC/3654: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/3655: C0 If ($1E80($1AA) [$1EB5, bit 2] is clear), branch to $CC3664 CC/365B: DE Load CaseWord with the characters in the currently active party? CC/365C: C0 If ($1E80($1AA) [$1EB5, bit 2] is set), branch to $CC3664 CC/3662: 8D Remove all equipment from character $0A (Actor in stot 10) CC/3664: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/3665: C0 If ($1E80($1AC) [$1EB5, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/366B: DE Load CaseWord with the characters in the currently active party? CC/366C: C0 If ($1E80($1AC) [$1EB5, bit 4] is set), branch to $CA5EB3 (simply returns) CC/3672: 8D Remove all equipment from character $0C (Actor in stot 12) CC/3674: 92 Pause for 30 units CC/3675: 3A Enable player to move while event commands execute CC/3676: FE Return CC/3677: 4B Display dialogue message $0269, wait for button press Need status info? ^ Yes ^ No CC/367A: B6 Indexed branch based on prior dialogue selection [$CC3682, $CA5EB3] CC/3681: FE Return CC/3682: 4B Display dialogue message $026A, wait for button press “Clear” Enemy can't strike you, but you're an easy target for spells. You'll revert to normal if a spell hits you. “Imp” Lose use of spells and commands. “Zombie” HP drops to 0, and you attack party members. Use “Revivify” to reverse. For “Muddled” and “Psyche” You'll revert to normal when struck by a weapon. CC/3685: FE Return CC/3686: 4B Display dialogue message $026B, wait for button press Use a curative spell or item on an undead creature for maximum damage. CC/3689: FE Return CC/368A: 4B Display dialogue message $026C, wait for button press “Life 3” Automatically brought back even if status is affected. “Regen” HP gradually come back. CC/368D: FE Return CC/368E: 4B Display dialogue message $026D, wait for button press 3-way attack indicates a fire, ice and lightning attack. CC/3691: FE Return CC/3692: 4B Display dialogue message $026E, wait for button press “Rflect” spells will fade over time, and can't block certain magic attacks. CC/3695: FE Return CC/3696: 4B Display dialogue message $026F, wait for button press “Runic” Turns many magic attacks into MP! Can be used repeatedly. “Morph” Increases Attack and Magic power. Duration increases with battles fought. “Dance” and “Rage” Once selected, will continue until the battle is over. CC/3699: FE Return CC/369A: 4B Display dialogue message $0270, wait for button press When multiple images of your characters flash on the screen, weapons won't touch you. CC/369D: FE Return CC/369E: 4B Display dialogue message $0271, wait for button press Might want to go out and get some experience in the world before coming in here! CC/36A1: FE Return CC/36A2: 4B Display dialogue message $0272, wait for button press Near-fatal status can result in special hidden skills. See what happens if you select command “Fight”… CC/36A5: FE Return CC/36A6: 4B Display dialogue message $0273, wait for button press Seems you have a piece of Magicite. Want to learn more about Espers? ^ Yes ^ No CC/36A9: B6 Indexed branch based on prior dialogue selection [$CC36B1, $CA5EB3] CC/36B0: FE Return CC/36B1: 4B Display dialogue message $0274, wait for button press To use an Esper it must be equipped. Choose “Skills” from the menu, then select “Espers.” During battle, select Magic, and press up on the Control Pad. Press the A Button to use the Esper. Remember, an Esper can only be used once per battle. Learning Magic Learn new spells by equipping Espers. Switch Espers to learn different sets of spells. The higher the “Learning Speed” the faster a spell is learned. When equipped, some Espers will raise qualities (Strength, HP, MP etc.) to their maximum limits at the next “level up.” CC/36B4: FE Return CC/36B5: 4B Display dialogue message $0275, wait for button press Each SwdTech sword has its own unique name. You'll gain more SwdTech skills over time. CC/36B8: FE Return CC/36B9: 4B Display dialogue message $0276, wait for button press “About Rflect” “Rflect” doesn't block spells that have been “Rflected” off others. Enemy protected by Rflect? Try bouncing an attack off a Rflect-protected individual in your party! CC/36BC: FE Return CC/36BD: D4 Set event bit $1E80($2A0) [$1ED4, bit 0] CC/36BF: B0 Execute the following commands until $B1 31 times CC/36C1: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CC/36C5: B1 End block of repeating commands CC/36C6: B0 Execute the following commands until $B1 2 times CC/36C8: 51 Modify background color range from [07, 07]: Add (Black) at intensity 3 CC/36CC: B1 End block of repeating commands CC/36CD: B0 Execute the following commands until $B1 3 times CC/36CF: 51 Modify background color range from [06, 06]: Add (Black) at intensity 3 CC/36D3: B1 End block of repeating commands CC/36D4: B0 Execute the following commands until $B1 4 times CC/36D6: 51 Modify background color range from [05, 05]: Add (Black) at intensity 3 CC/36DA: B1 End block of repeating commands CC/36DB: FE Return CC/36DC: 7C Enable activation of event for object $11 (NPC $11) if it comes into contact with any party CC/36DE: FE Return CC/36DF: 4D Invoke battle, enemy set $84, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/36E2: B2 Call subroutine $CA5EA9 CC/36E6: 42 Hide object $11 CC/36E8: DD Clear event bit $1E80($695) [$1F52, bit 5] CC/36EA: 96 Restore screen from fade CC/36EB: 5C Pause execution until fade in or fade out is complete CC/36EC: B2 Call subroutine $CC1F9F CC/36F0: 3A Enable player to move while event commands execute CC/36F1: FE Return CC/36F2: C0 If ($1E80($29B) [$1ED3, bit 3] is set), branch to $CA5EB3 (simply returns) CC/36F8: 3D Create object $10 CC/36FA: 45 Refresh objects CC/36FB: 41 Show object $10 CC/36FD: 78 Enable ability to pass through other objects for object $10 (NPC $10) CC/36FF: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CC/3701: C3 Set vehicle/entity's event speed to fast CC/3702: 8A Move vehicle/entity down 3 tiles CC/3703: FF End queue CC/3704: 92 Pause for 30 units CC/3705: 4B Display dialogue message $0A38, wait for button press PICKPOCKET: Eh!? What're you doing here? Doesn't matter, really… nothing left anyway… There's only one Moogle still around, and only a treasure hunter could pick that lock… CC/3708: 92 Pause for 30 units CC/3709: 10 Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete) CC/370B: C2 Set vehicle/entity's event speed to normal CC/370C: DD Make vehicle/entity jump (high) CC/370D: 86 Move vehicle/entity down 2 tiles CC/370E: C3 Set vehicle/entity's event speed to fast CC/370F: 9E Move vehicle/entity down 8 tiles CC/3710: 8E Move vehicle/entity down 4 tiles CC/3711: FF End queue CC/3712: 42 Hide object $10 CC/3714: 45 Refresh objects CC/3715: D4 Set event bit $1E80($29B) [$1ED3, bit 3] CC/3717: 3A Enable player to move while event commands execute CC/3718: FE Return CC/3719: C0 If ($1E80($29E) [$1ED3, bit 6] is set), branch to $CA5EB3 (simply returns) CC/371F: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/3721: CC Turn vehicle/entity up CC/3722: FF End queue CC/3723: F4 Play sound effect 103 CC/3725: B2 Call subroutine $CC9AD5 CC/3729: B5 Pause for 15 * 6 (90) units CC/372B: F4 Play sound effect 103 CC/372D: B2 Call subroutine $CC9AD5 CC/3731: F4 Play sound effect 103 CC/3733: B0 Execute the following commands until $B1 20 times CC/3735: 50 Tint screen (cumulative) with color $27 CC/3737: B1 End block of repeating commands CC/3738: B5 Pause for 15 * 12 (180) units CC/373A: 4D Invoke battle, enemy set $77, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/373D: B2 Call subroutine $CA5EA9 CC/3741: 73 Replace current map's Layer 1 at (8, 137) with the following (4 x 3) chunk, refresh immediately CC/3746: $00, $00, $00, $00 CC/374A: $00, $00, $00, $00 CC/374E: $00, $00, $00, $00 CC/3752: 3D Create object $11 CC/3754: 45 Refresh objects CC/3755: B0 Execute the following commands until $B1 20 times CC/3757: 50 Tint screen (cumulative) with color $27 CC/3759: B1 End block of repeating commands CC/375A: 59 Unfade screen at speed $08 CC/375C: 5C Pause execution until fade in or fade out is complete CC/375D: 92 Pause for 30 units CC/375E: 4B Display dialogue message $0A39, wait for button press (At bottom of screen) ESPER: You HUMANS freed me from that prison of ice? You possess Magicite?! Who are you?! I sense war and destruction… Could that stupid war possibly have lasted a thousand years? I can tell that you want to put a stop to the madness… Let's see if you are worthy! CC/3761: B5 Pause for 15 * 6 (90) units CC/3763: F4 Play sound effect 103 CC/3765: B0 Execute the following commands until $B1 20 times CC/3767: 50 Tint screen (cumulative) with color $67 CC/3769: B1 End block of repeating commands CC/376A: 41 Show object $11 CC/376C: 42 Hide object $10 CC/376E: B5 Pause for 15 * 6 (90) units CC/3770: 78 Enable ability to pass through other objects for object $11 (NPC $11) CC/3772: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CC/3774: C0 Set vehicle/entity's event speed to slowest CC/3775: 82 Move vehicle/entity down 1 tile CC/3776: C2 Set vehicle/entity's event speed to normal CC/3777: 86 Move vehicle/entity down 2 tiles CC/3778: FF End queue CC/3779: F4 Play sound effect 103 CC/377B: B2 Call subroutine $CC9AD5 CC/377F: 42 Hide object $11 CC/3781: 94 Pause for 60 units CC/3782: 4B Display dialogue message $0A3A, wait for button press (At bottom of screen) Received the Magicite “Tritoch!” CC/3785: 92 Pause for 30 units CC/3786: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/3788: CD Turn vehicle/entity right CC/3789: E0 Pause for 4 * 1 (4) frames CC/378B: CE Turn vehicle/entity down CC/378C: FF End queue CC/378D: 94 Pause for 60 units CC/378E: F4 Play sound effect 187 CC/3790: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/3792: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/3794: 1F Do vehicle/entity graphical action $1F CC/3795: FF End queue CC/3796: B2 Call subroutine $CC37C3 CC/379A: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/379C: 92 Pause for 30 units CC/379D: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/379F: CD Turn vehicle/entity right CC/37A0: E0 Pause for 4 * 1 (4) frames CC/37A2: CC Turn vehicle/entity up CC/37A3: FF End queue CC/37A4: DD Clear event bit $1E80($68C) [$1F51, bit 4] CC/37A6: D4 Set event bit $1E80($29E) [$1ED3, bit 6] CC/37A8: 86 Give esper $40 (Tritoch ) to party CC/37AA: 3A Enable player to move while event commands execute CC/37AB: FE Return CC/37AC: C0 If ($1E80($29E) [$1ED3, bit 6] is clear), branch to $CA5EB3 (simply returns) CC/37B2: 73 Replace current map's Layer 1 at (8, 137) with the following (4 x 3) chunk, refresh immediately CC/37B7: $00, $00, $00, $00 CC/37BB: $00, $00, $00, $00 CC/37BF: $00, $00, $00, $00 CC/37C3: 73 Replace current map's Layer 1 at (7, 8) with the following (6 x 5) chunk, refresh immediately CC/37C8: $00, $00, $00, $00, $00, $00 CC/37CE: $00, $00, $00, $00, $09, $09 CC/37D4: $09, $09, $09, $55, $18, $19 CC/37DA: $A6, $6C, $65, $92, $92, $92 CC/37E0: $D4, $F4, $92, $92, $92, $D4 CC/37E6: FE Return CC/37E7: C0 If ($1E80($29E) [$1ED3, bit 6] is clear), branch to $CA5EB3 (simply returns) CC/37ED: 4B Display dialogue message $0A3B, wait for button press There's an opening in the cliff. Hop into it? ^ Yes ^ No CC/37F0: B6 Indexed branch based on prior dialogue selection [$CC37FE, $CC37F8] CC/37F7: FE Return CC/37F8: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/37FA: 82 Move vehicle/entity down 1 tile CC/37FB: FF End queue CC/37FC: 3A Enable player to move while event commands execute CC/37FD: FE Return CC/37FE: 92 Pause for 30 units CC/37FF: 38 Hold screen CC/3800: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/3802: 09 Do vehicle/entity graphical action $09 (kneeling) CC/3803: FF End queue CC/3804: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CC/3806: C7 Set vehicle/entity to stay still when moving CC/3807: C2 Set vehicle/entity's event speed to normal CC/3808: 17 Do vehicle/entity graphical action $17 CC/3809: DC Make vehicle/entity jump (low) CC/380A: 80 Move vehicle/entity up 1 tile CC/380B: C8 Set object layering priority to 3 (low nibble 3) CC/380D: FF End queue CC/380E: 73 Replace current map's Layer 1 at (9, 12) with the following (3 x 1) chunk, refresh immediately CC/3813: $82, $1A, $1A CC/3816: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/3818: C4 Set vehicle/entity's event speed to faster CC/3819: 86 Move vehicle/entity down 2 tiles CC/381A: FF End queue CC/381B: 42 Hide object $31 CC/381D: 45 Refresh objects CC/381E: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/3820: F2 Fade out current song with transition time 128 CC/3822: F4 Play sound effect 186 CC/3824: 5A Fade screen at speed $08 CC/3826: 5C Pause execution until fade in or fade out is complete CC/3827: B5 Pause for 15 * 16 (240) units CC/3829: 6B Load map $0119 (Umaro's Cave, first cave and bridges cave) instantly, (upper bits $2000), place party at (14, 55), facing down CC/382F: F4 Play sound effect 186 CC/3831: B2 Call subroutine $CCD9A6 CC/3835: 92 Pause for 30 units CC/3836: F0 Play song 48 (Umaro), (high bit clear), full volume CC/3838: FE Return CC/3839: 6A Load map $0021 (Narshe, upper town (WoR)) after fade out, (upper bits $2000), place party at (35, 17), facing down CC/383F: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/3841: C8 Set object layering priority to 2 (low nibble 2) CC/3843: FF End queue CC/3844: 96 Restore screen from fade CC/3845: 5C Pause execution until fade in or fade out is complete CC/3846: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/3848: C3 Set vehicle/entity's event speed to fast CC/3849: 82 Move vehicle/entity down 1 tile CC/384A: 1F Do vehicle/entity graphical action $1F CC/384B: FF End queue CC/384C: B0 Execute the following commands until $B1 4 times CC/384E: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/3850: 1F Do vehicle/entity graphical action $1F CC/3851: FF End queue CC/3852: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/3854: CE Turn vehicle/entity down CC/3855: FF End queue CC/3856: B1 End block of repeating commands CC/3857: F4 Play sound effect 186 CC/3859: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/385B: C7 Set vehicle/entity to stay still when moving CC/385C: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/385D: C4 Set vehicle/entity's event speed to faster CC/385E: 96 Move vehicle/entity down 6 tiles CC/385F: 09 Do vehicle/entity graphical action $09 (kneeling) CC/3860: FF End queue CC/3861: F4 Play sound effect 181 CC/3863: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/3865: C6 Set vehicle/entity to walk when moving CC/3866: C8 Set object layering priority to 0 (low nibble 0) CC/3868: FF End queue CC/3869: 3A Enable player to move while event commands execute CC/386A: FE Return CC/386B: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CC/3871: 11 Begin action queue for character $11 (NPC $11), 27 bytes long CC/3873: E0 Pause for 4 * 64 (256) frames CC/3875: C3 Set vehicle/entity's event speed to fast CC/3876: 82 Move vehicle/entity down 1 tile CC/3877: E0 Pause for 4 * 6 (24) frames CC/3879: 18 Do vehicle/entity graphical action $18 CC/387A: E0 Pause for 4 * 1 (4) frames CC/387C: CE Turn vehicle/entity down CC/387D: E0 Pause for 4 * 1 (4) frames CC/387F: 18 Do vehicle/entity graphical action $18 CC/3880: E0 Pause for 4 * 1 (4) frames CC/3882: CE Turn vehicle/entity down CC/3883: E0 Pause for 4 * 1 (4) frames CC/3885: E0 Pause for 4 * 4 (16) frames CC/3887: 80 Move vehicle/entity up 1 tile CC/3888: CE Turn vehicle/entity down CC/3889: E0 Pause for 4 * 96 (384) frames CC/388B: FC Branch 24 bytes backwards ($CC3873) CC/388D: FF End queue CC/388E: FE Return CC/388F: C2 If ($1E80($1F0) [$1EBE, bit 0] is set) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CC/3899: 74 Replace current map's Layer 2 at (14, 54) with the following (3 x 3) chunk CC/389E: $F6, $F7, $D2 CC/38A1: $52, $00, $F8 CC/38A4: $62, $00, $61 CC/38A7: 74 Replace current map's Layer 2 at (14, 118) with the following (3 x 3) chunk CC/38AC: $DB, $DB, $01 CC/38AF: $DB, $DB, $DB CC/38B2: $DB, $FB, $F0 CC/38B5: 75 Refresh map after alteration CC/38B6: F4 Play sound effect 187 CC/38B8: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/38BA: 92 Pause for 30 units CC/38BB: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CC/38BD: FE Return CC/38BE: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/38C4: 6A Load map $0020 (Narshe, lower town (WoR)) after fade out, (upper bits $2000), place party at (32, 32), facing down CC/38CA: FE Return CC/38CB: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/38D1: 6A Load map $0020 (Narshe, lower town (WoR)) after fade out, (upper bits $2000), place party at (46, 12), facing down CC/38D7: FE Return CC/38D8: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/38DE: 6A Load map $0020 (Narshe, lower town (WoR)) after fade out, (upper bits $2000), place party at (43, 13), facing down CC/38E4: FE Return CC/38E5: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/38EB: 6A Load map $0020 (Narshe, lower town (WoR)) after fade out, (upper bits $2000), place party at (41, 24), facing down CC/38F1: FE Return CC/38F2: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/38F8: 6A Load map $0020 (Narshe, lower town (WoR)) after fade out, (upper bits $2000), place party at (29, 27), facing down CC/38FE: FE Return CC/38FF: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/3905: 6A Load map $0020 (Narshe, lower town (WoR)) after fade out, (upper bits $2000), place party at (41, 38), facing down CC/390B: FE Return CC/390C: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/3912: 6A Load map $0020 (Narshe, lower town (WoR)) after fade out, (upper bits $2000), place party at (18, 24), facing down CC/3918: FE Return CC/3919: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/391F: 6A Load map $0020 (Narshe, lower town (WoR)) after fade out, (upper bits $2000), place party at (49, 14), facing down CC/3925: FE Return CC/3926: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/392C: 6A Load map $0020 (Narshe, lower town (WoR)) after fade out, (upper bits $2000), place party at (53, 8), facing down CC/3932: FE Return CC/3933: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/3939: 6A Load map $0020 (Narshe, lower town (WoR)) after fade out, (upper bits $2000), place party at (52, 39), facing down CC/393F: FE Return CC/3940: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/3946: 6A Load map $0020 (Narshe, lower town (WoR)) after fade out, (upper bits $2000), place party at (33, 56), facing down CC/394C: FE Return CC/394D: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/3953: 6A Load map $0020 (Narshe, lower town (WoR)) after fade out, (upper bits $2000), place party at (32, 18), facing down CC/3959: FE Return CC/395A: C0 If ($1E80($1CC) [$1EB9, bit 4] is set), branch to $CA5EB3 (simply returns) CC/3960: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC3969 CC/3966: F0 Play song 23 (The Mines of Narshe), (high bit clear), full volume CC/3968: FE Return CC/3969: F0 Play song 79 (Dark World), (high bit clear), full volume CC/396B: FE Return CC/396C: B2 Call subroutine $CACA8D CC/3970: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/3972: F0 Play song 49 (Mog), (high bit clear), full volume CC/3974: C0 If ($1E80($29F) [$1ED3, bit 7] is clear), branch to $CC3A4C CC/397A: 92 Pause for 30 units CC/397B: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/397D: 1F Do vehicle/entity graphical action $1F CC/397E: FF End queue CC/397F: 94 Pause for 60 units CC/3980: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/3982: CE Turn vehicle/entity down CC/3983: FF End queue CC/3984: 92 Pause for 30 units CC/3985: 4B Display dialogue message $0A3C, wait for button press MOG: Kupoppo! You're alive! I thought you were all feeding the worms, kupo! Kupohoho! Let's go! CC/3988: 92 Pause for 30 units CC/3989: F4 Play sound effect 220 CC/398B: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CC/398D: CF Turn vehicle/entity left CC/398E: FF End queue CC/398F: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/3991: C2 Set vehicle/entity's event speed to normal CC/3992: DC Make vehicle/entity jump (low) CC/3993: A2 Move vehicle/entity left/down 1x1 tiles CC/3994: FF End queue CC/3995: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CC/3997: CE Turn vehicle/entity down CC/3998: FF End queue CC/3999: F4 Play sound effect 220 CC/399B: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CC/399D: DC Make vehicle/entity jump (low) CC/399E: A1 Move vehicle/entity right/down 1x1 tiles CC/399F: FF End queue CC/39A0: F4 Play sound effect 220 CC/39A2: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CC/39A4: DC Make vehicle/entity jump (low) CC/39A5: A0 Move vehicle/entity right/up 1x1 tiles CC/39A6: FF End queue CC/39A7: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CC/39A9: CC Turn vehicle/entity up CC/39AA: FF End queue CC/39AB: F4 Play sound effect 220 CC/39AD: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/39AF: DC Make vehicle/entity jump (low) CC/39B0: 80 Move vehicle/entity up 1 tile CC/39B1: CE Turn vehicle/entity down CC/39B2: FF End queue CC/39B3: 94 Pause for 60 units CC/39B4: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/39B6: 1A Do vehicle/entity graphical action $1A CC/39B7: FF End queue CC/39B8: B4 Pause for 12 units CC/39BA: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/39BC: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/39BD: FF End queue CC/39BE: B4 Pause for 12 units CC/39C0: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/39C2: 18 Do vehicle/entity graphical action $18 CC/39C3: FF End queue CC/39C4: 92 Pause for 30 units CC/39C5: F4 Play sound effect 220 CC/39C7: 10 Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete) CC/39C9: C7 Set vehicle/entity to stay still when moving CC/39CA: 1D Do vehicle/entity graphical action $1D CC/39CB: DC Make vehicle/entity jump (low) CC/39CC: E0 Pause for 4 * 8 (32) frames CC/39CE: C6 Set vehicle/entity to walk when moving CC/39CF: FF End queue CC/39D0: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/39D2: CE Turn vehicle/entity down CC/39D3: FF End queue CC/39D4: 92 Pause for 30 units CC/39D5: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/39D7: 14 Do vehicle/entity graphical action $14 CC/39D8: FF End queue CC/39D9: 92 Pause for 30 units CC/39DA: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/39DC: CE Turn vehicle/entity down CC/39DD: FF End queue CC/39DE: 92 Pause for 30 units CC/39DF: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/39E1: 24 Do vehicle/entity graphical action $24 CC/39E2: FF End queue CC/39E3: 92 Pause for 30 units CC/39E4: 4B Display dialogue message $0A3D, wait for button press MOG: Say, we could use some sasquatch muscle!! Besides, he'd be helpless here without me! He's somewhere in the mines. Once we find him, I'll order him to join us! CC/39E7: 92 Pause for 30 units CC/39E8: F4 Play sound effect 220 CC/39EA: 10 Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete) CC/39EC: C7 Set vehicle/entity to stay still when moving CC/39ED: 1D Do vehicle/entity graphical action $1D CC/39EE: DC Make vehicle/entity jump (low) CC/39EF: E0 Pause for 4 * 8 (32) frames CC/39F1: C6 Set vehicle/entity to walk when moving CC/39F2: FF End queue CC/39F3: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/39F5: CE Turn vehicle/entity down CC/39F6: FF End queue CC/39F7: 92 Pause for 30 units CC/39F8: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CC/39FA: CD Turn vehicle/entity right CC/39FB: FF End queue CC/39FC: F4 Play sound effect 220 CC/39FE: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/3A00: C2 Set vehicle/entity's event speed to normal CC/3A01: DC Make vehicle/entity jump (low) CC/3A02: 82 Move vehicle/entity down 1 tile CC/3A03: FF End queue CC/3A04: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CC/3A06: CE Turn vehicle/entity down CC/3A07: FF End queue CC/3A08: F4 Play sound effect 220 CC/3A0A: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/3A0C: DC Make vehicle/entity jump (low) CC/3A0D: A2 Move vehicle/entity left/down 1x1 tiles CC/3A0E: CC Turn vehicle/entity up CC/3A0F: FF End queue CC/3A10: F4 Play sound effect 220 CC/3A12: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/3A14: C7 Set vehicle/entity to stay still when moving CC/3A15: DC Make vehicle/entity jump (low) CC/3A16: 82 Move vehicle/entity down 1 tile CC/3A17: FF End queue CC/3A18: 92 Pause for 30 units CC/3A19: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CC/3A1B: C6 Set vehicle/entity to walk when moving CC/3A1C: 17 Do vehicle/entity graphical action $17 CC/3A1D: FF End queue CC/3A1E: 94 Pause for 60 units CC/3A1F: 5A Fade screen at speed $08 CC/3A21: 5C Pause execution until fade in or fade out is complete CC/3A22: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CC/3A26: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CC3A32 CC/3A2C: 3D Create object $0A CC/3A2E: 3F Assign character $0A (Actor in stot 10) to party 1 CC/3A31: 45 Refresh objects CC/3A32: 77 Perform level averaging on character $0A (MOG ) and calculate new maximum HP/MP CC/3A34: 8B For character $0A (Actor in stot 10), take HP and set to maximum CC/3A37: 8C For character $0A (Actor in stot 10), take MP and set to maximum CC/3A3A: 88 Remove the following status ailments from character $0A (Actor in stot 10): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/3A3E: D4 Set event bit $1E80($2FA) [$1EDF, bit 2] CC/3A40: 42 Hide object $10 CC/3A42: 45 Refresh objects CC/3A43: DD Clear event bit $1E80($68D) [$1F51, bit 5] CC/3A45: 94 Pause for 60 units CC/3A46: 96 Restore screen from fade CC/3A47: 5C Pause execution until fade in or fade out is complete CC/3A48: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/3A4A: 3A Enable player to move while event commands execute CC/3A4B: FE Return CC/3A4C: 40 Assign properties $0A to character $0A (Actor in stot 10) CC/3A4F: 3D Create object $0A CC/3A51: 37 Assign graphics $0A to object $0A (Actor in stot 10) CC/3A54: 43 Assign palette $05 to character $0A (Actor in stot 10) CC/3A57: D4 Set event bit $1E80($2FA) [$1EDF, bit 2] CC/3A59: D4 Set event bit $1E80($2EA) [$1EDD, bit 2] CC/3A5B: 45 Refresh objects CC/3A5C: 92 Pause for 30 units CC/3A5D: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/3A5F: 1F Do vehicle/entity graphical action $1F CC/3A60: FF End queue CC/3A61: 94 Pause for 60 units CC/3A62: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/3A64: CE Turn vehicle/entity down CC/3A65: FF End queue CC/3A66: 4B Display dialogue message $0A3E, wait for button press Kupo!!! Don't scare me like that! CC/3A69: 92 Pause for 30 units CC/3A6A: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/3A6C: 1F Do vehicle/entity graphical action $1F CC/3A6D: FF End queue CC/3A6E: 94 Pause for 60 units CC/3A6F: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/3A71: CC Turn vehicle/entity up CC/3A72: FF End queue CC/3A73: 92 Pause for 30 units CC/3A74: 4B Display dialogue message $06DF, wait for button press Can you talk?! CC/3A77: 92 Pause for 30 units CC/3A78: B0 Execute the following commands until $B1 12 times CC/3A7A: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/3A7C: 1D Do vehicle/entity graphical action $1D CC/3A7D: FF End queue CC/3A7E: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/3A80: 1E Do vehicle/entity graphical action $1E CC/3A81: FF End queue CC/3A82: B1 End block of repeating commands CC/3A83: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/3A85: 1D Do vehicle/entity graphical action $1D CC/3A86: FF End queue CC/3A87: 42 Hide object $31 CC/3A89: B2 Call subroutine $CAD00F CC/3A8D: 38 Hold screen CC/3A8E: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/3A90: C2 Set vehicle/entity's event speed to normal CC/3A91: 8E Move vehicle/entity down 4 tiles CC/3A92: FF End queue CC/3A93: 94 Pause for 60 units CC/3A94: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/3A96: C4 Set vehicle/entity's event speed to faster CC/3A97: 8C Move vehicle/entity up 4 tiles CC/3A98: FF End queue CC/3A99: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/3A9B: 09 Do vehicle/entity graphical action $09 (kneeling) CC/3A9C: FF End queue CC/3A9D: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/3A9F: 92 Pause for 30 units CC/3AA0: 4B Display dialogue message $06E0, wait for button press (Show text only) (At bottom of screen) Human-loving, fast-talking, street-smart, SLAM-dancing… Moogle… CC/3AA3: 92 Pause for 30 units CC/3AA4: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/3AA6: 1D Do vehicle/entity graphical action $1D CC/3AA7: FF End queue CC/3AA8: 94 Pause for 60 units CC/3AA9: 97 Fade screen to black CC/3AAA: 5C Pause execution until fade in or fade out is complete CC/3AAB: 39 Free screen CC/3AAC: 7F Change character $0A's name to $0A (MOG ) CC/3AAF: 98 Invoke name change screen for character $0A (Actor in stot 10) CC/3AB1: 41 Show object $31 CC/3AB3: 45 Refresh objects CC/3AB4: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/3AB6: CC Turn vehicle/entity up CC/3AB7: FF End queue CC/3AB8: 96 Restore screen from fade CC/3AB9: 5C Pause execution until fade in or fade out is complete CC/3ABA: B2 Call subroutine $CAD015 CC/3ABE: 92 Pause for 30 units CC/3ABF: 4B Display dialogue message $06E1, wait for button press That old psycho, Ramuh, came to me in a dream and told me to be expectin' you! And now… I'm… gonna join your party! CC/3AC2: 94 Pause for 60 units CC/3AC3: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/3AC5: 24 Do vehicle/entity graphical action $24 CC/3AC6: FF End queue CC/3AC7: 92 Pause for 30 units CC/3AC8: 4B Display dialogue message $0A3D, wait for button press MOG: Say, we could use some sasquatch muscle!! Besides, he'd be helpless here without me! He's somewhere in the mines. Once we find him, I'll order him to join us! CC/3ACB: 3E Delete object $0A CC/3ACD: 45 Refresh objects CC/3ACE: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CC/3AD2: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CC3ADE CC/3AD8: 3D Create object $0A CC/3ADA: 3F Assign character $0A (Actor in stot 10) to party 1 CC/3ADD: 45 Refresh objects CC/3ADE: 8B For character $0A (Actor in stot 10), take HP and set to maximum CC/3AE1: 8C For character $0A (Actor in stot 10), take MP and set to maximum CC/3AE4: 88 Remove the following status ailments from character $0A (Actor in stot 10): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/3AE8: 97 Fade screen to black CC/3AE9: 5C Pause execution until fade in or fade out is complete CC/3AEA: 42 Hide object $10 CC/3AEC: 45 Refresh objects CC/3AED: DD Clear event bit $1E80($68D) [$1F51, bit 5] CC/3AEF: 92 Pause for 30 units CC/3AF0: 96 Restore screen from fade CC/3AF1: 5C Pause execution until fade in or fade out is complete CC/3AF2: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/3AF4: F0 Play song 79 (Dark World), (high bit clear), full volume CC/3AF6: 3A Enable player to move while event commands execute CC/3AF7: FE Return CC/3AF8: 4B Display dialogue message $0A2B, wait for button press I'm an Imperial Trooper! Probably, the last of 'em… I have some valuable information for you! “Talk to the Emperor twice.” Use this when you've found the place where the Emperor hid a secret treasure. CC/3AFB: FE Return CC/3AFC: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CC3B0B CC/3B02: C0 If ($1E80($0D7) [$1E9A, bit 7] is set), branch to $CC3B0E CC/3B08: F0 Play song 52 (The Day After), (high bit clear), full volume CC/3B0A: FE Return CC/3B0B: F0 Play song 13 (Locke), (high bit clear), full volume CC/3B0D: FE Return CC/3B0E: F0 Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume CC/3B10: FE Return CC/3B11: 4B Display dialogue message $0985, wait for button press Those beautiful days will never return… CC/3B14: 92 Pause for 30 units CC/3B15: 62 Mosaic screen, speed 4 CC/3B17: 5A Fade screen at speed $04 CC/3B19: 5C Pause execution until fade in or fade out is complete CC/3B1A: DC Set event bit $1E80($680) [$1F50, bit 0] CC/3B1C: 6B Load map $00BC (Kohlingen, outdoors (WoB, including Locke's flashback)) instantly, (upper bits $0000), place party at (22, 22), facing up CC/3B22: F0 Play song 0 (Silence), (high bit clear), full volume CC/3B24: 42 Hide object $31 CC/3B26: 78 Enable ability to pass through other objects for object $1E (NPC $1E) CC/3B28: 78 Enable ability to pass through other objects for object $1F (NPC $1F) CC/3B2A: 78 Enable ability to pass through other objects for object $20 (NPC $20) CC/3B2C: 78 Enable ability to pass through other objects for object $21 (NPC $21) CC/3B2E: 78 Enable ability to pass through other objects for object $22 (NPC $22) CC/3B30: 78 Enable ability to pass through other objects for object $23 (NPC $23) CC/3B32: 78 Enable ability to pass through other objects for object $24 (NPC $24) CC/3B34: 59 Unfade screen at speed $04 CC/3B36: 5C Pause execution until fade in or fade out is complete CC/3B37: B5 Pause for 15 * 6 (90) units CC/3B39: 1E Begin action queue for character $1E (NPC $1E), 5 bytes long CC/3B3B: C2 Set vehicle/entity's event speed to normal CC/3B3C: AB Move vehicle/entity left/up 1x2 tiles CC/3B3D: FC Branch 1 bytes backwards ($CC3B3C) CC/3B3F: FF End queue CC/3B40: 1F Begin action queue for character $1F (NPC $1F), 5 bytes long CC/3B42: C2 Set vehicle/entity's event speed to normal CC/3B43: AB Move vehicle/entity left/up 1x2 tiles CC/3B44: FC Branch 1 bytes backwards ($CC3B43) CC/3B46: FF End queue CC/3B47: 20 Begin action queue for character $20 (NPC $20), 5 bytes long CC/3B49: C2 Set vehicle/entity's event speed to normal CC/3B4A: AB Move vehicle/entity left/up 1x2 tiles CC/3B4B: FC Branch 1 bytes backwards ($CC3B4A) CC/3B4D: FF End queue CC/3B4E: 21 Begin action queue for character $21 (NPC $21), 9 bytes long CC/3B50: C2 Set vehicle/entity's event speed to normal CC/3B51: AB Move vehicle/entity left/up 1x2 tiles CC/3B52: AB Move vehicle/entity left/up 1x2 tiles CC/3B53: C1 Set vehicle/entity's event speed to slow CC/3B54: AB Move vehicle/entity left/up 1x2 tiles CC/3B55: C2 Set vehicle/entity's event speed to normal CC/3B56: FC Branch 2 bytes backwards ($CC3B54) CC/3B58: FF End queue CC/3B59: 22 Begin action queue for character $22 (NPC $22), 5 bytes long CC/3B5B: C2 Set vehicle/entity's event speed to normal CC/3B5C: AB Move vehicle/entity left/up 1x2 tiles CC/3B5D: FC Branch 1 bytes backwards ($CC3B5C) CC/3B5F: FF End queue CC/3B60: 23 Begin action queue for character $23 (NPC $23), 8 bytes long CC/3B62: C2 Set vehicle/entity's event speed to normal CC/3B63: AB Move vehicle/entity left/up 1x2 tiles CC/3B64: C1 Set vehicle/entity's event speed to slow CC/3B65: AB Move vehicle/entity left/up 1x2 tiles CC/3B66: C2 Set vehicle/entity's event speed to normal CC/3B67: FC Branch 2 bytes backwards ($CC3B65) CC/3B69: FF End queue CC/3B6A: 24 Begin action queue for character $24 (NPC $24), 10 bytes long CC/3B6C: C2 Set vehicle/entity's event speed to normal CC/3B6D: AB Move vehicle/entity left/up 1x2 tiles CC/3B6E: AB Move vehicle/entity left/up 1x2 tiles CC/3B6F: AB Move vehicle/entity left/up 1x2 tiles CC/3B70: C1 Set vehicle/entity's event speed to slow CC/3B71: AB Move vehicle/entity left/up 1x2 tiles CC/3B72: C2 Set vehicle/entity's event speed to normal CC/3B73: FC Branch 2 bytes backwards ($CC3B71) CC/3B75: FF End queue CC/3B76: 92 Pause for 30 units CC/3B77: F4 Play sound effect 192 CC/3B79: 91 Pause for 15 units CC/3B7A: F4 Play sound effect 192 CC/3B7C: 94 Pause for 60 units CC/3B7D: F4 Play sound effect 192 CC/3B7F: 91 Pause for 15 units CC/3B80: F4 Play sound effect 192 CC/3B82: 91 Pause for 15 units CC/3B83: F4 Play sound effect 192 CC/3B85: 92 Pause for 30 units CC/3B86: F4 Play sound effect 192 CC/3B88: 91 Pause for 15 units CC/3B89: F4 Play sound effect 192 CC/3B8B: B5 Pause for 15 * 6 (90) units CC/3B8D: 5A Fade screen at speed $04 CC/3B8F: 5C Pause execution until fade in or fade out is complete CC/3B90: DD Clear event bit $1E80($680) [$1F50, bit 0] CC/3B92: 95 Pause for 120 units CC/3B93: 6B Load map $00BD (Kohlingen, outdoors (WoR / ending)) instantly, (upper bits $0000), place party at (22, 22), facing up CC/3B99: 41 Show object $31 CC/3B9B: 62 Mosaic screen, speed 8 CC/3B9D: 59 Unfade screen at speed $04 CC/3B9F: 5C Pause execution until fade in or fade out is complete CC/3BA0: 3A Enable player to move while event commands execute CC/3BA1: FE Return CC/3BA2: C0 If ($1E80($0CA) [$1E99, bit 2] is set), branch to $CC3BAC CC/3BA8: 4B Display dialogue message $0986, wait for button press Narshe is filled with monsters. I don't have any place to go home to… CC/3BAB: FE Return CC/3BAC: 4B Display dialogue message $0987, wait for button press But I refuse to give up! I'm going back to Narshe. There's that frozen Esper… With you guys along, we'll be able to wake that thing up! CC/3BAF: FE Return CC/3BB0: 4B Display dialogue message $0988, wait for button press LOCKE just left here a while ago. He was happy… …saying something about learning where some mystic treasure was… CC/3BB3: DE Load CaseWord with the characters in the currently active party? CC/3BB4: C0 If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CA5EB3 (simply returns) CC/3BBA: B2 Call subroutine $CC3BBF CC/3BBE: FE Return CC/3BBF: 92 Pause for 30 units CC/3BC0: 4B Display dialogue message $0989, wait for button press CELES: LOCKE… He's alive!! CC/3BC3: FE Return CC/3BC4: 4B Display dialogue message $098A, wait for button press We planted some seeds, but nothing's growing… CC/3BC7: FE Return CC/3BC8: 4B Display dialogue message $098B, wait for button press It's as if the plants have lost their will to live… CC/3BCB: FE Return CC/3BCC: C0 If ($1E80($0A3) [$1E94, bit 3] is set), branch to $CC3BD6 CC/3BD2: 4B Display dialogue message $098C, wait for button press There's a real mean guy fighting at the colosseum. Seems he's looking for a weapon called the “Striker”… CC/3BD5: FE Return CC/3BD6: 4B Display dialogue message $098D, wait for button press Unless life begins to flourish again, it doesn't matter how beautifully we restore our village. CC/3BD9: FE Return CC/3BDA: 4B Display dialogue message $098E, wait for button press A handsome man with a quaint way of talking visited our village recently. He kept saying, “Thou” to everyone! CC/3BDD: FE Return CC/3BDE: 4B Display dialogue message $0995, wait for button press There're still some people with vision, even in this world. Like my brother up north. CC/3BE1: FE Return CC/3BE2: 4B Display dialogue message $0996, wait for button press Don't step there! Give the seedlings a chance! CC/3BE5: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/3BE7: CE Turn vehicle/entity down CC/3BE8: FF End queue CC/3BE9: 92 Pause for 30 units CC/3BEA: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete) CC/3BEC: C2 Set vehicle/entity's event speed to normal CC/3BED: C7 Set vehicle/entity to stay still when moving CC/3BEE: DC Make vehicle/entity jump (low) CC/3BEF: 80 Move vehicle/entity up 1 tile CC/3BF0: CE Turn vehicle/entity down CC/3BF1: E0 Pause for 4 * 2 (8) frames CC/3BF3: 20 Do vehicle/entity graphical action $20 CC/3BF4: C6 Set vehicle/entity to walk when moving CC/3BF5: FF End queue CC/3BF6: 3A Enable player to move while event commands execute CC/3BF7: FE Return CC/3BF8: B2 Call subroutine $CACA8D CC/3BFC: 92 Pause for 30 units CC/3BFD: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/3BFF: 13 Do vehicle/entity graphical action $13 CC/3C00: FF End queue CC/3C01: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/3C03: CE Turn vehicle/entity down CC/3C04: FF End queue CC/3C05: 92 Pause for 30 units CC/3C06: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/3C08: 13 Do vehicle/entity graphical action $13 CC/3C09: FF End queue CC/3C0A: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/3C0C: CE Turn vehicle/entity down CC/3C0D: FF End queue CC/3C0E: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/3C10: 13 Do vehicle/entity graphical action $13 CC/3C11: FF End queue CC/3C12: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/3C14: CE Turn vehicle/entity down CC/3C15: FF End queue CC/3C16: 92 Pause for 30 units CC/3C17: 4B Display dialogue message $098F, wait for button press CELES: SETZER! SETZER: You're alive!? CC/3C1A: 92 Pause for 30 units CC/3C1B: B2 Call subroutine $CAC6AC CC/3C1F: B2 Call subroutine $CB2E34 CC/3C23: 3C Set up the party as follows: $06 (Actor in stot 6), $FF (), $FF (), $FF () CC/3C28: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CC/3C2A: C2 Set vehicle/entity's event speed to normal CC/3C2B: A2 Move vehicle/entity left/down 1x1 tiles CC/3C2C: CC Turn vehicle/entity up CC/3C2D: FF End queue CC/3C2E: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CC/3C30: C2 Set vehicle/entity's event speed to normal CC/3C31: 82 Move vehicle/entity down 1 tile CC/3C32: CC Turn vehicle/entity up CC/3C33: FF End queue CC/3C34: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CC/3C36: C2 Set vehicle/entity's event speed to normal CC/3C37: A1 Move vehicle/entity right/down 1x1 tiles CC/3C38: CC Turn vehicle/entity up CC/3C39: FF End queue CC/3C3A: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CC/3C3C: C2 Set vehicle/entity's event speed to normal CC/3C3D: CC Turn vehicle/entity up CC/3C3E: E0 Pause for 4 * 8 (32) frames CC/3C40: FF End queue CC/3C41: 4B Display dialogue message $0990, wait for button press CELES: Come along with us! We're after Kefka! SETZER: Phew… I don't know if I have it in me anymore… CELES: What are you saying?! SETZER: I'm just a gambler… I just want to be left alone… This world is too chaotic for me. What's worse, I've lost my wings… CC/3C44: 92 Pause for 30 units CC/3C45: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/3C47: 20 Do vehicle/entity graphical action $20 CC/3C48: FF End queue CC/3C49: 94 Pause for 60 units CC/3C4A: 15 Begin action queue for character $15 (NPC $15), 6 bytes long (Wait until complete) CC/3C4C: C0 Set vehicle/entity's event speed to slowest CC/3C4D: CD Turn vehicle/entity right CC/3C4E: E0 Pause for 4 * 1 (4) frames CC/3C50: 84 Move vehicle/entity up 2 tiles CC/3C51: FF End queue CC/3C52: B5 Pause for 15 * 6 (90) units CC/3C54: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/3C56: 21 Do vehicle/entity graphical action $21 CC/3C57: FF End queue CC/3C58: B5 Pause for 15 * 6 (90) units CC/3C5A: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CC/3C5C: A3 Move vehicle/entity left/up 1x1 tiles CC/3C5D: 84 Move vehicle/entity up 2 tiles CC/3C5E: CD Turn vehicle/entity right CC/3C5F: FF End queue CC/3C60: 92 Pause for 30 units CC/3C61: 4B Display dialogue message $0991, wait for button press CELES: But before the world collapsed, you fought with all your heart! You were absolutely fearless… SETZER: That was then… We can never have that world back! CELES: You want to live in this world as it is? No? Then do something about it! CC/3C64: F2 Fade out current song with transition time 160 CC/3C66: 95 Pause for 120 units CC/3C67: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/3C69: CC Turn vehicle/entity up CC/3C6A: FF End queue CC/3C6B: B5 Pause for 15 * 6 (90) units CC/3C6D: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/3C6F: CF Turn vehicle/entity left CC/3C70: FF End queue CC/3C71: 94 Pause for 60 units CC/3C72: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/3C74: CE Turn vehicle/entity down CC/3C75: FF End queue CC/3C76: 95 Pause for 120 units CC/3C77: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/3C79: 23 Do vehicle/entity graphical action $23 CC/3C7A: FF End queue CC/3C7B: 92 Pause for 30 units CC/3C7C: 4B Display dialogue message $0992, wait for button press SETZER: Mwa ha! All right…you win! I'm starting to feel lucky!! CC/3C7F: F0 Play song 16 (Setzer), (high bit clear), full volume CC/3C81: 92 Pause for 30 units CC/3C82: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CC/3C84: 62 Do vehicle/entity graphical action $22, flipped horizontally CC/3C85: E0 Pause for 4 * 4 (16) frames CC/3C87: CD Turn vehicle/entity right CC/3C88: FF End queue CC/3C89: 94 Pause for 60 units CC/3C8A: 4B Display dialogue message $0993, wait for button press SETZER: Thanks… I needed that. Now, let's go visit Daryl's Tomb. CC/3C8D: 92 Pause for 30 units CC/3C8E: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CC/3C90: CE Turn vehicle/entity down CC/3C91: FF End queue CC/3C92: 15 Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete) CC/3C94: C2 Set vehicle/entity's event speed to normal CC/3C95: A2 Move vehicle/entity left/down 1x1 tiles CC/3C96: FF End queue CC/3C97: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CC/3C99: CF Turn vehicle/entity left CC/3C9A: FF End queue CC/3C9B: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CC/3C9D: CF Turn vehicle/entity left CC/3C9E: FF End queue CC/3C9F: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CC/3CA1: CF Turn vehicle/entity left CC/3CA2: FF End queue CC/3CA3: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CC/3CA5: CF Turn vehicle/entity left CC/3CA6: FF End queue CC/3CA7: 15 Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete) CC/3CA9: 93 Move vehicle/entity left 5 tiles CC/3CAA: 82 Move vehicle/entity down 1 tile CC/3CAB: FF End queue CC/3CAC: 91 Pause for 15 units CC/3CAD: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/3CAF: 63 Do vehicle/entity graphical action $23, flipped horizontally CC/3CB0: FF End queue CC/3CB1: 93 Pause for 45 units CC/3CB2: 38 Hold screen CC/3CB3: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/3CB5: C1 Set vehicle/entity's event speed to slow CC/3CB6: 93 Move vehicle/entity left 5 tiles CC/3CB7: FF End queue CC/3CB8: 92 Pause for 30 units CC/3CB9: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/3CBB: 24 Do vehicle/entity graphical action $24 CC/3CBC: FF End queue CC/3CBD: 92 Pause for 30 units CC/3CBE: 4B Display dialogue message $0994, wait for button press SETZER: …… We're gonna get us another one… Airship, that is…! CC/3CC1: 94 Pause for 60 units CC/3CC2: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CC/3CC4: 80 Move vehicle/entity up 1 tile CC/3CC5: A3 Move vehicle/entity left/up 1x1 tiles CC/3CC6: 8B Move vehicle/entity left 3 tiles CC/3CC7: FF End queue CC/3CC8: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CC/3CCA: 80 Move vehicle/entity up 1 tile CC/3CCB: A3 Move vehicle/entity left/up 1x1 tiles CC/3CCC: 8B Move vehicle/entity left 3 tiles CC/3CCD: FF End queue CC/3CCE: 34 Begin action queue for character $34 (Party Character 3), 5 bytes long CC/3CD0: 80 Move vehicle/entity up 1 tile CC/3CD1: 83 Move vehicle/entity left 1 tile CC/3CD2: A3 Move vehicle/entity left/up 1x1 tiles CC/3CD3: 87 Move vehicle/entity left 2 tiles CC/3CD4: FF End queue CC/3CD5: 06 Begin action queue for character $06 (Actor in stot 6), 7 bytes long CC/3CD7: C2 Set vehicle/entity's event speed to normal CC/3CD8: A2 Move vehicle/entity left/down 1x1 tiles CC/3CD9: 8F Move vehicle/entity left 4 tiles CC/3CDA: CE Turn vehicle/entity down CC/3CDB: E0 Pause for 4 * 8 (32) frames CC/3CDD: FF End queue CC/3CDE: 94 Pause for 60 units CC/3CDF: 30 Begin action queue for character $30 (Camera), 5 bytes long CC/3CE1: C1 Set vehicle/entity's event speed to slow CC/3CE2: 80 Move vehicle/entity up 1 tile CC/3CE3: C2 Set vehicle/entity's event speed to normal CC/3CE4: 8C Move vehicle/entity up 4 tiles CC/3CE5: FF End queue CC/3CE6: 92 Pause for 30 units CC/3CE7: 5A Fade screen at speed $04 CC/3CE9: 5C Pause execution until fade in or fade out is complete CC/3CEA: 92 Pause for 30 units CC/3CEB: 35 Pause execution until action queue for object $30 (Camera) is complete CC/3CED: 39 Free screen CC/3CEE: B2 Call subroutine $CB2E2B CC/3CF2: 42 Hide object $31 CC/3CF4: 42 Hide object $32 CC/3CF6: 42 Hide object $33 CC/3CF8: 42 Hide object $34 CC/3CFA: 42 Hide object $15 CC/3CFC: 47 Make character in slot 0 the lead character CC/3CFD: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/3CFF: CE Turn vehicle/entity down CC/3D00: FF End queue CC/3D01: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/3D03: 6B Load map $0001 (World of Ruin) instantly, (upper bits $0400), place party at (38, 48), facing up, party is in the airship CC/3D09: D1 Hide vehicle CC/3D0A: C5 Set vehicle height to $7E (max is $7E), (unknown byte $00) CC/3D0D: C0 Modify vehicle script behavior ($20): Allow ship to propel without changing direction facing CC/3D0F: C1 Set vehicle's facing direction to $0000 (0 degrees) (0 is north, goes counter-clockwise) CC/3D12: C2 Set vehicle's propulsion direction to $005A (90 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required CC/3D15: E0 Pause for 16 units CC/3D17: C6 Propel vehicle at speed $0100 CC/3D1A: E0 Pause for 8 units CC/3D1C: C2 Set vehicle's propulsion direction to $0082 (130 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required CC/3D1F: E0 Pause for 48 units CC/3D21: C6 Propel vehicle at speed $0000 CC/3D24: E0 Pause for 4 units CC/3D26: C2 Set vehicle's propulsion direction to $0000 (0 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required CC/3D29: C6 Propel vehicle at speed $0060 CC/3D2C: 40 Move vehicle as follows: (go down), 32 units CC/3D2E: E0 Pause for 8 units CC/3D30: C6 Propel vehicle at speed $0000 CC/3D33: E0 Pause for 20 units CC/3D35: D9 Fade screen CC/3D36: E0 Pause for 6 units CC/3D38: D2 Load map $00BD (Kohlingen, outdoors (WoR / ending)), position (16, 25), mode $C0 CC/3D3E: F0 Play song 52 (The Day After), (high bit clear), full volume CC/3D40: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/3D42: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CC/3D46: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CC3D52 CC/3D4C: 3D Create object $09 CC/3D4E: 3F Assign character $09 (Actor in stot 9) to party 1 CC/3D51: 45 Refresh objects CC/3D52: 77 Perform level averaging on character $09 (SETZER) and calculate new maximum HP/MP CC/3D54: 8B For character $09 (Actor in stot 9), take HP and set to maximum CC/3D57: 8C For character $09 (Actor in stot 9), take MP and set to maximum CC/3D5A: 88 Remove the following status ailments from character $09 (Actor in stot 9): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/3D5E: D4 Set event bit $1E80($2F9) [$1EDF, bit 1] CC/3D60: B5 Pause for 15 * 12 (180) units CC/3D62: 47 Make character in slot 0 the lead character CC/3D63: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/3D65: CE Turn vehicle/entity down CC/3D66: FF End queue CC/3D67: 59 Unfade screen at speed $08 CC/3D69: 5C Pause execution until fade in or fade out is complete CC/3D6A: 92 Pause for 30 units CC/3D6B: DD Clear event bit $1E80($67F) [$1F4F, bit 7] CC/3D6D: DD Clear event bit $1E80($6B6) [$1F56, bit 6] CC/3D6F: D0 Set event bit $1E80($0CA) [$1E99, bit 2] CC/3D71: 3A Enable player to move while event commands execute CC/3D72: FE Return CC/3D73: C0 If ($1E80($29C) [$1ED3, bit 4] is set), branch to $CC3EEB CC/3D79: C0 If ($1E80($0D2) [$1E9A, bit 2] is set), branch to $CC3E45 CC/3D7F: C0 If ($1E80($296) [$1ED2, bit 6] is set), branch to $CC3DFC CC/3D85: C0 If ($1E80($295) [$1ED2, bit 5] is set), branch to $CC3DBC CC/3D8B: 4B Display dialogue message $09EE, wait for button press LOLA: Look! My boyfriend in Mobliz sent me all these flowers! They're all hand-made of silk. And these are letters he has written to me… CC/3D8E: 92 Pause for 30 units CC/3D8F: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/3D91: CF Turn vehicle/entity left CC/3D92: FF End queue CC/3D93: 92 Pause for 30 units CC/3D94: 3D Create object $12 CC/3D96: 45 Refresh objects CC/3D97: 41 Show object $12 CC/3D99: DC Set event bit $1E80($6A8) [$1F55, bit 0] CC/3D9B: C0 If ($1E80($294) [$1ED2, bit 4] is set), branch to $CA5EB3 (simply returns) CC/3DA1: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/3DA3: CF Turn vehicle/entity left CC/3DA4: E0 Pause for 4 * 1 (4) frames CC/3DA6: CE Turn vehicle/entity down CC/3DA7: FF End queue CC/3DA8: 92 Pause for 30 units CC/3DA9: B0 Execute the following commands until $B1 4 times CC/3DAB: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/3DAD: 13 Do vehicle/entity graphical action $13 CC/3DAE: FF End queue CC/3DAF: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/3DB1: CE Turn vehicle/entity down CC/3DB2: FF End queue CC/3DB3: B1 End block of repeating commands CC/3DB4: 92 Pause for 30 units CC/3DB5: 4B Display dialogue message $09EF, wait for button press ??? But wasn't Mobliz demolished by Kefka? Somebody else must have written these… CC/3DB8: D4 Set event bit $1E80($294) [$1ED2, bit 4] CC/3DBA: 3A Enable player to move while event commands execute CC/3DBB: FE Return CC/3DBC: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CC3DD4 CC/3DC2: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CC/3DC4: DC Make vehicle/entity jump (low) CC/3DC5: CE Turn vehicle/entity down CC/3DC6: E0 Pause for 4 * 4 (16) frames CC/3DC8: FF End queue CC/3DC9: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/3DCB: CC Turn vehicle/entity up CC/3DCC: FF End queue CC/3DCD: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC3DDF CC/3DD3: FE Return CC/3DD4: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CC/3DD6: DC Make vehicle/entity jump (low) CC/3DD7: CF Turn vehicle/entity left CC/3DD8: E0 Pause for 4 * 4 (16) frames CC/3DDA: FF End queue CC/3DDB: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/3DDD: CD Turn vehicle/entity right CC/3DDE: FF End queue CC/3DDF: 92 Pause for 30 units CC/3DE0: 4B Display dialogue message $09F3, wait for button press LOLA: Could you please attach this reply to a carrier pigeon? Do this favor for Lola? ^ Yes ^ No CC/3DE3: B6 Indexed branch based on prior dialogue selection [$CC3DEB, $CA5EB3] CC/3DEA: FE Return CC/3DEB: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CC/3DED: DC Make vehicle/entity jump (low) CC/3DEE: CE Turn vehicle/entity down CC/3DEF: E0 Pause for 4 * 4 (16) frames CC/3DF1: FF End queue CC/3DF2: 92 Pause for 30 units CC/3DF3: 4B Display dialogue message $09F4, wait for button press LOLA: Thank you. CC/3DF6: D4 Set event bit $1E80($296) [$1ED2, bit 6] CC/3DF8: D2 Set event bit $1E80($1D7) [$1EBA, bit 7] CC/3DFA: 3A Enable player to move while event commands execute CC/3DFB: FE Return CC/3DFC: 4B Display dialogue message $09F5, wait for button press LOLA: I hope his reply comes soon! CC/3DFF: FE Return CC/3E00: C0 If ($1E80($0D2) [$1E9A, bit 2] is set), branch to $CC3EEF CC/3E06: C0 If ($1E80($294) [$1ED2, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/3E0C: 4B Display dialogue message $09F0, wait for button press Read the letter? ^ Yes ^ No CC/3E0F: B6 Indexed branch based on prior dialogue selection [$CC3E17, $CA5EB3] CC/3E16: FE Return CC/3E17: 4B Display dialogue message $09F1, wait for button press My beloved Lola, We're still busy trying to rebuild this town… If all goes well I'll be able to come home to you soon… CC/3E1A: C0 If ($1E80($295) [$1ED2, bit 5] is set), branch to $CA5EB3 (simply returns) CC/3E20: 92 Pause for 30 units CC/3E21: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/3E23: CF Turn vehicle/entity left CC/3E24: E0 Pause for 4 * 1 (4) frames CC/3E26: CE Turn vehicle/entity down CC/3E27: FF End queue CC/3E28: 92 Pause for 30 units CC/3E29: B0 Execute the following commands until $B1 4 times CC/3E2B: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/3E2D: 13 Do vehicle/entity graphical action $13 CC/3E2E: FF End queue CC/3E2F: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/3E31: CE Turn vehicle/entity down CC/3E32: FF End queue CC/3E33: B1 End block of repeating commands CC/3E34: 92 Pause for 30 units CC/3E35: 4B Display dialogue message $09F2, wait for button press …this handwriting… It looks a lot like CYAN's… But where is he mailing them from? CC/3E38: D4 Set event bit $1E80($295) [$1ED2, bit 5] CC/3E3A: 94 Pause for 60 units CC/3E3B: B2 Call subroutine $CC3DBC CC/3E3F: 3A Enable player to move while event commands execute CC/3E40: FE Return CC/3E41: 4B Display dialogue message $09F6, wait for button press Silk flowers… Beautifully made, too… CC/3E44: FE Return CC/3E45: B2 Call subroutine $CACA8D CC/3E49: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/3E4B: CE Turn vehicle/entity down CC/3E4C: FF End queue CC/3E4D: 4B Display dialogue message $09F7, wait for button press LOLA: I knew that these flowers and letters weren't sent by my boyfriend. I just didn't want to admit it. I was lying to myself… But I'm all right now. As I read those letters… …the pain I felt in my heart became bearable… I'm sure whoever wrote them has suffered greatly… I wish I could meet him… CC/3E50: DE Load CaseWord with the characters in the currently active party? CC/3E51: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CA5EB3 (simply returns) CC/3E57: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CC/3E5B: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CA5EB3 (simply returns) CC/3E61: 92 Pause for 30 units CC/3E62: B2 Call subroutine $CAC6AC CC/3E66: B2 Call subroutine $CB2E34 CC/3E6A: 3C Set up the party as follows: $02 (Actor in stot 2), $FF (), $FF (), $FF () CC/3E6F: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CC/3E71: C2 Set vehicle/entity's event speed to normal CC/3E72: CC Turn vehicle/entity up CC/3E73: FF End queue CC/3E74: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CC/3E76: C2 Set vehicle/entity's event speed to normal CC/3E77: A1 Move vehicle/entity right/down 1x1 tiles CC/3E78: CC Turn vehicle/entity up CC/3E79: FF End queue CC/3E7A: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CC/3E7C: C2 Set vehicle/entity's event speed to normal CC/3E7D: 82 Move vehicle/entity down 1 tile CC/3E7E: CC Turn vehicle/entity up CC/3E7F: FF End queue CC/3E80: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/3E82: C2 Set vehicle/entity's event speed to normal CC/3E83: A2 Move vehicle/entity left/down 1x1 tiles CC/3E84: CC Turn vehicle/entity up CC/3E85: E0 Pause for 4 * 4 (16) frames CC/3E87: FF End queue CC/3E88: 4B Display dialogue message $09F8, wait for button press Actually, … CC/3E8B: 92 Pause for 30 units CC/3E8C: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete) CC/3E8E: 80 Move vehicle/entity up 1 tile CC/3E8F: CD Turn vehicle/entity right CC/3E90: FF End queue CC/3E91: 92 Pause for 30 units CC/3E92: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CC/3E94: C7 Set vehicle/entity to stay still when moving CC/3E95: 81 Move vehicle/entity right 1 tile CC/3E96: CF Turn vehicle/entity left CC/3E97: C6 Set vehicle/entity to walk when moving CC/3E98: FF End queue CC/3E99: 02 Begin action queue for character $02 (Actor in stot 2), 7 bytes long (Wait until complete) CC/3E9B: 81 Move vehicle/entity right 1 tile CC/3E9C: E0 Pause for 4 * 2 (8) frames CC/3E9E: CE Turn vehicle/entity down CC/3E9F: E0 Pause for 4 * 4 (16) frames CC/3EA1: FF End queue CC/3EA2: 92 Pause for 30 units CC/3EA3: 02 Begin action queue for character $02 (Actor in stot 2), 7 bytes long (Wait until complete) CC/3EA5: 23 Do vehicle/entity graphical action $23 CC/3EA6: E0 Pause for 4 * 2 (8) frames CC/3EA8: 63 Do vehicle/entity graphical action $23, flipped horizontally CC/3EA9: E0 Pause for 4 * 2 (8) frames CC/3EAB: FF End queue CC/3EAC: 02 Begin action queue for character $02 (Actor in stot 2), 8 bytes long (Wait until complete) CC/3EAE: 23 Do vehicle/entity graphical action $23 CC/3EAF: E0 Pause for 4 * 2 (8) frames CC/3EB1: 63 Do vehicle/entity graphical action $23, flipped horizontally CC/3EB2: E0 Pause for 4 * 2 (8) frames CC/3EB4: CE Turn vehicle/entity down CC/3EB5: FF End queue CC/3EB6: 92 Pause for 30 units CC/3EB7: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete) CC/3EB9: CD Turn vehicle/entity right CC/3EBA: E0 Pause for 4 * 1 (4) frames CC/3EBC: CC Turn vehicle/entity up CC/3EBD: FF End queue CC/3EBE: 92 Pause for 30 units CC/3EBF: 4B Display dialogue message $09F9, wait for button press CYAN: Look to the future… We have a lot of life left to live… CC/3EC2: 92 Pause for 30 units CC/3EC3: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete) CC/3EC5: 21 Do vehicle/entity graphical action $21 CC/3EC6: E0 Pause for 4 * 3 (12) frames CC/3EC8: CC Turn vehicle/entity up CC/3EC9: FF End queue CC/3ECA: 94 Pause for 60 units CC/3ECB: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CC/3ECD: A2 Move vehicle/entity left/down 1x1 tiles CC/3ECE: CC Turn vehicle/entity up CC/3ECF: FF End queue CC/3ED0: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CC/3ED2: 83 Move vehicle/entity left 1 tile CC/3ED3: CC Turn vehicle/entity up CC/3ED4: FF End queue CC/3ED5: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CC/3ED7: CC Turn vehicle/entity up CC/3ED8: FF End queue CC/3ED9: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/3EDB: 82 Move vehicle/entity down 1 tile CC/3EDC: CC Turn vehicle/entity up CC/3EDD: E0 Pause for 4 * 4 (16) frames CC/3EDF: FF End queue CC/3EE0: B2 Call subroutine $CB2E2B CC/3EE4: B2 Call subroutine $CACB95 CC/3EE8: D4 Set event bit $1E80($29C) [$1ED3, bit 4] CC/3EEA: FE Return CC/3EEB: 4B Display dialogue message $09FA, wait for button press I feel like I have a future now! I'll take your words to heart… I'll be okay. CC/3EEE: FE Return CC/3EEF: C0 If ($1E80($29D) [$1ED3, bit 5] is set), branch to $CC3F03 CC/3EF5: DE Load CaseWord with the characters in the currently active party? CC/3EF6: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CC3E06 CC/3EFC: 4B Display dialogue message $09FB, wait for button press CYAN exchanged the letters… CC/3EFF: D4 Set event bit $1E80($29D) [$1ED3, bit 5] CC/3F01: 3A Enable player to move while event commands execute CC/3F02: FE Return CC/3F03: 4B Display dialogue message $09F0, wait for button press Read the letter? ^ Yes ^ No CC/3F06: B6 Indexed branch based on prior dialogue selection [$CC3F0E, $CA5EB3] CC/3F0D: FE Return CC/3F0E: 4B Display dialogue message $0A08, wait for button press Dear Lola, I am writing to beg for your forgiveness. I am guilty of perpetuating a terrible lie… I have only now realized the error of my ways. I hope I can correct a great wrong. Your boyfriend, who you thought was in Mobliz, passed away some time ago. I have been writing in his stead… We humans tend to allow the past to destroy our lives. I implore you not to let this happen. It is time to look forward, to rediscover love, and embrace the beauty of life. You have so much of life left to live… CYAN CC/3F11: FE Return CC/3F12: C0 If ($1E80($1D7) [$1EBA, bit 7] is clear), branch to $CC6761 CC/3F18: D3 Clear event bit $1E80($1D7) [$1EBA, bit 7] CC/3F1A: D4 Set event bit $1E80($298) [$1ED3, bit 0] CC/3F1C: D6 Set event bit $1E80($384) [$1EF0, bit 4] CC/3F1E: F4 Play sound effect 192 CC/3F20: 91 Pause for 15 units CC/3F21: F4 Play sound effect 192 CC/3F23: 91 Pause for 15 units CC/3F24: 78 Enable ability to pass through other objects for object $21 (NPC $21) CC/3F26: 78 Enable ability to pass through other objects for object $22 (NPC $22) CC/3F28: 21 Begin action queue for character $21 (NPC $21), 8 bytes long (Wait until complete) CC/3F2A: CF Turn vehicle/entity left CC/3F2B: E0 Pause for 4 * 2 (8) frames CC/3F2D: C7 Set vehicle/entity to stay still when moving CC/3F2E: C2 Set vehicle/entity's event speed to normal CC/3F2F: DC Make vehicle/entity jump (low) CC/3F30: 80 Move vehicle/entity up 1 tile CC/3F31: FF End queue CC/3F32: 3D Create object $22 CC/3F34: 45 Refresh objects CC/3F35: 41 Show object $22 CC/3F37: 42 Hide object $21 CC/3F39: 78 Enable ability to pass through other objects for object $22 (NPC $22) CC/3F3B: 92 Pause for 30 units CC/3F3C: 38 Hold screen CC/3F3D: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long CC/3F3F: CF Turn vehicle/entity left CC/3F40: E0 Pause for 4 * 2 (8) frames CC/3F42: 83 Move vehicle/entity left 1 tile CC/3F43: FF End queue CC/3F44: 30 Begin action queue for character $30 (Camera), 5 bytes long CC/3F46: C1 Set vehicle/entity's event speed to slow CC/3F47: A3 Move vehicle/entity left/up 1x1 tiles CC/3F48: A3 Move vehicle/entity left/up 1x1 tiles CC/3F49: A3 Move vehicle/entity left/up 1x1 tiles CC/3F4A: FF End queue CC/3F4B: 22 Begin action queue for character $22 (NPC $22), 12 bytes long (Wait until complete) CC/3F4D: C3 Set vehicle/entity's event speed to fast CC/3F4E: A3 Move vehicle/entity left/up 1x1 tiles CC/3F4F: A3 Move vehicle/entity left/up 1x1 tiles CC/3F50: A3 Move vehicle/entity left/up 1x1 tiles CC/3F51: A3 Move vehicle/entity left/up 1x1 tiles CC/3F52: A3 Move vehicle/entity left/up 1x1 tiles CC/3F53: A3 Move vehicle/entity left/up 1x1 tiles CC/3F54: A3 Move vehicle/entity left/up 1x1 tiles CC/3F55: A3 Move vehicle/entity left/up 1x1 tiles CC/3F56: A3 Move vehicle/entity left/up 1x1 tiles CC/3F57: A3 Move vehicle/entity left/up 1x1 tiles CC/3F58: FF End queue CC/3F59: 92 Pause for 30 units CC/3F5A: 5A Fade screen at speed $08 CC/3F5C: 5C Pause execution until fade in or fade out is complete CC/3F5D: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/3F5F: F0 Play song 57 (Wind), (high bit clear), full volume CC/3F61: 6B Load map $0001 (World of Ruin) instantly, (upper bits $0400), place party at (69, 184), facing up, party is in the airship CC/3F67: F7 Change graphic to pidgeon CC/3F68: 30 Move vehicle as follows: (go up, turn left), 238 units CC/3F6A: E0 Pause for 16 units CC/3F6C: C6 Propel vehicle at speed $0280 CC/3F6F: 20 Move vehicle as follows: (go up), 96 units CC/3F71: 08 Move vehicle as follows: (turn right), 16 units CC/3F73: 20 Move vehicle as follows: (go up), 16 units CC/3F75: 08 Move vehicle as follows: (turn right), 16 units CC/3F77: 20 Move vehicle as follows: (go up), 144 units CC/3F79: 20 Move vehicle as follows: (go up), 144 units CC/3F7B: 08 Move vehicle as follows: (turn right), 34 units CC/3F7D: 20 Move vehicle as follows: (go up), 180 units CC/3F7F: C6 Propel vehicle at speed $0300 CC/3F82: 10 Move vehicle as follows: (turn left), 128 units CC/3F84: C6 Propel vehicle at speed $0000 CC/3F87: 50 Move vehicle as follows: (go down, turn left), 112 units CC/3F89: E0 Pause for 8 units CC/3F8B: D9 Fade screen CC/3F8C: E0 Pause for 6 units CC/3F8E: D2 Load map $011C (Maranda, outdoors (always)), position (23, 10), mode $C0 CC/3F94: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/3F96: F0 Play song 52 (The Day After), (high bit clear), full volume CC/3F98: DD Clear event bit $1E80($67C) [$1F4F, bit 4] CC/3F9A: 42 Hide object $21 CC/3F9C: 45 Refresh objects CC/3F9D: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/3F9F: CF Turn vehicle/entity left CC/3FA0: FF End queue CC/3FA1: 39 Free screen CC/3FA2: 59 Unfade screen at speed $08 CC/3FA4: 5C Pause execution until fade in or fade out is complete CC/3FA5: 3A Enable player to move while event commands execute CC/3FA6: FE Return CC/3FA7: C0 If ($1E80($0D2) [$1E9A, bit 2] is set), branch to $CA5EB3 (simply returns) CC/3FAD: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/3FAF: DC Set event bit $1E80($682) [$1F50, bit 2] CC/3FB1: 6A Load map $00B5 (Mt. Zozo, Cyan's cliff overlook) after fade out, (upper bits $0000), place party at (14, 20), facing up CC/3FB7: F0 Play song 0 (Silence), (high bit clear), full volume CC/3FB9: 59 Unfade screen at speed $08 CC/3FBB: 5C Pause execution until fade in or fade out is complete CC/3FBC: 38 Hold screen CC/3FBD: 3D Create object $11 CC/3FBF: 45 Refresh objects CC/3FC0: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/3FC2: C1 Set vehicle/entity's event speed to slow CC/3FC3: 8C Move vehicle/entity up 4 tiles CC/3FC4: FF End queue CC/3FC5: 92 Pause for 30 units CC/3FC6: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CC/3FC8: 11 Do vehicle/entity graphical action $11 CC/3FC9: FF End queue CC/3FCA: 94 Pause for 60 units CC/3FCB: F4 Play sound effect 192 CC/3FCD: 91 Pause for 15 units CC/3FCE: F4 Play sound effect 192 CC/3FD0: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/3FD2: C2 Set vehicle/entity's event speed to normal CC/3FD3: DC Make vehicle/entity jump (low) CC/3FD4: 80 Move vehicle/entity up 1 tile CC/3FD5: FF End queue CC/3FD6: 41 Show object $11 CC/3FD8: 42 Hide object $10 CC/3FDA: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CC/3FDC: CF Turn vehicle/entity left CC/3FDD: FF End queue CC/3FDE: 91 Pause for 15 units CC/3FDF: F4 Play sound effect 192 CC/3FE1: 91 Pause for 15 units CC/3FE2: F4 Play sound effect 192 CC/3FE4: 11 Begin action queue for character $11 (NPC $11), 6 bytes long CC/3FE6: C2 Set vehicle/entity's event speed to normal CC/3FE7: 94 Move vehicle/entity up 6 tiles CC/3FE8: A4 Move vehicle/entity right/up 1x2 tiles CC/3FE9: FC Branch 1 bytes backwards ($CC3FE8) CC/3FEB: FF End queue CC/3FEC: 12 Begin action queue for character $12 (NPC $12), 8 bytes long CC/3FEE: E0 Pause for 4 * 2 (8) frames CC/3FF0: CC Turn vehicle/entity up CC/3FF1: E0 Pause for 4 * 2 (8) frames CC/3FF3: C0 Set vehicle/entity's event speed to slowest CC/3FF4: 80 Move vehicle/entity up 1 tile CC/3FF5: FF End queue CC/3FF6: 30 Begin action queue for character $30 (Camera), 9 bytes long (Wait until complete) CC/3FF8: C1 Set vehicle/entity's event speed to slow CC/3FF9: 88 Move vehicle/entity up 3 tiles CC/3FFA: A4 Move vehicle/entity right/up 1x2 tiles CC/3FFB: A4 Move vehicle/entity right/up 1x2 tiles CC/3FFC: A0 Move vehicle/entity right/up 1x1 tiles CC/3FFD: A0 Move vehicle/entity right/up 1x1 tiles CC/3FFE: A0 Move vehicle/entity right/up 1x1 tiles CC/3FFF: A0 Move vehicle/entity right/up 1x1 tiles CC/4000: FF End queue CC/4001: F4 Play sound effect 192 CC/4003: 91 Pause for 15 units CC/4004: F4 Play sound effect 192 CC/4006: 94 Pause for 60 units CC/4007: F0 Play song 12 (Cyan), (high bit clear), full volume CC/4009: B5 Pause for 15 * 10 (150) units CC/400B: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CC/400D: CD Turn vehicle/entity right CC/400E: FF End queue CC/400F: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/4011: C2 Set vehicle/entity's event speed to normal CC/4012: 8C Move vehicle/entity up 4 tiles CC/4013: FF End queue CC/4014: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/4016: C1 Set vehicle/entity's event speed to slow CC/4017: 96 Move vehicle/entity down 6 tiles CC/4018: FF End queue CC/4019: 92 Pause for 30 units CC/401A: 48 Display dialogue message $09FC, continue executing commands (Show text only) (At bottom of screen) The world before the fall… Delightful is the light of dawn… Noble is the heart of man… CC/401D: B5 Pause for 15 * 32 (480) units CC/401F: 30 Begin action queue for character $30 (Camera), 8 bytes long (Wait until complete) CC/4021: C1 Set vehicle/entity's event speed to slow CC/4022: A2 Move vehicle/entity left/down 1x1 tiles CC/4023: A2 Move vehicle/entity left/down 1x1 tiles CC/4024: A2 Move vehicle/entity left/down 1x1 tiles CC/4025: A2 Move vehicle/entity left/down 1x1 tiles CC/4026: A2 Move vehicle/entity left/down 1x1 tiles CC/4027: A2 Move vehicle/entity left/down 1x1 tiles CC/4028: FF End queue CC/4029: 94 Pause for 60 units CC/402A: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/402C: 80 Move vehicle/entity up 1 tile CC/402D: FF End queue CC/402E: 4B Display dialogue message $09FD, wait for button press (At bottom of screen) CYAN!! CC/4031: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CC/4033: 1F Do vehicle/entity graphical action $1F CC/4034: FF End queue CC/4035: 94 Pause for 60 units CC/4036: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CC/4038: CE Turn vehicle/entity down CC/4039: FF End queue CC/403A: 92 Pause for 30 units CC/403B: 4B Display dialogue message $09FE, wait for button press (At bottom of screen) CYAN: Hey!! You're alive!? CC/403E: 92 Pause for 30 units CC/403F: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CC/4041: 80 Move vehicle/entity up 1 tile CC/4042: FF End queue CC/4043: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CC/4045: C2 Set vehicle/entity's event speed to normal CC/4046: DC Make vehicle/entity jump (low) CC/4047: 8E Move vehicle/entity down 4 tiles CC/4048: FF End queue CC/4049: B2 Call subroutine $CAC6AC CC/404D: B2 Call subroutine $CB2E34 CC/4051: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CC/4053: C2 Set vehicle/entity's event speed to normal CC/4054: A2 Move vehicle/entity left/down 1x1 tiles CC/4055: CC Turn vehicle/entity up CC/4056: FF End queue CC/4057: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CC/4059: C2 Set vehicle/entity's event speed to normal CC/405A: 82 Move vehicle/entity down 1 tile CC/405B: CC Turn vehicle/entity up CC/405C: FF End queue CC/405D: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CC/405F: C2 Set vehicle/entity's event speed to normal CC/4060: A1 Move vehicle/entity right/down 1x1 tiles CC/4061: CC Turn vehicle/entity up CC/4062: FF End queue CC/4063: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/4065: C2 Set vehicle/entity's event speed to normal CC/4066: CC Turn vehicle/entity up CC/4067: E0 Pause for 4 * 8 (32) frames CC/4069: FF End queue CC/406A: 92 Pause for 30 units CC/406B: 4B Display dialogue message $09FF, wait for button press (At bottom of screen) CYAN… CC/406E: 94 Pause for 60 units CC/406F: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CC/4071: 20 Do vehicle/entity graphical action $20 CC/4072: E0 Pause for 4 * 4 (16) frames CC/4074: CE Turn vehicle/entity down CC/4075: FF End queue CC/4076: 92 Pause for 30 units CC/4077: 4B Display dialogue message $0A00, wait for button press CYAN: I shall go with you! I shan't leave the world as it is! But how did you find me? W…wait! Tell me you didn't read my letters…!! CC/407A: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CC/407C: 1F Do vehicle/entity graphical action $1F CC/407D: FF End queue CC/407E: 94 Pause for 60 units CC/407F: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CC/4081: CE Turn vehicle/entity down CC/4082: FF End queue CC/4083: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CC/4085: CE Turn vehicle/entity down CC/4086: FF End queue CC/4087: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CC/4089: CE Turn vehicle/entity down CC/408A: FF End queue CC/408B: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CC/408D: CE Turn vehicle/entity down CC/408E: FF End queue CC/408F: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CC/4091: C3 Set vehicle/entity's event speed to fast CC/4092: A2 Move vehicle/entity left/down 1x1 tiles CC/4093: A2 Move vehicle/entity left/down 1x1 tiles CC/4094: 96 Move vehicle/entity down 6 tiles CC/4095: FF End queue CC/4096: DD Clear event bit $1E80($682) [$1F50, bit 2] CC/4098: DD Clear event bit $1E80($683) [$1F50, bit 3] CC/409A: 6A Load map $00B4 (Mt. Zozo, Cyan's cave) after fade out, (upper bits $3000), place party at (40, 56), facing left CC/40A0: 78 Enable ability to pass through other objects for object $18 (NPC $18) CC/40A2: 78 Enable ability to pass through other objects for object $10 (NPC $10) CC/40A4: 78 Enable ability to pass through other objects for object $11 (NPC $11) CC/40A6: 78 Enable ability to pass through other objects for object $12 (NPC $12) CC/40A8: 78 Enable ability to pass through other objects for object $13 (NPC $13) CC/40AA: 78 Enable ability to pass through other objects for object $14 (NPC $14) CC/40AC: 78 Enable ability to pass through other objects for object $15 (NPC $15) CC/40AE: 78 Enable ability to pass through other objects for object $16 (NPC $16) CC/40B0: 78 Enable ability to pass through other objects for object $17 (NPC $17) CC/40B2: 47 Make character in slot 0 the lead character CC/40B3: 42 Hide object $31 CC/40B5: 42 Hide object $32 CC/40B7: 42 Hide object $33 CC/40B9: 42 Hide object $34 CC/40BB: 45 Refresh objects CC/40BC: 38 Hold screen CC/40BD: 3D Create object $18 CC/40BF: 59 Unfade screen at speed $08 CC/40C1: 5C Pause execution until fade in or fade out is complete CC/40C2: 94 Pause for 60 units CC/40C3: 41 Show object $18 CC/40C5: 18 Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete) CC/40C7: C3 Set vehicle/entity's event speed to fast CC/40C8: 87 Move vehicle/entity left 2 tiles CC/40C9: FF End queue CC/40CA: 15 Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete) CC/40CC: C1 Set vehicle/entity's event speed to slow CC/40CD: 81 Move vehicle/entity right 1 tile CC/40CE: FF End queue CC/40CF: 42 Hide object $15 CC/40D1: 92 Pause for 30 units CC/40D2: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/40D4: 83 Move vehicle/entity left 1 tile CC/40D5: FF End queue CC/40D6: 14 Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete) CC/40D8: C1 Set vehicle/entity's event speed to slow CC/40D9: 81 Move vehicle/entity right 1 tile CC/40DA: FF End queue CC/40DB: 42 Hide object $14 CC/40DD: 92 Pause for 30 units CC/40DE: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/40E0: 87 Move vehicle/entity left 2 tiles CC/40E1: FF End queue CC/40E2: 13 Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete) CC/40E4: C1 Set vehicle/entity's event speed to slow CC/40E5: 81 Move vehicle/entity right 1 tile CC/40E6: FF End queue CC/40E7: 42 Hide object $13 CC/40E9: 92 Pause for 30 units CC/40EA: 18 Begin action queue for character $18 (NPC $18), 4 bytes long (Wait until complete) CC/40EC: 83 Move vehicle/entity left 1 tile CC/40ED: 82 Move vehicle/entity down 1 tile CC/40EE: CD Turn vehicle/entity right CC/40EF: FF End queue CC/40F0: 17 Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete) CC/40F2: C1 Set vehicle/entity's event speed to slow CC/40F3: 83 Move vehicle/entity left 1 tile CC/40F4: FF End queue CC/40F5: 42 Hide object $17 CC/40F7: 94 Pause for 60 units CC/40F8: 18 Begin action queue for character $18 (NPC $18), 5 bytes long (Wait until complete) CC/40FA: CE Turn vehicle/entity down CC/40FB: E0 Pause for 4 * 1 (4) frames CC/40FD: CF Turn vehicle/entity left CC/40FE: FF End queue CC/40FF: 16 Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete) CC/4101: C1 Set vehicle/entity's event speed to slow CC/4102: 81 Move vehicle/entity right 1 tile CC/4103: FF End queue CC/4104: 42 Hide object $16 CC/4106: 94 Pause for 60 units CC/4107: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/4109: CE Turn vehicle/entity down CC/410A: FF End queue CC/410B: 94 Pause for 60 units CC/410C: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/410E: 63 Do vehicle/entity graphical action $23, flipped horizontally CC/410F: FF End queue CC/4110: 94 Pause for 60 units CC/4111: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/4113: 1F Do vehicle/entity graphical action $1F CC/4114: FF End queue CC/4115: 94 Pause for 60 units CC/4116: 18 Begin action queue for character $18 (NPC $18), 4 bytes long (Wait until complete) CC/4118: 80 Move vehicle/entity up 1 tile CC/4119: 81 Move vehicle/entity right 1 tile CC/411A: CC Turn vehicle/entity up CC/411B: FF End queue CC/411C: 91 Pause for 15 units CC/411D: 18 Begin action queue for character $18 (NPC $18), 6 bytes long (Wait until complete) CC/411F: C7 Set vehicle/entity to stay still when moving CC/4120: DC Make vehicle/entity jump (low) CC/4121: 17 Do vehicle/entity graphical action $17 CC/4122: E0 Pause for 4 * 4 (16) frames CC/4124: FF End queue CC/4125: 18 Begin action queue for character $18 (NPC $18), 5 bytes long (Wait until complete) CC/4127: DC Make vehicle/entity jump (low) CC/4128: 17 Do vehicle/entity graphical action $17 CC/4129: E0 Pause for 4 * 4 (16) frames CC/412B: FF End queue CC/412C: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CC/412E: C1 Set vehicle/entity's event speed to slow CC/412F: 82 Move vehicle/entity down 1 tile CC/4130: FF End queue CC/4131: 18 Begin action queue for character $18 (NPC $18), 5 bytes long (Wait until complete) CC/4133: DC Make vehicle/entity jump (low) CC/4134: 17 Do vehicle/entity graphical action $17 CC/4135: E0 Pause for 4 * 4 (16) frames CC/4137: FF End queue CC/4138: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CC/413A: C1 Set vehicle/entity's event speed to slow CC/413B: 82 Move vehicle/entity down 1 tile CC/413C: FF End queue CC/413D: 18 Begin action queue for character $18 (NPC $18), 6 bytes long (Wait until complete) CC/413F: DC Make vehicle/entity jump (low) CC/4140: 17 Do vehicle/entity graphical action $17 CC/4141: E0 Pause for 4 * 4 (16) frames CC/4143: C6 Set vehicle/entity to walk when moving CC/4144: FF End queue CC/4145: 42 Hide object $10 CC/4147: 92 Pause for 30 units CC/4148: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/414A: 81 Move vehicle/entity right 1 tile CC/414B: FF End queue CC/414C: 18 Begin action queue for character $18 (NPC $18), 6 bytes long (Wait until complete) CC/414E: C7 Set vehicle/entity to stay still when moving CC/414F: DC Make vehicle/entity jump (low) CC/4150: 17 Do vehicle/entity graphical action $17 CC/4151: E0 Pause for 4 * 4 (16) frames CC/4153: FF End queue CC/4154: 18 Begin action queue for character $18 (NPC $18), 5 bytes long (Wait until complete) CC/4156: DC Make vehicle/entity jump (low) CC/4157: 17 Do vehicle/entity graphical action $17 CC/4158: E0 Pause for 4 * 4 (16) frames CC/415A: FF End queue CC/415B: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CC/415D: C1 Set vehicle/entity's event speed to slow CC/415E: 82 Move vehicle/entity down 1 tile CC/415F: FF End queue CC/4160: 18 Begin action queue for character $18 (NPC $18), 5 bytes long (Wait until complete) CC/4162: DC Make vehicle/entity jump (low) CC/4163: 17 Do vehicle/entity graphical action $17 CC/4164: E0 Pause for 4 * 4 (16) frames CC/4166: FF End queue CC/4167: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CC/4169: C1 Set vehicle/entity's event speed to slow CC/416A: 82 Move vehicle/entity down 1 tile CC/416B: FF End queue CC/416C: 18 Begin action queue for character $18 (NPC $18), 6 bytes long (Wait until complete) CC/416E: DC Make vehicle/entity jump (low) CC/416F: 17 Do vehicle/entity graphical action $17 CC/4170: E0 Pause for 4 * 4 (16) frames CC/4172: C6 Set vehicle/entity to walk when moving CC/4173: FF End queue CC/4174: 42 Hide object $11 CC/4176: 92 Pause for 30 units CC/4177: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/4179: 81 Move vehicle/entity right 1 tile CC/417A: FF End queue CC/417B: 18 Begin action queue for character $18 (NPC $18), 6 bytes long (Wait until complete) CC/417D: C7 Set vehicle/entity to stay still when moving CC/417E: DC Make vehicle/entity jump (low) CC/417F: 17 Do vehicle/entity graphical action $17 CC/4180: E0 Pause for 4 * 4 (16) frames CC/4182: FF End queue CC/4183: 18 Begin action queue for character $18 (NPC $18), 6 bytes long (Wait until complete) CC/4185: DC Make vehicle/entity jump (low) CC/4186: 17 Do vehicle/entity graphical action $17 CC/4187: E0 Pause for 4 * 4 (16) frames CC/4189: C6 Set vehicle/entity to walk when moving CC/418A: FF End queue CC/418B: 38 Hold screen CC/418C: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/418E: D5 Set vehicle/entity's position to (44, 55) CC/4191: C2 Set vehicle/entity's event speed to normal CC/4192: CF Turn vehicle/entity left CC/4193: FF End queue CC/4194: 41 Show object $31 CC/4196: 45 Refresh objects CC/4197: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/4199: 83 Move vehicle/entity left 1 tile CC/419A: FF End queue CC/419B: 92 Pause for 30 units CC/419C: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/419E: 1F Do vehicle/entity graphical action $1F CC/419F: FF End queue CC/41A0: 94 Pause for 60 units CC/41A1: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/41A3: CD Turn vehicle/entity right CC/41A4: FF End queue CC/41A5: 92 Pause for 30 units CC/41A6: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/41A8: 55 Do vehicle/entity graphical action $15, flipped horizontally CC/41A9: FF End queue CC/41AA: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/41AC: CD Turn vehicle/entity right CC/41AD: FF End queue CC/41AE: 91 Pause for 15 units CC/41AF: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/41B1: 55 Do vehicle/entity graphical action $15, flipped horizontally CC/41B2: FF End queue CC/41B3: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/41B5: CD Turn vehicle/entity right CC/41B6: FF End queue CC/41B7: 91 Pause for 15 units CC/41B8: 4B Display dialogue message $0A01, wait for button press (At bottom of screen) CYAN: These… they're… um… Merely a diversion of mine… CC/41BB: 92 Pause for 30 units CC/41BC: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/41BE: C1 Set vehicle/entity's event speed to slow CC/41BF: DC Make vehicle/entity jump (low) CC/41C0: A3 Move vehicle/entity left/up 1x1 tiles CC/41C1: CF Turn vehicle/entity left CC/41C2: FF End queue CC/41C3: 92 Pause for 30 units CC/41C4: 4B Display dialogue message $0A02, wait for button press (At bottom of screen) CYAN. These flowers are gorgeous! CC/41C7: 92 Pause for 30 units CC/41C8: 18 Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete) CC/41CA: C2 Set vehicle/entity's event speed to normal CC/41CB: 83 Move vehicle/entity left 1 tile CC/41CC: FF End queue CC/41CD: 91 Pause for 15 units CC/41CE: 18 Begin action queue for character $18 (NPC $18), 8 bytes long (Wait until complete) CC/41D0: C8 Set object layering priority to 2 (low nibble 2) CC/41D2: DC Make vehicle/entity jump (low) CC/41D3: 82 Move vehicle/entity down 1 tile CC/41D4: E0 Pause for 4 * 4 (16) frames CC/41D6: 18 Do vehicle/entity graphical action $18 CC/41D7: FF End queue CC/41D8: 94 Pause for 60 units CC/41D9: 4B Display dialogue message $0A03, wait for button press (At bottom of screen) CYAN: Mm…m…!? This is an outrage…! CC/41DC: 94 Pause for 60 units CC/41DD: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/41DF: 1F Do vehicle/entity graphical action $1F CC/41E0: FF End queue CC/41E1: 18 Begin action queue for character $18 (NPC $18), 4 bytes long (Wait until complete) CC/41E3: DC Make vehicle/entity jump (low) CC/41E4: 85 Move vehicle/entity right 2 tiles CC/41E5: 80 Move vehicle/entity up 1 tile CC/41E6: FF End queue CC/41E7: B5 Pause for 15 * 6 (90) units CC/41E9: 4B Display dialogue message $0A04, wait for button press (At bottom of screen) CYAN: Seriously? CC/41EC: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/41EE: CE Turn vehicle/entity down CC/41EF: FF End queue CC/41F0: 92 Pause for 30 units CC/41F1: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/41F3: 13 Do vehicle/entity graphical action $13 CC/41F4: FF End queue CC/41F5: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/41F7: CE Turn vehicle/entity down CC/41F8: FF End queue CC/41F9: 92 Pause for 30 units CC/41FA: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/41FC: 13 Do vehicle/entity graphical action $13 CC/41FD: FF End queue CC/41FE: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/4200: CE Turn vehicle/entity down CC/4201: FF End queue CC/4202: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/4204: 13 Do vehicle/entity graphical action $13 CC/4205: FF End queue CC/4206: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/4208: CE Turn vehicle/entity down CC/4209: FF End queue CC/420A: 92 Pause for 30 units CC/420B: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/420D: 1E Do vehicle/entity graphical action $1E CC/420E: FF End queue CC/420F: 92 Pause for 30 units CC/4210: 18 Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete) CC/4212: C1 Set vehicle/entity's event speed to slow CC/4213: 82 Move vehicle/entity down 1 tile CC/4214: FF End queue CC/4215: 94 Pause for 60 units CC/4216: B0 Execute the following commands until $B1 12 times CC/4218: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/421A: 1D Do vehicle/entity graphical action $1D CC/421B: FF End queue CC/421C: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/421E: 1E Do vehicle/entity graphical action $1E CC/421F: FF End queue CC/4220: B1 End block of repeating commands CC/4221: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/4223: CE Turn vehicle/entity down CC/4224: FF End queue CC/4225: 95 Pause for 120 units CC/4226: 18 Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete) CC/4228: C0 Set vehicle/entity's event speed to slowest CC/4229: 82 Move vehicle/entity down 1 tile CC/422A: FF End queue CC/422B: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/422D: CE Turn vehicle/entity down CC/422E: FF End queue CC/422F: 95 Pause for 120 units CC/4230: 4B Display dialogue message $0A05, wait for button press (At bottom of screen) CYAN: I learned of that poor girl when I passed through Maranda. When I heard that she sent a letter each day, but never received any replies… Something inside me snapped… CC/4233: 92 Pause for 30 units CC/4234: 18 Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete) CC/4236: C0 Set vehicle/entity's event speed to slowest CC/4237: 83 Move vehicle/entity left 1 tile CC/4238: FF End queue CC/4239: 94 Pause for 60 units CC/423A: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long CC/423C: C2 Set vehicle/entity's event speed to normal CC/423D: DC Make vehicle/entity jump (low) CC/423E: 82 Move vehicle/entity down 1 tile CC/423F: FF End queue CC/4240: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/4242: 22 Do vehicle/entity graphical action $22 CC/4243: FF End queue CC/4244: 4B Display dialogue message $0A06, wait for button press (At bottom of screen) CYAN: As I wrote to that girl, I realized I was very much like her. I was looking behind…full of despair. My eyes were closed… And then something changed… CC/4247: 92 Pause for 30 units CC/4248: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/424A: CF Turn vehicle/entity left CC/424B: FF End queue CC/424C: 92 Pause for 30 units CC/424D: 18 Begin action queue for character $18 (NPC $18), 5 bytes long CC/424F: CE Turn vehicle/entity down CC/4250: E0 Pause for 4 * 1 (4) frames CC/4252: CD Turn vehicle/entity right CC/4253: FF End queue CC/4254: 30 Begin action queue for character $30 (Camera), 3 bytes long CC/4256: C1 Set vehicle/entity's event speed to slow CC/4257: 86 Move vehicle/entity down 2 tiles CC/4258: FF End queue CC/4259: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/425B: 86 Move vehicle/entity down 2 tiles CC/425C: CF Turn vehicle/entity left CC/425D: E0 Pause for 4 * 8 (32) frames CC/425F: FF End queue CC/4260: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/4262: 22 Do vehicle/entity graphical action $22 CC/4263: E0 Pause for 4 * 4 (16) frames CC/4265: CF Turn vehicle/entity left CC/4266: FF End queue CC/4267: 94 Pause for 60 units CC/4268: 18 Begin action queue for character $18 (NPC $18), 5 bytes long (Wait until complete) CC/426A: 62 Do vehicle/entity graphical action $22, flipped horizontally CC/426B: E0 Pause for 4 * 4 (16) frames CC/426D: CD Turn vehicle/entity right CC/426E: FF End queue CC/426F: 94 Pause for 60 units CC/4270: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/4271: C0 If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CC427B CC/4277: 4B Display dialogue message $0A07, wait for button press (At bottom of screen) I bumped into Sir GAU in Maranda. He said he had to become stronger if he was to face Kefka. He probably returned to the Veldt. CC/427A: 92 Pause for 30 units CC/427B: F2 Fade out current song with transition time 160 CC/427D: 5A Fade screen at speed $04 CC/427F: 5C Pause execution until fade in or fade out is complete CC/4280: B5 Pause for 15 * 6 (90) units CC/4282: 39 Free screen CC/4283: B2 Call subroutine $CB2E2B CC/4287: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/4289: D0 Set event bit $1E80($0D2) [$1E9A, bit 2] CC/428B: D7 Clear event bit $1E80($384) [$1EF0, bit 4] CC/428D: DD Clear event bit $1E80($681) [$1F50, bit 1] CC/428F: DC Set event bit $1E80($685) [$1F50, bit 5] CC/4291: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CC/4295: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CC42A1 CC/429B: 3D Create object $02 CC/429D: 3F Assign character $02 (Actor in stot 2) to party 1 CC/42A0: 45 Refresh objects CC/42A1: 77 Perform level averaging on character $02 (CYAN ) and calculate new maximum HP/MP CC/42A3: 8B For character $02 (Actor in stot 2), take HP and set to maximum CC/42A6: 8C For character $02 (Actor in stot 2), take MP and set to maximum CC/42A9: 88 Remove the following status ailments from character $02 (Actor in stot 2): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/42AD: D4 Set event bit $1E80($2F2) [$1EDE, bit 2] CC/42AF: 6B Load map $00B4 (Mt. Zozo, Cyan's cave) instantly, (upper bits $2000), place party at (42, 56), facing down CC/42B5: 47 Make character in slot 0 the lead character CC/42B6: 59 Unfade screen at speed $08 CC/42B8: 5C Pause execution until fade in or fade out is complete CC/42B9: 3A Enable player to move while event commands execute CC/42BA: FE Return CC/42BB: 4B Display dialogue message $0A08, wait for button press (Show text only) (At bottom of screen) Dear Lola, I am writing to beg for your forgiveness. I am guilty of perpetuating a terrible lie… I have only now realized the error of my ways. I hope I can correct a great wrong. Your boyfriend, who you thought was in Mobliz, passed away some time ago. I have been writing in his stead… We humans tend to allow the past to destroy our lives. I implore you not to let this happen. It is time to look forward, to rediscover love, and embrace the beauty of life. You have so much of life left to live… CYAN CC/42BE: FE Return CC/42BF: C0 If ($1E80($297) [$1ED2, bit 7] is set), branch to $CC42C9 CC/42C5: 4B Display dialogue message $0A09, wait for button press Locked! CC/42C8: FE Return CC/42C9: B2 Call subroutine $CACA8D CC/42CD: F4 Play sound effect 166 CC/42CF: 73 Replace current map's Layer 1 at (42, 54) with the following (1 x 1) chunk, refresh immediately CC/42D4: $12 CC/42D5: 92 Pause for 30 units CC/42D6: 4B Display dialogue message $0A0A, wait for button press W…why… A child could use this machine! This is a joke! I'll never be afraid of machines again! Found “Machinery Manual” ……and…… “Book of Secrets.” CC/42D9: DE Load CaseWord with the characters in the currently active party? CC/42DA: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CC434C CC/42E0: B2 Call subroutine $CAC6AC CC/42E4: B2 Call subroutine $CB2E34 CC/42E8: 3C Set up the party as follows: $02 (Actor in stot 2), $FF (), $FF (), $FF () CC/42ED: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CC/42EF: C2 Set vehicle/entity's event speed to normal CC/42F0: CC Turn vehicle/entity up CC/42F1: FF End queue CC/42F2: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CC/42F4: C2 Set vehicle/entity's event speed to normal CC/42F5: 82 Move vehicle/entity down 1 tile CC/42F6: CC Turn vehicle/entity up CC/42F7: FF End queue CC/42F8: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CC/42FA: C2 Set vehicle/entity's event speed to normal CC/42FB: A1 Move vehicle/entity right/down 1x1 tiles CC/42FC: CC Turn vehicle/entity up CC/42FD: FF End queue CC/42FE: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/4300: C2 Set vehicle/entity's event speed to normal CC/4301: A2 Move vehicle/entity left/down 1x1 tiles CC/4302: CC Turn vehicle/entity up CC/4303: E0 Pause for 4 * 4 (16) frames CC/4305: FF End queue CC/4306: 92 Pause for 30 units CC/4307: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/4309: 80 Move vehicle/entity up 1 tile CC/430A: CD Turn vehicle/entity right CC/430B: FF End queue CC/430C: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete) CC/430E: CF Turn vehicle/entity left CC/430F: FF End queue CC/4310: 92 Pause for 30 units CC/4311: 4B Display dialogue message $0A0B, wait for button press CYAN: No! That's mine!!! CC/4314: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/4316: 4A Do vehicle/entity graphical action $0A, flipped horizontally CC/4317: FF End queue CC/4318: 94 Pause for 60 units CC/4319: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/431B: 81 Move vehicle/entity right 1 tile CC/431C: FF End queue CC/431D: 42 Hide object $32 CC/431F: 92 Pause for 30 units CC/4320: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/4322: CE Turn vehicle/entity down CC/4323: FF End queue CC/4324: B5 Pause for 15 * 6 (90) units CC/4326: B0 Execute the following commands until $B1 10 times CC/4328: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/432A: 24 Do vehicle/entity graphical action $24 CC/432B: FF End queue CC/432C: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/432E: 25 Do vehicle/entity graphical action $25 CC/432F: FF End queue CC/4330: B1 End block of repeating commands CC/4331: B5 Pause for 15 * 6 (90) units CC/4333: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CC/4335: 80 Move vehicle/entity up 1 tile CC/4336: CE Turn vehicle/entity down CC/4337: FF End queue CC/4338: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CC/433A: A3 Move vehicle/entity left/up 1x1 tiles CC/433B: CE Turn vehicle/entity down CC/433C: FF End queue CC/433D: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/433F: CE Turn vehicle/entity down CC/4340: E0 Pause for 4 * 8 (32) frames CC/4342: FF End queue CC/4343: B2 Call subroutine $CACB95 CC/4347: 3B Position character in a "ready-to-go" stance CC/4348: B2 Call subroutine $CB2E2B CC/434C: D2 Set event bit $1E80($1D9) [$1EBB, bit 1] CC/434E: 42 Hide object $19 CC/4350: 45 Refresh objects CC/4351: DD Clear event bit $1E80($684) [$1F50, bit 4] CC/4353: 3A Enable player to move while event commands execute CC/4354: FE Return CC/4355: F4 Play sound effect 141 CC/4357: 4B Display dialogue message $0A0C, wait for button press Found the key to CYAN's treasure chest. CC/435A: 42 Hide object $13 CC/435C: DD Clear event bit $1E80($685) [$1F50, bit 5] CC/435E: D4 Set event bit $1E80($297) [$1ED2, bit 7] CC/4360: 3A Enable player to move while event commands execute CC/4361: FE Return CC/4362: C1 If ($1E80($299) [$1ED3, bit 1] is set) or ($1E80($29A) [$1ED3, bit 2] is set), branch to $CA5EB3 (simply returns) CC/436A: F4 Play sound effect 166 CC/436C: 73 Replace current map's Layer 1 at (47, 6) with the following (1 x 1) chunk, refresh immediately CC/4371: $12 CC/4372: 3D Create object $10 CC/4374: 45 Refresh objects CC/4375: 92 Pause for 30 units CC/4376: 41 Show object $10 CC/4378: F4 Play sound effect 141 CC/437A: DC Set event bit $1E80($686) [$1F50, bit 6] CC/437C: D4 Set event bit $1E80($299) [$1ED3, bit 1] CC/437E: 94 Pause for 60 units CC/437F: B2 Call subroutine $CC439F CC/4383: 3A Enable player to move while event commands execute CC/4384: FE Return CC/4385: C0 If ($1E80($299) [$1ED3, bit 1] is clear), branch to $CA5EB3 (simply returns) CC/438B: 73 Replace current map's Layer 1 at (47, 6) with the following (1 x 1) chunk, refresh immediately CC/4390: $12 CC/4391: C1 If ($1E80($299) [$1ED3, bit 1] is clear) or ($1E80($29A) [$1ED3, bit 2] is set), branch to $CA5EB3 (simply returns) CC/4399: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CC/439F: D2 Set event bit $1E80($1CA) [$1EB9, bit 2] CC/43A1: 7C Enable activation of event for object $10 (NPC $10) if it comes into contact with any party CC/43A3: 78 Enable ability to pass through other objects for object $10 (NPC $10) CC/43A5: 10 Begin action queue for character $10 (NPC $10), 37 bytes long CC/43A7: C5 Set vehicle/entity's event speed to fastest CC/43A8: 89 Move vehicle/entity right 3 tiles CC/43A9: A1 Move vehicle/entity right/down 1x1 tiles CC/43AA: A1 Move vehicle/entity right/down 1x1 tiles CC/43AB: A1 Move vehicle/entity right/down 1x1 tiles CC/43AC: A8 Move vehicle/entity left/down 1x2 tiles CC/43AD: A8 Move vehicle/entity left/down 1x2 tiles CC/43AE: A8 Move vehicle/entity left/down 1x2 tiles CC/43AF: A8 Move vehicle/entity left/down 1x2 tiles CC/43B0: 8A Move vehicle/entity down 3 tiles CC/43B1: A2 Move vehicle/entity left/down 1x1 tiles CC/43B2: A2 Move vehicle/entity left/down 1x1 tiles CC/43B3: A2 Move vehicle/entity left/down 1x1 tiles CC/43B4: A1 Move vehicle/entity right/down 1x1 tiles CC/43B5: A1 Move vehicle/entity right/down 1x1 tiles CC/43B6: A1 Move vehicle/entity right/down 1x1 tiles CC/43B7: 96 Move vehicle/entity down 6 tiles CC/43B8: A2 Move vehicle/entity left/down 1x1 tiles CC/43B9: AB Move vehicle/entity left/up 1x2 tiles CC/43BA: AB Move vehicle/entity left/up 1x2 tiles CC/43BB: AB Move vehicle/entity left/up 1x2 tiles CC/43BC: AB Move vehicle/entity left/up 1x2 tiles CC/43BD: AB Move vehicle/entity left/up 1x2 tiles CC/43BE: AB Move vehicle/entity left/up 1x2 tiles CC/43BF: AB Move vehicle/entity left/up 1x2 tiles CC/43C0: AB Move vehicle/entity left/up 1x2 tiles CC/43C1: 94 Move vehicle/entity up 6 tiles CC/43C2: A0 Move vehicle/entity right/up 1x1 tiles CC/43C3: A0 Move vehicle/entity right/up 1x1 tiles CC/43C4: A0 Move vehicle/entity right/up 1x1 tiles CC/43C5: A0 Move vehicle/entity right/up 1x1 tiles CC/43C6: A0 Move vehicle/entity right/up 1x1 tiles CC/43C7: A0 Move vehicle/entity right/up 1x1 tiles CC/43C8: 81 Move vehicle/entity right 1 tile CC/43C9: FC Branch 34 bytes backwards ($CC43A7) CC/43CB: FF End queue CC/43CC: FE Return CC/43CD: 4D Invoke battle, enemy set $85, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/43D0: B2 Call subroutine $CA5EA9 CC/43D4: 42 Hide object $10 CC/43D6: DD Clear event bit $1E80($686) [$1F50, bit 6] CC/43D8: D4 Set event bit $1E80($29A) [$1ED3, bit 2] CC/43DA: 96 Restore screen from fade CC/43DB: 5C Pause execution until fade in or fade out is complete CC/43DC: B2 Call subroutine $CC1F9F CC/43E0: 3A Enable player to move while event commands execute CC/43E1: FE Return CC/43E2: C0 If ($1E80($291) [$1ED2, bit 1] is set), branch to $CC4AF0 CC/43E8: C0 If ($1E80($28E) [$1ED1, bit 6] is set), branch to $CA5EB3 (simply returns) CC/43EE: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/43F0: CF Turn vehicle/entity left CC/43F1: FF End queue CC/43F2: 11 Begin action queue for character $11 (NPC $11), 4 bytes long CC/43F4: C3 Set vehicle/entity's event speed to fast CC/43F5: 8E Move vehicle/entity down 4 tiles CC/43F6: CD Turn vehicle/entity right CC/43F7: FF End queue CC/43F8: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CC/43FA: C3 Set vehicle/entity's event speed to fast CC/43FB: 86 Move vehicle/entity down 2 tiles CC/43FC: A1 Move vehicle/entity right/down 1x1 tiles CC/43FD: 85 Move vehicle/entity right 2 tiles CC/43FE: FF End queue CC/43FF: F4 Play sound effect 151 CC/4401: 92 Pause for 30 units CC/4402: F4 Play sound effect 151 CC/4404: 91 Pause for 15 units CC/4405: F4 Play sound effect 151 CC/4407: F4 Play sound effect 151 CC/4409: 38 Hold screen CC/440A: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/440C: C1 Set vehicle/entity's event speed to slow CC/440D: 8B Move vehicle/entity left 3 tiles CC/440E: FF End queue CC/440F: 92 Pause for 30 units CC/4410: 73 Replace current map's Layer 1 at (16, 15) with the following (2 x 1) chunk, refresh immediately CC/4415: $04, $14 CC/4417: F4 Play sound effect 44 CC/4419: 3D Create object $12 CC/441B: 12 Begin action queue for character $12 (NPC $12), 6 bytes long (Wait until complete) CC/441D: D5 Set vehicle/entity's position to (16, 16) CC/4420: CE Turn vehicle/entity down CC/4421: C3 Set vehicle/entity's event speed to fast CC/4422: FF End queue CC/4423: 41 Show object $12 CC/4425: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CC/4427: 8E Move vehicle/entity down 4 tiles CC/4428: 91 Move vehicle/entity right 5 tiles CC/4429: FF End queue CC/442A: 92 Pause for 30 units CC/442B: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CC/442D: DC Make vehicle/entity jump (low) CC/442E: CD Turn vehicle/entity right CC/442F: E0 Pause for 4 * 2 (8) frames CC/4431: FF End queue CC/4432: 4B Display dialogue message $08CC, wait for button press Uwaaa! Someone's coming!! CC/4435: 30 Begin action queue for character $30 (Camera), 3 bytes long CC/4437: C1 Set vehicle/entity's event speed to slow CC/4438: 89 Move vehicle/entity right 3 tiles CC/4439: FF End queue CC/443A: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CC/443C: C3 Set vehicle/entity's event speed to fast CC/443D: 93 Move vehicle/entity left 5 tiles CC/443E: 8C Move vehicle/entity up 4 tiles CC/443F: FF End queue CC/4440: 42 Hide object $12 CC/4442: 39 Free screen CC/4443: D4 Set event bit $1E80($28E) [$1ED1, bit 6] CC/4445: 3A Enable player to move while event commands execute CC/4446: FE Return CC/4447: C0 If ($1E80($28F) [$1ED1, bit 7] is set), branch to $CA5EB3 (simply returns) CC/444D: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/444F: C2 Set vehicle/entity's event speed to normal CC/4450: 81 Move vehicle/entity right 1 tile CC/4451: CE Turn vehicle/entity down CC/4452: FF End queue CC/4453: 92 Pause for 30 units CC/4454: 4B Display dialogue message $08CD, wait for button press You're gonna have to fight your way in here, chumps!! CC/4457: 94 Pause for 60 units CC/4458: 4B Display dialogue message $08CE, wait for button press (Show text only) Wait! CC/445B: 92 Pause for 30 units CC/445C: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CC/445E: C2 Set vehicle/entity's event speed to normal CC/445F: 9A Move vehicle/entity down 7 tiles CC/4460: FF End queue CC/4461: 73 Replace current map's Layer 1 at (50, 51) with the following (2 x 1) chunk, refresh immediately CC/4466: $04, $14 CC/4468: F4 Play sound effect 44 CC/446A: 91 Pause for 15 units CC/446B: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/446D: 86 Move vehicle/entity down 2 tiles CC/446E: FF End queue CC/446F: 92 Pause for 30 units CC/4470: 4B Display dialogue message $08CF, wait for button press (At bottom of screen) TERRA!! CC/4473: 92 Pause for 30 units CC/4474: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CC/4476: 87 Move vehicle/entity left 2 tiles CC/4477: 84 Move vehicle/entity up 2 tiles CC/4478: FF End queue CC/4479: 92 Pause for 30 units CC/447A: 4B Display dialogue message $08D0, wait for button press (At bottom of screen) Mama! Are these your friends?! CC/447D: 92 Pause for 30 units CC/447E: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CC/4480: 20 Do vehicle/entity graphical action $20 CC/4481: E0 Pause for 4 * 3 (12) frames CC/4483: CE Turn vehicle/entity down CC/4484: FF End queue CC/4485: 94 Pause for 60 units CC/4486: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CC/4488: 81 Move vehicle/entity right 1 tile CC/4489: 82 Move vehicle/entity down 1 tile CC/448A: FF End queue CC/448B: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CC/448D: CD Turn vehicle/entity right CC/448E: FF End queue CC/448F: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/4491: C2 Set vehicle/entity's event speed to normal CC/4492: 80 Move vehicle/entity up 1 tile CC/4493: 83 Move vehicle/entity left 1 tile CC/4494: 80 Move vehicle/entity up 1 tile CC/4495: FF End queue CC/4496: 92 Pause for 30 units CC/4497: B2 Call subroutine $CB2E34 CC/449B: B2 Call subroutine $CAC6AC CC/449F: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CC/44A1: C2 Set vehicle/entity's event speed to normal CC/44A2: A2 Move vehicle/entity left/down 1x1 tiles CC/44A3: CC Turn vehicle/entity up CC/44A4: FF End queue CC/44A5: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CC/44A7: C2 Set vehicle/entity's event speed to normal CC/44A8: 82 Move vehicle/entity down 1 tile CC/44A9: CC Turn vehicle/entity up CC/44AA: FF End queue CC/44AB: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CC/44AD: C2 Set vehicle/entity's event speed to normal CC/44AE: A1 Move vehicle/entity right/down 1x1 tiles CC/44AF: CC Turn vehicle/entity up CC/44B0: FF End queue CC/44B1: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/44B3: C2 Set vehicle/entity's event speed to normal CC/44B4: CC Turn vehicle/entity up CC/44B5: E0 Pause for 4 * 6 (24) frames CC/44B7: FF End queue CC/44B8: 92 Pause for 30 units CC/44B9: 4B Display dialogue message $08D1, wait for button press (At bottom of screen) TERRA: Oh! I'm so glad to see that you're safe! I've missed you! CC/44BC: 94 Pause for 60 units CC/44BD: 4B Display dialogue message $08D2, wait for button press (At bottom of screen) “TERRA…come one, let's go! Unless we stop Kefka, all's lost…” TERRA: I… CC/44C0: 92 Pause for 30 units CC/44C1: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/44C3: 20 Do vehicle/entity graphical action $20 CC/44C4: FF End queue CC/44C5: B5 Pause for 15 * 12 (180) units CC/44C7: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/44C9: CE Turn vehicle/entity down CC/44CA: FF End queue CC/44CB: 91 Pause for 15 units CC/44CC: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CC/44CE: A3 Move vehicle/entity left/up 1x1 tiles CC/44CF: 9C Move vehicle/entity up 8 tiles CC/44D0: 80 Move vehicle/entity up 1 tile CC/44D1: FF End queue CC/44D2: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CC/44D4: 86 Move vehicle/entity down 2 tiles CC/44D5: 81 Move vehicle/entity right 1 tile CC/44D6: FF End queue CC/44D7: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CC/44D9: C2 Set vehicle/entity's event speed to normal CC/44DA: A0 Move vehicle/entity right/up 1x1 tiles CC/44DB: CC Turn vehicle/entity up CC/44DC: FF End queue CC/44DD: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CC/44DF: C2 Set vehicle/entity's event speed to normal CC/44E0: 80 Move vehicle/entity up 1 tile CC/44E1: CC Turn vehicle/entity up CC/44E2: FF End queue CC/44E3: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CC/44E5: C2 Set vehicle/entity's event speed to normal CC/44E6: A3 Move vehicle/entity left/up 1x1 tiles CC/44E7: CC Turn vehicle/entity up CC/44E8: FF End queue CC/44E9: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/44EB: C2 Set vehicle/entity's event speed to normal CC/44EC: CC Turn vehicle/entity up CC/44ED: E0 Pause for 4 * 6 (24) frames CC/44EF: FF End queue CC/44F0: B2 Call subroutine $CACB95 CC/44F4: B2 Call subroutine $CB2E2B CC/44F8: D4 Set event bit $1E80($28F) [$1ED1, bit 7] CC/44FA: FE Return CC/44FB: C0 If ($1E80($0BF) [$1E97, bit 7] is set), branch to $CC505A CC/4501: C0 If ($1E80($0BE) [$1E97, bit 6] is set), branch to $CC4B37 CC/4507: 4B Display dialogue message $08FD, wait for button press Our papas and mamas are gone… CC/450A: FE Return CC/450B: C0 If ($1E80($0BE) [$1E97, bit 6] is set), branch to $CC4B37 CC/4511: 4B Display dialogue message $08FE, wait for button press But we'll be happy, if TERRA'll come back to us! CC/4514: FE Return CC/4515: C0 If ($1E80($0BE) [$1E97, bit 6] is set), branch to $CC4B3B CC/451B: 4B Display dialogue message $08FF, wait for button press A badly wounded soldier passed away here in Mobliz. CC/451E: FE Return CC/451F: C0 If ($1E80($0BE) [$1E97, bit 6] is set), branch to $CC4B3F CC/4525: 4B Display dialogue message $0900, wait for button press Everyone here calls TERRA, “Mama.” CC/4528: FE Return CC/4529: C0 If ($1E80($0BF) [$1E97, bit 7] is set), branch to $CC505E CC/452F: C0 If ($1E80($0BE) [$1E97, bit 6] is set), branch to $CC4B43 CC/4535: 4B Display dialogue message $0901, wait for button press Duane and Katarin are the oldest ones here. CC/4538: FE Return CC/4539: C0 If ($1E80($0BF) [$1E97, bit 7] is set), branch to $CC5062 CC/453F: 4B Display dialogue message $0902, wait for button press I saw Duane kissing Katarin! CC/4542: FE Return CC/4543: C0 If ($1E80($0BF) [$1E97, bit 7] is set), branch to $CC5066 CC/4549: 4B Display dialogue message $0903, wait for button press You're not gonna take TERRA away, are you? CC/454C: FE Return CC/454D: C0 If ($1E80($0BF) [$1E97, bit 7] is set), branch to $CC506A CC/4553: C0 If ($1E80($0BE) [$1E97, bit 6] is set), branch to $CC4B37 CC/4559: 4B Display dialogue message $0904, wait for button press The light took everyone… …everyone… … Dad…Mom… CC/455C: FE Return CC/455D: 4B Display dialogue message $0905, wait for button press DUANE: This is our village. You can't just waltz in here and start barking out orders! CC/4560: FE Return CC/4561: 4B Display dialogue message $0906, wait for button press KATARIN: TERRA's helped us all to survive. Ever since she's been here, we've felt hopeful for the future. CC/4564: FE Return CC/4565: C0 If ($1E80($290) [$1ED2, bit 0] is set), branch to $CC498C CC/456B: B2 Call subroutine $CACA8D CC/456F: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/4571: CE Turn vehicle/entity down CC/4572: FF End queue CC/4573: 92 Pause for 30 units CC/4574: 4B Display dialogue message $08D3, wait for button press TERRA: That is I… um… I can't fight any longer… CC/4577: 92 Pause for 30 units CC/4578: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/457A: 20 Do vehicle/entity graphical action $20 CC/457B: FF End queue CC/457C: F2 Fade out current song with transition time 160 CC/457E: 95 Pause for 120 units CC/457F: 4B Display dialogue message $08D4, wait for button press TERRA: The very day the world fell, Kefka turned some kind of beam on this town. Almost all of the adults perished trying to save their children… CC/4582: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/4584: F0 Play song 0 (Silence), (high bit clear), full volume CC/4586: 62 Mosaic screen, speed 4 CC/4588: 5A Fade screen at speed $04 CC/458A: 5C Pause execution until fade in or fade out is complete CC/458B: 95 Pause for 120 units CC/458C: 6B Load map $0094 (Mobliz, outdoors, Light of Judgement attack (Terra's flashback in WoR)) instantly, (upper bits $0000), place party at (22, 40), facing up CC/4592: 61 Colorize color range [$04, $77] to color $03 CC/4596: 61 Colorize color range [$78, $7F] to color $03 CC/459A: 61 Colorize color range [$80, $FF] to color $03 CC/459E: F0 Play song 0 (Silence), (high bit clear), full volume CC/45A0: 58 Shake screen ($F6): (Intensity: 2)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/45A2: 42 Hide object $31 CC/45A4: 38 Hold screen CC/45A5: 59 Unfade screen at speed $04 CC/45A7: 5C Pause execution until fade in or fade out is complete CC/45A8: 94 Pause for 60 units CC/45A9: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/45AB: 95 Pause for 120 units CC/45AC: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/45AE: 92 Pause for 30 units CC/45AF: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/45B1: 78 Enable ability to pass through other objects for object $11 (NPC $11) CC/45B3: 78 Enable ability to pass through other objects for object $10 (NPC $10) CC/45B5: 78 Enable ability to pass through other objects for object $12 (NPC $12) CC/45B7: 78 Enable ability to pass through other objects for object $13 (NPC $13) CC/45B9: 78 Enable ability to pass through other objects for object $14 (NPC $14) CC/45BB: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CC/45BD: C8 Set object layering priority to 2 (low nibble 2) CC/45BF: FF End queue CC/45C0: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CC/45C2: C8 Set object layering priority to 2 (low nibble 2) CC/45C4: FF End queue CC/45C5: 11 Begin action queue for character $11 (NPC $11), 14 bytes long CC/45C7: C3 Set vehicle/entity's event speed to fast CC/45C8: A1 Move vehicle/entity right/down 1x1 tiles CC/45C9: A1 Move vehicle/entity right/down 1x1 tiles CC/45CA: A1 Move vehicle/entity right/down 1x1 tiles CC/45CB: A1 Move vehicle/entity right/down 1x1 tiles CC/45CC: A1 Move vehicle/entity right/down 1x1 tiles CC/45CD: A1 Move vehicle/entity right/down 1x1 tiles CC/45CE: A1 Move vehicle/entity right/down 1x1 tiles CC/45CF: A1 Move vehicle/entity right/down 1x1 tiles CC/45D0: A1 Move vehicle/entity right/down 1x1 tiles CC/45D1: A1 Move vehicle/entity right/down 1x1 tiles CC/45D2: A1 Move vehicle/entity right/down 1x1 tiles CC/45D3: CE Turn vehicle/entity down CC/45D4: FF End queue CC/45D5: 12 Begin action queue for character $12 (NPC $12), 14 bytes long CC/45D7: C3 Set vehicle/entity's event speed to fast CC/45D8: A1 Move vehicle/entity right/down 1x1 tiles CC/45D9: A1 Move vehicle/entity right/down 1x1 tiles CC/45DA: A1 Move vehicle/entity right/down 1x1 tiles CC/45DB: A1 Move vehicle/entity right/down 1x1 tiles CC/45DC: A1 Move vehicle/entity right/down 1x1 tiles CC/45DD: A1 Move vehicle/entity right/down 1x1 tiles CC/45DE: A1 Move vehicle/entity right/down 1x1 tiles CC/45DF: A1 Move vehicle/entity right/down 1x1 tiles CC/45E0: A1 Move vehicle/entity right/down 1x1 tiles CC/45E1: A1 Move vehicle/entity right/down 1x1 tiles CC/45E2: A1 Move vehicle/entity right/down 1x1 tiles CC/45E3: CE Turn vehicle/entity down CC/45E4: FF End queue CC/45E5: 13 Begin action queue for character $13 (NPC $13), 14 bytes long CC/45E7: C3 Set vehicle/entity's event speed to fast CC/45E8: A1 Move vehicle/entity right/down 1x1 tiles CC/45E9: A1 Move vehicle/entity right/down 1x1 tiles CC/45EA: A1 Move vehicle/entity right/down 1x1 tiles CC/45EB: A1 Move vehicle/entity right/down 1x1 tiles CC/45EC: A1 Move vehicle/entity right/down 1x1 tiles CC/45ED: A1 Move vehicle/entity right/down 1x1 tiles CC/45EE: A1 Move vehicle/entity right/down 1x1 tiles CC/45EF: A1 Move vehicle/entity right/down 1x1 tiles CC/45F0: A1 Move vehicle/entity right/down 1x1 tiles CC/45F1: A1 Move vehicle/entity right/down 1x1 tiles CC/45F2: A1 Move vehicle/entity right/down 1x1 tiles CC/45F3: CE Turn vehicle/entity down CC/45F4: FF End queue CC/45F5: 14 Begin action queue for character $14 (NPC $14), 14 bytes long CC/45F7: C3 Set vehicle/entity's event speed to fast CC/45F8: A1 Move vehicle/entity right/down 1x1 tiles CC/45F9: A1 Move vehicle/entity right/down 1x1 tiles CC/45FA: A1 Move vehicle/entity right/down 1x1 tiles CC/45FB: A1 Move vehicle/entity right/down 1x1 tiles CC/45FC: A1 Move vehicle/entity right/down 1x1 tiles CC/45FD: A1 Move vehicle/entity right/down 1x1 tiles CC/45FE: A1 Move vehicle/entity right/down 1x1 tiles CC/45FF: A1 Move vehicle/entity right/down 1x1 tiles CC/4600: A1 Move vehicle/entity right/down 1x1 tiles CC/4601: A1 Move vehicle/entity right/down 1x1 tiles CC/4602: A1 Move vehicle/entity right/down 1x1 tiles CC/4603: CE Turn vehicle/entity down CC/4604: FF End queue CC/4605: 15 Begin action queue for character $15 (NPC $15), 14 bytes long CC/4607: C3 Set vehicle/entity's event speed to fast CC/4608: A1 Move vehicle/entity right/down 1x1 tiles CC/4609: A1 Move vehicle/entity right/down 1x1 tiles CC/460A: A1 Move vehicle/entity right/down 1x1 tiles CC/460B: A1 Move vehicle/entity right/down 1x1 tiles CC/460C: A1 Move vehicle/entity right/down 1x1 tiles CC/460D: A1 Move vehicle/entity right/down 1x1 tiles CC/460E: A1 Move vehicle/entity right/down 1x1 tiles CC/460F: A1 Move vehicle/entity right/down 1x1 tiles CC/4610: A1 Move vehicle/entity right/down 1x1 tiles CC/4611: A1 Move vehicle/entity right/down 1x1 tiles CC/4612: A1 Move vehicle/entity right/down 1x1 tiles CC/4613: CE Turn vehicle/entity down CC/4614: FF End queue CC/4615: 10 Begin action queue for character $10 (NPC $10), 16 bytes long CC/4617: C3 Set vehicle/entity's event speed to fast CC/4618: A1 Move vehicle/entity right/down 1x1 tiles CC/4619: A1 Move vehicle/entity right/down 1x1 tiles CC/461A: A1 Move vehicle/entity right/down 1x1 tiles CC/461B: A1 Move vehicle/entity right/down 1x1 tiles CC/461C: A1 Move vehicle/entity right/down 1x1 tiles CC/461D: A1 Move vehicle/entity right/down 1x1 tiles CC/461E: A1 Move vehicle/entity right/down 1x1 tiles CC/461F: A1 Move vehicle/entity right/down 1x1 tiles CC/4620: A1 Move vehicle/entity right/down 1x1 tiles CC/4621: A1 Move vehicle/entity right/down 1x1 tiles CC/4622: A1 Move vehicle/entity right/down 1x1 tiles CC/4623: CE Turn vehicle/entity down CC/4624: E0 Pause for 4 * 2 (8) frames CC/4626: FF End queue CC/4627: 30 Begin action queue for character $30 (Camera), 4 bytes long CC/4629: C0 Set vehicle/entity's event speed to slowest CC/462A: A1 Move vehicle/entity right/down 1x1 tiles CC/462B: A1 Move vehicle/entity right/down 1x1 tiles CC/462C: FF End queue CC/462D: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/462F: 92 Pause for 30 units CC/4630: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/4632: 91 Pause for 15 units CC/4633: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/4635: 92 Pause for 30 units CC/4636: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/4638: 91 Pause for 15 units CC/4639: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/463B: 35 Pause execution until action queue for object $10 (NPC $10) is complete CC/463D: 11 Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete) CC/463F: C2 Set vehicle/entity's event speed to normal CC/4640: CF Turn vehicle/entity left CC/4641: E0 Pause for 4 * 2 (8) frames CC/4643: 87 Move vehicle/entity left 2 tiles CC/4644: FF End queue CC/4645: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/4647: CF Turn vehicle/entity left CC/4648: FF End queue CC/4649: 92 Pause for 30 units CC/464A: 4B Display dialogue message $0911, wait for button press (Show text only) It's heading this way! Protect the kids!!! CC/464D: 92 Pause for 30 units CC/464E: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/4650: 92 Pause for 30 units CC/4651: 11 Begin action queue for character $11 (NPC $11), 4 bytes long CC/4653: C2 Set vehicle/entity's event speed to normal CC/4654: 81 Move vehicle/entity right 1 tile CC/4655: CC Turn vehicle/entity up CC/4656: FF End queue CC/4657: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/4659: C2 Set vehicle/entity's event speed to normal CC/465A: 83 Move vehicle/entity left 1 tile CC/465B: CC Turn vehicle/entity up CC/465C: FF End queue CC/465D: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CC/465F: 84 Move vehicle/entity up 2 tiles CC/4660: FF End queue CC/4661: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CC/4663: 84 Move vehicle/entity up 2 tiles CC/4664: FF End queue CC/4665: 12 Begin action queue for character $12 (NPC $12), 6 bytes long CC/4667: C2 Set vehicle/entity's event speed to normal CC/4668: C7 Set vehicle/entity to stay still when moving CC/4669: E0 Pause for 4 * 2 (8) frames CC/466B: 84 Move vehicle/entity up 2 tiles CC/466C: FF End queue CC/466D: 13 Begin action queue for character $13 (NPC $13), 6 bytes long CC/466F: C2 Set vehicle/entity's event speed to normal CC/4670: C7 Set vehicle/entity to stay still when moving CC/4671: E0 Pause for 4 * 2 (8) frames CC/4673: 84 Move vehicle/entity up 2 tiles CC/4674: FF End queue CC/4675: 14 Begin action queue for character $14 (NPC $14), 6 bytes long CC/4677: C2 Set vehicle/entity's event speed to normal CC/4678: C7 Set vehicle/entity to stay still when moving CC/4679: E0 Pause for 4 * 2 (8) frames CC/467B: 84 Move vehicle/entity up 2 tiles CC/467C: FF End queue CC/467D: 15 Begin action queue for character $15 (NPC $15), 6 bytes long (Wait until complete) CC/467F: C2 Set vehicle/entity's event speed to normal CC/4680: 83 Move vehicle/entity left 1 tile CC/4681: CD Turn vehicle/entity right CC/4682: E0 Pause for 4 * 8 (32) frames CC/4684: FF End queue CC/4685: 94 Pause for 60 units CC/4686: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CC/4688: CF Turn vehicle/entity left CC/4689: FF End queue CC/468A: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CC/468C: C3 Set vehicle/entity's event speed to fast CC/468D: 82 Move vehicle/entity down 1 tile CC/468E: CF Turn vehicle/entity left CC/468F: FF End queue CC/4690: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/4692: 91 Pause for 15 units CC/4693: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/4695: 91 Pause for 15 units CC/4696: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/4698: 74 Replace current map's Layer 2 at (16, 47) with the following (6 x 6) chunk CC/469D: $F0, $F0, $F0, $F0, $6D, $CC CC/46A3: $F0, $F0, $F0, $6D, $CC, $EF CC/46A9: $F0, $F0, $6D, $CC, $CF, $DB CC/46AF: $F0, $6D, $CC, $CF, $DF, $CF CC/46B5: $6D, $CC, $EF, $CF, $BE, $FC CC/46BB: $CC, $CF, $CF, $DF, $FD, $31 CC/46C1: 74 Replace current map's Layer 2 at (16, 111) with the following (6 x 7) chunk CC/46C6: $00, $00, $00, $00, $00, $73 CC/46CC: $70, $00, $00, $00, $00, $73 CC/46D2: $70, $22, $00, $00, $00, $73 CC/46D8: $70, $22, $22, $00, $00, $73 CC/46DE: $70, $22, $22, $22, $00, $73 CC/46E4: $70, $22, $22, $22, $22, $73 CC/46EA: $70, $22, $22, $22, $22, $22 CC/46F0: 74 Replace current map's Layer 2 at (21, 46) with the following (1 x 1) chunk CC/46F5: $6D CC/46F6: 75 Refresh map after alteration CC/46F7: 91 Pause for 15 units CC/46F8: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/46FA: 74 Replace current map's Layer 2 at (22, 41) with the following (6 x 10) chunk CC/46FF: $F0, $F0, $F0, $F0, $6D, $CC CC/4705: $DB, $EF, $FC, $31, $F0, $F0 CC/470B: $F0, $6D, $CC, $EF, $EF, $DC CC/4711: $31, $31, $F0, $F0, $6D, $CC CC/4717: $CF, $DF, $EF, $FD, $31, $31 CC/471D: $F0, $6D, $CC, $EF, $DB, $EF CC/4723: $CF, $9E, $31, $31, $6D, $CC CC/4729: $DB, $DF, $EF, $FF, $FC, $31 CC/472F: $31, $31, $CC, $CF, $CF, $FF CC/4735: $FC, $31, $31, $31, $31, $31 CC/473B: 74 Replace current map's Layer 2 at (22, 105) with the following (6 x 10) chunk CC/4740: $00, $00, $00, $00, $00, $73 CC/4746: $70, $22, $22, $22, $00, $00 CC/474C: $00, $00, $73, $70, $22, $22 CC/4752: $22, $22, $00, $00, $00, $73 CC/4758: $70, $22, $22, $22, $22, $22 CC/475E: $00, $00, $73, $70, $22, $22 CC/4764: $22, $22, $22, $22, $00, $73 CC/476A: $70, $22, $22, $22, $22, $22 CC/4770: $22, $22, $73, $70, $22, $22 CC/4776: $22, $22, $22, $22, $22, $22 CC/477C: 75 Refresh map after alteration CC/477D: 91 Pause for 15 units CC/477E: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/4780: 74 Replace current map's Layer 2 at (27, 35) with the following (6 x 5) chunk CC/4785: $CB, $CB, $6C, $F0, $6D, $DB CC/478B: $DB, $CA, $CB, $CC, $EB, $EB CC/4791: $DA, $DB, $CF, $F0, $F0, $D9 CC/4797: $68, $DF, $F0, $6D, $CC, $78 CC/479D: $EF, $6D, $CC, $DF, $DC, $FF CC/47A3: 74 Replace current map's Layer 2 at (28, 100) with the following (5 x 4) chunk CC/47A8: $00, $00, $00, $73, $00 CC/47AD: $00, $10, $70, $00, $82 CC/47B2: $DE, $DF, $00, $DD, $52 CC/47B7: $53, $73, $FD, $FE, $FF CC/47BC: 74 Replace current map's Layer 2 at (16, 89) with the following (9 x 16) chunk CC/47C1: $00, $00, $00, $00, $00, $00, $00, $00, $00 CC/47CA: $00, $00, $00, $00, $00, $00, $00, $00, $00 CC/47D3: $00, $00, $00, $00, $00, $00, $00, $00, $00 CC/47DC: $00, $00, $00, $00, $00, $00, $00, $00, $00 CC/47E5: $00, $00, $00, $00, $00, $00, $00, $00, $00 CC/47EE: $00, $00, $00, $00, $00, $00, $00, $00, $00 CC/47F7: $00, $00, $00, $00, $00, $00, $00, $00, $00 CC/4800: $00, $00, $00, $00, $00, $00, $00, $00, $00 CC/4809: $00, $00, $00, $00, $00, $00, $00, $00, $00 CC/4812: $00, $00, $00, $00, $00, $00, $00, $00, $00 CC/481B: $00, $00, $00, $00, $00, $00, $00, $00, $00 CC/4824: $00, $00, $00, $00, $00, $00, $00, $00, $00 CC/482D: $00, $00, $00, $00, $00, $00, $00, $00, $00 CC/4836: $00, $00, $00, $00, $00, $00, $00, $00, $00 CC/483F: $00, $00, $00, $00, $00, $00, $00, $00, $00 CC/4848: $00, $00, $00, $00, $00, $00, $00, $00, $00 CC/4851: 75 Refresh map after alteration CC/4852: 11 Begin action queue for character $11 (NPC $11), 7 bytes long CC/4854: C8 Set object layering priority to 3 (low nibble 3) CC/4856: C4 Set vehicle/entity's event speed to faster CC/4857: CC Turn vehicle/entity up CC/4858: C7 Set vehicle/entity to stay still when moving CC/4859: 82 Move vehicle/entity down 1 tile CC/485A: FF End queue CC/485B: 10 Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete) CC/485D: C8 Set object layering priority to 3 (low nibble 3) CC/485F: C4 Set vehicle/entity's event speed to faster CC/4860: CC Turn vehicle/entity up CC/4861: C7 Set vehicle/entity to stay still when moving CC/4862: 82 Move vehicle/entity down 1 tile CC/4863: FF End queue CC/4864: 5E Scroll Layer 2, speed 0 x 246 CC/4867: 12 Begin action queue for character $12 (NPC $12), 5 bytes long CC/4869: C2 Set vehicle/entity's event speed to normal CC/486A: C7 Set vehicle/entity to stay still when moving CC/486B: DC Make vehicle/entity jump (low) CC/486C: A0 Move vehicle/entity right/up 1x1 tiles CC/486D: FF End queue CC/486E: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CC/4870: C2 Set vehicle/entity's event speed to normal CC/4871: C7 Set vehicle/entity to stay still when moving CC/4872: DC Make vehicle/entity jump (low) CC/4873: 80 Move vehicle/entity up 1 tile CC/4874: FF End queue CC/4875: 14 Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete) CC/4877: C2 Set vehicle/entity's event speed to normal CC/4878: C7 Set vehicle/entity to stay still when moving CC/4879: DC Make vehicle/entity jump (low) CC/487A: A3 Move vehicle/entity left/up 1x1 tiles CC/487B: FF End queue CC/487C: 93 Pause for 45 units CC/487D: 5E Scroll Layer 2, speed 0 x 0 CC/4880: 92 Pause for 30 units CC/4881: 5E Scroll Layer 2, speed 0 x 253 CC/4884: 12 Begin action queue for character $12 (NPC $12), 5 bytes long CC/4886: C3 Set vehicle/entity's event speed to fast CC/4887: C6 Set vehicle/entity to walk when moving CC/4888: 86 Move vehicle/entity down 2 tiles CC/4889: CE Turn vehicle/entity down CC/488A: FF End queue CC/488B: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CC/488D: C3 Set vehicle/entity's event speed to fast CC/488E: C6 Set vehicle/entity to walk when moving CC/488F: 86 Move vehicle/entity down 2 tiles CC/4890: FF End queue CC/4891: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CC/4893: C3 Set vehicle/entity's event speed to fast CC/4894: C6 Set vehicle/entity to walk when moving CC/4895: A1 Move vehicle/entity right/down 1x1 tiles CC/4896: 86 Move vehicle/entity down 2 tiles CC/4897: FF End queue CC/4898: 15 Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete) CC/489A: C3 Set vehicle/entity's event speed to fast CC/489B: 86 Move vehicle/entity down 2 tiles CC/489C: CE Turn vehicle/entity down CC/489D: FF End queue CC/489E: 94 Pause for 60 units CC/489F: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/48A1: C7 Set vehicle/entity to stay still when moving CC/48A2: C1 Set vehicle/entity's event speed to slow CC/48A3: 82 Move vehicle/entity down 1 tile CC/48A4: FF End queue CC/48A5: 93 Pause for 45 units CC/48A6: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CC/48A8: C3 Set vehicle/entity's event speed to fast CC/48A9: 92 Move vehicle/entity down 5 tiles CC/48AA: FF End queue CC/48AB: 92 Pause for 30 units CC/48AC: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CC/48AE: C3 Set vehicle/entity's event speed to fast CC/48AF: 8B Move vehicle/entity left 3 tiles CC/48B0: 86 Move vehicle/entity down 2 tiles CC/48B1: FF End queue CC/48B2: 15 Begin action queue for character $15 (NPC $15), 6 bytes long (Wait until complete) CC/48B4: C2 Set vehicle/entity's event speed to normal CC/48B5: DC Make vehicle/entity jump (low) CC/48B6: CE Turn vehicle/entity down CC/48B7: E0 Pause for 4 * 4 (16) frames CC/48B9: FF End queue CC/48BA: 94 Pause for 60 units CC/48BB: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CC/48BD: C2 Set vehicle/entity's event speed to normal CC/48BE: 82 Move vehicle/entity down 1 tile CC/48BF: FF End queue CC/48C0: 5E Scroll Layer 2, speed 0 x 254 CC/48C3: 94 Pause for 60 units CC/48C4: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CC/48C6: C3 Set vehicle/entity's event speed to fast CC/48C7: 96 Move vehicle/entity down 6 tiles CC/48C8: FF End queue CC/48C9: 48 Display dialogue message $0912, continue executing commands (Show text only) Papa!! Mama!!! CC/48CC: B5 Pause for 15 * 6 (90) units CC/48CE: F2 Fade out current song with transition time 128 CC/48D0: 5A Fade screen at speed $04 CC/48D2: 5C Pause execution until fade in or fade out is complete CC/48D3: 5E Scroll Layer 2, speed 0 x 0 CC/48D6: 58 Shake screen ($F0): (Intensity: 0)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/48D8: 39 Free screen CC/48D9: 6B Load map $009A (Mobliz, children's cave under mailman's house (WoR only)) instantly, (upper bits $0000), place party at (50, 45), facing up CC/48DF: 41 Show object $31 CC/48E1: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/48E3: CC Turn vehicle/entity up CC/48E4: FF End queue CC/48E5: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/48E7: 20 Do vehicle/entity graphical action $20 CC/48E8: FF End queue CC/48E9: 95 Pause for 120 units CC/48EA: F1 Fade in song 5 (Awakening) (high bit clear) with transition time 160 CC/48ED: 59 Unfade screen at speed $02 CC/48EF: 5C Pause execution until fade in or fade out is complete CC/48F0: 92 Pause for 30 units CC/48F1: 4B Display dialogue message $08D5, wait for button press TERRA: There were only children here… The moment I arrived, I felt needed… CC/48F4: 38 Hold screen CC/48F5: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long CC/48F7: CD Turn vehicle/entity right CC/48F8: FF End queue CC/48F9: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/48FB: C1 Set vehicle/entity's event speed to slow CC/48FC: 8A Move vehicle/entity down 3 tiles CC/48FD: FF End queue CC/48FE: 78 Enable ability to pass through other objects for object $1D (NPC $1D) CC/4900: 78 Enable ability to pass through other objects for object $1E (NPC $1E) CC/4902: 1E Begin action queue for character $1E (NPC $1E), 7 bytes long CC/4904: C2 Set vehicle/entity's event speed to normal CC/4905: CE Turn vehicle/entity down CC/4906: E0 Pause for 4 * 6 (24) frames CC/4908: 86 Move vehicle/entity down 2 tiles CC/4909: CD Turn vehicle/entity right CC/490A: FF End queue CC/490B: 1D Begin action queue for character $1D (NPC $1D), 7 bytes long (Wait until complete) CC/490D: C2 Set vehicle/entity's event speed to normal CC/490E: 86 Move vehicle/entity down 2 tiles CC/490F: 91 Move vehicle/entity right 5 tiles CC/4910: DC Make vehicle/entity jump (low) CC/4911: 81 Move vehicle/entity right 1 tile CC/4912: CC Turn vehicle/entity up CC/4913: FF End queue CC/4914: 91 Pause for 15 units CC/4915: 73 Replace current map's Layer 1 at (50, 51) with the following (2 x 1) chunk, refresh immediately CC/491A: $04, $14 CC/491C: F4 Play sound effect 44 CC/491E: 91 Pause for 15 units CC/491F: 30 Begin action queue for character $30 (Camera), 3 bytes long CC/4921: C1 Set vehicle/entity's event speed to slow CC/4922: 88 Move vehicle/entity up 3 tiles CC/4923: FF End queue CC/4924: 1D Begin action queue for character $1D (NPC $1D), 6 bytes long (Wait until complete) CC/4926: 98 Move vehicle/entity up 7 tiles CC/4927: A0 Move vehicle/entity right/up 1x1 tiles CC/4928: CF Turn vehicle/entity left CC/4929: E0 Pause for 4 * 6 (24) frames CC/492B: FF End queue CC/492C: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/492E: CD Turn vehicle/entity right CC/492F: FF End queue CC/4930: 92 Pause for 30 units CC/4931: 4B Display dialogue message $08D6, wait for button press DUANE: You can't take TERRA away! CC/4934: 92 Pause for 30 units CC/4935: 1E Begin action queue for character $1E (NPC $1E), 8 bytes long (Wait until complete) CC/4937: D5 Set vehicle/entity's position to (50, 48) CC/493A: C2 Set vehicle/entity's event speed to normal CC/493B: 80 Move vehicle/entity up 1 tile CC/493C: A0 Move vehicle/entity right/up 1x1 tiles CC/493D: CC Turn vehicle/entity up CC/493E: FF End queue CC/493F: 92 Pause for 30 units CC/4940: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete) CC/4942: CE Turn vehicle/entity down CC/4943: FF End queue CC/4944: 94 Pause for 60 units CC/4945: 1E Begin action queue for character $1E (NPC $1E), 2 bytes long CC/4947: CE Turn vehicle/entity down CC/4948: FF End queue CC/4949: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CC/494B: CE Turn vehicle/entity down CC/494C: FF End queue CC/494D: 1D Begin action queue for character $1D (NPC $1D), 5 bytes long (Wait until complete) CC/494F: C3 Set vehicle/entity's event speed to fast CC/4950: DC Make vehicle/entity jump (low) CC/4951: A2 Move vehicle/entity left/down 1x1 tiles CC/4952: 86 Move vehicle/entity down 2 tiles CC/4953: FF End queue CC/4954: 42 Hide object $1D CC/4956: 94 Pause for 60 units CC/4957: 4B Display dialogue message $08D7, wait for button press KATARIN: Duane… Please excuse him. It's just that if TERRA goes, she takes with her the very spirit of our survival… CC/495A: 92 Pause for 30 units CC/495B: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CC/495D: C1 Set vehicle/entity's event speed to slow CC/495E: 81 Move vehicle/entity right 1 tile CC/495F: FF End queue CC/4960: 92 Pause for 30 units CC/4961: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/4963: CD Turn vehicle/entity right CC/4964: E0 Pause for 4 * 1 (4) frames CC/4966: CC Turn vehicle/entity up CC/4967: FF End queue CC/4968: 1E Begin action queue for character $1E (NPC $1E), 2 bytes long (Wait until complete) CC/496A: CC Turn vehicle/entity up CC/496B: FF End queue CC/496C: 95 Pause for 120 units CC/496D: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/496F: 55 Do vehicle/entity graphical action $15, flipped horizontally CC/4970: FF End queue CC/4971: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/4973: CD Turn vehicle/entity right CC/4974: FF End queue CC/4975: 94 Pause for 60 units CC/4976: 4B Display dialogue message $08D8, wait for button press TERRA: I don't know why these kids need me… But they've made me feel things I've never felt before. The moment I sensed this, I lost my will to fight. CC/4979: B5 Pause for 15 * 6 (90) units CC/497B: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/497D: 62 Do vehicle/entity graphical action $22, flipped horizontally CC/497E: FF End queue CC/497F: F2 Fade out current song with transition time 240 CC/4981: 95 Pause for 120 units CC/4982: 4B Display dialogue message $08D9, wait for button press TERRA: I can honestly say I don't know what's going on inside of me… And the more I try to understand it, the less inclined I am to fight. CC/4985: F0 Play song 0 (Silence), (high bit clear), full volume CC/4987: D4 Set event bit $1E80($290) [$1ED2, bit 0] CC/4989: 39 Free screen CC/498A: 3A Enable player to move while event commands execute CC/498B: FE Return CC/498C: 4B Display dialogue message $08D9, wait for button press TERRA: I can honestly say I don't know what's going on inside of me… And the more I try to understand it, the less inclined I am to fight. CC/498F: FE Return CC/4990: C1 If ($1E80($290) [$1ED2, bit 0] is clear) or ($1E80($291) [$1ED2, bit 1] is set), branch to $CA5EB3 (simply returns) CC/4998: 38 Hold screen CC/4999: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/499B: C2 Set vehicle/entity's event speed to normal CC/499C: 86 Move vehicle/entity down 2 tiles CC/499D: FF End queue CC/499E: 42 Hide object $31 CC/49A0: 45 Refresh objects CC/49A1: 94 Pause for 60 units CC/49A2: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CC/49A4: 62 Do vehicle/entity graphical action $22, flipped horizontally CC/49A5: FF End queue CC/49A6: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CC/49A8: C1 Set vehicle/entity's event speed to slow CC/49A9: 9C Move vehicle/entity up 8 tiles CC/49AA: 90 Move vehicle/entity up 5 tiles CC/49AB: FF End queue CC/49AC: 95 Pause for 120 units CC/49AD: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CC/49AF: D5 Set vehicle/entity's position to (50, 48) CC/49B2: C3 Set vehicle/entity's event speed to fast CC/49B3: FF End queue CC/49B4: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/49B6: 84 Move vehicle/entity up 2 tiles CC/49B7: FF End queue CC/49B8: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/49BA: CE Turn vehicle/entity down CC/49BB: FF End queue CC/49BC: 1E Begin action queue for character $1E (NPC $1E), 2 bytes long (Wait until complete) CC/49BE: CE Turn vehicle/entity down CC/49BF: FF End queue CC/49C0: 91 Pause for 15 units CC/49C1: 4B Display dialogue message $08DA, wait for button press (At bottom of screen) Help!!! Run!!! Phunbaba's coming!! CC/49C4: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CC/49C6: C3 Set vehicle/entity's event speed to fast CC/49C7: A2 Move vehicle/entity left/down 1x1 tiles CC/49C8: CE Turn vehicle/entity down CC/49C9: FF End queue CC/49CA: 91 Pause for 15 units CC/49CB: F0 Play song 50 (The Unforgiven), (high bit clear), full volume CC/49CD: 94 Pause for 60 units CC/49CE: 97 Fade screen to black CC/49CF: 5C Pause execution until fade in or fade out is complete CC/49D0: 3D Create object $00 CC/49D2: 3F Assign character $00 (Actor in stot 0) to party 2 CC/49D5: 45 Refresh objects CC/49D6: 46 Make party 2 the current party CC/49D8: 45 Refresh objects CC/49D9: 8D Remove all equipment from character $00 (Actor in stot 0) CC/49DB: B0 Execute the following commands until $B1 10 times CC/49DD: 8B For character $00 (Actor in stot 0), take HP and add 1 CC/49E0: B1 End block of repeating commands CC/49E1: 88 Remove the following status ailments from character $00 (Actor in stot 0): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/49E5: 6B Load map $009E (Mobliz, outdoors (WoR)) instantly, (upper bits $0000), place party at (16, 20), facing up CC/49EB: 47 Make character in slot 0 the lead character CC/49EC: 38 Hold screen CC/49ED: 42 Hide object $31 CC/49EF: 96 Restore screen from fade CC/49F0: 5C Pause execution until fade in or fade out is complete CC/49F1: B0 Execute the following commands until $B1 4 times CC/49F3: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/49F5: F4 Play sound effect 232 CC/49F7: 94 Pause for 60 units CC/49F8: B1 End block of repeating commands CC/49F9: 73 Replace current map's Layer 1 at (16, 15) with the following (2 x 1) chunk, refresh immediately CC/49FE: $04, $14 CC/4A00: 3D Create object $00 CC/4A02: 45 Refresh objects CC/4A03: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete) CC/4A05: D5 Set vehicle/entity's position to (16, 16) CC/4A08: C2 Set vehicle/entity's event speed to normal CC/4A09: CE Turn vehicle/entity down CC/4A0A: FF End queue CC/4A0B: 41 Show object $00 CC/4A0D: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CC/4A0F: C3 Set vehicle/entity's event speed to fast CC/4A10: 8E Move vehicle/entity down 4 tiles CC/4A11: 18 Do vehicle/entity graphical action $18 CC/4A12: FF End queue CC/4A13: 94 Pause for 60 units CC/4A14: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/4A16: F4 Play sound effect 232 CC/4A18: 94 Pause for 60 units CC/4A19: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/4A1B: F4 Play sound effect 232 CC/4A1D: 94 Pause for 60 units CC/4A1E: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/4A20: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/4A21: FF End queue CC/4A22: 94 Pause for 60 units CC/4A23: 4B Display dialogue message $08DB, wait for button press TERRA: Phunbaba's an ancient demon who was released when the world was undone. CC/4A26: 92 Pause for 30 units CC/4A27: 4D Invoke battle, enemy set $80, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/4A2A: 3F Remove character $00 (Actor in stot 0) from the party CC/4A2D: 45 Refresh objects CC/4A2E: 46 Make party 1 the current party CC/4A30: 6B Load map $009E (Mobliz, outdoors (WoR)) instantly, (upper bits $0000), place party at (16, 20), facing up CC/4A36: 47 Make character in slot 0 the lead character CC/4A37: 3D Create object $00 CC/4A39: 45 Refresh objects CC/4A3A: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete) CC/4A3C: D5 Set vehicle/entity's position to (16, 20) CC/4A3F: C2 Set vehicle/entity's event speed to normal CC/4A40: 28 Do vehicle/entity graphical action $28 CC/4A41: FF End queue CC/4A42: 41 Show object $00 CC/4A44: 45 Refresh objects CC/4A45: 38 Hold screen CC/4A46: 47 Make character in slot 0 the lead character CC/4A47: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CC/4A49: D5 Set vehicle/entity's position to (24, 16) CC/4A4C: CF Turn vehicle/entity left CC/4A4D: C3 Set vehicle/entity's event speed to fast CC/4A4E: C6 Set vehicle/entity to walk when moving CC/4A4F: FF End queue CC/4A50: 96 Restore screen from fade CC/4A51: 5C Pause execution until fade in or fade out is complete CC/4A52: 94 Pause for 60 units CC/4A53: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/4A55: C3 Set vehicle/entity's event speed to fast CC/4A56: 87 Move vehicle/entity left 2 tiles CC/4A57: 8E Move vehicle/entity down 4 tiles CC/4A58: 93 Move vehicle/entity left 5 tiles CC/4A59: FF End queue CC/4A5A: 92 Pause for 30 units CC/4A5B: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/4A5D: 09 Do vehicle/entity graphical action $09 (kneeling) CC/4A5E: FF End queue CC/4A5F: 92 Pause for 30 units CC/4A60: 4B Display dialogue message $08DC, wait for button press TERRA!! Wake up! Uh, oh…here it comes!! CC/4A63: 92 Pause for 30 units CC/4A64: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/4A66: CE Turn vehicle/entity down CC/4A67: FF End queue CC/4A68: 92 Pause for 30 units CC/4A69: 4D Invoke battle, enemy set $81, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/4A6C: B2 Call subroutine $CA5EA9 CC/4A70: F0 Play song 0 (Silence), (high bit clear), full volume CC/4A72: DC Set event bit $1E80($670) [$1F4E, bit 0] CC/4A74: DD Clear event bit $1E80($671) [$1F4E, bit 1] CC/4A76: DD Clear event bit $1E80($675) [$1F4E, bit 5] CC/4A78: 42 Hide object $00 CC/4A7A: 3E Delete object $00 CC/4A7C: 45 Refresh objects CC/4A7D: 91 Pause for 15 units CC/4A7E: 6B Load map $009A (Mobliz, children's cave under mailman's house (WoR only)) instantly, (upper bits $0000), place party at (54, 43), facing up CC/4A84: 47 Make character in slot 0 the lead character CC/4A85: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/4A87: CD Turn vehicle/entity right CC/4A88: FF End queue CC/4A89: 59 Unfade screen at speed $02 CC/4A8B: 5C Pause execution until fade in or fade out is complete CC/4A8C: 95 Pause for 120 units CC/4A8D: 4B Display dialogue message $08DD, wait for button press TERRA: I've really lost it… My fighting edge… CC/4A90: 92 Pause for 30 units CC/4A91: 14 Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete) CC/4A93: DC Make vehicle/entity jump (low) CC/4A94: CF Turn vehicle/entity left CC/4A95: E0 Pause for 4 * 2 (8) frames CC/4A97: FF End queue CC/4A98: 15 Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete) CC/4A9A: DC Make vehicle/entity jump (low) CC/4A9B: CC Turn vehicle/entity up CC/4A9C: E0 Pause for 4 * 2 (8) frames CC/4A9E: FF End queue CC/4A9F: 92 Pause for 30 units CC/4AA0: 4B Display dialogue message $08DE, wait for button press Mama! Are you okay?! CC/4AA3: 92 Pause for 30 units CC/4AA4: 4B Display dialogue message $08DF, wait for button press TERRA: I'm staying here. As you can see, I can't be of any help to you. And besides, the children really need me. “But TERRA…!” CC/4AA7: 92 Pause for 30 units CC/4AA8: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CC/4AAA: CE Turn vehicle/entity down CC/4AAB: E0 Pause for 4 * 4 (16) frames CC/4AAD: CD Turn vehicle/entity right CC/4AAE: FF End queue CC/4AAF: 94 Pause for 60 units CC/4AB0: 4B Display dialogue message $08E0, wait for button press TERRA: Maybe after a little more time passes… I need to understand what's happening to me… CC/4AB3: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/4AB5: F1 Fade in song 52 (The Day After) (high bit clear) with transition time 240 CC/4AB8: D4 Set event bit $1E80($291) [$1ED2, bit 1] CC/4ABA: 39 Free screen CC/4ABB: 3A Enable player to move while event commands execute CC/4ABC: FE Return CC/4ABD: C1 If ($1E80($291) [$1ED2, bit 1] is clear) or ($1E80($2D7) [$1EDA, bit 7] is set), branch to $CA5EB3 (simply returns) CC/4AC5: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CC/4AC7: C3 Set vehicle/entity's event speed to fast CC/4AC8: 80 Move vehicle/entity up 1 tile CC/4AC9: A3 Move vehicle/entity left/up 1x1 tiles CC/4ACA: CC Turn vehicle/entity up CC/4ACB: FF End queue CC/4ACC: 92 Pause for 30 units CC/4ACD: 4B Display dialogue message $08E1, wait for button press Thanks for scaring Phunbaba away! In his haste, he dropped this. Here! Received the Magicite “Fenrir.” CC/4AD0: F4 Play sound effect 141 CC/4AD2: 92 Pause for 30 units CC/4AD3: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CC/4AD5: C3 Set vehicle/entity's event speed to fast CC/4AD6: A1 Move vehicle/entity right/down 1x1 tiles CC/4AD7: 82 Move vehicle/entity down 1 tile CC/4AD8: CC Turn vehicle/entity up CC/4AD9: FF End queue CC/4ADA: 86 Give esper $4E (Fenrir ) to party CC/4ADC: D4 Set event bit $1E80($2D7) [$1EDA, bit 7] CC/4ADE: 3A Enable player to move while event commands execute CC/4ADF: FE Return CC/4AE0: 4B Display dialogue message $08E2, wait for button press Mama…are you all right? CC/4AE3: FE Return CC/4AE4: 4B Display dialogue message $08E3, wait for button press You can't take Mama away! CC/4AE7: FE Return CC/4AE8: 4B Display dialogue message $08E4, wait for button press I'll have you if something happens to Mama!! CC/4AEB: FE Return CC/4AEC: 4B Display dialogue message $08E5, wait for button press TERRA: I'm sorry… I'm staying! The children need me. CC/4AEF: FE Return CC/4AF0: C1 If ($1E80($0CD) [$1E99, bit 5] is clear) or ($1E80($291) [$1ED2, bit 1] is clear), branch to $CA5EB3 (simply returns) CC/4AF8: C0 If ($1E80($0BE) [$1E97, bit 6] is set), branch to $CA5EB3 (simply returns) CC/4AFE: DD Clear event bit $1E80($670) [$1F4E, bit 0] CC/4B00: DC Set event bit $1E80($671) [$1F4E, bit 1] CC/4B02: DD Clear event bit $1E80($672) [$1F4E, bit 2] CC/4B04: DD Clear event bit $1E80($673) [$1F4E, bit 3] CC/4B06: DC Set event bit $1E80($674) [$1F4E, bit 4] CC/4B08: D0 Set event bit $1E80($0BE) [$1E97, bit 6] CC/4B0A: 3A Enable player to move while event commands execute CC/4B0B: FE Return CC/4B0C: C1 If ($1E80($0BE) [$1E97, bit 6] is clear) or ($1E80($0BF) [$1E97, bit 7] is set), branch to $CA5EB3 (simply returns) CC/4B14: C0 If ($1E80($293) [$1ED2, bit 3] is set), branch to $CA5EB3 (simply returns) CC/4B1A: 3A Enable player to move while event commands execute CC/4B1B: 13 Begin action queue for character $13 (NPC $13), 6 bytes long (Wait until complete) CC/4B1D: C2 Set vehicle/entity's event speed to normal CC/4B1E: 9C Move vehicle/entity up 8 tiles CC/4B1F: 88 Move vehicle/entity up 3 tiles CC/4B20: 8F Move vehicle/entity left 4 tiles CC/4B21: 86 Move vehicle/entity down 2 tiles CC/4B22: FF End queue CC/4B23: 42 Hide object $13 CC/4B25: 45 Refresh objects CC/4B26: D4 Set event bit $1E80($293) [$1ED2, bit 3] CC/4B28: FE Return CC/4B29: C0 If ($1E80($0BE) [$1E97, bit 6] is clear), branch to $CA5EB3 (simply returns) CC/4B2F: 6A Load map $0096 (Mobliz, cave under soldier's house (only after first Phunbaba fights)) after fade out, (upper bits $2000), place party at (40, 50), facing down CC/4B35: 3A Enable player to move while event commands execute CC/4B36: FE Return CC/4B37: 4B Display dialogue message $08E6, wait for button press Katarin's gone… CC/4B3A: FE Return CC/4B3B: 4B Display dialogue message $08E8, wait for button press Katarin's belly's growing bigger! CC/4B3E: FE Return CC/4B3F: 4B Display dialogue message $08E7, wait for button press Duane was being mean to her, so Katarin took off! CC/4B42: FE Return CC/4B43: 4B Display dialogue message $08E9, wait for button press I know! Katarin's gonna have a baby! My Mom looked like that before my brother appeared! CC/4B46: FE Return CC/4B47: 4B Display dialogue message $08EA, wait for button press DUANE: I…don't know what to do. Katarin's pregnant… CC/4B4A: FE Return CC/4B4B: C0 If ($1E80($292) [$1ED2, bit 2] is set), branch to $CA5EB3 (simply returns) CC/4B51: 3D Create object $12 CC/4B53: 45 Refresh objects CC/4B54: 38 Hold screen CC/4B55: 30 Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete) CC/4B57: C1 Set vehicle/entity's event speed to slow CC/4B58: A2 Move vehicle/entity left/down 1x1 tiles CC/4B59: A2 Move vehicle/entity left/down 1x1 tiles CC/4B5A: A2 Move vehicle/entity left/down 1x1 tiles CC/4B5B: FF End queue CC/4B5C: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/4B5E: CD Turn vehicle/entity right CC/4B5F: FF End queue CC/4B60: 92 Pause for 30 units CC/4B61: 4B Display dialogue message $08EB, wait for button press TERRA: Hey you guys! CC/4B64: 92 Pause for 30 units CC/4B65: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/4B67: C2 Set vehicle/entity's event speed to normal CC/4B68: 8A Move vehicle/entity down 3 tiles CC/4B69: 8B Move vehicle/entity left 3 tiles CC/4B6A: FF End queue CC/4B6B: 39 Free screen CC/4B6C: 92 Pause for 30 units CC/4B6D: 4B Display dialogue message $08EC, wait for button press TERRA: Katarin's having a baby. CC/4B70: 92 Pause for 30 units CC/4B71: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CC/4B73: CE Turn vehicle/entity down CC/4B74: E0 Pause for 4 * 1 (4) frames CC/4B76: CD Turn vehicle/entity right CC/4B77: FF End queue CC/4B78: 92 Pause for 30 units CC/4B79: 4B Display dialogue message $08ED, wait for button press KATARIN: I'm so happy to have had a child… But Duane seems miserable… CC/4B7C: 92 Pause for 30 units CC/4B7D: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/4B7F: CE Turn vehicle/entity down CC/4B80: FF End queue CC/4B81: 95 Pause for 120 units CC/4B82: 41 Show object $12 CC/4B84: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CC/4B86: C2 Set vehicle/entity's event speed to normal CC/4B87: 8E Move vehicle/entity down 4 tiles CC/4B88: FF End queue CC/4B89: 94 Pause for 60 units CC/4B8A: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CC/4B8C: 82 Move vehicle/entity down 1 tile CC/4B8D: 93 Move vehicle/entity left 5 tiles CC/4B8E: CE Turn vehicle/entity down CC/4B8F: FF End queue CC/4B90: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/4B92: A3 Move vehicle/entity left/up 1x1 tiles CC/4B93: CF Turn vehicle/entity left CC/4B94: FF End queue CC/4B95: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/4B97: CC Turn vehicle/entity up CC/4B98: FF End queue CC/4B99: 92 Pause for 30 units CC/4B9A: 4B Display dialogue message $08EE, wait for button press DUANE: Katarin… … I'm sorry. I didn't know how to handle this. I've been an awful husband… But I'm learning. Please, come back with me. CC/4B9D: 95 Pause for 120 units CC/4B9E: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CC/4BA0: CD Turn vehicle/entity right CC/4BA1: E0 Pause for 4 * 4 (16) frames CC/4BA3: CC Turn vehicle/entity up CC/4BA4: FF End queue CC/4BA5: F2 Fade out current song with transition time 160 CC/4BA7: 95 Pause for 120 units CC/4BA8: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/4BAA: F4 Play sound effect 232 CC/4BAC: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/4BAE: 1F Do vehicle/entity graphical action $1F CC/4BAF: FF End queue CC/4BB0: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/4BB2: 1F Do vehicle/entity graphical action $1F CC/4BB3: FF End queue CC/4BB4: 94 Pause for 60 units CC/4BB5: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/4BB7: CD Turn vehicle/entity right CC/4BB8: FF End queue CC/4BB9: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/4BBB: CD Turn vehicle/entity right CC/4BBC: FF End queue CC/4BBD: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CC/4BBF: CD Turn vehicle/entity right CC/4BC0: FF End queue CC/4BC1: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/4BC3: CD Turn vehicle/entity right CC/4BC4: FF End queue CC/4BC5: B0 Execute the following commands until $B1 2 times CC/4BC7: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/4BC9: F4 Play sound effect 232 CC/4BCB: 94 Pause for 60 units CC/4BCC: B1 End block of repeating commands CC/4BCD: 91 Pause for 15 units CC/4BCE: 3D Create object $13 CC/4BD0: 45 Refresh objects CC/4BD1: 41 Show object $13 CC/4BD3: 13 Begin action queue for character $13 (NPC $13), 4 bytes long (Wait until complete) CC/4BD5: C3 Set vehicle/entity's event speed to fast CC/4BD6: 92 Move vehicle/entity down 5 tiles CC/4BD7: 8B Move vehicle/entity left 3 tiles CC/4BD8: FF End queue CC/4BD9: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/4BDB: CD Turn vehicle/entity right CC/4BDC: FF End queue CC/4BDD: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/4BDF: CD Turn vehicle/entity right CC/4BE0: FF End queue CC/4BE1: 92 Pause for 30 units CC/4BE2: 4B Display dialogue message $08EF, wait for button press Waaaaa! Phunbaba's back again! CC/4BE5: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/4BE7: 1F Do vehicle/entity graphical action $1F CC/4BE8: FF End queue CC/4BE9: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/4BEB: 1F Do vehicle/entity graphical action $1F CC/4BEC: FF End queue CC/4BED: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/4BEF: F0 Play song 50 (The Unforgiven), (high bit clear), full volume CC/4BF1: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/4BF3: CD Turn vehicle/entity right CC/4BF4: FF End queue CC/4BF5: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/4BF7: CD Turn vehicle/entity right CC/4BF8: FF End queue CC/4BF9: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CC/4BFB: CD Turn vehicle/entity right CC/4BFC: FF End queue CC/4BFD: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/4BFF: CD Turn vehicle/entity right CC/4C00: FF End queue CC/4C01: 92 Pause for 30 units CC/4C02: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/4C04: 80 Move vehicle/entity up 1 tile CC/4C05: CE Turn vehicle/entity down CC/4C06: FF End queue CC/4C07: D4 Set event bit $1E80($292) [$1ED2, bit 2] CC/4C09: 3A Enable player to move while event commands execute CC/4C0A: FE Return CC/4C0B: 4B Display dialogue message $08F0, wait for button press TERRA: Please! Save this village! I simply can't fight… CC/4C0E: FE Return CC/4C0F: 4B Display dialogue message $08F1, wait for button press DUANE: I'll keep Katarin safe. CC/4C12: FE Return CC/4C13: 4B Display dialogue message $08F2, wait for button press KATARIN: I feel safe when Duane's around. CC/4C16: FE Return CC/4C17: 4B Display dialogue message $08F3, wait for button press Please!! Rid us of Phunbaba once and for all! CC/4C1A: FE Return CC/4C1B: C1 If ($1E80($0BF) [$1E97, bit 7] is set) or ($1E80($292) [$1ED2, bit 2] is clear), branch to $CA5EB3 (simply returns) CC/4C23: 39 Free screen CC/4C24: 6A Load map $009E (Mobliz, outdoors (WoR)) after fade out, (upper bits $2000), place party at (6, 20), facing down CC/4C2A: 42 Hide object $31 CC/4C2C: 96 Restore screen from fade CC/4C2D: 5C Pause execution until fade in or fade out is complete CC/4C2E: 92 Pause for 30 units CC/4C2F: B0 Execute the following commands until $B1 4 times CC/4C31: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/4C33: F4 Play sound effect 232 CC/4C35: 94 Pause for 60 units CC/4C36: B1 End block of repeating commands CC/4C37: 92 Pause for 30 units CC/4C38: 73 Replace current map's Layer 1 at (6, 19) with the following (2 x 1) chunk, refresh immediately CC/4C3D: $04, $14 CC/4C3F: 41 Show object $31 CC/4C41: 45 Refresh objects CC/4C42: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CC/4C44: C3 Set vehicle/entity's event speed to fast CC/4C45: 82 Move vehicle/entity down 1 tile CC/4C46: A6 Move vehicle/entity right/down 2x1 tiles CC/4C47: A6 Move vehicle/entity right/down 2x1 tiles CC/4C48: A1 Move vehicle/entity right/down 1x1 tiles CC/4C49: CE Turn vehicle/entity down CC/4C4A: FF End queue CC/4C4B: 92 Pause for 30 units CC/4C4C: B0 Execute the following commands until $B1 2 times CC/4C4E: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/4C50: F4 Play sound effect 232 CC/4C52: 94 Pause for 60 units CC/4C53: B1 End block of repeating commands CC/4C54: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/4C56: 4D Invoke battle, enemy set $82, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/4C59: B2 Call subroutine $CA5EA9 CC/4C5D: 47 Make character in slot 0 the lead character CC/4C5E: 73 Replace current map's Layer 1 at (6, 19) with the following (2 x 1) chunk, refresh immediately CC/4C63: $04, $14 CC/4C65: 3D Create object $1D CC/4C67: 3D Create object $1C CC/4C69: 45 Refresh objects CC/4C6A: 1C Begin action queue for character $1C (NPC $1C), 6 bytes long (Wait until complete) CC/4C6C: D5 Set vehicle/entity's position to (10, 24) CC/4C6F: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/4C70: C2 Set vehicle/entity's event speed to normal CC/4C71: FF End queue CC/4C72: 60 Change background layer $0F to palette $08 CC/4C75: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/4C77: 09 Do vehicle/entity graphical action $09 (kneeling) CC/4C78: FF End queue CC/4C79: 96 Restore screen from fade CC/4C7A: 5C Pause execution until fade in or fade out is complete CC/4C7B: 94 Pause for 60 units CC/4C7C: 41 Show object $1D CC/4C7E: 45 Refresh objects CC/4C7F: 1D Begin action queue for character $1D (NPC $1D), 6 bytes long (Wait until complete) CC/4C81: C3 Set vehicle/entity's event speed to fast CC/4C82: 8A Move vehicle/entity down 3 tiles CC/4C83: A6 Move vehicle/entity right/down 2x1 tiles CC/4C84: A6 Move vehicle/entity right/down 2x1 tiles CC/4C85: CE Turn vehicle/entity down CC/4C86: FF End queue CC/4C87: 92 Pause for 30 units CC/4C88: 4B Display dialogue message $08CF, wait for button press TERRA!! CC/4C8B: 92 Pause for 30 units CC/4C8C: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete) CC/4C8E: 24 Do vehicle/entity graphical action $24 CC/4C8F: FF End queue CC/4C90: B4 Pause for 10 units CC/4C92: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete) CC/4C94: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/4C95: FF End queue CC/4C96: 92 Pause for 30 units CC/4C97: B0 Execute the following commands until $B1 2 times CC/4C99: F4 Play sound effect 103 CC/4C9B: B0 Execute the following commands until $B1 31 times CC/4C9D: 53 Modify object color range from [20, 2F]: Add (Black) at intensity 3 CC/4CA1: B1 End block of repeating commands CC/4CA2: B0 Execute the following commands until $B1 31 times CC/4CA4: 53 Modify object color range from [20, 2F]: Do unknown operation (Black) at intensity 3 CC/4CA8: B1 End block of repeating commands CC/4CA9: 92 Pause for 30 units CC/4CAA: B1 End block of repeating commands CC/4CAB: 91 Pause for 15 units CC/4CAC: F4 Play sound effect 81 CC/4CAE: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/4CB0: 41 Show object $1C CC/4CB2: 42 Hide object $1D CC/4CB4: 95 Pause for 120 units CC/4CB5: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/4CB7: CD Turn vehicle/entity right CC/4CB8: FF End queue CC/4CB9: 92 Pause for 30 units CC/4CBA: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/4CBC: CF Turn vehicle/entity left CC/4CBD: FF End queue CC/4CBE: 92 Pause for 30 units CC/4CBF: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/4CC1: CE Turn vehicle/entity down CC/4CC2: FF End queue CC/4CC3: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/4CC5: CE Turn vehicle/entity down CC/4CC6: FF End queue CC/4CC7: 92 Pause for 30 units CC/4CC8: 97 Fade screen to black CC/4CC9: 5C Pause execution until fade in or fade out is complete CC/4CCA: B2 Call subroutine $CACB25 CC/4CCE: 3D Create object $00 CC/4CD0: 3F Assign character $00 (Actor in stot 0) to party 1 CC/4CD3: 45 Refresh objects CC/4CD4: 77 Perform level averaging on character $00 (TERRA ) and calculate new maximum HP/MP CC/4CD6: 9C Place optimum equipment on character $00 (Actor in stot 0) CC/4CD8: D4 Set event bit $1E80($2F0) [$1EDE, bit 0] CC/4CDA: 8B For character $00 (Actor in stot 0), take HP and set to maximum CC/4CDD: 8C For character $00 (Actor in stot 0), take MP and set to maximum CC/4CE0: 88 Remove the following status ailments from character $00 (Actor in stot 0): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/4CE4: 89 Inflict the following status ailments on character $00 (Actor in stot 0): Morph (Esper-form) CC/4CE8: B8 Set bit $1DC9($3A) [$1DD0, bit 2] CC/4CEA: B8 Set bit $1DC9($39) [$1DD0, bit 1] CC/4CEC: 4D Invoke battle, enemy set $83, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/4CEF: B2 Call subroutine $CA5EA9 CC/4CF3: 3E Delete object $00 CC/4CF5: 3F Remove character $00 (Actor in stot 0) from the party CC/4CF8: 45 Refresh objects CC/4CF9: D5 Clear event bit $1E80($2F0) [$1EDE, bit 0] CC/4CFB: 47 Make character in slot 0 the lead character CC/4CFC: B9 Clear bit $1DC9($3A) [$1DD0, bit 2] CC/4CFE: 6B Load map $009E (Mobliz, outdoors (WoR)) instantly, (upper bits $2000), place party at (11, 21), facing down CC/4D04: 47 Make character in slot 0 the lead character CC/4D05: F0 Play song 57 (Wind), (high bit clear), full volume CC/4D07: 38 Hold screen CC/4D08: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/4D0A: 8A Move vehicle/entity down 3 tiles CC/4D0B: CE Turn vehicle/entity down CC/4D0C: FF End queue CC/4D0D: 59 Unfade screen at speed $04 CC/4D0F: 5C Pause execution until fade in or fade out is complete CC/4D10: 95 Pause for 120 units CC/4D11: 73 Replace current map's Layer 1 at (16, 15) with the following (2 x 1) chunk, refresh immediately CC/4D16: $04, $14 CC/4D18: F4 Play sound effect 44 CC/4D1A: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/4D1C: CC Turn vehicle/entity up CC/4D1D: FF End queue CC/4D1E: 3D Create object $12 CC/4D20: 3D Create object $13 CC/4D22: 3D Create object $14 CC/4D24: 3D Create object $15 CC/4D26: 45 Refresh objects CC/4D27: 41 Show object $12 CC/4D29: 41 Show object $13 CC/4D2B: 41 Show object $14 CC/4D2D: 41 Show object $15 CC/4D2F: 12 Begin action queue for character $12 (NPC $12), 7 bytes long CC/4D31: C3 Set vehicle/entity's event speed to fast CC/4D32: 8E Move vehicle/entity down 4 tiles CC/4D33: A2 Move vehicle/entity left/down 1x1 tiles CC/4D34: A2 Move vehicle/entity left/down 1x1 tiles CC/4D35: 86 Move vehicle/entity down 2 tiles CC/4D36: 87 Move vehicle/entity left 2 tiles CC/4D37: FF End queue CC/4D38: 13 Begin action queue for character $13 (NPC $13), 10 bytes long CC/4D3A: C3 Set vehicle/entity's event speed to fast CC/4D3B: E0 Pause for 4 * 2 (8) frames CC/4D3D: 8E Move vehicle/entity down 4 tiles CC/4D3E: 83 Move vehicle/entity left 1 tile CC/4D3F: A2 Move vehicle/entity left/down 1x1 tiles CC/4D40: A2 Move vehicle/entity left/down 1x1 tiles CC/4D41: A2 Move vehicle/entity left/down 1x1 tiles CC/4D42: CE Turn vehicle/entity down CC/4D43: FF End queue CC/4D44: 14 Begin action queue for character $14 (NPC $14), 9 bytes long CC/4D46: C3 Set vehicle/entity's event speed to fast CC/4D47: E0 Pause for 4 * 4 (16) frames CC/4D49: 8E Move vehicle/entity down 4 tiles CC/4D4A: 8B Move vehicle/entity left 3 tiles CC/4D4B: 86 Move vehicle/entity down 2 tiles CC/4D4C: 87 Move vehicle/entity left 2 tiles CC/4D4D: 82 Move vehicle/entity down 1 tile CC/4D4E: FF End queue CC/4D4F: 15 Begin action queue for character $15 (NPC $15), 7 bytes long (Wait until complete) CC/4D51: C3 Set vehicle/entity's event speed to fast CC/4D52: E0 Pause for 4 * 6 (24) frames CC/4D54: 8E Move vehicle/entity down 4 tiles CC/4D55: 93 Move vehicle/entity left 5 tiles CC/4D56: 86 Move vehicle/entity down 2 tiles CC/4D57: FF End queue CC/4D58: 73 Replace current map's Layer 1 at (6, 19) with the following (2 x 1) chunk, refresh immediately CC/4D5D: $04, $14 CC/4D5F: F4 Play sound effect 44 CC/4D61: 3D Create object $16 CC/4D63: 3D Create object $17 CC/4D65: 3D Create object $18 CC/4D67: 45 Refresh objects CC/4D68: 41 Show object $16 CC/4D6A: 41 Show object $17 CC/4D6C: 41 Show object $18 CC/4D6E: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CC/4D70: C3 Set vehicle/entity's event speed to fast CC/4D71: 86 Move vehicle/entity down 2 tiles CC/4D72: 8D Move vehicle/entity right 4 tiles CC/4D73: CE Turn vehicle/entity down CC/4D74: FF End queue CC/4D75: 17 Begin action queue for character $17 (NPC $17), 6 bytes long CC/4D77: C3 Set vehicle/entity's event speed to fast CC/4D78: E0 Pause for 4 * 2 (8) frames CC/4D7A: 8E Move vehicle/entity down 4 tiles CC/4D7B: 8D Move vehicle/entity right 4 tiles CC/4D7C: FF End queue CC/4D7D: 18 Begin action queue for character $18 (NPC $18), 6 bytes long (Wait until complete) CC/4D7F: C3 Set vehicle/entity's event speed to fast CC/4D80: E0 Pause for 4 * 4 (16) frames CC/4D82: 8A Move vehicle/entity down 3 tiles CC/4D83: 8D Move vehicle/entity right 4 tiles CC/4D84: FF End queue CC/4D85: 95 Pause for 120 units CC/4D86: F6 Subcommand $82: Change volume of currently playing sound effect to $40, transition time 1 CC/4D8A: F4 Play sound effect 185 CC/4D8C: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CC/4D8E: CC Turn vehicle/entity up CC/4D8F: FF End queue CC/4D90: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CC/4D92: CC Turn vehicle/entity up CC/4D93: FF End queue CC/4D94: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CC/4D96: CC Turn vehicle/entity up CC/4D97: FF End queue CC/4D98: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/4D9A: CC Turn vehicle/entity up CC/4D9B: FF End queue CC/4D9C: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CC/4D9E: CC Turn vehicle/entity up CC/4D9F: FF End queue CC/4DA0: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CC/4DA2: CC Turn vehicle/entity up CC/4DA3: FF End queue CC/4DA4: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/4DA6: CC Turn vehicle/entity up CC/4DA7: FF End queue CC/4DA8: F6 Subcommand $82: Change volume of currently playing sound effect to $60, transition time 1 CC/4DAC: 91 Pause for 15 units CC/4DAD: F6 Subcommand $82: Change volume of currently playing sound effect to $80, transition time 1 CC/4DB1: 91 Pause for 15 units CC/4DB2: F6 Subcommand $82: Change volume of currently playing sound effect to $A0, transition time 1 CC/4DB6: 91 Pause for 15 units CC/4DB7: F6 Subcommand $82: Change volume of currently playing sound effect to $C0, transition time 1 CC/4DBB: 91 Pause for 15 units CC/4DBC: F6 Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 1 CC/4DC0: 91 Pause for 15 units CC/4DC1: 60 Change background layer $0F to palette $08 CC/4DC4: 3D Create object $1C CC/4DC6: 45 Refresh objects CC/4DC7: 41 Show object $1C CC/4DC9: 1C Begin action queue for character $1C (NPC $1C), 10 bytes long (Wait until complete) CC/4DCB: C7 Set vehicle/entity to stay still when moving CC/4DCC: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/4DCD: C3 Set vehicle/entity's event speed to fast CC/4DCE: 8A Move vehicle/entity down 3 tiles CC/4DCF: C2 Set vehicle/entity's event speed to normal CC/4DD0: 86 Move vehicle/entity down 2 tiles CC/4DD1: C1 Set vehicle/entity's event speed to slow CC/4DD2: 82 Move vehicle/entity down 1 tile CC/4DD3: 09 Do vehicle/entity graphical action $09 (kneeling) CC/4DD4: FF End queue CC/4DD5: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/4DD7: 94 Pause for 60 units CC/4DD8: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/4DDA: CE Turn vehicle/entity down CC/4DDB: FF End queue CC/4DDC: 78 Enable ability to pass through other objects for object $12 (NPC $12) CC/4DDE: 78 Enable ability to pass through other objects for object $13 (NPC $13) CC/4DE0: 78 Enable ability to pass through other objects for object $14 (NPC $14) CC/4DE2: 78 Enable ability to pass through other objects for object $15 (NPC $15) CC/4DE4: 78 Enable ability to pass through other objects for object $16 (NPC $16) CC/4DE6: 78 Enable ability to pass through other objects for object $17 (NPC $17) CC/4DE8: 78 Enable ability to pass through other objects for object $18 (NPC $18) CC/4DEA: 78 Enable ability to pass through other objects for object $1C (NPC $1C) CC/4DEC: 13 Begin action queue for character $13 (NPC $13), 8 bytes long CC/4DEE: C3 Set vehicle/entity's event speed to fast CC/4DEF: DC Make vehicle/entity jump (low) CC/4DF0: A0 Move vehicle/entity right/up 1x1 tiles CC/4DF1: A0 Move vehicle/entity right/up 1x1 tiles CC/4DF2: A0 Move vehicle/entity right/up 1x1 tiles CC/4DF3: 80 Move vehicle/entity up 1 tile CC/4DF4: CF Turn vehicle/entity left CC/4DF5: FF End queue CC/4DF6: 12 Begin action queue for character $12 (NPC $12), 10 bytes long CC/4DF8: C3 Set vehicle/entity's event speed to fast CC/4DF9: DC Make vehicle/entity jump (low) CC/4DFA: 81 Move vehicle/entity right 1 tile CC/4DFB: A0 Move vehicle/entity right/up 1x1 tiles CC/4DFC: 80 Move vehicle/entity up 1 tile CC/4DFD: A0 Move vehicle/entity right/up 1x1 tiles CC/4DFE: A0 Move vehicle/entity right/up 1x1 tiles CC/4DFF: 81 Move vehicle/entity right 1 tile CC/4E00: CF Turn vehicle/entity left CC/4E01: FF End queue CC/4E02: 15 Begin action queue for character $15 (NPC $15), 11 bytes long CC/4E04: C3 Set vehicle/entity's event speed to fast CC/4E05: 81 Move vehicle/entity right 1 tile CC/4E06: DC Make vehicle/entity jump (low) CC/4E07: 81 Move vehicle/entity right 1 tile CC/4E08: A0 Move vehicle/entity right/up 1x1 tiles CC/4E09: 80 Move vehicle/entity up 1 tile CC/4E0A: DC Make vehicle/entity jump (low) CC/4E0B: 80 Move vehicle/entity up 1 tile CC/4E0C: 88 Move vehicle/entity up 3 tiles CC/4E0D: CE Turn vehicle/entity down CC/4E0E: FF End queue CC/4E0F: 14 Begin action queue for character $14 (NPC $14), 8 bytes long CC/4E11: C3 Set vehicle/entity's event speed to fast CC/4E12: 83 Move vehicle/entity left 1 tile CC/4E13: DC Make vehicle/entity jump (low) CC/4E14: 8B Move vehicle/entity left 3 tiles CC/4E15: A3 Move vehicle/entity left/up 1x1 tiles CC/4E16: 80 Move vehicle/entity up 1 tile CC/4E17: CD Turn vehicle/entity right CC/4E18: FF End queue CC/4E19: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CC/4E1B: C3 Set vehicle/entity's event speed to fast CC/4E1C: 93 Move vehicle/entity left 5 tiles CC/4E1D: A3 Move vehicle/entity left/up 1x1 tiles CC/4E1E: CD Turn vehicle/entity right CC/4E1F: FF End queue CC/4E20: 18 Begin action queue for character $18 (NPC $18), 5 bytes long CC/4E22: C3 Set vehicle/entity's event speed to fast CC/4E23: 8F Move vehicle/entity left 4 tiles CC/4E24: A2 Move vehicle/entity left/down 1x1 tiles CC/4E25: CD Turn vehicle/entity right CC/4E26: FF End queue CC/4E27: 17 Begin action queue for character $17 (NPC $17), 7 bytes long (Wait until complete) CC/4E29: C3 Set vehicle/entity's event speed to fast CC/4E2A: DC Make vehicle/entity jump (low) CC/4E2B: 8F Move vehicle/entity left 4 tiles CC/4E2C: CD Turn vehicle/entity right CC/4E2D: E0 Pause for 4 * 8 (32) frames CC/4E2F: FF End queue CC/4E30: B2 Call subroutine $CB2E34 CC/4E34: B2 Call subroutine $CAC6AC CC/4E38: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CC/4E3A: C2 Set vehicle/entity's event speed to normal CC/4E3B: 83 Move vehicle/entity left 1 tile CC/4E3C: CC Turn vehicle/entity up CC/4E3D: FF End queue CC/4E3E: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CC/4E40: C2 Set vehicle/entity's event speed to normal CC/4E41: CC Turn vehicle/entity up CC/4E42: FF End queue CC/4E43: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CC/4E45: C2 Set vehicle/entity's event speed to normal CC/4E46: 81 Move vehicle/entity right 1 tile CC/4E47: CC Turn vehicle/entity up CC/4E48: FF End queue CC/4E49: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/4E4B: C2 Set vehicle/entity's event speed to normal CC/4E4C: 80 Move vehicle/entity up 1 tile CC/4E4D: E0 Pause for 4 * 4 (16) frames CC/4E4F: FF End queue CC/4E50: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long (Wait until complete) CC/4E52: CF Turn vehicle/entity left CC/4E53: FF End queue CC/4E54: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long (Wait until complete) CC/4E56: CD Turn vehicle/entity right CC/4E57: FF End queue CC/4E58: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete) CC/4E5A: CD Turn vehicle/entity right CC/4E5B: FF End queue CC/4E5C: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/4E5E: CF Turn vehicle/entity left CC/4E5F: FF End queue CC/4E60: 92 Pause for 30 units CC/4E61: 4B Display dialogue message $08F4, wait for button press (At bottom of screen) Monster again… I'm afraid… I'm always afraid… CC/4E64: 92 Pause for 30 units CC/4E65: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/4E67: 23 Do vehicle/entity graphical action $23 CC/4E68: FF End queue CC/4E69: 94 Pause for 60 units CC/4E6A: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/4E6C: 63 Do vehicle/entity graphical action $23, flipped horizontally CC/4E6D: FF End queue CC/4E6E: 94 Pause for 60 units CC/4E6F: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/4E71: 23 Do vehicle/entity graphical action $23 CC/4E72: FF End queue CC/4E73: 94 Pause for 60 units CC/4E74: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/4E76: CE Turn vehicle/entity down CC/4E77: FF End queue CC/4E78: 92 Pause for 30 units CC/4E79: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/4E7B: 13 Do vehicle/entity graphical action $13 CC/4E7C: FF End queue CC/4E7D: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/4E7F: CE Turn vehicle/entity down CC/4E80: FF End queue CC/4E81: 94 Pause for 60 units CC/4E82: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/4E84: 13 Do vehicle/entity graphical action $13 CC/4E85: FF End queue CC/4E86: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/4E88: CE Turn vehicle/entity down CC/4E89: FF End queue CC/4E8A: 92 Pause for 30 units CC/4E8B: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/4E8D: 13 Do vehicle/entity graphical action $13 CC/4E8E: FF End queue CC/4E8F: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/4E91: CE Turn vehicle/entity down CC/4E92: FF End queue CC/4E93: B5 Pause for 15 * 6 (90) units CC/4E95: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/4E97: 20 Do vehicle/entity graphical action $20 CC/4E98: FF End queue CC/4E99: B5 Pause for 15 * 16 (240) units CC/4E9B: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CC/4E9D: C1 Set vehicle/entity's event speed to slow CC/4E9E: 82 Move vehicle/entity down 1 tile CC/4E9F: CD Turn vehicle/entity right CC/4EA0: FF End queue CC/4EA1: F2 Fade out current song with transition time 160 CC/4EA3: 95 Pause for 120 units CC/4EA4: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CC/4EA6: 81 Move vehicle/entity right 1 tile CC/4EA7: A0 Move vehicle/entity right/up 1x1 tiles CC/4EA8: A0 Move vehicle/entity right/up 1x1 tiles CC/4EA9: FF End queue CC/4EAA: 95 Pause for 120 units CC/4EAB: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long (Wait until complete) CC/4EAD: CC Turn vehicle/entity up CC/4EAE: FF End queue CC/4EAF: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long (Wait until complete) CC/4EB1: CC Turn vehicle/entity up CC/4EB2: FF End queue CC/4EB3: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete) CC/4EB5: CC Turn vehicle/entity up CC/4EB6: FF End queue CC/4EB7: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/4EB9: CC Turn vehicle/entity up CC/4EBA: FF End queue CC/4EBB: 14 Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete) CC/4EBD: C0 Set vehicle/entity's event speed to slowest CC/4EBE: 81 Move vehicle/entity right 1 tile CC/4EBF: FF End queue CC/4EC0: 92 Pause for 30 units CC/4EC1: 4B Display dialogue message $08F5, wait for button press Mama… It is you, isn't it! I can tell… CC/4EC4: F1 Fade in song 5 (Awakening) (high bit clear) with transition time 160 CC/4EC7: 94 Pause for 60 units CC/4EC8: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/4ECA: CE Turn vehicle/entity down CC/4ECB: FF End queue CC/4ECC: 92 Pause for 30 units CC/4ECD: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/4ECF: 23 Do vehicle/entity graphical action $23 CC/4ED0: FF End queue CC/4ED1: 94 Pause for 60 units CC/4ED2: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/4ED4: CF Turn vehicle/entity left CC/4ED5: FF End queue CC/4ED6: 94 Pause for 60 units CC/4ED7: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CC/4ED9: C1 Set vehicle/entity's event speed to slow CC/4EDA: A2 Move vehicle/entity left/down 1x1 tiles CC/4EDB: FF End queue CC/4EDC: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CC/4EDE: C1 Set vehicle/entity's event speed to slow CC/4EDF: 83 Move vehicle/entity left 1 tile CC/4EE0: A2 Move vehicle/entity left/down 1x1 tiles CC/4EE1: FF End queue CC/4EE2: 15 Begin action queue for character $15 (NPC $15), 4 bytes long CC/4EE4: C1 Set vehicle/entity's event speed to slow CC/4EE5: A2 Move vehicle/entity left/down 1x1 tiles CC/4EE6: 82 Move vehicle/entity down 1 tile CC/4EE7: FF End queue CC/4EE8: 16 Begin action queue for character $16 (NPC $16), 4 bytes long CC/4EEA: C1 Set vehicle/entity's event speed to slow CC/4EEB: A1 Move vehicle/entity right/down 1x1 tiles CC/4EEC: 85 Move vehicle/entity right 2 tiles CC/4EED: FF End queue CC/4EEE: 18 Begin action queue for character $18 (NPC $18), 4 bytes long CC/4EF0: C1 Set vehicle/entity's event speed to slow CC/4EF1: 8D Move vehicle/entity right 4 tiles CC/4EF2: CC Turn vehicle/entity up CC/4EF3: FF End queue CC/4EF4: 17 Begin action queue for character $17 (NPC $17), 7 bytes long (Wait until complete) CC/4EF6: C1 Set vehicle/entity's event speed to slow CC/4EF7: 85 Move vehicle/entity right 2 tiles CC/4EF8: A0 Move vehicle/entity right/up 1x1 tiles CC/4EF9: CC Turn vehicle/entity up CC/4EFA: E0 Pause for 4 * 4 (16) frames CC/4EFC: FF End queue CC/4EFD: 92 Pause for 30 units CC/4EFE: 4B Display dialogue message $08F6, wait for button press (At bottom of screen) Huh? Mama? TERRA? CC/4F01: 92 Pause for 30 units CC/4F02: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/4F04: CE Turn vehicle/entity down CC/4F05: FF End queue CC/4F06: 94 Pause for 60 units CC/4F07: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CC/4F09: C3 Set vehicle/entity's event speed to fast CC/4F0A: 87 Move vehicle/entity left 2 tiles CC/4F0B: FF End queue CC/4F0C: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CC/4F0E: C3 Set vehicle/entity's event speed to fast CC/4F0F: 8B Move vehicle/entity left 3 tiles CC/4F10: CC Turn vehicle/entity up CC/4F11: FF End queue CC/4F12: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CC/4F14: C3 Set vehicle/entity's event speed to fast CC/4F15: DC Make vehicle/entity jump (low) CC/4F16: 83 Move vehicle/entity left 1 tile CC/4F17: 82 Move vehicle/entity down 1 tile CC/4F18: FF End queue CC/4F19: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CC/4F1B: C3 Set vehicle/entity's event speed to fast CC/4F1C: 81 Move vehicle/entity right 1 tile CC/4F1D: A0 Move vehicle/entity right/up 1x1 tiles CC/4F1E: 80 Move vehicle/entity up 1 tile CC/4F1F: DC Make vehicle/entity jump (low) CC/4F20: A0 Move vehicle/entity right/up 1x1 tiles CC/4F21: CE Turn vehicle/entity down CC/4F22: FF End queue CC/4F23: 18 Begin action queue for character $18 (NPC $18), 5 bytes long CC/4F25: C3 Set vehicle/entity's event speed to fast CC/4F26: 80 Move vehicle/entity up 1 tile CC/4F27: A0 Move vehicle/entity right/up 1x1 tiles CC/4F28: 80 Move vehicle/entity up 1 tile CC/4F29: FF End queue CC/4F2A: 17 Begin action queue for character $17 (NPC $17), 4 bytes long (Wait until complete) CC/4F2C: C3 Set vehicle/entity's event speed to fast CC/4F2D: 84 Move vehicle/entity up 2 tiles CC/4F2E: CD Turn vehicle/entity right CC/4F2F: FF End queue CC/4F30: 4B Display dialogue message $08F7, wait for button press (At bottom of screen) Mama!! TERRA!!! CC/4F33: 92 Pause for 30 units CC/4F34: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CC/4F36: C2 Set vehicle/entity's event speed to normal CC/4F37: 84 Move vehicle/entity up 2 tiles CC/4F38: FF End queue CC/4F39: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CC/4F3B: C2 Set vehicle/entity's event speed to normal CC/4F3C: 84 Move vehicle/entity up 2 tiles CC/4F3D: FF End queue CC/4F3E: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CC/4F40: C2 Set vehicle/entity's event speed to normal CC/4F41: 84 Move vehicle/entity up 2 tiles CC/4F42: FF End queue CC/4F43: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/4F45: C2 Set vehicle/entity's event speed to normal CC/4F46: 84 Move vehicle/entity up 2 tiles CC/4F47: E0 Pause for 4 * 4 (16) frames CC/4F49: FF End queue CC/4F4A: 94 Pause for 60 units CC/4F4B: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete) CC/4F4D: CE Turn vehicle/entity down CC/4F4E: E0 Pause for 4 * 2 (8) frames CC/4F50: 23 Do vehicle/entity graphical action $23 CC/4F51: FF End queue CC/4F52: 92 Pause for 30 units CC/4F53: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete) CC/4F55: CE Turn vehicle/entity down CC/4F56: E0 Pause for 4 * 2 (8) frames CC/4F58: 63 Do vehicle/entity graphical action $23, flipped horizontally CC/4F59: FF End queue CC/4F5A: 92 Pause for 30 units CC/4F5B: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete) CC/4F5D: CE Turn vehicle/entity down CC/4F5E: E0 Pause for 4 * 2 (8) frames CC/4F60: 23 Do vehicle/entity graphical action $23 CC/4F61: FF End queue CC/4F62: 92 Pause for 30 units CC/4F63: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/4F65: CE Turn vehicle/entity down CC/4F66: FF End queue CC/4F67: 92 Pause for 30 units CC/4F68: 4B Display dialogue message $08F8, wait for button press (At bottom of screen) TERRA: I…I can fight! CC/4F6B: 92 Pause for 30 units CC/4F6C: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/4F6E: 20 Do vehicle/entity graphical action $20 CC/4F6F: FF End queue CC/4F70: 92 Pause for 30 units CC/4F71: 4B Display dialogue message $08F9, wait for button press (At bottom of screen) TERRA: Finally… I understand that feeling… Even though I kept it buried for so long. I'm sure it's called… …… …… “Love!” I now realize that we must fight for the future of our children. CC/4F74: 94 Pause for 60 units CC/4F75: F4 Play sound effect 39 CC/4F77: 3D Create object $10 CC/4F79: 3D Create object $1A CC/4F7B: 3D Create object $1B CC/4F7D: 45 Refresh objects CC/4F7E: B0 Execute the following commands until $B1 10 times CC/4F80: 50 Tint screen (cumulative) with color $93 CC/4F82: 91 Pause for 15 units CC/4F83: B1 End block of repeating commands CC/4F84: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CC/4F86: CC Turn vehicle/entity up CC/4F87: FF End queue CC/4F88: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CC/4F8A: CC Turn vehicle/entity up CC/4F8B: FF End queue CC/4F8C: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CC/4F8E: CC Turn vehicle/entity up CC/4F8F: FF End queue CC/4F90: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CC/4F92: CC Turn vehicle/entity up CC/4F93: FF End queue CC/4F94: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CC/4F96: CC Turn vehicle/entity up CC/4F97: FF End queue CC/4F98: 18 Begin action queue for character $18 (NPC $18), 2 bytes long CC/4F9A: CC Turn vehicle/entity up CC/4F9B: FF End queue CC/4F9C: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CC/4F9E: CC Turn vehicle/entity up CC/4F9F: FF End queue CC/4FA0: 30 Begin action queue for character $30 (Camera), 5 bytes long CC/4FA2: C0 Set vehicle/entity's event speed to slowest CC/4FA3: E0 Pause for 4 * 2 (8) frames CC/4FA5: 84 Move vehicle/entity up 2 tiles CC/4FA6: FF End queue CC/4FA7: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete) CC/4FA9: C0 Set vehicle/entity's event speed to slowest CC/4FAA: C7 Set vehicle/entity to stay still when moving CC/4FAB: CE Turn vehicle/entity down CC/4FAC: 88 Move vehicle/entity up 3 tiles CC/4FAD: FF End queue CC/4FAE: 41 Show object $19 CC/4FB0: 41 Show object $1A CC/4FB2: 41 Show object $1B CC/4FB4: F4 Play sound effect 39 CC/4FB6: 78 Enable ability to pass through other objects for object $19 (NPC $19) CC/4FB8: 78 Enable ability to pass through other objects for object $1A (NPC $1A) CC/4FBA: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CC/4FBC: 19 Begin action queue for character $19 (NPC $19), 8 bytes long CC/4FBE: C1 Set vehicle/entity's event speed to slow CC/4FBF: 82 Move vehicle/entity down 1 tile CC/4FC0: D5 Set vehicle/entity's position to (11, 17) CC/4FC3: FC Branch 4 bytes backwards ($CC4FBF) CC/4FC5: FF End queue CC/4FC6: 1A Begin action queue for character $1A (NPC $1A), 8 bytes long CC/4FC8: C2 Set vehicle/entity's event speed to normal CC/4FC9: 86 Move vehicle/entity down 2 tiles CC/4FCA: D5 Set vehicle/entity's position to (11, 17) CC/4FCD: FC Branch 4 bytes backwards ($CC4FC9) CC/4FCF: FF End queue CC/4FD0: 1B Begin action queue for character $1B (NPC $1B), 8 bytes long CC/4FD2: C3 Set vehicle/entity's event speed to fast CC/4FD3: 8A Move vehicle/entity down 3 tiles CC/4FD4: D5 Set vehicle/entity's position to (11, 17) CC/4FD7: FC Branch 4 bytes backwards ($CC4FD3) CC/4FD9: FF End queue CC/4FDA: B5 Pause for 15 * 10 (150) units CC/4FDC: 4B Display dialogue message $08FA, wait for button press (At bottom of screen) TERRA: Duane… Katarin needs your help… so does your new baby. Listen children, your “Mama” has to go away for a while. I'll return when I feel your future's guaranteed! CC/4FDF: 92 Pause for 30 units CC/4FE0: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CC/4FE2: C2 Set vehicle/entity's event speed to normal CC/4FE3: 80 Move vehicle/entity up 1 tile CC/4FE4: CC Turn vehicle/entity up CC/4FE5: FF End queue CC/4FE6: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CC/4FE8: C2 Set vehicle/entity's event speed to normal CC/4FE9: 80 Move vehicle/entity up 1 tile CC/4FEA: CC Turn vehicle/entity up CC/4FEB: FF End queue CC/4FEC: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CC/4FEE: C2 Set vehicle/entity's event speed to normal CC/4FEF: 80 Move vehicle/entity up 1 tile CC/4FF0: CC Turn vehicle/entity up CC/4FF1: FF End queue CC/4FF2: 15 Begin action queue for character $15 (NPC $15), 4 bytes long CC/4FF4: C2 Set vehicle/entity's event speed to normal CC/4FF5: 80 Move vehicle/entity up 1 tile CC/4FF6: CF Turn vehicle/entity left CC/4FF7: FF End queue CC/4FF8: 16 Begin action queue for character $16 (NPC $16), 4 bytes long CC/4FFA: C2 Set vehicle/entity's event speed to normal CC/4FFB: 80 Move vehicle/entity up 1 tile CC/4FFC: CD Turn vehicle/entity right CC/4FFD: FF End queue CC/4FFE: 18 Begin action queue for character $18 (NPC $18), 4 bytes long CC/5000: C2 Set vehicle/entity's event speed to normal CC/5001: 80 Move vehicle/entity up 1 tile CC/5002: CC Turn vehicle/entity up CC/5003: FF End queue CC/5004: 17 Begin action queue for character $17 (NPC $17), 6 bytes long (Wait until complete) CC/5006: C2 Set vehicle/entity's event speed to normal CC/5007: 80 Move vehicle/entity up 1 tile CC/5008: CC Turn vehicle/entity up CC/5009: E0 Pause for 4 * 2 (8) frames CC/500B: FF End queue CC/500C: 92 Pause for 30 units CC/500D: 4B Display dialogue message $08FB, wait for button press (At bottom of screen) “Mama… I'm not gonna cry!” “Me either!” TERRA: I'll be back. I promise! Till then…you behave! CC/5010: 92 Pause for 30 units CC/5011: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/5013: 20 Do vehicle/entity graphical action $20 CC/5014: FF End queue CC/5015: 94 Pause for 60 units CC/5016: 4B Display dialogue message $08FC, wait for button press (At bottom of screen) TERRA: Thank you… You helped me to understand a part of myself. Now I must go to war. We must all believe we have a future. We must fight for those who aren't even born yet! CC/5019: 94 Pause for 60 units CC/501A: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/501C: CE Turn vehicle/entity down CC/501D: FF End queue CC/501E: 95 Pause for 120 units CC/501F: 5A Fade screen at speed $02 CC/5021: 5C Pause execution until fade in or fade out is complete CC/5022: 42 Hide object $31 CC/5024: 42 Hide object $32 CC/5026: 42 Hide object $33 CC/5028: 42 Hide object $34 CC/502A: 45 Refresh objects CC/502B: DD Clear event bit $1E80($671) [$1F4E, bit 1] CC/502D: DC Set event bit $1E80($677) [$1F4E, bit 7] CC/502F: DD Clear event bit $1E80($66E) [$1F4D, bit 6] CC/5031: DC Set event bit $1E80($676) [$1F4E, bit 6] CC/5033: DD Clear event bit $1E80($674) [$1F4E, bit 4] CC/5035: D0 Set event bit $1E80($0BF) [$1E97, bit 7] CC/5037: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/5039: 6B Load map $009E (Mobliz, outdoors (WoR)) instantly, (upper bits $2000), place party at (11, 21), facing down CC/503F: 3D Create object $00 CC/5041: 3F Assign character $00 (Actor in stot 0) to party 1 CC/5044: 45 Refresh objects CC/5045: D4 Set event bit $1E80($2F0) [$1EDE, bit 0] CC/5047: 77 Perform level averaging on character $00 (TERRA ) and calculate new maximum HP/MP CC/5049: 8B For character $00 (Actor in stot 0), take HP and set to maximum CC/504C: 8C For character $00 (Actor in stot 0), take MP and set to maximum CC/504F: 88 Remove the following status ailments from character $00 (Actor in stot 0): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/5053: 47 Make character in slot 0 the lead character CC/5054: 59 Unfade screen at speed $04 CC/5056: 5C Pause execution until fade in or fade out is complete CC/5057: 39 Free screen CC/5058: 3A Enable player to move while event commands execute CC/5059: FE Return CC/505A: 4B Display dialogue message $0907, wait for button press I wanna see Katarin's baby! CC/505D: FE Return CC/505E: 4B Display dialogue message $0908, wait for button press We'll be okay 'till mama comes back! CC/5061: FE Return CC/5062: 4B Display dialogue message $0909, wait for button press Mama… Don't feel sad. We'll be okay. CC/5065: FE Return CC/5066: 4B Display dialogue message $090A, wait for button press Duane and Katarin'll take good care of us. CC/5069: FE Return CC/506A: 4B Display dialogue message $090B, wait for button press I'm not gonna cry. If I do, TERRA'll feel sad… CC/506D: FE Return CC/506E: 4B Display dialogue message $090C, wait for button press The baby in Katarin's belly is kicking! CC/5071: FE Return CC/5072: 4B Display dialogue message $090D, wait for button press See! It just did it again! CC/5075: FE Return CC/5076: 4B Display dialogue message $090E, wait for button press Say, Katarin. What're you gonna name the baby? CC/5079: FE Return CC/507A: 4B Display dialogue message $090F, wait for button press DUANE: A new life… I've got to do my best to help make the world a safer place… CC/507D: FE Return CC/507E: 4B Display dialogue message $0910, wait for button press KATARIN: We'll be okay. Just make sure these kids'll have a world to grow up in! CC/5081: FE Return CC/5082: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC508F CC/5088: 6A Load map $009D (Mobliz, outdoors (WoB)) after fade out, (upper bits $2000), place party at (13, 12), facing down CC/508E: FE Return CC/508F: 6A Load map $009E (Mobliz, outdoors (WoR)) after fade out, (upper bits $2000), place party at (13, 12), facing down CC/5095: F6 Subcommand $81: Change volume of currently playing song to $FF, transition time 1 CC/5099: FE Return CC/509A: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC50A7 CC/50A0: 6A Load map $009D (Mobliz, outdoors (WoB)) after fade out, (upper bits $2000), place party at (16, 18), facing down CC/50A6: FE Return CC/50A7: 6A Load map $009E (Mobliz, outdoors (WoR)) after fade out, (upper bits $2000), place party at (16, 18), facing down CC/50AD: F6 Subcommand $81: Change volume of currently playing song to $FF, transition time 1 CC/50B1: FE Return CC/50B2: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC50BF CC/50B8: 6A Load map $009D (Mobliz, outdoors (WoB)) after fade out, (upper bits $2000), place party at (6, 22), facing down CC/50BE: FE Return CC/50BF: 6A Load map $009E (Mobliz, outdoors (WoR)) after fade out, (upper bits $2000), place party at (6, 22), facing down CC/50C5: F6 Subcommand $81: Change volume of currently playing song to $FF, transition time 1 CC/50C9: FE Return CC/50CA: C0 If ($1E80($1CC) [$1EB9, bit 4] is set), branch to $CA5EB3 (simply returns) CC/50D0: C0 If ($1E80($0BF) [$1E97, bit 7] is set), branch to $CC50DD CC/50D6: F6 Subcommand $81: Change volume of currently playing song to $FF, transition time 128 CC/50DA: F0 Play song 52 (The Day After), (high bit clear), full volume CC/50DC: FE Return CC/50DD: C0 If ($1E80($1CC) [$1EB9, bit 4] is set), branch to $CA5EB3 (simply returns) CC/50E3: F6 Subcommand $81: Change volume of currently playing song to $FF, transition time 128 CC/50E7: F0 Play song 5 (Awakening), (high bit clear), full volume CC/50E9: FE Return CC/50EA: B2 Call subroutine $CC5136 CC/50EE: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/50F4: 74 Replace current map's Layer 2 at (10, 43) with the following (3 x 3) chunk CC/50F9: $07, $A0, $A0 CC/50FC: $17, $B0, $B0 CC/50FF: $D3, $E0, $E0 CC/5102: 74 Replace current map's Layer 2 at (10, 106) with the following (4 x 3) chunk CC/5107: $C4, $BA, $BA, $BC CC/510B: $BA, $BA, $BC, $44 CC/510F: $44, $44, $44, $44 CC/5113: 75 Refresh map after alteration CC/5114: C0 If ($1E80($0BE) [$1E97, bit 6] is clear), branch to $CA5EB3 (simply returns) CC/511A: 74 Replace current map's Layer 2 at (6, 15) with the following (4 x 2) chunk CC/511F: $01, $08, $08, $E0 CC/5123: $08, $E0, $01, $08 CC/5127: 74 Replace current map's Layer 2 at (6, 79) with the following (4 x 2) chunk CC/512C: $01, $43, $01, $43 CC/5130: $01, $53, $01, $23 CC/5134: 75 Refresh map after alteration CC/5135: FE Return CC/5136: C0 If ($1E80($1CC) [$1EB9, bit 4] is set), branch to $CA5EB3 (simply returns) CC/513C: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5145 CC/5142: F0 Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume CC/5144: FE Return CC/5145: C0 If ($1E80($0BF) [$1E97, bit 7] is set), branch to $CC5152 CC/514B: F0 Play song 57 (Wind), (high bit clear), full volume CC/514D: F6 Subcommand $81: Change volume of currently playing song to $80, transition time 1 CC/5151: FE Return CC/5152: F6 Subcommand $81: Change volume of currently playing song to $FF, transition time 128 CC/5156: F0 Play song 5 (Awakening), (high bit clear), full volume CC/5158: FE Return CC/5159: C0 If ($1E80($1CC) [$1EB9, bit 4] is set), branch to $CA5EB3 (simply returns) CC/515F: C0 If ($1E80($0BF) [$1E97, bit 7] is set), branch to $CC516C CC/5165: F6 Subcommand $81: Change volume of currently playing song to $FF, transition time 128 CC/5169: F0 Play song 57 (Wind), (high bit clear), full volume CC/516B: FE Return CC/516C: F6 Subcommand $81: Change volume of currently playing song to $FF, transition time 128 CC/5170: F0 Play song 5 (Awakening), (high bit clear), full volume CC/5172: FE Return CC/5173: B8 Set bit $1DC9($38) [$1DD0, bit 0] CC/5175: C0 If ($1E80($2DC) [$1EDB, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/517B: 73 Replace current map's Layer 1 at (10, 12) with the following (3 x 1) chunk, refresh immediately CC/5180: $05, $15, $45 CC/5183: 73 Replace current map's Layer 1 at (10, 76) with the following (3 x 1) chunk, refresh immediately CC/5188: $13, $01, $F3 CC/518B: FE Return CC/518C: B9 Clear bit $1DC9($38) [$1DD0, bit 0] CC/518E: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CC/5194: 78 Enable ability to pass through other objects for object $10 (NPC $10) CC/5196: 78 Enable ability to pass through other objects for object $11 (NPC $11) CC/5198: 78 Enable ability to pass through other objects for object $12 (NPC $12) CC/519A: 78 Enable ability to pass through other objects for object $14 (NPC $14) CC/519C: 78 Enable ability to pass through other objects for object $15 (NPC $15) CC/519E: 78 Enable ability to pass through other objects for object $13 (NPC $13) CC/51A0: 15 Begin action queue for character $15 (NPC $15), 9 bytes long CC/51A2: 8D Move vehicle/entity right 4 tiles CC/51A3: 80 Move vehicle/entity up 1 tile CC/51A4: 9F Move vehicle/entity left 8 tiles CC/51A5: 8F Move vehicle/entity left 4 tiles CC/51A6: 82 Move vehicle/entity down 1 tile CC/51A7: 9D Move vehicle/entity right 8 tiles CC/51A8: FC Branch 6 bytes backwards ($CC51A2) CC/51AA: FF End queue CC/51AB: 14 Begin action queue for character $14 (NPC $14), 9 bytes long CC/51AD: 91 Move vehicle/entity right 5 tiles CC/51AE: 80 Move vehicle/entity up 1 tile CC/51AF: 9F Move vehicle/entity left 8 tiles CC/51B0: 8F Move vehicle/entity left 4 tiles CC/51B1: 82 Move vehicle/entity down 1 tile CC/51B2: 99 Move vehicle/entity right 7 tiles CC/51B3: FC Branch 6 bytes backwards ($CC51AD) CC/51B5: FF End queue CC/51B6: C0 If ($1E80($0BA) [$1E97, bit 2] is set), branch to $CC51C7 CC/51BC: 13 Begin action queue for character $13 (NPC $13), 9 bytes long CC/51BE: 95 Move vehicle/entity right 6 tiles CC/51BF: 80 Move vehicle/entity up 1 tile CC/51C0: 9F Move vehicle/entity left 8 tiles CC/51C1: 8F Move vehicle/entity left 4 tiles CC/51C2: 82 Move vehicle/entity down 1 tile CC/51C3: 95 Move vehicle/entity right 6 tiles CC/51C4: FC Branch 6 bytes backwards ($CC51BE) CC/51C6: FF End queue CC/51C7: 12 Begin action queue for character $12 (NPC $12), 9 bytes long CC/51C9: 99 Move vehicle/entity right 7 tiles CC/51CA: 80 Move vehicle/entity up 1 tile CC/51CB: 9F Move vehicle/entity left 8 tiles CC/51CC: 8F Move vehicle/entity left 4 tiles CC/51CD: 82 Move vehicle/entity down 1 tile CC/51CE: 91 Move vehicle/entity right 5 tiles CC/51CF: FC Branch 6 bytes backwards ($CC51C9) CC/51D1: FF End queue CC/51D2: 11 Begin action queue for character $11 (NPC $11), 9 bytes long CC/51D4: 9D Move vehicle/entity right 8 tiles CC/51D5: 80 Move vehicle/entity up 1 tile CC/51D6: 9F Move vehicle/entity left 8 tiles CC/51D7: 8F Move vehicle/entity left 4 tiles CC/51D8: 82 Move vehicle/entity down 1 tile CC/51D9: 8D Move vehicle/entity right 4 tiles CC/51DA: FC Branch 6 bytes backwards ($CC51D4) CC/51DC: FF End queue CC/51DD: 10 Begin action queue for character $10 (NPC $10), 10 bytes long CC/51DF: 9D Move vehicle/entity right 8 tiles CC/51E0: 81 Move vehicle/entity right 1 tile CC/51E1: 80 Move vehicle/entity up 1 tile CC/51E2: 9F Move vehicle/entity left 8 tiles CC/51E3: 8F Move vehicle/entity left 4 tiles CC/51E4: 82 Move vehicle/entity down 1 tile CC/51E5: 89 Move vehicle/entity right 3 tiles CC/51E6: FC Branch 7 bytes backwards ($CC51DF) CC/51E8: FF End queue CC/51E9: 17 Begin action queue for character $17 (NPC $17), 11 bytes long CC/51EB: DC Make vehicle/entity jump (low) CC/51EC: CC Turn vehicle/entity up CC/51ED: E0 Pause for 4 * 4 (16) frames CC/51EF: DC Make vehicle/entity jump (low) CC/51F0: CC Turn vehicle/entity up CC/51F1: E0 Pause for 4 * 16 (64) frames CC/51F3: FC Branch 8 bytes backwards ($CC51EB) CC/51F5: FF End queue CC/51F6: FE Return CC/51F7: 4B Display dialogue message $08C6, wait for button press The members of the “Cult of Kefka” live in this tower. There's something wondrous atop it! You can only use magic attacks inside, so unless your magic's strong, you'll never make it to the top! CC/51FA: FE Return CC/51FB: 4B Display dialogue message $08C7, wait for button press Treasure…treasure… CC/51FE: FE Return CC/51FF: 4B Display dialogue message $08C8, wait for button press For 100000 GP I'll tell ya 'bout a secret treasure! ^ (Hand over 100000 GP!) ^ (No way!) CC/5202: B6 Indexed branch based on prior dialogue selection [$CC520A, $CA5EB3] CC/5209: FE Return CC/520A: 85 Take 60000 GP from party CC/520D: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF CC/5213: 85 Take 40000 GP from party CC/5216: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CC5220 CC/521C: 4B Display dialogue message $08C9, wait for button press Hooey!!!! Right, here's the scoop: Beneath the Desert of Figaro lies an ancient castle… …loaded with treasure. By the way, an old man who lives in the Weapon Shop in Narshe is looking for you… CC/521F: FE Return CC/5220: 84 Give 60000 GP to party CC/5223: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CB69FF CC/5229: FE Return CC/522A: 4B Display dialogue message $08CA, wait for button press No use talking to them. They've sold their hearts to Kefka. All they do is mope around, thinking of him… CC/522D: FE Return CC/522E: C0 If ($1E80($0BA) [$1E97, bit 2] is set), branch to $CA5EB3 (simply returns) CC/5234: DE Load CaseWord with the characters in the currently active party? CC/5235: C0 If ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CA5EB3 (simply returns) CC/523B: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/523D: C2 Set vehicle/entity's event speed to normal CC/523E: A0 Move vehicle/entity right/up 1x1 tiles CC/523F: CC Turn vehicle/entity up CC/5240: FF End queue CC/5241: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC5275 CC/5247: FE Return CC/5248: C0 If ($1E80($0BA) [$1E97, bit 2] is set), branch to $CA5EB3 (simply returns) CC/524E: DE Load CaseWord with the characters in the currently active party? CC/524F: C0 If ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CA5EB3 (simply returns) CC/5255: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/5257: C2 Set vehicle/entity's event speed to normal CC/5258: A3 Move vehicle/entity left/up 1x1 tiles CC/5259: CC Turn vehicle/entity up CC/525A: FF End queue CC/525B: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC5275 CC/5261: FE Return CC/5262: C0 If ($1E80($0BA) [$1E97, bit 2] is set), branch to $CA5EB3 (simply returns) CC/5268: DE Load CaseWord with the characters in the currently active party? CC/5269: C0 If ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CA5EB3 (simply returns) CC/526F: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/5271: C2 Set vehicle/entity's event speed to normal CC/5272: 84 Move vehicle/entity up 2 tiles CC/5273: CC Turn vehicle/entity up CC/5274: FF End queue CC/5275: C0 If ($1E80($0BA) [$1E97, bit 2] is set), branch to $CA5EB3 (simply returns) CC/527B: DE Load CaseWord with the characters in the currently active party? CC/527C: C0 If ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CA5EB3 (simply returns) CC/5282: 92 Pause for 30 units CC/5283: B2 Call subroutine $CAC6AC CC/5287: B2 Call subroutine $CB2E34 CC/528B: 3C Set up the party as follows: $08 (Actor in stot 8), $FF (), $FF (), $FF () CC/5290: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CC/5292: C2 Set vehicle/entity's event speed to normal CC/5293: A2 Move vehicle/entity left/down 1x1 tiles CC/5294: CC Turn vehicle/entity up CC/5295: FF End queue CC/5296: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CC/5298: C2 Set vehicle/entity's event speed to normal CC/5299: 82 Move vehicle/entity down 1 tile CC/529A: CC Turn vehicle/entity up CC/529B: FF End queue CC/529C: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CC/529E: C2 Set vehicle/entity's event speed to normal CC/529F: A1 Move vehicle/entity right/down 1x1 tiles CC/52A0: CC Turn vehicle/entity up CC/52A1: FF End queue CC/52A2: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/52A4: C2 Set vehicle/entity's event speed to normal CC/52A5: CC Turn vehicle/entity up CC/52A6: E0 Pause for 4 * 8 (32) frames CC/52A8: FF End queue CC/52A9: 92 Pause for 30 units CC/52AA: 08 Begin action queue for character $08 (Actor in stot 8), 4 bytes long (Wait until complete) CC/52AC: C3 Set vehicle/entity's event speed to fast CC/52AD: DD Make vehicle/entity jump (high) CC/52AE: 94 Move vehicle/entity up 6 tiles CC/52AF: FF End queue CC/52B0: 91 Pause for 15 units CC/52B1: 08 Begin action queue for character $08 (Actor in stot 8), 5 bytes long (Wait until complete) CC/52B3: CD Turn vehicle/entity right CC/52B4: E0 Pause for 4 * 1 (4) frames CC/52B6: CE Turn vehicle/entity down CC/52B7: FF End queue CC/52B8: 92 Pause for 30 units CC/52B9: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CC/52BB: 19 Do vehicle/entity graphical action $19 CC/52BC: FF End queue CC/52BD: B4 Pause for 8 units CC/52BF: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CC/52C1: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/52C2: FF End queue CC/52C3: B4 Pause for 8 units CC/52C5: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CC/52C7: 18 Do vehicle/entity graphical action $18 CC/52C8: FF End queue CC/52C9: 92 Pause for 30 units CC/52CA: 4B Display dialogue message $08C1, wait for button press RELM: You!! You old fool!!! You're still standing?! CC/52CD: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CC/52CF: E0 Pause for 4 * 1 (4) frames CC/52D1: FC Branch 2 bytes backwards ($CC52CF) CC/52D3: FF End queue CC/52D4: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CC/52D6: E0 Pause for 4 * 1 (4) frames CC/52D8: FC Branch 2 bytes backwards ($CC52D6) CC/52DA: FF End queue CC/52DB: 12 Begin action queue for character $12 (NPC $12), 5 bytes long CC/52DD: E0 Pause for 4 * 1 (4) frames CC/52DF: FC Branch 2 bytes backwards ($CC52DD) CC/52E1: FF End queue CC/52E2: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CC/52E4: E0 Pause for 4 * 1 (4) frames CC/52E6: FC Branch 2 bytes backwards ($CC52E4) CC/52E8: FF End queue CC/52E9: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CC/52EB: E0 Pause for 4 * 1 (4) frames CC/52ED: FC Branch 2 bytes backwards ($CC52EB) CC/52EF: FF End queue CC/52F0: 13 Begin action queue for character $13 (NPC $13), 4 bytes long (Wait until complete) CC/52F2: 1F Do vehicle/entity graphical action $1F CC/52F3: E0 Pause for 4 * 8 (32) frames CC/52F5: FF End queue CC/52F6: 91 Pause for 15 units CC/52F7: F2 Fade out current song with transition time 128 CC/52F9: F4 Play sound effect 106 CC/52FB: 13 Begin action queue for character $13 (NPC $13), 6 bytes long (Wait until complete) CC/52FD: C3 Set vehicle/entity's event speed to fast CC/52FE: C7 Set vehicle/entity to stay still when moving CC/52FF: DD Make vehicle/entity jump (high) CC/5300: 9C Move vehicle/entity up 8 tiles CC/5301: 84 Move vehicle/entity up 2 tiles CC/5302: FF End queue CC/5303: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CC/5305: CC Turn vehicle/entity up CC/5306: FF End queue CC/5307: 92 Pause for 30 units CC/5308: F4 Play sound effect 186 CC/530A: 13 Begin action queue for character $13 (NPC $13), 6 bytes long (Wait until complete) CC/530C: D5 Set vehicle/entity's position to (7, 0) CC/530F: 96 Move vehicle/entity down 6 tiles CC/5310: C6 Set vehicle/entity to walk when moving CC/5311: FF End queue CC/5312: F4 Play sound effect 25 CC/5314: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/5316: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CC/5318: CF Turn vehicle/entity left CC/5319: FF End queue CC/531A: 94 Pause for 60 units CC/531B: 13 Begin action queue for character $13 (NPC $13), 6 bytes long (Wait until complete) CC/531D: C2 Set vehicle/entity's event speed to normal CC/531E: DC Make vehicle/entity jump (low) CC/531F: CD Turn vehicle/entity right CC/5320: E0 Pause for 4 * 6 (24) frames CC/5322: FF End queue CC/5323: 92 Pause for 30 units CC/5324: 4B Display dialogue message $08C2, wait for button press STRAGO: RELM! Is that you, my dear? You're alive!! CC/5327: F0 Play song 15 (Relm), (high bit clear), full volume CC/5329: 94 Pause for 60 units CC/532A: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CC/532C: 22 Do vehicle/entity graphical action $22 CC/532D: FF End queue CC/532E: B5 Pause for 15 * 6 (90) units CC/5330: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CC/5332: CC Turn vehicle/entity up CC/5333: FF End queue CC/5334: 91 Pause for 15 units CC/5335: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CC/5337: 21 Do vehicle/entity graphical action $21 CC/5338: FF End queue CC/5339: 95 Pause for 120 units CC/533A: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CC/533C: CC Turn vehicle/entity up CC/533D: FF End queue CC/533E: 92 Pause for 30 units CC/533F: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CC/5341: CF Turn vehicle/entity left CC/5342: FF End queue CC/5343: 92 Pause for 30 units CC/5344: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CC/5346: 0A Do vehicle/entity graphical action $0A CC/5347: FF End queue CC/5348: 94 Pause for 60 units CC/5349: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CC/534B: CF Turn vehicle/entity left CC/534C: FF End queue CC/534D: 92 Pause for 30 units CC/534E: 4B Display dialogue message $08C3, wait for button press RELM: Idiot! Of course I'm all right! STRAGO: Oh… I'm so happy… RELM: Did you think I was gonna check out before you, old man?! Ah, ha, ha… CC/5351: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CC/5353: 1F Do vehicle/entity graphical action $1F CC/5354: FF End queue CC/5355: 91 Pause for 15 units CC/5356: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CC/5358: CE Turn vehicle/entity down CC/5359: FF End queue CC/535A: 91 Pause for 15 units CC/535B: B0 Execute the following commands until $B1 4 times CC/535D: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CC/535F: 1D Do vehicle/entity graphical action $1D CC/5360: FF End queue CC/5361: B4 Pause for 4 units CC/5363: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CC/5365: 1E Do vehicle/entity graphical action $1E CC/5366: FF End queue CC/5367: B4 Pause for 4 units CC/5369: B1 End block of repeating commands CC/536A: 92 Pause for 30 units CC/536B: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CC/536D: CE Turn vehicle/entity down CC/536E: FF End queue CC/536F: 91 Pause for 15 units CC/5370: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CC/5372: CD Turn vehicle/entity right CC/5373: FF End queue CC/5374: 92 Pause for 30 units CC/5375: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CC/5377: CF Turn vehicle/entity left CC/5378: FF End queue CC/5379: 92 Pause for 30 units CC/537A: 4B Display dialogue message $08C4, wait for button press STRAGO: You're as foul-mouthed as ever, bless your heart! RELM: Come along now… We're all glad to see you! CC/537D: 92 Pause for 30 units CC/537E: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CC/5380: 0F Do vehicle/entity graphical action $0F CC/5381: FF End queue CC/5382: 94 Pause for 60 units CC/5383: 13 Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete) CC/5385: 62 Do vehicle/entity graphical action $22, flipped horizontally CC/5386: E0 Pause for 4 * 3 (12) frames CC/5388: CD Turn vehicle/entity right CC/5389: FF End queue CC/538A: 92 Pause for 30 units CC/538B: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CC/538D: CE Turn vehicle/entity down CC/538E: FF End queue CC/538F: 92 Pause for 30 units CC/5390: F4 Play sound effect 106 CC/5392: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CC/5394: CF Turn vehicle/entity left CC/5395: FF End queue CC/5396: 13 Begin action queue for character $13 (NPC $13), 7 bytes long (Wait until complete) CC/5398: C3 Set vehicle/entity's event speed to fast CC/5399: C8 Set object layering priority to 2 (low nibble 2) CC/539B: DD Make vehicle/entity jump (high) CC/539C: A9 Move vehicle/entity left/down 2x1 tiles CC/539D: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/539E: FF End queue CC/539F: 92 Pause for 30 units CC/53A0: F4 Play sound effect 106 CC/53A2: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CC/53A4: CE Turn vehicle/entity down CC/53A5: FF End queue CC/53A6: 13 Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete) CC/53A8: C3 Set vehicle/entity's event speed to fast CC/53A9: DD Make vehicle/entity jump (high) CC/53AA: A6 Move vehicle/entity right/down 2x1 tiles CC/53AB: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/53AC: FF End queue CC/53AD: 92 Pause for 30 units CC/53AE: F4 Play sound effect 106 CC/53B0: 13 Begin action queue for character $13 (NPC $13), 6 bytes long (Wait until complete) CC/53B2: C4 Set vehicle/entity's event speed to faster CC/53B3: DD Make vehicle/entity jump (high) CC/53B4: A7 Move vehicle/entity right/down 1x2 tiles CC/53B5: 82 Move vehicle/entity down 1 tile CC/53B6: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/53B7: FF End queue CC/53B8: 92 Pause for 30 units CC/53B9: F4 Play sound effect 106 CC/53BB: 13 Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete) CC/53BD: C3 Set vehicle/entity's event speed to fast CC/53BE: DD Make vehicle/entity jump (high) CC/53BF: A2 Move vehicle/entity left/down 1x1 tiles CC/53C0: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/53C1: FF End queue CC/53C2: 13 Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete) CC/53C4: C6 Set vehicle/entity to walk when moving CC/53C5: C8 Set object layering priority to 0 (low nibble 0) CC/53C7: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/53C8: FF End queue CC/53C9: 92 Pause for 30 units CC/53CA: 4B Display dialogue message $08C5, wait for button press STRAGO: Whoa! Well I'll be… All right, make room for me! CC/53CD: 92 Pause for 30 units CC/53CE: 08 Begin action queue for character $08 (Actor in stot 8), 6 bytes long (Wait until complete) CC/53D0: C3 Set vehicle/entity's event speed to fast CC/53D1: DD Make vehicle/entity jump (high) CC/53D2: 8A Move vehicle/entity down 3 tiles CC/53D3: DD Make vehicle/entity jump (high) CC/53D4: 8A Move vehicle/entity down 3 tiles CC/53D5: FF End queue CC/53D6: 92 Pause for 30 units CC/53D7: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CC/53D9: CD Turn vehicle/entity right CC/53DA: FF End queue CC/53DB: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CC/53DD: CF Turn vehicle/entity left CC/53DE: FF End queue CC/53DF: 94 Pause for 60 units CC/53E0: 13 Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete) CC/53E2: 62 Do vehicle/entity graphical action $22, flipped horizontally CC/53E3: E0 Pause for 4 * 3 (12) frames CC/53E5: CD Turn vehicle/entity right CC/53E6: FF End queue CC/53E7: 92 Pause for 30 units CC/53E8: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CC/53EA: 21 Do vehicle/entity graphical action $21 CC/53EB: E0 Pause for 4 * 3 (12) frames CC/53ED: CC Turn vehicle/entity up CC/53EE: FF End queue CC/53EF: 33 Begin action queue for character $33 (Party Character 2), 5 bytes long CC/53F1: 21 Do vehicle/entity graphical action $21 CC/53F2: E0 Pause for 4 * 3 (12) frames CC/53F4: CC Turn vehicle/entity up CC/53F5: FF End queue CC/53F6: 34 Begin action queue for character $34 (Party Character 3), 5 bytes long CC/53F8: 21 Do vehicle/entity graphical action $21 CC/53F9: E0 Pause for 4 * 3 (12) frames CC/53FB: CC Turn vehicle/entity up CC/53FC: FF End queue CC/53FD: 08 Begin action queue for character $08 (Actor in stot 8), 7 bytes long (Wait until complete) CC/53FF: 22 Do vehicle/entity graphical action $22 CC/5400: E0 Pause for 4 * 3 (12) frames CC/5402: CF Turn vehicle/entity left CC/5403: E0 Pause for 4 * 4 (16) frames CC/5405: FF End queue CC/5406: 92 Pause for 30 units CC/5407: F2 Fade out current song with transition time 128 CC/5409: 5A Fade screen at speed $04 CC/540B: 5C Pause execution until fade in or fade out is complete CC/540C: 95 Pause for 120 units CC/540D: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CC/5411: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CC541D CC/5417: 3D Create object $07 CC/5419: 3F Assign character $07 (Actor in stot 7) to party 1 CC/541C: 45 Refresh objects CC/541D: 77 Perform level averaging on character $07 (STRAGO) and calculate new maximum HP/MP CC/541F: 8B For character $07 (Actor in stot 7), take HP and set to maximum CC/5422: 8C For character $07 (Actor in stot 7), take MP and set to maximum CC/5425: 88 Remove the following status ailments from character $07 (Actor in stot 7): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/5429: D4 Set event bit $1E80($2F7) [$1EDE, bit 7] CC/542B: B2 Call subroutine $CACB95 CC/542F: 3B Position character in a "ready-to-go" stance CC/5430: B2 Call subroutine $CB2E2B CC/5434: D0 Set event bit $1E80($0BA) [$1E97, bit 2] CC/5436: DD Clear event bit $1E80($679) [$1F4F, bit 1] CC/5438: 6B Load map $016A (Fanatics' Tower, ground level) instantly, (upper bits $0000), place party at (8, 13), facing up CC/543E: 3A Enable player to move while event commands execute CC/543F: FE Return CC/5440: D4 Set event bit $1E80($2DA) [$1EDB, bit 2] CC/5442: C0 If ($1E80($2DB) [$1EDB, bit 3] is set), branch to $CA5EB3 (simply returns) CC/5448: DC Set event bit $1E80($699) [$1F53, bit 1] CC/544A: FE Return CC/544B: C0 If ($1E80($2DB) [$1EDB, bit 3] is set), branch to $CA5EB3 (simply returns) CC/5451: C0 If ($1E80($2DA) [$1EDB, bit 2] is clear), branch to $CA5EB3 (simply returns) CC/5457: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/5459: 13 Do vehicle/entity graphical action $13 CC/545A: FF End queue CC/545B: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/545D: CE Turn vehicle/entity down CC/545E: FF End queue CC/545F: 92 Pause for 30 units CC/5460: B0 Execute the following commands until $B1 2 times CC/5462: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/5464: 13 Do vehicle/entity graphical action $13 CC/5465: FF End queue CC/5466: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/5468: CE Turn vehicle/entity down CC/5469: FF End queue CC/546A: 91 Pause for 15 units CC/546B: B1 End block of repeating commands CC/546C: 78 Enable ability to pass through other objects for object $10 (NPC $10) CC/546E: 78 Enable ability to pass through other objects for object $11 (NPC $11) CC/5470: 78 Enable ability to pass through other objects for object $12 (NPC $12) CC/5472: 78 Enable ability to pass through other objects for object $13 (NPC $13) CC/5474: 78 Enable ability to pass through other objects for object $14 (NPC $14) CC/5476: 78 Enable ability to pass through other objects for object $15 (NPC $15) CC/5478: 78 Enable ability to pass through other objects for object $16 (NPC $16) CC/547A: 78 Enable ability to pass through other objects for object $17 (NPC $17) CC/547C: 78 Enable ability to pass through other objects for object $18 (NPC $18) CC/547E: 78 Enable ability to pass through other objects for object $19 (NPC $19) CC/5480: 78 Enable ability to pass through other objects for object $1A (NPC $1A) CC/5482: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CC/5484: 78 Enable ability to pass through other objects for object $1C (NPC $1C) CC/5486: 78 Enable ability to pass through other objects for object $1D (NPC $1D) CC/5488: 78 Enable ability to pass through other objects for object $1E (NPC $1E) CC/548A: 78 Enable ability to pass through other objects for object $1F (NPC $1F) CC/548C: 78 Enable ability to pass through other objects for object $20 (NPC $20) CC/548E: 78 Enable ability to pass through other objects for object $21 (NPC $21) CC/5490: 10 Begin action queue for character $10 (NPC $10), 8 bytes long CC/5492: 80 Move vehicle/entity up 1 tile CC/5493: A0 Move vehicle/entity right/up 1x1 tiles CC/5494: A0 Move vehicle/entity right/up 1x1 tiles CC/5495: A0 Move vehicle/entity right/up 1x1 tiles CC/5496: 80 Move vehicle/entity up 1 tile CC/5497: 97 Move vehicle/entity left 6 tiles CC/5498: 84 Move vehicle/entity up 2 tiles CC/5499: FF End queue CC/549A: 11 Begin action queue for character $11 (NPC $11), 9 bytes long CC/549C: 80 Move vehicle/entity up 1 tile CC/549D: A0 Move vehicle/entity right/up 1x1 tiles CC/549E: A0 Move vehicle/entity right/up 1x1 tiles CC/549F: A0 Move vehicle/entity right/up 1x1 tiles CC/54A0: 80 Move vehicle/entity up 1 tile CC/54A1: 97 Move vehicle/entity left 6 tiles CC/54A2: 80 Move vehicle/entity up 1 tile CC/54A3: CD Turn vehicle/entity right CC/54A4: FF End queue CC/54A5: 12 Begin action queue for character $12 (NPC $12), 8 bytes long CC/54A7: 84 Move vehicle/entity up 2 tiles CC/54A8: A0 Move vehicle/entity right/up 1x1 tiles CC/54A9: A0 Move vehicle/entity right/up 1x1 tiles CC/54AA: A0 Move vehicle/entity right/up 1x1 tiles CC/54AB: 80 Move vehicle/entity up 1 tile CC/54AC: 97 Move vehicle/entity left 6 tiles CC/54AD: CD Turn vehicle/entity right CC/54AE: FF End queue CC/54AF: 13 Begin action queue for character $13 (NPC $13), 9 bytes long CC/54B1: 88 Move vehicle/entity up 3 tiles CC/54B2: A0 Move vehicle/entity right/up 1x1 tiles CC/54B3: A0 Move vehicle/entity right/up 1x1 tiles CC/54B4: A0 Move vehicle/entity right/up 1x1 tiles CC/54B5: 80 Move vehicle/entity up 1 tile CC/54B6: 93 Move vehicle/entity left 5 tiles CC/54B7: 80 Move vehicle/entity up 1 tile CC/54B8: CD Turn vehicle/entity right CC/54B9: FF End queue CC/54BA: 14 Begin action queue for character $14 (NPC $14), 8 bytes long CC/54BC: 8C Move vehicle/entity up 4 tiles CC/54BD: A0 Move vehicle/entity right/up 1x1 tiles CC/54BE: A0 Move vehicle/entity right/up 1x1 tiles CC/54BF: A0 Move vehicle/entity right/up 1x1 tiles CC/54C0: 80 Move vehicle/entity up 1 tile CC/54C1: 93 Move vehicle/entity left 5 tiles CC/54C2: CD Turn vehicle/entity right CC/54C3: FF End queue CC/54C4: 15 Begin action queue for character $15 (NPC $15), 9 bytes long CC/54C6: 90 Move vehicle/entity up 5 tiles CC/54C7: A0 Move vehicle/entity right/up 1x1 tiles CC/54C8: A0 Move vehicle/entity right/up 1x1 tiles CC/54C9: A0 Move vehicle/entity right/up 1x1 tiles CC/54CA: 80 Move vehicle/entity up 1 tile CC/54CB: 8F Move vehicle/entity left 4 tiles CC/54CC: 80 Move vehicle/entity up 1 tile CC/54CD: CC Turn vehicle/entity up CC/54CE: FF End queue CC/54CF: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CC/54D1: 94 Move vehicle/entity up 6 tiles CC/54D2: A0 Move vehicle/entity right/up 1x1 tiles CC/54D3: A0 Move vehicle/entity right/up 1x1 tiles CC/54D4: A0 Move vehicle/entity right/up 1x1 tiles CC/54D5: 80 Move vehicle/entity up 1 tile CC/54D6: 8F Move vehicle/entity left 4 tiles CC/54D7: CC Turn vehicle/entity up CC/54D8: FF End queue CC/54D9: 17 Begin action queue for character $17 (NPC $17), 9 bytes long CC/54DB: 98 Move vehicle/entity up 7 tiles CC/54DC: A0 Move vehicle/entity right/up 1x1 tiles CC/54DD: A0 Move vehicle/entity right/up 1x1 tiles CC/54DE: A0 Move vehicle/entity right/up 1x1 tiles CC/54DF: 80 Move vehicle/entity up 1 tile CC/54E0: 8B Move vehicle/entity left 3 tiles CC/54E1: 80 Move vehicle/entity up 1 tile CC/54E2: CC Turn vehicle/entity up CC/54E3: FF End queue CC/54E4: 18 Begin action queue for character $18 (NPC $18), 8 bytes long CC/54E6: 9C Move vehicle/entity up 8 tiles CC/54E7: A0 Move vehicle/entity right/up 1x1 tiles CC/54E8: A0 Move vehicle/entity right/up 1x1 tiles CC/54E9: A0 Move vehicle/entity right/up 1x1 tiles CC/54EA: 80 Move vehicle/entity up 1 tile CC/54EB: 8B Move vehicle/entity left 3 tiles CC/54EC: CC Turn vehicle/entity up CC/54ED: FF End queue CC/54EE: 19 Begin action queue for character $19 (NPC $19), 9 bytes long CC/54F0: 9C Move vehicle/entity up 8 tiles CC/54F1: 80 Move vehicle/entity up 1 tile CC/54F2: A0 Move vehicle/entity right/up 1x1 tiles CC/54F3: A0 Move vehicle/entity right/up 1x1 tiles CC/54F4: A0 Move vehicle/entity right/up 1x1 tiles CC/54F5: 80 Move vehicle/entity up 1 tile CC/54F6: 87 Move vehicle/entity left 2 tiles CC/54F7: CC Turn vehicle/entity up CC/54F8: FF End queue CC/54F9: 1A Begin action queue for character $1A (NPC $1A), 10 bytes long CC/54FB: 9C Move vehicle/entity up 8 tiles CC/54FC: 84 Move vehicle/entity up 2 tiles CC/54FD: A0 Move vehicle/entity right/up 1x1 tiles CC/54FE: A0 Move vehicle/entity right/up 1x1 tiles CC/54FF: A0 Move vehicle/entity right/up 1x1 tiles CC/5500: 80 Move vehicle/entity up 1 tile CC/5501: 83 Move vehicle/entity left 1 tile CC/5502: 80 Move vehicle/entity up 1 tile CC/5503: CC Turn vehicle/entity up CC/5504: FF End queue CC/5505: 1B Begin action queue for character $1B (NPC $1B), 9 bytes long CC/5507: 9C Move vehicle/entity up 8 tiles CC/5508: 88 Move vehicle/entity up 3 tiles CC/5509: A0 Move vehicle/entity right/up 1x1 tiles CC/550A: A0 Move vehicle/entity right/up 1x1 tiles CC/550B: A0 Move vehicle/entity right/up 1x1 tiles CC/550C: 80 Move vehicle/entity up 1 tile CC/550D: 83 Move vehicle/entity left 1 tile CC/550E: CC Turn vehicle/entity up CC/550F: FF End queue CC/5510: 1C Begin action queue for character $1C (NPC $1C), 10 bytes long CC/5512: 9C Move vehicle/entity up 8 tiles CC/5513: 8C Move vehicle/entity up 4 tiles CC/5514: A0 Move vehicle/entity right/up 1x1 tiles CC/5515: A0 Move vehicle/entity right/up 1x1 tiles CC/5516: A0 Move vehicle/entity right/up 1x1 tiles CC/5517: 80 Move vehicle/entity up 1 tile CC/5518: 81 Move vehicle/entity right 1 tile CC/5519: 84 Move vehicle/entity up 2 tiles CC/551A: CF Turn vehicle/entity left CC/551B: FF End queue CC/551C: 1D Begin action queue for character $1D (NPC $1D), 10 bytes long CC/551E: 9C Move vehicle/entity up 8 tiles CC/551F: 90 Move vehicle/entity up 5 tiles CC/5520: A0 Move vehicle/entity right/up 1x1 tiles CC/5521: A0 Move vehicle/entity right/up 1x1 tiles CC/5522: A0 Move vehicle/entity right/up 1x1 tiles CC/5523: 80 Move vehicle/entity up 1 tile CC/5524: 81 Move vehicle/entity right 1 tile CC/5525: 80 Move vehicle/entity up 1 tile CC/5526: CF Turn vehicle/entity left CC/5527: FF End queue CC/5528: 1E Begin action queue for character $1E (NPC $1E), 9 bytes long CC/552A: 9C Move vehicle/entity up 8 tiles CC/552B: 94 Move vehicle/entity up 6 tiles CC/552C: A0 Move vehicle/entity right/up 1x1 tiles CC/552D: A0 Move vehicle/entity right/up 1x1 tiles CC/552E: A0 Move vehicle/entity right/up 1x1 tiles CC/552F: 80 Move vehicle/entity up 1 tile CC/5530: 81 Move vehicle/entity right 1 tile CC/5531: CF Turn vehicle/entity left CC/5532: FF End queue CC/5533: 1F Begin action queue for character $1F (NPC $1F), 9 bytes long CC/5535: 9C Move vehicle/entity up 8 tiles CC/5536: 98 Move vehicle/entity up 7 tiles CC/5537: A0 Move vehicle/entity right/up 1x1 tiles CC/5538: A0 Move vehicle/entity right/up 1x1 tiles CC/5539: A0 Move vehicle/entity right/up 1x1 tiles CC/553A: 80 Move vehicle/entity up 1 tile CC/553B: 80 Move vehicle/entity up 1 tile CC/553C: CF Turn vehicle/entity left CC/553D: FF End queue CC/553E: 20 Begin action queue for character $20 (NPC $20), 8 bytes long (Wait until complete) CC/5540: 9C Move vehicle/entity up 8 tiles CC/5541: 9C Move vehicle/entity up 8 tiles CC/5542: A0 Move vehicle/entity right/up 1x1 tiles CC/5543: A0 Move vehicle/entity right/up 1x1 tiles CC/5544: A0 Move vehicle/entity right/up 1x1 tiles CC/5545: 80 Move vehicle/entity up 1 tile CC/5546: CF Turn vehicle/entity left CC/5547: FF End queue CC/5548: 48 Display dialogue message $08CB, continue executing commands (Show text only) Master Kefka's treasure… Return it… Now…! CC/554B: 92 Pause for 30 units CC/554C: 3A Enable player to move while event commands execute CC/554D: B5 Pause for 15 * 32 (480) units CC/554F: 21 Begin action queue for character $21 (NPC $21), 7 bytes long (Wait until complete) CC/5551: 80 Move vehicle/entity up 1 tile CC/5552: A0 Move vehicle/entity right/up 1x1 tiles CC/5553: A0 Move vehicle/entity right/up 1x1 tiles CC/5554: A0 Move vehicle/entity right/up 1x1 tiles CC/5555: 80 Move vehicle/entity up 1 tile CC/5556: CC Turn vehicle/entity up CC/5557: FF End queue CC/5558: 92 Pause for 30 units CC/5559: 21 Begin action queue for character $21 (NPC $21), 19 bytes long CC/555B: C2 Set vehicle/entity's event speed to normal CC/555C: A0 Move vehicle/entity right/up 1x1 tiles CC/555D: A0 Move vehicle/entity right/up 1x1 tiles CC/555E: 88 Move vehicle/entity up 3 tiles CC/555F: A3 Move vehicle/entity left/up 1x1 tiles CC/5560: A3 Move vehicle/entity left/up 1x1 tiles CC/5561: 87 Move vehicle/entity left 2 tiles CC/5562: A3 Move vehicle/entity left/up 1x1 tiles CC/5563: 83 Move vehicle/entity left 1 tile CC/5564: A2 Move vehicle/entity left/down 1x1 tiles CC/5565: 83 Move vehicle/entity left 1 tile CC/5566: A2 Move vehicle/entity left/down 1x1 tiles CC/5567: 86 Move vehicle/entity down 2 tiles CC/5568: A0 Move vehicle/entity right/up 1x1 tiles CC/5569: 85 Move vehicle/entity right 2 tiles CC/556A: A0 Move vehicle/entity right/up 1x1 tiles CC/556B: 81 Move vehicle/entity right 1 tile CC/556C: 86 Move vehicle/entity down 2 tiles CC/556D: FF End queue CC/556E: 35 Pause execution until action queue for object $21 (NPC $21) is complete CC/5570: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/5572: CD Turn vehicle/entity right CC/5573: E0 Pause for 4 * 1 (4) frames CC/5575: CC Turn vehicle/entity up CC/5576: FF End queue CC/5577: 92 Pause for 30 units CC/5578: 4D Invoke battle, enemy set $91, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/557B: B2 Call subroutine $CA5EA9 CC/557F: D4 Set event bit $1E80($2DB) [$1EDB, bit 3] CC/5581: DD Clear event bit $1E80($699) [$1F53, bit 1] CC/5583: 6B Load map $016C (Fanatics' Tower, top of tower, outdoors) instantly, (upper bits $2000), place party at (8, 8), facing down CC/5589: 3A Enable player to move while event commands execute CC/558A: FE Return CC/558B: 4D Invoke battle, enemy set $8B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/558E: B2 Call subroutine $CA5EA9 CC/5592: 42 Hide object $10 CC/5594: DD Clear event bit $1E80($694) [$1F52, bit 4] CC/5596: 96 Restore screen from fade CC/5597: 5C Pause execution until fade in or fade out is complete CC/5598: 4B Display dialogue message $06DD, wait for button press Got “Pearl Lance”! CC/559B: 80 Add item $21 (Pearl Lance ) to inventory CC/559D: B2 Call subroutine $CC1F9F CC/55A1: 3A Enable player to move while event commands execute CC/55A2: FE Return CC/55A3: 7C Enable activation of event for object $10 (NPC $10) if it comes into contact with any party CC/55A5: FE Return CC/55A6: C2 If ($1E80($2DC) [$1EDB, bit 4] is set) or ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/55B0: F4 Play sound effect 150 CC/55B2: 93 Pause for 45 units CC/55B3: F4 Play sound effect 187 CC/55B5: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/55B7: D4 Set event bit $1E80($2DC) [$1EDB, bit 4] CC/55B9: 3A Enable player to move while event commands execute CC/55BA: FE Return CC/55BB: 74 Replace current map's Layer 2 at (5, 4) with the following (8 x 8) chunk CC/55C0: $38, $38, $38, $E9, $ED, $ED, $ED, $ED CC/55C8: $79, $50, $50, $72, $50, $BD, $ED, $50 CC/55D0: $ED, $71, $ED, $07, $ED, $ED, $ED, $BD CC/55D8: $BD, $ED, $07, $07, $ED, $EE, $DD, $12 CC/55E0: $BD, $00, $50, $ED, $50, $26, $DD, $67 CC/55E8: $FE, $24, $BD, $DD, $BD, $ED, $47, $35 CC/55F0: $E9, $BD, $FE, $91, $DE, $DD, $57, $07 CC/55F8: $E9, $DD, $35, $ED, $EE, $36, $FE, $3E CC/5600: 74 Replace current map's Layer 2 at (14, 9) with the following (1 x 2) chunk CC/5605: $C1 CC/5606: $3E CC/5607: 74 Replace current map's Layer 2 at (5, 66) with the following (10 x 8) chunk CC/560C: $E2, $00, $00, $00, $00, $00, $00, $00, $F2, $00 CC/5616: $00, $00, $00, $00, $00, $00, $D5, $FE, $CA, $CA CC/5620: $00, $00, $00, $00, $00, $2B, $DC, $CD, $00, $00 CC/562A: $00, $00, $00, $CD, $50, $85, $00, $00, $00, $00 CC/5634: $00, $50, $90, $74, $00, $82, $00, $35, $00, $BF CC/563E: $BD, $D0, $D0, $93, $51, $25, $00, $BD, $00, $00 CC/5648: $D0, $00, $BE, $51, $00, $D0, $D0, $D0, $00, $82 CC/5652: $94, $BE, $00, $D0, $D0, $D0, $00, $00, $EF, $93 CC/565C: 75 Refresh map after alteration CC/565D: FE Return CC/565E: 74 Replace current map's Layer 2 at (13, 2) with the following (8 x 7) chunk CC/5663: $1E, $C9, $E9, $DA, $E9, $E9, $CB, $5D CC/566B: $D9, $DB, $D0, $D9, $E9, $CB, $ED, $D0 CC/5673: $D0, $D0, $D0, $D9, $CB, $ED, $ED, $E9 CC/567B: $E9, $D3, $D3, $ED, $DD, $E9, $E9, $E9 CC/5683: $E9, $E9, $ED, $59, $E9, $E9, $ED, $E9 CC/568B: $DD, $ED, $8F, $BD, $DD, $FE, $ED, $36 CC/5693: $07, $6D, $C1, $3E, $08, $C3, $3E, $3E CC/569B: 74 Replace current map's Layer 2 at (13, 66) with the following (8 x 7) chunk CC/56A0: $D0, $D0, $00, $D0, $00, $00, $93, $D0 CC/56A8: $D0, $D0, $00, $D0, $00, $93, $00, $00 CC/56B0: $00, $00, $00, $D0, $D0, $D0, $00, $64 CC/56B8: $75, $FE, $CA, $D0, $2D, $64, $20, $74 CC/56C0: $21, $DC, $D0, $35, $DC, $BD, $00, $BE CC/56C8: $00, $51, $D0, $62, $00, $00, $00, $00 CC/56D0: $BE, $D0, $7D, $EA, $D0, $D0, $D0, $D0 CC/56D8: 75 Refresh map after alteration CC/56D9: FE Return CC/56DA: C0 If ($1E80($28A) [$1ED1, bit 2] is clear), branch to $CC56EF CC/56E0: B2 Call subroutine $CC55BB CC/56E4: B2 Call subroutine $CC565E CC/56E8: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC57B9 CC/56EE: FE Return CC/56EF: 74 Replace current map's Layer 2 at (5, 5) with the following (7 x 7) chunk CC/56F4: $BD, $50, $50, $72, $50, $82, $35 CC/56FB: $BD, $71, $44, $45, $46, $26, $47 CC/5702: $FE, $BD, $54, $55, $56, $DD, $57 CC/5709: $24, $FE, $50, $DE, $50, $26, $23 CC/5710: $34, $24, $71, $07, $BD, $ED, $76 CC/5717: $E9, $24, $90, $91, $DE, $DD, $18 CC/571E: $E9, $34, $35, $BD, $FE, $36, $08 CC/5725: 74 Replace current map's Layer 2 at (11, 4) with the following (5 x 9) chunk CC/572A: $E9, $E9, $00, $E9, $E9 CC/572F: $50, $E9, $E9, $ED, $35 CC/5734: $50, $35, $07, $DD, $71 CC/5739: $EE, $07, $ED, $47, $BD CC/573E: $25, $07, $BD, $07, $22 CC/5743: $07, $DE, $57, $12, $59 CC/5748: $BD, $ED, $05, $DE, $26 CC/574D: $36, $23, $25, $8F, $EE CC/5752: $DD, $15, $ED, $36, $C3 CC/5757: 74 Replace current map's Layer 2 at (5, 66) with the following (8 x 7) chunk CC/575C: $64, $64, $64, $75, $64, $64, $CA, $42 CC/5764: $42, $20, $85, $21, $2B, $42, $DC, $CE CC/576C: $BF, $74, $41, $21, $31, $00, $90, $60 CC/5774: $00, $BE, $CF, $00, $00, $BD, $25, $57 CC/577C: $25, $BE, $25, $00, $D0, $25, $01, $25 CC/5784: $82, $61, $00, $D0, $D0, $D0, $D0, $93 CC/578C: $EF, $00, $00, $00, $53, $D0, $00, $54 CC/5794: 74 Replace current map's Layer 2 at (12, 66) with the following (4 x 8) chunk CC/5799: $FE, $64, $64, $64 CC/579D: $75, $FE, $CA, $93 CC/57A1: $1B, $42, $1B, $20 CC/57A5: $74, $21, $DC, $93 CC/57A9: $DC, $CE, $20, $BD CC/57AD: $00, $61, $21, $93 CC/57B1: $00, $D0, $62, $00 CC/57B5: $00, $00, $BE, $D0 CC/57B9: 74 Replace current map's Layer 2 at (16, 17) with the following (5 x 3) chunk CC/57BE: $3E, $C3, $C3, $C3, $18 CC/57C3: $18, $BD, $ED, $ED, $BD CC/57C8: $BD, $35, $FE, $DD, $24 CC/57CD: 74 Replace current map's Layer 2 at (16, 81) with the following (3 x 3) chunk CC/57D2: $64, $FE, $CA CC/57D5: $CD, $CD, $CE CC/57D8: $00, $00, $50 CC/57DB: 75 Refresh map after alteration CC/57DC: C0 If ($1E80($28A) [$1ED1, bit 2] is clear), branch to $CC5829 CC/57E2: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CC/57E8: 10 Begin action queue for character $10 (NPC $10), 21 bytes long CC/57EA: 83 Move vehicle/entity left 1 tile CC/57EB: E0 Pause for 4 * 2 (8) frames CC/57ED: 81 Move vehicle/entity right 1 tile CC/57EE: E0 Pause for 4 * 2 (8) frames CC/57F0: 83 Move vehicle/entity left 1 tile CC/57F1: E0 Pause for 4 * 2 (8) frames CC/57F3: 81 Move vehicle/entity right 1 tile CC/57F4: E0 Pause for 4 * 2 (8) frames CC/57F6: 87 Move vehicle/entity left 2 tiles CC/57F7: E0 Pause for 4 * 2 (8) frames CC/57F9: 85 Move vehicle/entity right 2 tiles CC/57FA: E0 Pause for 4 * 2 (8) frames CC/57FC: FC Branch 18 bytes backwards ($CC57EA) CC/57FE: FF End queue CC/57FF: 1E Begin action queue for character $1E (NPC $1E), 9 bytes long CC/5801: E0 Pause for 4 * 20 (80) frames CC/5803: 2D Do vehicle/entity graphical action $2D CC/5804: E0 Pause for 4 * 8 (32) frames CC/5806: CE Turn vehicle/entity down CC/5807: FC Branch 6 bytes backwards ($CC5801) CC/5809: FF End queue CC/580A: 1D Begin action queue for character $1D (NPC $1D), 12 bytes long CC/580C: C0 Set vehicle/entity's event speed to slowest CC/580D: 91 Move vehicle/entity right 5 tiles CC/580E: CE Turn vehicle/entity down CC/580F: E0 Pause for 4 * 12 (48) frames CC/5811: 93 Move vehicle/entity left 5 tiles CC/5812: CE Turn vehicle/entity down CC/5813: E0 Pause for 4 * 12 (48) frames CC/5815: FC Branch 9 bytes backwards ($CC580C) CC/5817: FF End queue CC/5818: 19 Begin action queue for character $19 (NPC $19), 15 bytes long CC/581A: 83 Move vehicle/entity left 1 tile CC/581B: CE Turn vehicle/entity down CC/581C: E0 Pause for 4 * 4 (16) frames CC/581E: 2C Do vehicle/entity graphical action $2C CC/581F: E0 Pause for 4 * 8 (32) frames CC/5821: 85 Move vehicle/entity right 2 tiles CC/5822: CE Turn vehicle/entity down CC/5823: E0 Pause for 4 * 8 (32) frames CC/5825: 83 Move vehicle/entity left 1 tile CC/5826: FC Branch 12 bytes backwards ($CC581A) CC/5828: FF End queue CC/5829: C0 If ($1E80($28A) [$1ED1, bit 2] is set), branch to $CA5EB3 (simply returns) CC/582F: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/5831: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/5832: FF End queue CC/5833: C1 If ($1E80($27D) [$1ECF, bit 5] is clear) or ($1E80($28A) [$1ED1, bit 2] is set), branch to $CA5EB3 (simply returns) CC/583B: 58 Shake screen ($F6): (Intensity: 2)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/583D: FE Return CC/583E: C0 If ($1E80($27D) [$1ECF, bit 5] is set), branch to $CA5EB3 (simply returns) CC/5844: F0 Play song 0 (Silence), (high bit clear), full volume CC/5846: B0 Execute the following commands until $B1 3 times CC/5848: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/584A: F4 Play sound effect 183 CC/584C: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/584E: 91 Pause for 15 units CC/584F: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CC/5851: CC Turn vehicle/entity up CC/5852: FF End queue CC/5853: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CC/5855: CC Turn vehicle/entity up CC/5856: FF End queue CC/5857: 19 Begin action queue for character $19 (NPC $19), 2 bytes long CC/5859: CC Turn vehicle/entity up CC/585A: FF End queue CC/585B: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete) CC/585D: CC Turn vehicle/entity up CC/585E: FF End queue CC/585F: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/5861: 1F Do vehicle/entity graphical action $1F CC/5862: FF End queue CC/5863: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/5865: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/5867: 91 Pause for 15 units CC/5868: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/586A: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/586C: B1 End block of repeating commands CC/586D: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/586F: CC Turn vehicle/entity up CC/5870: FF End queue CC/5871: 58 Shake screen ($F6): (Intensity: 2)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/5873: 92 Pause for 30 units CC/5874: F0 Play song 50 (The Unforgiven), (high bit clear), full volume CC/5876: 78 Enable ability to pass through other objects for object $15 (NPC $15) CC/5878: 78 Enable ability to pass through other objects for object $17 (NPC $17) CC/587A: 78 Enable ability to pass through other objects for object $19 (NPC $19) CC/587C: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CC/587E: 15 Begin action queue for character $15 (NPC $15), 4 bytes long CC/5880: C3 Set vehicle/entity's event speed to fast CC/5881: 83 Move vehicle/entity left 1 tile CC/5882: 94 Move vehicle/entity up 6 tiles CC/5883: FF End queue CC/5884: 17 Begin action queue for character $17 (NPC $17), 6 bytes long CC/5886: C3 Set vehicle/entity's event speed to fast CC/5887: 87 Move vehicle/entity left 2 tiles CC/5888: 90 Move vehicle/entity up 5 tiles CC/5889: 89 Move vehicle/entity right 3 tiles CC/588A: 94 Move vehicle/entity up 6 tiles CC/588B: FF End queue CC/588C: 19 Begin action queue for character $19 (NPC $19), 4 bytes long CC/588E: C3 Set vehicle/entity's event speed to fast CC/588F: 8B Move vehicle/entity left 3 tiles CC/5890: 94 Move vehicle/entity up 6 tiles CC/5891: FF End queue CC/5892: 1B Begin action queue for character $1B (NPC $1B), 9 bytes long (Wait until complete) CC/5894: C3 Set vehicle/entity's event speed to fast CC/5895: 86 Move vehicle/entity down 2 tiles CC/5896: 85 Move vehicle/entity right 2 tiles CC/5897: 94 Move vehicle/entity up 6 tiles CC/5898: 81 Move vehicle/entity right 1 tile CC/5899: 9C Move vehicle/entity up 8 tiles CC/589A: E0 Pause for 4 * 1 (4) frames CC/589C: FF End queue CC/589D: 42 Hide object $13 CC/589F: 42 Hide object $15 CC/58A1: 42 Hide object $17 CC/58A3: 42 Hide object $19 CC/58A5: 42 Hide object $1B CC/58A7: 42 Hide object $1C CC/58A9: 42 Hide object $1D CC/58AB: 42 Hide object $1E CC/58AD: 42 Hide object $1F CC/58AF: 3D Create object $12 CC/58B1: 3D Create object $14 CC/58B3: 3D Create object $16 CC/58B5: 3D Create object $18 CC/58B7: 3D Create object $1A CC/58B9: 41 Show object $12 CC/58BB: 41 Show object $14 CC/58BD: 41 Show object $16 CC/58BF: 41 Show object $18 CC/58C1: 41 Show object $1A CC/58C3: 45 Refresh objects CC/58C4: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/58C6: D4 Set event bit $1E80($2BC) [$1ED7, bit 4] CC/58C8: D4 Set event bit $1E80($27D) [$1ECF, bit 5] CC/58CA: DD Clear event bit $1E80($668) [$1F4D, bit 0] CC/58CC: DC Set event bit $1E80($66A) [$1F4D, bit 2] CC/58CE: DC Set event bit $1E80($66D) [$1F4D, bit 5] CC/58D0: DD Clear event bit $1E80($667) [$1F4C, bit 7] CC/58D2: 3A Enable player to move while event commands execute CC/58D3: FE Return CC/58D4: C1 If ($1E80($27D) [$1ECF, bit 5] is clear) or ($1E80($28A) [$1ED1, bit 2] is set), branch to $CA5EB3 (simply returns) CC/58DC: 3D Create object $20 CC/58DE: 41 Show object $20 CC/58E0: 45 Refresh objects CC/58E1: 20 Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete) CC/58E3: 96 Move vehicle/entity down 6 tiles CC/58E4: FF End queue CC/58E5: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/58E7: CC Turn vehicle/entity up CC/58E8: FF End queue CC/58E9: 92 Pause for 30 units CC/58EA: 4B Display dialogue message $08B2, wait for button press Come on!! Please help! CC/58ED: 92 Pause for 30 units CC/58EE: 20 Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete) CC/58F0: 94 Move vehicle/entity up 6 tiles CC/58F1: FF End queue CC/58F2: 42 Hide object $20 CC/58F4: 45 Refresh objects CC/58F5: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/58F7: 80 Move vehicle/entity up 1 tile CC/58F8: FF End queue CC/58F9: 3A Enable player to move while event commands execute CC/58FA: FE Return CC/58FB: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/58FD: CC Turn vehicle/entity up CC/58FE: FF End queue CC/58FF: C0 If ($1E80($28B) [$1ED1, bit 3] is set), branch to $CC5980 CC/5905: C0 If ($1E80($28C) [$1ED1, bit 4] is set), branch to $CA5EB3 (simply returns) CC/590B: DE Load CaseWord with the characters in the currently active party? CC/590C: C0 If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CC591C CC/5912: 4B Display dialogue message $08A7, wait for button press CELES: SABIN! SABIN: Hey! CELES! CELES: Let's head in! SABIN: Wait!! CC/5915: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC591F CC/591B: FE Return CC/591C: 4B Display dialogue message $08A8, wait for button press “SABIN!!” SABIN: Hey! You're alive!!! Get in there, quick! CC/591F: 92 Pause for 30 units CC/5920: 4B Display dialogue message $08A9, wait for button press SABIN: If I move… The whole house'll collapse. First… save the child that's in there… I can't hold this up forever, so… Get out on the hum…urgh… CC/5923: 92 Pause for 30 units CC/5924: A0 Set timer 0 to $5460 [6m: 00s: 00j], jump to subroutine $CC592E if it expires. Flags: (Countdown continues in menu and battle) (Countdown shown while walking [must have tiles for it, only timer 0 can use]) (Unknown flag enabled 0x20 on event bank byte) (Countdown overrides the game clock display) CC/592A: D4 Set event bit $1E80($28C) [$1ED1, bit 4] CC/592C: 3A Enable player to move while event commands execute CC/592D: FE Return CC/592E: DD Clear event bit $1E80($66A) [$1F4D, bit 2] CC/5930: 6A Load map $0131 (Tzen, outdoors (WoR)) after fade out, (upper bits $0000), place party at (15, 9), facing up CC/5936: 42 Hide object $31 CC/5938: 45 Refresh objects CC/5939: 59 Unfade screen at speed $04 CC/593B: 5C Pause execution until fade in or fade out is complete CC/593C: 94 Pause for 60 units CC/593D: 48 Display dialogue message $08AA, continue executing commands (Show text only) SABIN: I…I… I'm losing my grip… Keep up the fight, brother! CC/5940: 94 Pause for 60 units CC/5941: B2 Call subroutine $CAD00F CC/5945: 94 Pause for 60 units CC/5946: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/5948: 09 Do vehicle/entity graphical action $09 (kneeling) CC/5949: FF End queue CC/594A: 95 Pause for 120 units CC/594B: 49 If dialogue window is up, wait for keypress then dismiss CC/594C: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/594E: D5 Clear event bit $1E80($2BC) [$1ED7, bit 4] CC/5950: 5A Fade screen at speed $04 CC/5952: 5C Pause execution until fade in or fade out is complete CC/5953: B2 Call subroutine $CCE566 CC/5957: FE Return CC/5958: C2 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($28B) [$1ED1, bit 3] is set), branch to $CA5EB3 (simply returns) CC/5962: 4B Display dialogue message $08B4, wait for button press (At bottom of screen) “I'm scared…!” “Don't worry, you're safe now.” CC/5965: 92 Pause for 30 units CC/5966: 78 Enable ability to pass through other objects for object $11 (NPC $11) CC/5968: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CC/596A: C2 Set vehicle/entity's event speed to normal CC/596B: DC Make vehicle/entity jump (low) CC/596C: 86 Move vehicle/entity down 2 tiles CC/596D: FF End queue CC/596E: 42 Hide object $11 CC/5970: 45 Refresh objects CC/5971: DD Clear event bit $1E80($66D) [$1F4D, bit 5] CC/5973: D4 Set event bit $1E80($28B) [$1ED1, bit 3] CC/5975: FE Return CC/5976: C0 If ($1E80($28B) [$1ED1, bit 3] is set), branch to $CC5980 CC/597C: 4B Display dialogue message $08A9, wait for button press SABIN: If I move… The whole house'll collapse. First… save the child that's in there… I can't hold this up forever, so… Get out on the hum…urgh… CC/597F: FE Return CC/5980: C0 If ($1E80($28A) [$1ED1, bit 2] is set), branch to $CA5EB3 (simply returns) CC/5986: A1 Reset timer 0 CC/5988: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/598A: CF Turn vehicle/entity left CC/598B: FF End queue CC/598C: 4B Display dialogue message $08AB, wait for button press SABIN: Wait! CC/598F: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CC/5991: 78 Enable ability to pass through other objects for object $12 (NPC $12) CC/5993: 78 Enable ability to pass through other objects for object $11 (NPC $11) CC/5995: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CC/5997: 81 Move vehicle/entity right 1 tile CC/5998: FF End queue CC/5999: 11 Begin action queue for character $11 (NPC $11), 10 bytes long (Wait until complete) CC/599B: C8 Set object layering priority to 2 (low nibble 2) CC/599D: C7 Set vehicle/entity to stay still when moving CC/599E: C2 Set vehicle/entity's event speed to normal CC/599F: DC Make vehicle/entity jump (low) CC/59A0: 8A Move vehicle/entity down 3 tiles CC/59A1: 09 Do vehicle/entity graphical action $09 (kneeling) CC/59A2: E0 Pause for 4 * 2 (8) frames CC/59A4: FF End queue CC/59A5: 38 Hold screen CC/59A6: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long CC/59A8: C7 Set vehicle/entity to stay still when moving CC/59A9: C2 Set vehicle/entity's event speed to normal CC/59AA: DC Make vehicle/entity jump (low) CC/59AB: A1 Move vehicle/entity right/down 1x1 tiles CC/59AC: 82 Move vehicle/entity down 1 tile CC/59AD: DC Make vehicle/entity jump (low) CC/59AE: 82 Move vehicle/entity down 1 tile CC/59AF: CC Turn vehicle/entity up CC/59B0: C6 Set vehicle/entity to walk when moving CC/59B1: FF End queue CC/59B2: 12 Begin action queue for character $12 (NPC $12), 10 bytes long CC/59B4: C7 Set vehicle/entity to stay still when moving CC/59B5: C2 Set vehicle/entity's event speed to normal CC/59B6: DC Make vehicle/entity jump (low) CC/59B7: A1 Move vehicle/entity right/down 1x1 tiles CC/59B8: 82 Move vehicle/entity down 1 tile CC/59B9: DC Make vehicle/entity jump (low) CC/59BA: 82 Move vehicle/entity down 1 tile CC/59BB: CC Turn vehicle/entity up CC/59BC: C6 Set vehicle/entity to walk when moving CC/59BD: FF End queue CC/59BE: 11 Begin action queue for character $11 (NPC $11), 7 bytes long CC/59C0: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/59C1: C2 Set vehicle/entity's event speed to normal CC/59C2: DC Make vehicle/entity jump (low) CC/59C3: 8A Move vehicle/entity down 3 tiles CC/59C4: 09 Do vehicle/entity graphical action $09 (kneeling) CC/59C5: C6 Set vehicle/entity to walk when moving CC/59C6: FF End queue CC/59C7: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CC/59C9: C0 Set vehicle/entity's event speed to slowest CC/59CA: CC Turn vehicle/entity up CC/59CB: FF End queue CC/59CC: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CC/59CE: C0 Set vehicle/entity's event speed to slowest CC/59CF: CC Turn vehicle/entity up CC/59D0: FF End queue CC/59D1: 18 Begin action queue for character $18 (NPC $18), 3 bytes long CC/59D3: C0 Set vehicle/entity's event speed to slowest CC/59D4: CC Turn vehicle/entity up CC/59D5: FF End queue CC/59D6: 1A Begin action queue for character $1A (NPC $1A), 3 bytes long CC/59D8: C0 Set vehicle/entity's event speed to slowest CC/59D9: CC Turn vehicle/entity up CC/59DA: FF End queue CC/59DB: 30 Begin action queue for character $30 (Camera), 7 bytes long (Wait until complete) CC/59DD: C1 Set vehicle/entity's event speed to slow CC/59DE: A3 Move vehicle/entity left/up 1x1 tiles CC/59DF: 83 Move vehicle/entity left 1 tile CC/59E0: 83 Move vehicle/entity left 1 tile CC/59E1: E0 Pause for 4 * 10 (40) frames CC/59E3: FF End queue CC/59E4: B2 Call subroutine $CC55BB CC/59E8: F4 Play sound effect 165 CC/59EA: 58 Shake screen ($F7): (Intensity: 3)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/59EC: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/59EE: 95 Pause for 120 units CC/59EF: B2 Call subroutine $CC565E CC/59F3: F4 Play sound effect 165 CC/59F5: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/59F7: 95 Pause for 120 units CC/59F8: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/59FA: 92 Pause for 30 units CC/59FB: F6 Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00 CC/59FF: 58 Shake screen ($F0): (Intensity: 0)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/5A01: F2 Fade out current song with transition time 160 CC/5A03: 95 Pause for 120 units CC/5A04: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long CC/5A06: 84 Move vehicle/entity up 2 tiles CC/5A07: 87 Move vehicle/entity left 2 tiles CC/5A08: A2 Move vehicle/entity left/down 1x1 tiles CC/5A09: A2 Move vehicle/entity left/down 1x1 tiles CC/5A0A: 83 Move vehicle/entity left 1 tile CC/5A0B: 86 Move vehicle/entity down 2 tiles CC/5A0C: 81 Move vehicle/entity right 1 tile CC/5A0D: FF End queue CC/5A0E: 30 Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete) CC/5A10: C1 Set vehicle/entity's event speed to slow CC/5A11: 96 Move vehicle/entity down 6 tiles CC/5A12: E0 Pause for 4 * 8 (32) frames CC/5A14: FF End queue CC/5A15: 39 Free screen CC/5A16: DE Load CaseWord with the characters in the currently active party? CC/5A17: C0 If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CC5A27 CC/5A1D: 4B Display dialogue message $08AC, wait for button press CELES: SABIN! You're alive! CC/5A20: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC5A2A CC/5A26: FE Return CC/5A27: 4B Display dialogue message $08AD, wait for button press SABIN! You're alive! CC/5A2A: 92 Pause for 30 units CC/5A2B: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/5A2D: CE Turn vehicle/entity down CC/5A2E: FF End queue CC/5A2F: 94 Pause for 60 units CC/5A30: B0 Execute the following commands until $B1 10 times CC/5A32: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/5A34: 1D Do vehicle/entity graphical action $1D CC/5A35: FF End queue CC/5A36: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/5A38: 1E Do vehicle/entity graphical action $1E CC/5A39: FF End queue CC/5A3A: B1 End block of repeating commands CC/5A3B: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/5A3D: CE Turn vehicle/entity down CC/5A3E: FF End queue CC/5A3F: 91 Pause for 15 units CC/5A40: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/5A42: CF Turn vehicle/entity left CC/5A43: FF End queue CC/5A44: 92 Pause for 30 units CC/5A45: 4B Display dialogue message $08AE, wait for button press SABIN: But of course! You think a minor thing like the end of the world was gonna do me in? CC/5A48: F0 Play song 10 (Edgar and Sabin), (high bit clear), full volume CC/5A4A: 92 Pause for 30 units CC/5A4B: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/5A4D: 0A Do vehicle/entity graphical action $0A CC/5A4E: FF End queue CC/5A4F: 95 Pause for 120 units CC/5A50: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/5A52: 62 Do vehicle/entity graphical action $22, flipped horizontally CC/5A53: FF End queue CC/5A54: 94 Pause for 60 units CC/5A55: DE Load CaseWord with the characters in the currently active party? CC/5A56: C0 If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CC5A67 CC/5A5C: 92 Pause for 30 units CC/5A5D: 4B Display dialogue message $08AF, wait for button press CELES: I thought everyone was gone… I had given up all hope… But… fortunately, I was wrong! Now I know they're all alive! We need to find everyone! Then… CC/5A60: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC5A6B CC/5A66: FE Return CC/5A67: 92 Pause for 30 units CC/5A68: 4B Display dialogue message $08B0, wait for button press We thought everyone was gone… We'd given up all hope… But… fortunately, I was wrong! Now I know they're all alive! We need to find everyone! Then… CC/5A6B: 92 Pause for 30 units CC/5A6C: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/5A6E: CF Turn vehicle/entity left CC/5A6F: FF End queue CC/5A70: 94 Pause for 60 units CC/5A71: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CC/5A73: 22 Do vehicle/entity graphical action $22 CC/5A74: E0 Pause for 4 * 2 (8) frames CC/5A76: CF Turn vehicle/entity left CC/5A77: FF End queue CC/5A78: 92 Pause for 30 units CC/5A79: 4B Display dialogue message $08B1, wait for button press SABIN: I know, I know… We smash Kefka, and deliver peace unto the world… CC/5A7C: 92 Pause for 30 units CC/5A7D: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/5A7F: CD Turn vehicle/entity right CC/5A80: FF End queue CC/5A81: B5 Pause for 15 * 6 (90) units CC/5A83: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/5A85: 62 Do vehicle/entity graphical action $22, flipped horizontally CC/5A86: E0 Pause for 4 * 2 (8) frames CC/5A88: CD Turn vehicle/entity right CC/5A89: FF End queue CC/5A8A: 95 Pause for 120 units CC/5A8B: D4 Set event bit $1E80($28A) [$1ED1, bit 2] CC/5A8D: F2 Fade out current song with transition time 160 CC/5A8F: 5A Fade screen at speed $04 CC/5A91: 5C Pause execution until fade in or fade out is complete CC/5A92: 95 Pause for 120 units CC/5A93: DC Set event bit $1E80($668) [$1F4D, bit 0] CC/5A95: DD Clear event bit $1E80($66C) [$1F4D, bit 4] CC/5A97: DD Clear event bit $1E80($66A) [$1F4D, bit 2] CC/5A99: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/5A9B: D5 Clear event bit $1E80($2BC) [$1ED7, bit 4] CC/5A9D: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CC/5AA1: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CC5AAD CC/5AA7: 3D Create object $05 CC/5AA9: 3F Assign character $05 (Actor in stot 5) to party 1 CC/5AAC: 45 Refresh objects CC/5AAD: 77 Perform level averaging on character $05 (SABIN ) and calculate new maximum HP/MP CC/5AAF: 8B For character $05 (Actor in stot 5), take HP and set to maximum CC/5AB2: 8C For character $05 (Actor in stot 5), take MP and set to maximum CC/5AB5: 88 Remove the following status ailments from character $05 (Actor in stot 5): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/5AB9: D4 Set event bit $1E80($2F5) [$1EDE, bit 5] CC/5ABB: 6B Load map $0131 (Tzen, outdoors (WoR)) instantly, (upper bits $2000), place party at (15, 14), facing down CC/5AC1: 47 Make character in slot 0 the lead character CC/5AC2: 59 Unfade screen at speed $04 CC/5AC4: 5C Pause execution until fade in or fade out is complete CC/5AC5: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CC/5AC7: 3A Enable player to move while event commands execute CC/5AC8: FE Return CC/5AC9: 4B Display dialogue message $08A2, wait for button press My child's inside! Do something! CC/5ACC: FE Return CC/5ACD: 4B Display dialogue message $08A3, wait for button press Must have irritated Kefka… CC/5AD0: FE Return CC/5AD1: 4B Display dialogue message $08A4, wait for button press There are monsters inside! They keep petrifying everyone who goes in to help. You using suitable Relics? CC/5AD4: FE Return CC/5AD5: 4B Display dialogue message $08A5, wait for button press We resisted Kefka, so he unleashed his Light of Judgment on us! CC/5AD8: FE Return CC/5AD9: 4B Display dialogue message $08A6, wait for button press Hurry, or the house'll collapse! CC/5ADC: FE Return CC/5ADD: 4B Display dialogue message $0899, wait for button press Thanks for saving the child! CC/5AE0: FE Return CC/5AE1: 4B Display dialogue message $089B, wait for button press Anyone who opposes Kefka is doomed. He uses his “Light of Judgment” from high atop his tower to burn whole towns. CC/5AE4: FE Return CC/5AE5: 4B Display dialogue message $089A, wait for button press I was on lookout duty for Kefka… But I lost my nerve… CC/5AE8: FE Return CC/5AE9: 4B Display dialogue message $089C, wait for button press I saw it! Kefka used a light beam to burn the village of Mobliz, to the east. Most of the adults there perished trying to save their children… CC/5AEC: FE Return CC/5AED: 4B Display dialogue message $089D, wait for button press The “Serpent Trench” used to be deep under water. Now it's above sea level. Some “Cult of Kefka” members have built a tower there… CC/5AF0: FE Return CC/5AF1: 4B Display dialogue message $089E, wait for button press Many monsters nowadays attack with “Zombie”, “Petrify” and the like. Have you equipped suitable Relics? CC/5AF4: FE Return CC/5AF5: 4B Display dialogue message $089F, wait for button press To the east you'll find the “Serpent Trench.” Further east you'll find the village of Mobliz. Boy, the Light of Judgment really fried that town… CC/5AF8: FE Return CC/5AF9: 4B Display dialogue message $08A0, wait for button press Head north on the Serpent Trench and you'll reach Nikeah. Ships still sail from there. CC/5AFC: FE Return CC/5AFD: 4B Display dialogue message $08A1, wait for button press Heeeeee… I've never been more frightened! CC/5B00: FE Return CC/5B01: 74 Replace current map's Layer 2 at (19, 8) with the following (3 x 2) chunk CC/5B06: $ED, $ED, $BD CC/5B09: $DD, $DE, $26 CC/5B0C: 74 Replace current map's Layer 2 at (12, 9) with the following (3 x 2) chunk CC/5B11: $ED, $ED, $FE CC/5B14: $BD, $ED, $42 CC/5B17: 74 Replace current map's Layer 2 at (12, 71) with the following (3 x 3) chunk CC/5B1C: $40, $CF, $41 CC/5B1F: $BD, $61, $CF CC/5B22: $01, $01, $72 CC/5B25: 74 Replace current map's Layer 2 at (49, 8) with the following (1 x 2) chunk CC/5B2A: $DE CC/5B2B: $BD CC/5B2C: 74 Replace current map's Layer 2 at (48, 70) with the following (3 x 4) chunk CC/5B31: $CA, $64, $FE CC/5B34: $64, $DC, $CD CC/5B37: $CD, $CE, $A2 CC/5B3A: $00, $00, $A2 CC/5B3D: 74 Replace current map's Layer 2 at (37, 5) with the following (4 x 4) chunk CC/5B42: $ED, $ED, $ED, $07 CC/5B46: $DD, $FE, $50, $DD CC/5B4A: $ED, $BD, $ED, $25 CC/5B4E: $DD, $EE, $ED, $72 CC/5B52: 74 Replace current map's Layer 2 at (37, 68) with the following (2 x 4) chunk CC/5B57: $DC, $CD CC/5B59: $CE, $42 CC/5B5B: $01, $01 CC/5B5D: $01, $CE CC/5B5F: 75 Refresh map after alteration CC/5B60: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CC/5B66: 11 Begin action queue for character $11 (NPC $11), 16 bytes long CC/5B68: 8F Move vehicle/entity left 4 tiles CC/5B69: E0 Pause for 4 * 8 (32) frames CC/5B6B: CE Turn vehicle/entity down CC/5B6C: E0 Pause for 4 * 4 (16) frames CC/5B6E: 2C Do vehicle/entity graphical action $2C CC/5B6F: E0 Pause for 4 * 32 (128) frames CC/5B71: CE Turn vehicle/entity down CC/5B72: E0 Pause for 4 * 4 (16) frames CC/5B74: 8D Move vehicle/entity right 4 tiles CC/5B75: FC Branch 13 bytes backwards ($CC5B68) CC/5B77: FF End queue CC/5B78: FE Return CC/5B79: 4B Display dialogue message $08BF, wait for button press Oh…I think back on how nice the world used to be… CC/5B7C: 92 Pause for 30 units CC/5B7D: 62 Mosaic screen, speed 2 CC/5B7F: 92 Pause for 30 units CC/5B80: F2 Fade out current song with transition time 160 CC/5B82: 5A Fade screen at speed $04 CC/5B84: 5C Pause execution until fade in or fade out is complete CC/5B85: DC Set event bit $1E80($661) [$1F4C, bit 1] CC/5B87: 6B Load map $014A (Albrook, cafe / relic shop (always)) instantly, (upper bits $0000), place party at (12, 20), facing up CC/5B8D: F1 Fade in song 21 (Johnny C. Bad) (high bit clear) with transition time 160 CC/5B90: B2 Call subroutine $CC5E72 CC/5B94: 42 Hide object $31 CC/5B96: 45 Refresh objects CC/5B97: 38 Hold screen CC/5B98: 61 Colorize color range [$04, $77] to color $03 CC/5B9C: 61 Colorize color range [$80, $FF] to color $03 CC/5BA0: 59 Unfade screen at speed $04 CC/5BA2: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CC/5BA4: C1 Set vehicle/entity's event speed to slow CC/5BA5: 9C Move vehicle/entity up 8 tiles CC/5BA6: 8C Move vehicle/entity up 4 tiles CC/5BA7: FF End queue CC/5BA8: B5 Pause for 15 * 32 (480) units CC/5BAA: F2 Fade out current song with transition time 160 CC/5BAC: 94 Pause for 60 units CC/5BAD: 5A Fade screen at speed $02 CC/5BAF: 5C Pause execution until fade in or fade out is complete CC/5BB0: 94 Pause for 60 units CC/5BB1: DD Clear event bit $1E80($661) [$1F4C, bit 1] CC/5BB3: 6B Load map $014A (Albrook, cafe / relic shop (always)) instantly, (upper bits $0000), place party at (12, 20), facing up CC/5BB9: 41 Show object $31 CC/5BBB: 45 Refresh objects CC/5BBC: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/5BBE: CD Turn vehicle/entity right CC/5BBF: FF End queue CC/5BC0: 39 Free screen CC/5BC1: 59 Unfade screen at speed $04 CC/5BC3: 5C Pause execution until fade in or fade out is complete CC/5BC4: 92 Pause for 30 units CC/5BC5: 4B Display dialogue message $08C0, wait for button press …and realize it'll never be the same again… CC/5BC8: 3A Enable player to move while event commands execute CC/5BC9: FE Return CC/5BCA: F4 Play sound effect 22 CC/5BCC: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete) CC/5BCE: C7 Set vehicle/entity to stay still when moving CC/5BCF: 1F Do vehicle/entity graphical action $1F CC/5BD0: DC Make vehicle/entity jump (low) CC/5BD1: 82 Move vehicle/entity down 1 tile CC/5BD2: E0 Pause for 4 * 1 (4) frames CC/5BD4: C6 Set vehicle/entity to walk when moving CC/5BD5: CC Turn vehicle/entity up CC/5BD6: FF End queue CC/5BD7: 3A Enable player to move while event commands execute CC/5BD8: FE Return CC/5BD9: 4B Display dialogue message $08B5, wait for button press Did you see that tower…? CC/5BDC: FE Return CC/5BDD: 4B Display dialogue message $08B6, wait for button press Kefka's up there, 'n he's using the power of the Statues… He's like a god… CC/5BE0: FE Return CC/5BE1: 4B Display dialogue message $08B7, wait for button press Everything changed on that day… CC/5BE4: FE Return CC/5BE5: 4B Display dialogue message $08B8, wait for button press Anyone who opposes Kefka gets his or her town fried by the “Light of Judgment.” CC/5BE8: FE Return CC/5BE9: 4B Display dialogue message $08B9, wait for button press On THAT day, debris from all over the world floated eerily to the center of this land mass, and formed that tower… CC/5BEC: FE Return CC/5BED: 4B Display dialogue message $08BA, wait for button press How can ya make a GP in a world like this? CC/5BF0: FE Return CC/5BF1: 4B Display dialogue message $08BB, wait for button press When the world was ripped apart, many long-sealed monsters were released… Phunbaba…Doom Gaze… And the 8 Dragons… CC/5BF4: FE Return CC/5BF5: 4B Display dialogue message $08BC, wait for button press I saw Doom Gaze soaring through the sky! I'd rather take an acid bath than fight that thing! CC/5BF8: FE Return CC/5BF9: 4B Display dialogue message $08BD, wait for button press Uh? You again…? Oh, sorry. You look just like a man who was here searching for his friends… He said he was going north, to Tzen. CC/5BFC: FE Return CC/5BFD: 4B Display dialogue message $08BE, wait for button press You…the sparkle in your eye… You're the spittin' image of a man who came through here recently. CC/5C00: FE Return CC/5C01: 4B Display dialogue message $0639, wait for button press I found this in a 1000 year-old text: 8 dragons seal away this awesome beast. Its name is Crusader… Defeat these dragons, and its power can be released… CC/5C04: FE Return CC/5C05: 4B Display dialogue message $063A, wait for button press I'm a scholar of weapons. 1000 years ago, during the War of the Magi, 2 so-called Atma Weapons existed. One changed a person's power into a sword, the other was an monster, bred for mass destruction. CC/5C08: FE Return CC/5C09: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5C16 CC/5C0F: 6A Load map $0132 (Tzen, outdoors (WoB)) after fade out, (upper bits $2000), place party at (21, 23), facing down CC/5C15: FE Return CC/5C16: 6A Load map $0131 (Tzen, outdoors (WoR)) after fade out, (upper bits $2000), place party at (21, 23), facing down CC/5C1C: FE Return CC/5C1D: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5C2A CC/5C23: 6A Load map $0132 (Tzen, outdoors (WoB)) after fade out, (upper bits $2000), place party at (28, 20), facing down CC/5C29: FE Return CC/5C2A: 6A Load map $0131 (Tzen, outdoors (WoR)) after fade out, (upper bits $2000), place party at (28, 20), facing down CC/5C30: FE Return CC/5C31: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5C3E CC/5C37: 6A Load map $0132 (Tzen, outdoors (WoB)) after fade out, (upper bits $2000), place party at (6, 24), facing down CC/5C3D: FE Return CC/5C3E: 6A Load map $0131 (Tzen, outdoors (WoR)) after fade out, (upper bits $2000), place party at (6, 24), facing down CC/5C44: FE Return CC/5C45: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5C52 CC/5C4B: 6A Load map $0132 (Tzen, outdoors (WoB)) after fade out, (upper bits $2000), place party at (8, 19), facing down CC/5C51: FE Return CC/5C52: 6A Load map $0131 (Tzen, outdoors (WoR)) after fade out, (upper bits $2000), place party at (8, 19), facing down CC/5C58: FE Return CC/5C59: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5C66 CC/5C5F: 6A Load map $0132 (Tzen, outdoors (WoB)) after fade out, (upper bits $2000), place party at (16, 9), facing down CC/5C65: FE Return CC/5C66: 6A Load map $0131 (Tzen, outdoors (WoR)) after fade out, (upper bits $2000), place party at (16, 9), facing down CC/5C6C: FE Return CC/5C6D: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5C7A CC/5C73: 6A Load map $0132 (Tzen, outdoors (WoB)) after fade out, (upper bits $2000), place party at (25, 9), facing down CC/5C79: FE Return CC/5C7A: 6A Load map $0131 (Tzen, outdoors (WoR)) after fade out, (upper bits $2000), place party at (25, 9), facing down CC/5C80: FE Return CC/5C81: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5C8A CC/5C87: 9B Invoke shop $1F CC/5C89: FE Return CC/5C8A: 9B Invoke shop $36 CC/5C8C: FE Return CC/5C8D: C1 If ($1E80($27D) [$1ECF, bit 5] is clear) or ($1E80($28A) [$1ED1, bit 2] is set), branch to $CC5CA3 CC/5C95: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CC/5C97: F4 Play sound effect 233 CC/5C99: 92 Pause for 30 units CC/5C9A: 4B Display dialogue message $08B3, wait for button press All I can do now is restore your health. Please…go back inside and save that child!! CC/5C9D: B2 Call subroutine $CCE499 (heals all HP/MP/Statuses except Dog Block) CC/5CA1: 3A Enable player to move while event commands execute CC/5CA2: FE Return CC/5CA3: 4B Display dialogue message $062A, wait for button press (At bottom of screen) 350 GP per night! Rest a while? ^ Yes ^ No CC/5CA6: B6 Indexed branch based on prior dialogue selection [$CC5CAE, $CA5EB3] CC/5CAD: FE Return CC/5CAE: 85 Take 350 GP from party CC/5CB1: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF CC/5CB7: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/5CB9: 8D Move vehicle/entity right 4 tiles CC/5CBA: 84 Move vehicle/entity up 2 tiles CC/5CBB: FF End queue CC/5CBC: 73 Replace current map's Layer 1 at (18, 51) with the following (2 x 1) chunk, refresh immediately CC/5CC1: $04, $14 CC/5CC3: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/5CC5: 94 Move vehicle/entity up 6 tiles CC/5CC6: 93 Move vehicle/entity left 5 tiles CC/5CC7: 8C Move vehicle/entity up 4 tiles CC/5CC8: CE Turn vehicle/entity down CC/5CC9: FF End queue CC/5CCA: 92 Pause for 30 units CC/5CCB: B2 Call subroutine $CACD3C CC/5CCF: 6B Load map $0134 (Tzen, inn (always)) instantly, (upper bits $2400), place party at (13, 43), facing down CC/5CD5: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/5CD7: D5 Set vehicle/entity's position to (15, 41) CC/5CDA: CE Turn vehicle/entity down CC/5CDB: FF End queue CC/5CDC: B2 Call subroutine $CACF96 CC/5CE0: 3A Enable player to move while event commands execute CC/5CE1: FE Return CC/5CE2: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5CEB CC/5CE8: 9B Invoke shop $1D CC/5CEA: FE Return CC/5CEB: 9B Invoke shop $34 CC/5CED: FE Return CC/5CEE: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5CF7 CC/5CF4: 9B Invoke shop $1E CC/5CF6: FE Return CC/5CF7: 9B Invoke shop $35 CC/5CF9: FE Return CC/5CFA: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5D03 CC/5D00: 9B Invoke shop $20 CC/5D02: FE Return CC/5D03: 9B Invoke shop $37 CC/5D05: FE Return CC/5D06: B2 Call subroutine $CC5D68 CC/5D0A: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CC/5D10: 15 Begin action queue for character $15 (NPC $15), 30 bytes long CC/5D12: C2 Set vehicle/entity's event speed to normal CC/5D13: E0 Pause for 4 * 6 (24) frames CC/5D15: 80 Move vehicle/entity up 1 tile CC/5D16: 83 Move vehicle/entity left 1 tile CC/5D17: A3 Move vehicle/entity left/up 1x1 tiles CC/5D18: A3 Move vehicle/entity left/up 1x1 tiles CC/5D19: CE Turn vehicle/entity down CC/5D1A: E0 Pause for 4 * 2 (8) frames CC/5D1C: C8 Set object layering priority to 2 (low nibble 2) CC/5D1E: DC Make vehicle/entity jump (low) CC/5D1F: 82 Move vehicle/entity down 1 tile CC/5D20: CC Turn vehicle/entity up CC/5D21: C7 Set vehicle/entity to stay still when moving CC/5D22: E0 Pause for 4 * 1 (4) frames CC/5D24: C3 Set vehicle/entity's event speed to fast CC/5D25: A1 Move vehicle/entity right/down 1x1 tiles CC/5D26: A1 Move vehicle/entity right/down 1x1 tiles CC/5D27: DC Make vehicle/entity jump (low) CC/5D28: CE Turn vehicle/entity down CC/5D29: 81 Move vehicle/entity right 1 tile CC/5D2A: C6 Set vehicle/entity to walk when moving CC/5D2B: C8 Set object layering priority to 0 (low nibble 0) CC/5D2D: FC Branch 27 bytes backwards ($CC5D12) CC/5D2F: FF End queue CC/5D30: 16 Begin action queue for character $16 (NPC $16), 21 bytes long CC/5D32: 83 Move vehicle/entity left 1 tile CC/5D33: E0 Pause for 4 * 2 (8) frames CC/5D35: 81 Move vehicle/entity right 1 tile CC/5D36: E0 Pause for 4 * 2 (8) frames CC/5D38: 83 Move vehicle/entity left 1 tile CC/5D39: E0 Pause for 4 * 2 (8) frames CC/5D3B: 81 Move vehicle/entity right 1 tile CC/5D3C: E0 Pause for 4 * 2 (8) frames CC/5D3E: 87 Move vehicle/entity left 2 tiles CC/5D3F: E0 Pause for 4 * 2 (8) frames CC/5D41: 85 Move vehicle/entity right 2 tiles CC/5D42: E0 Pause for 4 * 2 (8) frames CC/5D44: FC Branch 18 bytes backwards ($CC5D32) CC/5D46: FF End queue CC/5D47: 14 Begin action queue for character $14 (NPC $14), 21 bytes long CC/5D49: CD Turn vehicle/entity right CC/5D4A: E0 Pause for 4 * 2 (8) frames CC/5D4C: CE Turn vehicle/entity down CC/5D4D: E0 Pause for 4 * 1 (4) frames CC/5D4F: CF Turn vehicle/entity left CC/5D50: E0 Pause for 4 * 2 (8) frames CC/5D52: CF Turn vehicle/entity left CC/5D53: E0 Pause for 4 * 2 (8) frames CC/5D55: CE Turn vehicle/entity down CC/5D56: E0 Pause for 4 * 1 (4) frames CC/5D58: CD Turn vehicle/entity right CC/5D59: E0 Pause for 4 * 2 (8) frames CC/5D5B: FC Branch 18 bytes backwards ($CC5D49) CC/5D5D: FF End queue CC/5D5E: 19 Begin action queue for character $19 (NPC $19), 7 bytes long CC/5D60: 8A Move vehicle/entity down 3 tiles CC/5D61: 8D Move vehicle/entity right 4 tiles CC/5D62: 88 Move vehicle/entity up 3 tiles CC/5D63: 8F Move vehicle/entity left 4 tiles CC/5D64: FC Branch 4 bytes backwards ($CC5D60) CC/5D66: FF End queue CC/5D67: FE Return CC/5D68: C0 If ($1E80($1CC) [$1EB9, bit 4] is set), branch to $CA5EB3 (simply returns) CC/5D6E: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5D86 CC/5D74: C0 If ($1E80($09B) [$1E93, bit 3] is set), branch to $CC5D83 CC/5D7A: C0 If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CC5D83 CC/5D80: F0 Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume CC/5D82: FE Return CC/5D83: F0 Play song 29 (Under Martial Law), (high bit clear), full volume CC/5D85: FE Return CC/5D86: F0 Play song 52 (The Day After), (high bit clear), full volume CC/5D88: FE Return CC/5D89: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC5DC5 CC/5D8F: 4B Display dialogue message $0615, wait for button press Most of the town's youths were led off to serve as Imperial troopers. CC/5D92: FE Return CC/5D93: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC5DC9 CC/5D99: 4B Display dialogue message $0617, wait for button press I heard there's a huge gate deep inside a cave to the east. CC/5D9C: FE Return CC/5D9D: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC5DCD CC/5DA3: 4B Display dialogue message $0619, wait for button press Our royal family was slaughtered by the Empire. CC/5DA6: FE Return CC/5DA7: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC5DD1 CC/5DAD: 4B Display dialogue message $061B, wait for button press Some friendly advice! There's a weapon called the Guardian. It can't move, but it's very powerful. Run, if you meet it! CC/5DB0: FE Return CC/5DB1: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC5DD5 CC/5DB7: 4B Display dialogue message $061D, wait for button press I said it's dangerous outside, so you can't go out! CC/5DBA: FE Return CC/5DBB: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC5DD9 CC/5DC1: 4B Display dialogue message $061F, wait for button press Our kid's still not home. Even though we said it was dangerous outside! CC/5DC4: FE Return CC/5DC5: 4B Display dialogue message $0616, wait for button press Our poor kids'll be back soon, won't they? CC/5DC8: FE Return CC/5DC9: 4B Display dialogue message $0618, wait for button press Time to put Tzen back together! CC/5DCC: FE Return CC/5DCD: 4B Display dialogue message $061A, wait for button press Thanks to you people peace has been achieved! CC/5DD0: FE Return CC/5DD1: 4B Display dialogue message $061C, wait for button press The world seems to be getting back to normal… CC/5DD4: FE Return CC/5DD5: 4B Display dialogue message $061E, wait for button press Waaah! I wanna play outside! CC/5DD8: FE Return CC/5DD9: 4B Display dialogue message $0620, wait for button press The Imperial troopers are gone. Now we can live in peace. CC/5DDC: FE Return CC/5DDD: C0 If ($1E80($27C) [$1ECF, bit 4] is set), branch to $CC5E27 CC/5DE3: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5DF4 CC/5DE9: 4B Display dialogue message $0621, wait for button press Oh, NO! Whew…don't SCARE people like that! I thought you were a trooper! A while ago someone broke into the Magitek Research Facility, and raised a ruckus! I took the opportunity to grab this. For 3000 GP this glowing stone's yours. ^ Yes ^ No CC/5DEC: B6 Indexed branch based on prior dialogue selection [$CC5DFF, $CA5EB3] CC/5DF3: FE Return CC/5DF4: 4B Display dialogue message $0622, wait for button press The world's going to heck in a hand basket…just look at this weird stone! If you want it, just give me 10 GP. ^ Yes ^ No CC/5DF7: B6 Indexed branch based on prior dialogue selection [$CC5E13, $CA5EB3] CC/5DFE: FE Return CC/5DFF: 85 Take 3000 GP from party CC/5E02: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF CC/5E08: 86 Give esper $4B (Sraphim ) to party CC/5E0A: D4 Set event bit $1E80($27C) [$1ECF, bit 4] CC/5E0C: F4 Play sound effect 141 CC/5E0E: 4B Display dialogue message $0624, wait for button press Received the Magicite “Sraphim.” CC/5E11: 3A Enable player to move while event commands execute CC/5E12: FE Return CC/5E13: 85 Take 10 GP from party CC/5E16: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF CC/5E1C: 86 Give esper $4B (Sraphim ) to party CC/5E1E: D4 Set event bit $1E80($27C) [$1ECF, bit 4] CC/5E20: F4 Play sound effect 141 CC/5E22: 4B Display dialogue message $0624, wait for button press Received the Magicite “Sraphim.” CC/5E25: 3A Enable player to move while event commands execute CC/5E26: FE Return CC/5E27: 4B Display dialogue message $0623, wait for button press Got any juicy gossip?! CC/5E2A: FE Return CC/5E2B: 4B Display dialogue message $0625, wait for button press The Empire strings up anyone who opposes it. CC/5E2E: FE Return CC/5E2F: 4B Display dialogue message $0626, wait for button press 3 cheers for the Empire! CC/5E32: FE Return CC/5E33: 4B Display dialogue message $0627, wait for button press You're in the way! Git! CC/5E36: FE Return CC/5E37: 4B Display dialogue message $0628, wait for button press Everything belongs to the Empire! CC/5E3A: FE Return CC/5E3B: 4B Display dialogue message $0629, wait for button press Mess with the Empire and…! CC/5E3E: FE Return CC/5E3F: B2 Call subroutine $CC5F09 CC/5E43: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5E54 CC/5E49: C0 If ($1E80($09E) [$1E93, bit 6] is clear), branch to $CC5E54 CC/5E4F: B0 Execute the following commands until $B1 6 times CC/5E51: 50 Tint screen (cumulative) with color $9F CC/5E53: B1 End block of repeating commands CC/5E54: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CC/5E5A: 16 Begin action queue for character $16 (NPC $16), 11 bytes long CC/5E5C: C2 Set vehicle/entity's event speed to normal CC/5E5D: 92 Move vehicle/entity down 5 tiles CC/5E5E: E0 Pause for 4 * 16 (64) frames CC/5E60: 90 Move vehicle/entity up 5 tiles CC/5E61: CE Turn vehicle/entity down CC/5E62: E0 Pause for 4 * 16 (64) frames CC/5E64: FC Branch 8 bytes backwards ($CC5E5C) CC/5E66: FF End queue CC/5E67: FE Return CC/5E68: B2 Call subroutine $CC5F36 CC/5E6C: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CC/5E72: 12 Begin action queue for character $12 (NPC $12), 9 bytes long CC/5E74: 4A Do vehicle/entity graphical action $0A, flipped horizontally CC/5E75: E0 Pause for 4 * 8 (32) frames CC/5E77: 4B Do vehicle/entity graphical action $0B, flipped horizontally CC/5E78: E0 Pause for 4 * 8 (32) frames CC/5E7A: FC Branch 6 bytes backwards ($CC5E74) CC/5E7C: FF End queue CC/5E7D: 13 Begin action queue for character $13 (NPC $13), 9 bytes long CC/5E7F: 0E Do vehicle/entity graphical action $0E CC/5E80: E0 Pause for 4 * 4 (16) frames CC/5E82: CF Turn vehicle/entity left CC/5E83: E0 Pause for 4 * 8 (32) frames CC/5E85: FC Branch 6 bytes backwards ($CC5E7F) CC/5E87: FF End queue CC/5E88: 14 Begin action queue for character $14 (NPC $14), 9 bytes long CC/5E8A: 50 Do vehicle/entity graphical action $10, flipped horizontally CC/5E8B: E0 Pause for 4 * 8 (32) frames CC/5E8D: 51 Do vehicle/entity graphical action $11, flipped horizontally CC/5E8E: E0 Pause for 4 * 8 (32) frames CC/5E90: FC Branch 6 bytes backwards ($CC5E8A) CC/5E92: FF End queue CC/5E93: 15 Begin action queue for character $15 (NPC $15), 21 bytes long CC/5E95: 22 Do vehicle/entity graphical action $22 CC/5E96: E0 Pause for 4 * 2 (8) frames CC/5E98: CF Turn vehicle/entity left CC/5E99: E0 Pause for 4 * 4 (16) frames CC/5E9B: 22 Do vehicle/entity graphical action $22 CC/5E9C: E0 Pause for 4 * 2 (8) frames CC/5E9E: CF Turn vehicle/entity left CC/5E9F: E0 Pause for 4 * 8 (32) frames CC/5EA1: 1F Do vehicle/entity graphical action $1F CC/5EA2: E0 Pause for 4 * 4 (16) frames CC/5EA4: CF Turn vehicle/entity left CC/5EA5: E0 Pause for 4 * 8 (32) frames CC/5EA7: FC Branch 18 bytes backwards ($CC5E95) CC/5EA9: FF End queue CC/5EAA: 1C Begin action queue for character $1C (NPC $1C), 45 bytes long CC/5EAC: CE Turn vehicle/entity down CC/5EAD: E0 Pause for 4 * 1 (4) frames CC/5EAF: CF Turn vehicle/entity left CC/5EB0: E0 Pause for 4 * 1 (4) frames CC/5EB2: CC Turn vehicle/entity up CC/5EB3: E0 Pause for 4 * 1 (4) frames CC/5EB5: CD Turn vehicle/entity right CC/5EB6: E0 Pause for 4 * 1 (4) frames CC/5EB8: CE Turn vehicle/entity down CC/5EB9: E0 Pause for 4 * 1 (4) frames CC/5EBB: CF Turn vehicle/entity left CC/5EBC: E0 Pause for 4 * 1 (4) frames CC/5EBE: CC Turn vehicle/entity up CC/5EBF: E0 Pause for 4 * 1 (4) frames CC/5EC1: CD Turn vehicle/entity right CC/5EC2: E0 Pause for 4 * 1 (4) frames CC/5EC4: CE Turn vehicle/entity down CC/5EC5: E0 Pause for 4 * 1 (4) frames CC/5EC7: CF Turn vehicle/entity left CC/5EC8: E0 Pause for 4 * 1 (4) frames CC/5ECA: CC Turn vehicle/entity up CC/5ECB: E0 Pause for 4 * 1 (4) frames CC/5ECD: CD Turn vehicle/entity right CC/5ECE: E0 Pause for 4 * 1 (4) frames CC/5ED0: CE Turn vehicle/entity down CC/5ED1: E0 Pause for 4 * 4 (16) frames CC/5ED3: 2D Do vehicle/entity graphical action $2D CC/5ED4: E0 Pause for 4 * 16 (64) frames CC/5ED6: FC Branch 42 bytes backwards ($CC5EAC) CC/5ED8: FF End queue CC/5ED9: 1D Begin action queue for character $1D (NPC $1D), 45 bytes long CC/5EDB: CE Turn vehicle/entity down CC/5EDC: E0 Pause for 4 * 1 (4) frames CC/5EDE: CF Turn vehicle/entity left CC/5EDF: E0 Pause for 4 * 1 (4) frames CC/5EE1: CC Turn vehicle/entity up CC/5EE2: E0 Pause for 4 * 1 (4) frames CC/5EE4: CD Turn vehicle/entity right CC/5EE5: E0 Pause for 4 * 1 (4) frames CC/5EE7: CE Turn vehicle/entity down CC/5EE8: E0 Pause for 4 * 1 (4) frames CC/5EEA: CF Turn vehicle/entity left CC/5EEB: E0 Pause for 4 * 1 (4) frames CC/5EED: CC Turn vehicle/entity up CC/5EEE: E0 Pause for 4 * 1 (4) frames CC/5EF0: CD Turn vehicle/entity right CC/5EF1: E0 Pause for 4 * 1 (4) frames CC/5EF3: CE Turn vehicle/entity down CC/5EF4: E0 Pause for 4 * 1 (4) frames CC/5EF6: CF Turn vehicle/entity left CC/5EF7: E0 Pause for 4 * 1 (4) frames CC/5EF9: CC Turn vehicle/entity up CC/5EFA: E0 Pause for 4 * 1 (4) frames CC/5EFC: CD Turn vehicle/entity right CC/5EFD: E0 Pause for 4 * 1 (4) frames CC/5EFF: CE Turn vehicle/entity down CC/5F00: E0 Pause for 4 * 4 (16) frames CC/5F02: 2D Do vehicle/entity graphical action $2D CC/5F03: E0 Pause for 4 * 16 (64) frames CC/5F05: FC Branch 42 bytes backwards ($CC5EDB) CC/5F07: FF End queue CC/5F08: FE Return CC/5F09: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5F2F CC/5F0F: C0 If ($1E80($09B) [$1E93, bit 3] is set), branch to $CC5F28 CC/5F15: C0 If ($1E80($09A) [$1E93, bit 2] is set), branch to $CBCCDE CC/5F1B: C0 If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CC5F28 CC/5F21: F6 Subcommand $81: Change volume of currently playing song to $FF, transition time 1 CC/5F25: F0 Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume CC/5F27: FE Return CC/5F28: F6 Subcommand $81: Change volume of currently playing song to $FF, transition time 1 CC/5F2C: F0 Play song 29 (Under Martial Law), (high bit clear), full volume CC/5F2E: FE Return CC/5F2F: F6 Subcommand $81: Change volume of currently playing song to $FF, transition time 1 CC/5F33: F0 Play song 52 (The Day After), (high bit clear), full volume CC/5F35: FE Return CC/5F36: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5F5D CC/5F3C: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC5F56 CC/5F42: C0 If ($1E80($27B) [$1ECF, bit 3] is set), branch to $CC5F4F CC/5F48: F6 Subcommand $81: Change volume of currently playing song to $FF, transition time 1 CC/5F4C: F0 Play song 21 (Johnny C. Bad), (high bit clear), full volume CC/5F4E: FE Return CC/5F4F: F6 Subcommand $81: Change volume of currently playing song to $80, transition time 1 CC/5F53: F0 Play song 21 (Johnny C. Bad), (high bit clear), full volume CC/5F55: FE Return CC/5F56: F6 Subcommand $81: Change volume of currently playing song to $FF, transition time 1 CC/5F5A: F0 Play song 29 (Under Martial Law), (high bit clear), full volume CC/5F5C: FE Return CC/5F5D: F6 Subcommand $81: Change volume of currently playing song to $FF, transition time 1 CC/5F61: F0 Play song 52 (The Day After), (high bit clear), full volume CC/5F63: FE Return CC/5F64: 73 Replace current map's Layer 1 at (44, 68) with the following (1 x 1) chunk, refresh immediately CC/5F69: $D3 CC/5F6A: B2 Call subroutine $CC5F7A CC/5F6E: FE Return CC/5F6F: 73 Replace current map's Layer 1 at (54, 76) with the following (1 x 1) chunk, refresh immediately CC/5F74: $D2 CC/5F75: B2 Call subroutine $CC5F7A CC/5F79: FE Return CC/5F7A: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5F92 CC/5F80: C0 If ($1E80($09B) [$1E93, bit 3] is set), branch to $CC5F8F CC/5F86: C0 If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CC5F8F CC/5F8C: F0 Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume CC/5F8E: FE Return CC/5F8F: F0 Play song 29 (Under Martial Law), (high bit clear), full volume CC/5F91: FE Return CC/5F92: F0 Play song 52 (The Day After), (high bit clear), full volume CC/5F94: FE Return CC/5F95: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CA5EB3 (simply returns) CC/5F9B: F6 Subcommand $81: Change volume of currently playing song to $80, transition time 1 CC/5F9F: D4 Set event bit $1E80($27B) [$1ECF, bit 3] CC/5FA1: FE Return CC/5FA2: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CA5EB3 (simply returns) CC/5FA8: F6 Subcommand $81: Change volume of currently playing song to $FF, transition time 1 CC/5FAC: D5 Clear event bit $1E80($27B) [$1ECF, bit 3] CC/5FAE: FE Return CC/5FAF: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5FB9 CC/5FB5: 4B Display dialogue message $06D6, wait for button press Emperor Gestahl himself asked me to do his portrait… What if he doesn't like it…? CC/5FB8: FE Return CC/5FB9: 4B Display dialogue message $06D7, wait for button press I finished the Emperor's portrait. It was a true representation of the Emperor… but he hated it. I ended selling it to Owzer, a rich man who lives in Jidoor. CC/5FBC: FE Return CC/5FBD: C0 If ($1E80($09E) [$1E93, bit 6] is set), branch to $CC600F CC/5FC3: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC6003 CC/5FC9: 4B Display dialogue message $062B, wait for button press This is Albrook, the occupied city… CC/5FCC: FE Return CC/5FCD: C0 If ($1E80($09E) [$1E93, bit 6] is set), branch to $CC6013 CC/5FD3: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC6007 CC/5FD9: 4B Display dialogue message $062E, wait for button press They say there's something valuable to the east… The Empire built a base there, and no one may enter. CC/5FDC: FE Return CC/5FDD: C0 If ($1E80($09E) [$1E93, bit 6] is set), branch to $CC6017 CC/5FE3: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC600B CC/5FE9: 4B Display dialogue message $0631, wait for button press We have to bribe the troopers to do business here… CC/5FEC: FE Return CC/5FED: 4B Display dialogue message $0635, wait for button press Vector, capital of the Empire, is at the center of this continent. CC/5FF0: FE Return CC/5FF1: C0 If ($1E80($069) [$1E8D, bit 1] is set), branch to $CC5FFB CC/5FF7: 4B Display dialogue message $0636, wait for button press You'll find some good weapons and items in Tzen and Maranda. CC/5FFA: FE Return CC/5FFB: 4B Display dialogue message $0637, wait for button press Some strange guy's tryin' to sell glowing stones… When I wouldn't take one, he said he was going to Tzen. CC/5FFE: FE Return CC/5FFF: 4B Display dialogue message $0638, wait for button press I'm a scholar of magic. Monsters on this continent have only weak magical power. CC/6002: FE Return CC/6003: 4B Display dialogue message $062C, wait for button press Business is picking up in the port! Maybe economy will make a recovery! CC/6006: FE Return CC/6007: 4B Display dialogue message $062F, wait for button press I heard some Espers flew outta the mountains near the base and thrashed the troopers there! CC/600A: FE Return CC/600B: 4B Display dialogue message $0632, wait for button press And they're such TIGHTWADS! They're raking in the cash! CC/600E: FE Return CC/600F: 4B Display dialogue message $062D, wait for button press How could an island float in the sky?! CC/6012: FE Return CC/6013: 4B Display dialogue message $0634, wait for button press People're disappearing, islands are flying… I have a bad feeling about this… CC/6016: FE Return CC/6017: 4B Display dialogue message $0630, wait for button press Yeah, thanks to that flying island, this town was shrouded in darkness! CC/601A: FE Return CC/601B: 4B Display dialogue message $063B, wait for button press No entry into the port! CC/601E: FE Return CC/601F: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC6051 CC/6025: 4B Display dialogue message $0625, wait for button press The Empire strings up anyone who opposes it. CC/6028: FE Return CC/6029: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC6055 CC/602F: 4B Display dialogue message $0626, wait for button press 3 cheers for the Empire! CC/6032: FE Return CC/6033: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC6059 CC/6039: 4B Display dialogue message $0627, wait for button press You're in the way! Git! CC/603C: FE Return CC/603D: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC605D CC/6043: 4B Display dialogue message $0628, wait for button press Everything belongs to the Empire! CC/6046: FE Return CC/6047: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC6061 CC/604D: 4B Display dialogue message $0629, wait for button press Mess with the Empire and…! CC/6050: FE Return CC/6051: 4B Display dialogue message $0640, wait for button press Look out if you're caught working with the Returners. CC/6054: FE Return CC/6055: 4B Display dialogue message $0641, wait for button press Now maybe we can get on with our lives. CC/6058: FE Return CC/6059: 4B Display dialogue message $0642, wait for button press I heard that Espers attacked the Empire… CC/605C: FE Return CC/605D: 4B Display dialogue message $0643, wait for button press All's well! CC/6060: FE Return CC/6061: 4B Display dialogue message $0633, wait for button press Wouldn't want to be in their shoes, though! CC/6064: FE Return CC/6065: 4B Display dialogue message $063C, wait for button press Ah…welcome! CC/6068: FE Return CC/6069: 4B Display dialogue message $063D, wait for button press Hey…you're not of the Empire! Get outta here! CC/606C: FE Return CC/606D: 4B Display dialogue message $063E, wait for button press In any case, you're probably broke! CC/6070: FE Return CC/6071: 4B Display dialogue message $063F, wait for button press Ahaaa!! Whooopie! CC/6074: FE Return CC/6075: FE Return CC/6076: 4B Display dialogue message $0645, wait for button press Nuts! These soldiers are absolutely insane! CC/6079: FE Return CC/607A: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5B79 CC/6080: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC608A CC/6086: 4B Display dialogue message $0646, wait for button press This cafe is like an Imperial soldiers' dormitory! CC/6089: FE Return CC/608A: 4B Display dialogue message $0647, wait for button press Since the soldiers are leaving, business is bound to pick up. Oops…better keep my mouth shut. CC/608D: FE Return CC/608E: F4 Play sound effect 184 CC/6090: 4B Display dialogue message $0648, wait for button press Sure! No problem! CC/6093: F4 Play sound effect 184 CC/6095: FE Return CC/6096: 4B Display dialogue message $076E, wait for button press LOCKE: Come on…! Why won't you speak to me? CC/6099: 4B Display dialogue message $076F, wait for button press LOCKE: CELES… CC/609C: 4B Display dialogue message $0770, wait for button press LOCKE: Even if it was only a little… I doubted you… But I'm still your friend… CC/609F: 4B Display dialogue message $0771, wait for button press LOCKE: CELES! CC/60A2: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC60AB CC/60A8: 9B Invoke shop $19 CC/60AA: FE Return CC/60AB: 9B Invoke shop $31 CC/60AD: FE Return CC/60AE: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC60B7 CC/60B4: 9B Invoke shop $28 CC/60B6: FE Return CC/60B7: 9B Invoke shop $33 CC/60B9: FE Return CC/60BA: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC60C3 CC/60C0: 9B Invoke shop $18 CC/60C2: FE Return CC/60C3: 9B Invoke shop $30 CC/60C5: FE Return CC/60C6: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC60CF CC/60CC: 9B Invoke shop $1A CC/60CE: FE Return CC/60CF: 9B Invoke shop $32 CC/60D1: FE Return CC/60D2: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC60DF CC/60D8: 6A Load map $0143 (Albrook, outdoors (WoB, including shadowed by Floating Island)) after fade out, (upper bits $2000), place party at (54, 14), facing down CC/60DE: FE Return CC/60DF: 6A Load map $0144 (Albrook, outdoors (WoR)) after fade out, (upper bits $2000), place party at (54, 14), facing down CC/60E5: FE Return CC/60E6: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC60F3 CC/60EC: 6A Load map $0143 (Albrook, outdoors (WoB, including shadowed by Floating Island)) after fade out, (upper bits $2000), place party at (23, 21), facing down CC/60F2: FE Return CC/60F3: 6A Load map $0144 (Albrook, outdoors (WoR)) after fade out, (upper bits $2000), place party at (23, 21), facing down CC/60F9: FE Return CC/60FA: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC6107 CC/6100: 6A Load map $0143 (Albrook, outdoors (WoB, including shadowed by Floating Island)) after fade out, (upper bits $2000), place party at (39, 21), facing down CC/6106: FE Return CC/6107: 6A Load map $0144 (Albrook, outdoors (WoR)) after fade out, (upper bits $2000), place party at (39, 21), facing down CC/610D: FE Return CC/610E: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC611B CC/6114: 6A Load map $0143 (Albrook, outdoors (WoB, including shadowed by Floating Island)) after fade out, (upper bits $2000), place party at (7, 15), facing down CC/611A: FE Return CC/611B: 6A Load map $0144 (Albrook, outdoors (WoR)) after fade out, (upper bits $2000), place party at (7, 15), facing down CC/6121: FE Return CC/6122: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC612F CC/6128: 6A Load map $0143 (Albrook, outdoors (WoB, including shadowed by Floating Island)) after fade out, (upper bits $2000), place party at (18, 13), facing down CC/612E: FE Return CC/612F: 6A Load map $0144 (Albrook, outdoors (WoR)) after fade out, (upper bits $2000), place party at (18, 13), facing down CC/6135: FE Return CC/6136: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC6143 CC/613C: 6A Load map $0143 (Albrook, outdoors (WoB, including shadowed by Floating Island)) after fade out, (upper bits $2000), place party at (44, 14), facing down CC/6142: FE Return CC/6143: 6A Load map $0144 (Albrook, outdoors (WoR)) after fade out, (upper bits $2000), place party at (44, 14), facing down CC/6149: FE Return CC/614A: C0 If ($1E80($085) [$1E90, bit 5] is clear), branch to $CC62A6 CC/6150: C0 If ($1E80($087) [$1E90, bit 7] is set), branch to $CC62A6 CC/6156: 4B Display dialogue message $064A, wait for button press General Leo told us about you. By all means… CC/6159: 92 Pause for 30 units CC/615A: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CC6166 CC/6160: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/6162: C3 Set vehicle/entity's event speed to fast CC/6163: 85 Move vehicle/entity right 2 tiles CC/6164: 84 Move vehicle/entity up 2 tiles CC/6165: FF End queue CC/6166: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/6168: C3 Set vehicle/entity's event speed to fast CC/6169: A0 Move vehicle/entity right/up 1x1 tiles CC/616A: 80 Move vehicle/entity up 1 tile CC/616B: FF End queue CC/616C: 73 Replace current map's Layer 1 at (59, 47) with the following (2 x 1) chunk, refresh immediately CC/6171: $04, $14 CC/6173: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/6175: 9C Move vehicle/entity up 8 tiles CC/6176: 84 Move vehicle/entity up 2 tiles CC/6177: 8F Move vehicle/entity left 4 tiles CC/6178: CE Turn vehicle/entity down CC/6179: FF End queue CC/617A: 92 Pause for 30 units CC/617B: B2 Call subroutine $CAC6AC CC/617F: 3C Set up the party as follows: $01 (Actor in stot 1), $00 (Actor in stot 0), $FF (), $FF () CC/6184: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CC/6186: C2 Set vehicle/entity's event speed to normal CC/6187: A0 Move vehicle/entity right/up 1x1 tiles CC/6188: 80 Move vehicle/entity up 1 tile CC/6189: 81 Move vehicle/entity right 1 tile CC/618A: FF End queue CC/618B: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CC/618D: C2 Set vehicle/entity's event speed to normal CC/618E: A3 Move vehicle/entity left/up 1x1 tiles CC/618F: 80 Move vehicle/entity up 1 tile CC/6190: 83 Move vehicle/entity left 1 tile CC/6191: FF End queue CC/6192: F2 Fade out current song with transition time 128 CC/6194: 5A Fade screen at speed $04 CC/6196: 5C Pause execution until fade in or fade out is complete CC/6197: 95 Pause for 120 units CC/6198: 73 Replace current map's Layer 1 at (59, 47) with the following (2 x 1) chunk, refresh immediately CC/619D: $05, $15 CC/619F: B0 Execute the following commands until $B1 10 times CC/61A1: 50 Tint screen (cumulative) with color $9B CC/61A3: B1 End block of repeating commands CC/61A4: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/61A6: F0 Play song 0 (Silence), (high bit clear), full volume CC/61A8: DD Clear event bit $1E80($65E) [$1F4B, bit 6] CC/61AA: DD Clear event bit $1E80($65F) [$1F4B, bit 7] CC/61AC: DC Set event bit $1E80($660) [$1F4C, bit 0] CC/61AE: 42 Hide object $10 CC/61B0: 59 Unfade screen at speed $08 CC/61B2: 5C Pause execution until fade in or fade out is complete CC/61B3: 95 Pause for 120 units CC/61B4: 01 Begin action queue for character $01 (Actor in stot 1), 13 bytes long (Wait until complete) CC/61B6: C2 Set vehicle/entity's event speed to normal CC/61B7: 83 Move vehicle/entity left 1 tile CC/61B8: E0 Pause for 4 * 8 (32) frames CC/61BA: 86 Move vehicle/entity down 2 tiles CC/61BB: E0 Pause for 4 * 5 (20) frames CC/61BD: 23 Do vehicle/entity graphical action $23 CC/61BE: E0 Pause for 4 * 8 (32) frames CC/61C0: 89 Move vehicle/entity right 3 tiles CC/61C1: 9E Move vehicle/entity down 8 tiles CC/61C2: FF End queue CC/61C3: 73 Replace current map's Layer 1 at (59, 47) with the following (2 x 1) chunk, refresh immediately CC/61C8: $04, $14 CC/61CA: 91 Pause for 15 units CC/61CB: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CC/61CD: C2 Set vehicle/entity's event speed to normal CC/61CE: 96 Move vehicle/entity down 6 tiles CC/61CF: 83 Move vehicle/entity left 1 tile CC/61D0: 8E Move vehicle/entity down 4 tiles CC/61D1: FF End queue CC/61D2: 97 Fade screen to black CC/61D3: 5C Pause execution until fade in or fade out is complete CC/61D4: 6B Load map $0143 (Albrook, outdoors (WoB, including shadowed by Floating Island)) instantly, (upper bits $2000), place party at (54, 14), facing down CC/61DA: 42 Hide object $00 CC/61DC: 41 Show object $01 CC/61DE: 45 Refresh objects CC/61DF: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/61E1: D7 Center screen on vehicle/entity CC/61E2: CE Turn vehicle/entity down CC/61E3: FF End queue CC/61E4: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete) CC/61E6: C2 Set vehicle/entity's event speed to normal CC/61E7: 20 Do vehicle/entity graphical action $20 CC/61E8: FF End queue CC/61E9: B0 Execute the following commands until $B1 7 times CC/61EB: 50 Tint screen (cumulative) with color $9B CC/61ED: B1 End block of repeating commands CC/61EE: 38 Hold screen CC/61EF: 96 Restore screen from fade CC/61F0: 5C Pause execution until fade in or fade out is complete CC/61F1: 94 Pause for 60 units CC/61F2: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/61F4: 23 Do vehicle/entity graphical action $23 CC/61F5: FF End queue CC/61F6: F0 Play song 18 (Celes), (high bit clear), full volume CC/61F8: B5 Pause for 15 * 6 (90) units CC/61FA: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/61FC: C1 Set vehicle/entity's event speed to slow CC/61FD: 8F Move vehicle/entity left 4 tiles CC/61FE: FF End queue CC/61FF: B5 Pause for 15 * 6 (90) units CC/6201: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/6203: 8F Move vehicle/entity left 4 tiles CC/6204: CE Turn vehicle/entity down CC/6205: FF End queue CC/6206: 39 Free screen CC/6207: B5 Pause for 15 * 6 (90) units CC/6209: 4B Display dialogue message $076F, wait for button press LOCKE: CELES… CC/620C: B5 Pause for 15 * 6 (90) units CC/620E: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/6210: CE Turn vehicle/entity down CC/6211: FF End queue CC/6212: B5 Pause for 15 * 6 (90) units CC/6214: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/6216: 23 Do vehicle/entity graphical action $23 CC/6217: FF End queue CC/6218: 95 Pause for 120 units CC/6219: 4B Display dialogue message $076E, wait for button press LOCKE: Come on…! Why won't you speak to me? CC/621C: 94 Pause for 60 units CC/621D: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/621F: 82 Move vehicle/entity down 1 tile CC/6220: CF Turn vehicle/entity left CC/6221: FF End queue CC/6222: 95 Pause for 120 units CC/6223: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/6225: 22 Do vehicle/entity graphical action $22 CC/6226: FF End queue CC/6227: 94 Pause for 60 units CC/6228: 4B Display dialogue message $0770, wait for button press LOCKE: Even if it was only a little… I doubted you… But I'm still your friend… CC/622B: 94 Pause for 60 units CC/622C: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/622E: 8B Move vehicle/entity left 3 tiles CC/622F: FF End queue CC/6230: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/6232: 83 Move vehicle/entity left 1 tile CC/6233: FF End queue CC/6234: 91 Pause for 15 units CC/6235: 4B Display dialogue message $0771, wait for button press LOCKE: CELES! CC/6238: 94 Pause for 60 units CC/6239: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/623B: 15 Do vehicle/entity graphical action $15 CC/623C: FF End queue CC/623D: 95 Pause for 120 units CC/623E: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/6240: CF Turn vehicle/entity left CC/6241: FF End queue CC/6242: 94 Pause for 60 units CC/6243: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CC/6245: C3 Set vehicle/entity's event speed to fast CC/6246: 87 Move vehicle/entity left 2 tiles CC/6247: 9E Move vehicle/entity down 8 tiles CC/6248: FF End queue CC/6249: B5 Pause for 15 * 6 (90) units CC/624B: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/624D: 22 Do vehicle/entity graphical action $22 CC/624E: FF End queue CC/624F: B5 Pause for 15 * 16 (240) units CC/6251: F2 Fade out current song with transition time 160 CC/6253: 5A Fade screen at speed $04 CC/6255: 5C Pause execution until fade in or fade out is complete CC/6256: B5 Pause for 15 * 16 (240) units CC/6258: DC Set event bit $1E80($65E) [$1F4B, bit 6] CC/625A: DC Set event bit $1E80($65F) [$1F4B, bit 7] CC/625C: DD Clear event bit $1E80($660) [$1F4C, bit 0] CC/625E: 6B Load map $0145 (Albrook, inn (always)) instantly, (upper bits $2000), place party at (55, 39), facing down CC/6264: 47 Make character in slot 0 the lead character CC/6265: 38 Hold screen CC/6266: 41 Show object $00 CC/6268: 41 Show object $01 CC/626A: 45 Refresh objects CC/626B: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete) CC/626D: C2 Set vehicle/entity's event speed to normal CC/626E: D5 Set vehicle/entity's position to (57, 37) CC/6271: CE Turn vehicle/entity down CC/6272: FF End queue CC/6273: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete) CC/6275: C2 Set vehicle/entity's event speed to normal CC/6276: D5 Set vehicle/entity's position to (53, 37) CC/6279: CE Turn vehicle/entity down CC/627A: FF End queue CC/627B: B2 Call subroutine $CB2E34 CC/627F: 96 Restore screen from fade CC/6280: 5C Pause execution until fade in or fade out is complete CC/6281: 94 Pause for 60 units CC/6282: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CC/6284: 83 Move vehicle/entity left 1 tile CC/6285: 82 Move vehicle/entity down 1 tile CC/6286: A2 Move vehicle/entity left/down 1x1 tiles CC/6287: CE Turn vehicle/entity down CC/6288: FF End queue CC/6289: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CC/628B: 81 Move vehicle/entity right 1 tile CC/628C: 82 Move vehicle/entity down 1 tile CC/628D: A1 Move vehicle/entity right/down 1x1 tiles CC/628E: CE Turn vehicle/entity down CC/628F: FF End queue CC/6290: B2 Call subroutine $CACB95 CC/6294: 3B Position character in a "ready-to-go" stance CC/6295: B2 Call subroutine $CCE499 (heals all HP/MP/Statuses except Dog Block) CC/6299: B2 Call subroutine $CB2E2B CC/629D: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/629F: F0 Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume CC/62A1: D0 Set event bit $1E80($087) [$1E90, bit 7] CC/62A3: 39 Free screen CC/62A4: 3A Enable player to move while event commands execute CC/62A5: FE Return CC/62A6: 4B Display dialogue message $0649, wait for button press 300 GP if you wanna stay. How 'bout it? ^ Yes ^ No CC/62A9: B6 Indexed branch based on prior dialogue selection [$CC62B1, $CA5EB3] CC/62B0: FE Return CC/62B1: 85 Take 300 GP from party CC/62B4: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF CC/62BA: C0 If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CC62C6 CC/62C0: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/62C2: C3 Set vehicle/entity's event speed to fast CC/62C3: 85 Move vehicle/entity right 2 tiles CC/62C4: 84 Move vehicle/entity up 2 tiles CC/62C5: FF End queue CC/62C6: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/62C8: C3 Set vehicle/entity's event speed to fast CC/62C9: A0 Move vehicle/entity right/up 1x1 tiles CC/62CA: 80 Move vehicle/entity up 1 tile CC/62CB: FF End queue CC/62CC: 73 Replace current map's Layer 1 at (59, 47) with the following (2 x 1) chunk, refresh immediately CC/62D1: $04, $14 CC/62D3: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/62D5: 9C Move vehicle/entity up 8 tiles CC/62D6: 84 Move vehicle/entity up 2 tiles CC/62D7: 8F Move vehicle/entity left 4 tiles CC/62D8: CE Turn vehicle/entity down CC/62D9: FF End queue CC/62DA: 92 Pause for 30 units CC/62DB: B2 Call subroutine $CACD3C CC/62DF: 6B Load map $0145 (Albrook, inn (always)) instantly, (upper bits $2400), place party at (55, 39), facing down CC/62E5: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/62E7: D5 Set vehicle/entity's position to (57, 37) CC/62EA: CE Turn vehicle/entity down CC/62EB: FF End queue CC/62EC: B2 Call subroutine $CACF96 CC/62F0: 3A Enable player to move while event commands execute CC/62F1: FE Return CC/62F2: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CA5EB3 (simply returns) CC/62F8: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/62FA: CF Turn vehicle/entity left CC/62FB: FF End queue CC/62FC: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/62FE: CD Turn vehicle/entity right CC/62FF: FF End queue CC/6300: 92 Pause for 30 units CC/6301: 15 Begin action queue for character $15 (NPC $15), 11 bytes long (Wait until complete) CC/6303: CC Turn vehicle/entity up CC/6304: E0 Pause for 4 * 1 (4) frames CC/6306: CD Turn vehicle/entity right CC/6307: E0 Pause for 4 * 1 (4) frames CC/6309: CE Turn vehicle/entity down CC/630A: E0 Pause for 4 * 1 (4) frames CC/630C: CF Turn vehicle/entity left CC/630D: FF End queue CC/630E: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/6310: F4 Play sound effect 45 CC/6312: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/6314: C2 Set vehicle/entity's event speed to normal CC/6315: C7 Set vehicle/entity to stay still when moving CC/6316: 4B Do vehicle/entity graphical action $0B, flipped horizontally CC/6317: DC Make vehicle/entity jump (low) CC/6318: 80 Move vehicle/entity up 1 tile CC/6319: FF End queue CC/631A: 92 Pause for 30 units CC/631B: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/631D: CC Turn vehicle/entity up CC/631E: FF End queue CC/631F: 92 Pause for 30 units CC/6320: 4B Display dialogue message $063B, wait for button press No entry into the port! CC/6323: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/6325: 49 Do vehicle/entity graphical action $09, flipped horizontally CC/6326: E0 Pause for 4 * 4 (16) frames CC/6328: CE Turn vehicle/entity down CC/6329: C6 Set vehicle/entity to walk when moving CC/632A: FF End queue CC/632B: 3A Enable player to move while event commands execute CC/632C: FE Return CC/632D: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CA5EB3 (simply returns) CC/6333: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/6335: CD Turn vehicle/entity right CC/6336: FF End queue CC/6337: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/6339: CF Turn vehicle/entity left CC/633A: FF End queue CC/633B: 92 Pause for 30 units CC/633C: 15 Begin action queue for character $15 (NPC $15), 11 bytes long (Wait until complete) CC/633E: CC Turn vehicle/entity up CC/633F: E0 Pause for 4 * 1 (4) frames CC/6341: CF Turn vehicle/entity left CC/6342: E0 Pause for 4 * 1 (4) frames CC/6344: CE Turn vehicle/entity down CC/6345: E0 Pause for 4 * 1 (4) frames CC/6347: CD Turn vehicle/entity right CC/6348: FF End queue CC/6349: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/634B: F4 Play sound effect 45 CC/634D: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/634F: C2 Set vehicle/entity's event speed to normal CC/6350: C7 Set vehicle/entity to stay still when moving CC/6351: 0B Do vehicle/entity graphical action $0B CC/6352: DC Make vehicle/entity jump (low) CC/6353: 80 Move vehicle/entity up 1 tile CC/6354: FF End queue CC/6355: 92 Pause for 30 units CC/6356: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/6358: CC Turn vehicle/entity up CC/6359: FF End queue CC/635A: 92 Pause for 30 units CC/635B: 4B Display dialogue message $063B, wait for button press No entry into the port! CC/635E: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/6360: 09 Do vehicle/entity graphical action $09 (kneeling) CC/6361: E0 Pause for 4 * 4 (16) frames CC/6363: CE Turn vehicle/entity down CC/6364: C6 Set vehicle/entity to walk when moving CC/6365: FF End queue CC/6366: 3A Enable player to move while event commands execute CC/6367: FE Return CC/6368: B2 Call subroutine $CC5F7A CC/636C: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CC/6372: 10 Begin action queue for character $10 (NPC $10), 8 bytes long CC/6374: 83 Move vehicle/entity left 1 tile CC/6375: 84 Move vehicle/entity up 2 tiles CC/6376: 85 Move vehicle/entity right 2 tiles CC/6377: 86 Move vehicle/entity down 2 tiles CC/6378: 83 Move vehicle/entity left 1 tile CC/6379: FC Branch 5 bytes backwards ($CC6374) CC/637B: FF End queue CC/637C: 1D Begin action queue for character $1D (NPC $1D), 25 bytes long CC/637E: E0 Pause for 4 * 32 (128) frames CC/6380: 84 Move vehicle/entity up 2 tiles CC/6381: E0 Pause for 4 * 8 (32) frames CC/6383: CE Turn vehicle/entity down CC/6384: E0 Pause for 4 * 16 (64) frames CC/6386: 80 Move vehicle/entity up 1 tile CC/6387: CF Turn vehicle/entity left CC/6388: E0 Pause for 4 * 16 (64) frames CC/638A: CE Turn vehicle/entity down CC/638B: E0 Pause for 4 * 8 (32) frames CC/638D: 8A Move vehicle/entity down 3 tiles CC/638E: E0 Pause for 4 * 4 (16) frames CC/6390: CD Turn vehicle/entity right CC/6391: E0 Pause for 4 * 8 (32) frames CC/6393: CE Turn vehicle/entity down CC/6394: FC Branch 22 bytes backwards ($CC637E) CC/6396: FF End queue CC/6397: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CA5EB3 (simply returns) CC/639D: 11 Begin action queue for character $11 (NPC $11), 7 bytes long CC/639F: 87 Move vehicle/entity left 2 tiles CC/63A0: 84 Move vehicle/entity up 2 tiles CC/63A1: 85 Move vehicle/entity right 2 tiles CC/63A2: 86 Move vehicle/entity down 2 tiles CC/63A3: FC Branch 4 bytes backwards ($CC639F) CC/63A5: FF End queue CC/63A6: 13 Begin action queue for character $13 (NPC $13), 20 bytes long CC/63A8: E0 Pause for 4 * 6 (24) frames CC/63AA: DC Make vehicle/entity jump (low) CC/63AB: 81 Move vehicle/entity right 1 tile CC/63AC: E0 Pause for 4 * 16 (64) frames CC/63AE: C7 Set vehicle/entity to stay still when moving CC/63AF: DC Make vehicle/entity jump (low) CC/63B0: 83 Move vehicle/entity left 1 tile CC/63B1: E0 Pause for 4 * 8 (32) frames CC/63B3: C6 Set vehicle/entity to walk when moving CC/63B4: 81 Move vehicle/entity right 1 tile CC/63B5: E0 Pause for 4 * 8 (32) frames CC/63B7: 83 Move vehicle/entity left 1 tile CC/63B8: CD Turn vehicle/entity right CC/63B9: FC Branch 17 bytes backwards ($CC63A8) CC/63BB: FF End queue CC/63BC: 14 Begin action queue for character $14 (NPC $14), 35 bytes long CC/63BE: 83 Move vehicle/entity left 1 tile CC/63BF: E0 Pause for 4 * 32 (128) frames CC/63C1: C7 Set vehicle/entity to stay still when moving CC/63C2: DC Make vehicle/entity jump (low) CC/63C3: 81 Move vehicle/entity right 1 tile CC/63C4: E0 Pause for 4 * 4 (16) frames CC/63C6: DC Make vehicle/entity jump (low) CC/63C7: 83 Move vehicle/entity left 1 tile CC/63C8: E0 Pause for 4 * 4 (16) frames CC/63CA: C6 Set vehicle/entity to walk when moving CC/63CB: DC Make vehicle/entity jump (low) CC/63CC: 81 Move vehicle/entity right 1 tile CC/63CD: E0 Pause for 4 * 4 (16) frames CC/63CF: DC Make vehicle/entity jump (low) CC/63D0: 83 Move vehicle/entity left 1 tile CC/63D1: E0 Pause for 4 * 4 (16) frames CC/63D3: DC Make vehicle/entity jump (low) CC/63D4: 81 Move vehicle/entity right 1 tile CC/63D5: E0 Pause for 4 * 4 (16) frames CC/63D7: 83 Move vehicle/entity left 1 tile CC/63D8: E0 Pause for 4 * 16 (64) frames CC/63DA: 81 Move vehicle/entity right 1 tile CC/63DB: CF Turn vehicle/entity left CC/63DC: E0 Pause for 4 * 16 (64) frames CC/63DE: FC Branch 32 bytes backwards ($CC63BE) CC/63E0: FF End queue CC/63E1: 15 Begin action queue for character $15 (NPC $15), 48 bytes long CC/63E3: 19 Do vehicle/entity graphical action $19 CC/63E4: E0 Pause for 4 * 4 (16) frames CC/63E6: CE Turn vehicle/entity down CC/63E7: E0 Pause for 4 * 4 (16) frames CC/63E9: 19 Do vehicle/entity graphical action $19 CC/63EA: E0 Pause for 4 * 4 (16) frames CC/63EC: CE Turn vehicle/entity down CC/63ED: E0 Pause for 4 * 8 (32) frames CC/63EF: 1F Do vehicle/entity graphical action $1F CC/63F0: E0 Pause for 4 * 6 (24) frames CC/63F2: CE Turn vehicle/entity down CC/63F3: E0 Pause for 4 * 4 (16) frames CC/63F5: 1D Do vehicle/entity graphical action $1D CC/63F6: E0 Pause for 4 * 1 (4) frames CC/63F8: 1E Do vehicle/entity graphical action $1E CC/63F9: E0 Pause for 4 * 1 (4) frames CC/63FB: 1D Do vehicle/entity graphical action $1D CC/63FC: E0 Pause for 4 * 1 (4) frames CC/63FE: 1E Do vehicle/entity graphical action $1E CC/63FF: E0 Pause for 4 * 1 (4) frames CC/6401: 1D Do vehicle/entity graphical action $1D CC/6402: E0 Pause for 4 * 1 (4) frames CC/6404: 1E Do vehicle/entity graphical action $1E CC/6405: E0 Pause for 4 * 1 (4) frames CC/6407: 1D Do vehicle/entity graphical action $1D CC/6408: E0 Pause for 4 * 1 (4) frames CC/640A: 1E Do vehicle/entity graphical action $1E CC/640B: E0 Pause for 4 * 1 (4) frames CC/640D: CE Turn vehicle/entity down CC/640E: E0 Pause for 4 * 8 (32) frames CC/6410: FC Branch 45 bytes backwards ($CC63E3) CC/6412: FF End queue CC/6413: 19 Begin action queue for character $19 (NPC $19), 51 bytes long CC/6415: 23 Do vehicle/entity graphical action $23 CC/6416: E0 Pause for 4 * 1 (4) frames CC/6418: 63 Do vehicle/entity graphical action $23, flipped horizontally CC/6419: E0 Pause for 4 * 1 (4) frames CC/641B: 23 Do vehicle/entity graphical action $23 CC/641C: E0 Pause for 4 * 1 (4) frames CC/641E: 63 Do vehicle/entity graphical action $23, flipped horizontally CC/641F: E0 Pause for 4 * 1 (4) frames CC/6421: 23 Do vehicle/entity graphical action $23 CC/6422: E0 Pause for 4 * 1 (4) frames CC/6424: 63 Do vehicle/entity graphical action $23, flipped horizontally CC/6425: E0 Pause for 4 * 1 (4) frames CC/6427: CE Turn vehicle/entity down CC/6428: E0 Pause for 4 * 16 (64) frames CC/642A: 24 Do vehicle/entity graphical action $24 CC/642B: E0 Pause for 4 * 1 (4) frames CC/642D: 25 Do vehicle/entity graphical action $25 CC/642E: E0 Pause for 4 * 1 (4) frames CC/6430: 24 Do vehicle/entity graphical action $24 CC/6431: E0 Pause for 4 * 1 (4) frames CC/6433: 25 Do vehicle/entity graphical action $25 CC/6434: E0 Pause for 4 * 1 (4) frames CC/6436: 24 Do vehicle/entity graphical action $24 CC/6437: E0 Pause for 4 * 1 (4) frames CC/6439: 25 Do vehicle/entity graphical action $25 CC/643A: E0 Pause for 4 * 1 (4) frames CC/643C: 24 Do vehicle/entity graphical action $24 CC/643D: E0 Pause for 4 * 1 (4) frames CC/643F: 25 Do vehicle/entity graphical action $25 CC/6440: E0 Pause for 4 * 1 (4) frames CC/6442: CE Turn vehicle/entity down CC/6443: E0 Pause for 4 * 16 (64) frames CC/6445: FC Branch 48 bytes backwards ($CC6415) CC/6447: FF End queue CC/6448: 1E Begin action queue for character $1E (NPC $1E), 39 bytes long CC/644A: 4F Do vehicle/entity graphical action $0F, flipped horizontally CC/644B: E0 Pause for 4 * 1 (4) frames CC/644D: CD Turn vehicle/entity right CC/644E: E0 Pause for 4 * 1 (4) frames CC/6450: 4F Do vehicle/entity graphical action $0F, flipped horizontally CC/6451: E0 Pause for 4 * 1 (4) frames CC/6453: CD Turn vehicle/entity right CC/6454: E0 Pause for 4 * 1 (4) frames CC/6456: 4A Do vehicle/entity graphical action $0A, flipped horizontally CC/6457: E0 Pause for 4 * 8 (32) frames CC/6459: CD Turn vehicle/entity right CC/645A: E0 Pause for 4 * 4 (16) frames CC/645C: 50 Do vehicle/entity graphical action $10, flipped horizontally CC/645D: E0 Pause for 4 * 1 (4) frames CC/645F: 51 Do vehicle/entity graphical action $11, flipped horizontally CC/6460: E0 Pause for 4 * 1 (4) frames CC/6462: 50 Do vehicle/entity graphical action $10, flipped horizontally CC/6463: E0 Pause for 4 * 1 (4) frames CC/6465: 51 Do vehicle/entity graphical action $11, flipped horizontally CC/6466: E0 Pause for 4 * 1 (4) frames CC/6468: 4A Do vehicle/entity graphical action $0A, flipped horizontally CC/6469: E0 Pause for 4 * 8 (32) frames CC/646B: CD Turn vehicle/entity right CC/646C: E0 Pause for 4 * 4 (16) frames CC/646E: FC Branch 36 bytes backwards ($CC644A) CC/6470: FF End queue CC/6471: 1F Begin action queue for character $1F (NPC $1F), 33 bytes long CC/6473: CC Turn vehicle/entity up CC/6474: E0 Pause for 4 * 8 (32) frames CC/6476: 21 Do vehicle/entity graphical action $21 CC/6477: E0 Pause for 4 * 1 (4) frames CC/6479: CC Turn vehicle/entity up CC/647A: E0 Pause for 4 * 1 (4) frames CC/647C: 21 Do vehicle/entity graphical action $21 CC/647D: E0 Pause for 4 * 1 (4) frames CC/647F: CC Turn vehicle/entity up CC/6480: E0 Pause for 4 * 1 (4) frames CC/6482: 17 Do vehicle/entity graphical action $17 CC/6483: E0 Pause for 4 * 8 (32) frames CC/6485: 1B Do vehicle/entity graphical action $1B CC/6486: E0 Pause for 4 * 1 (4) frames CC/6488: CC Turn vehicle/entity up CC/6489: E0 Pause for 4 * 1 (4) frames CC/648B: 1B Do vehicle/entity graphical action $1B CC/648C: E0 Pause for 4 * 1 (4) frames CC/648E: CC Turn vehicle/entity up CC/648F: E0 Pause for 4 * 1 (4) frames CC/6491: FC Branch 30 bytes backwards ($CC6473) CC/6493: FF End queue CC/6494: 16 Begin action queue for character $16 (NPC $16), 23 bytes long CC/6496: DC Make vehicle/entity jump (low) CC/6497: CD Turn vehicle/entity right CC/6498: E0 Pause for 4 * 2 (8) frames CC/649A: E0 Pause for 4 * 16 (64) frames CC/649C: DC Make vehicle/entity jump (low) CC/649D: CD Turn vehicle/entity right CC/649E: E0 Pause for 4 * 2 (8) frames CC/64A0: DC Make vehicle/entity jump (low) CC/64A1: CD Turn vehicle/entity right CC/64A2: E0 Pause for 4 * 2 (8) frames CC/64A4: DC Make vehicle/entity jump (low) CC/64A5: CD Turn vehicle/entity right CC/64A6: E0 Pause for 4 * 2 (8) frames CC/64A8: E0 Pause for 4 * 16 (64) frames CC/64AA: FC Branch 20 bytes backwards ($CC6496) CC/64AC: FF End queue CC/64AD: FE Return CC/64AE: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC64C2 CC/64B4: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC64BE CC/64BA: 4B Display dialogue message $0601, wait for button press Say, you wanna get hitched? CC/64BD: FE Return CC/64BE: 4B Display dialogue message $0614, wait for button press I feel a little down… CC/64C1: FE Return CC/64C2: 4B Display dialogue message $09ED, wait for button press Recently Lola has been receiving a lot of letters. Must be from that guy in Mobliz…? CC/64C5: FE Return CC/64C6: 4B Display dialogue message $0602, wait for button press Aishya, no!! CC/64C9: FE Return CC/64CA: 4B Display dialogue message $0603, wait for button press You should hear the gossip floating around here! CC/64CD: FE Return CC/64CE: 4B Display dialogue message $0604, wait for button press Phew! CC/64D1: FE Return CC/64D2: 4B Display dialogue message $0605, wait for button press My dog's the fiercest! CC/64D5: FE Return CC/64D6: 4B Display dialogue message $0606, wait for button press Place all bets here! CC/64D9: FE Return CC/64DA: 4B Display dialogue message $0607, wait for button press Scram!! CC/64DD: FE Return CC/64DE: 4B Display dialogue message $0608, wait for button press This is our only means of recreation. CC/64E1: FE Return CC/64E2: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC64F6 CC/64E8: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC64F2 CC/64EE: 4B Display dialogue message $0609, wait for button press Maranda used to be this continent's most beautiful town! Look what the Empire's done to it! CC/64F1: FE Return CC/64F2: 4B Display dialogue message $060F, wait for button press We must begin to rebuild! CC/64F5: FE Return CC/64F6: 4B Display dialogue message $09E4, wait for button press A Knight came through here recently… He was amazing! But his heart was full of chaos… When he can cope with his pain, he'll be the mightiest warrior alive. CC/64F9: FE Return CC/64FA: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC09AB CC/6500: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC650A CC/6506: 4B Display dialogue message $060A, wait for button press My son's being forced to serve in the Empire's army. CC/6509: FE Return CC/650A: 4B Display dialogue message $0610, wait for button press That boy made to serve as a soldier has returned! CC/650D: FE Return CC/650E: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC6522 CC/6514: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC651E CC/651A: 4B Display dialogue message $060B, wait for button press These troopers are crazy! How long can things keep going on like this? CC/651D: FE Return CC/651E: 4B Display dialogue message $0611, wait for button press When peace was reached, the soldiers left our town. CC/6521: FE Return CC/6522: 4B Display dialogue message $09E8, wait for button press A spell ago, some oddball came strolling through here. Kept callin' people “thou.” CC/6525: FE Return CC/6526: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC653A CC/652C: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC6536 CC/6532: 4B Display dialogue message $060C, wait for button press Tzen and Albrook, too, fell to the Empire. CC/6535: FE Return CC/6536: 4B Display dialogue message $0612, wait for button press The Imperial troopers are gone! Let's dance! Let's sing! CC/6539: FE Return CC/653A: DC Set event bit $1E80($69A) [$1F53, bit 2] CC/653C: 4B Display dialogue message $09EB, wait for button press Your own past can be your worst enemy. Friends…family…gotta let 'em all go… CC/653F: 92 Pause for 30 units CC/6540: DE Load CaseWord with the characters in the currently active party? CC/6541: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CA5EB3 (simply returns) CC/6547: C0 If ($1E80($0DA) [$1E9B, bit 2] is set), branch to $CA5EB3 (simply returns) CC/654D: 4B Display dialogue message $09EC, wait for button press Could that have been you, CYAN…? You look so confused, maybe you'd better go back home. CC/6550: FE Return CC/6551: 4B Display dialogue message $060E, wait for button press Hee, hee… This town is ours to play with! CC/6554: FE Return CC/6555: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC655F CC/655B: 4B Display dialogue message $0613, wait for button press I was forced into the Empire's army. They made me do some awful things… CC/655E: FE Return CC/655F: 4B Display dialogue message $09EA, wait for button press You know that guy in Zozo who says, “This place is dangerous!”? He's the only one guy in that town who tells the truth. Maybe he can help you. CC/6562: FE Return CC/6563: 4B Display dialogue message $09E5, wait for button press I used to be a thief. But one day I uncovered a secret so awesome, I had to run and hide! CC/6566: FE Return CC/6567: 4B Display dialogue message $09E6, wait for button press I'm a former thief. My old accomplice used to mumble this in his sleep, “To the right of the treasure chest…” CC/656A: FE Return CC/656B: 4B Display dialogue message $09E7, wait for button press I used to be a thief. I climbed the tower of Kefka's followers, in spite of the danger. But I got hurt, and had to turn back after the first treasure room… CC/656E: FE Return CC/656F: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC6578 CC/6575: 9B Invoke shop $25 CC/6577: FE Return CC/6578: 9B Invoke shop $50 CC/657A: FE Return CC/657B: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC6584 CC/6581: 9B Invoke shop $26 CC/6583: FE Return CC/6584: 9B Invoke shop $51 CC/6586: FE Return CC/6587: 4B Display dialogue message $060D, wait for button press 200 GP per night! Need a rest? ^ Sure ^ Nope CC/658A: B6 Indexed branch based on prior dialogue selection [$CC6592, $CA5EB3] CC/6591: FE Return CC/6592: 85 Take 200 GP from party CC/6595: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF CC/659B: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/659D: C3 Set vehicle/entity's event speed to fast CC/659E: 93 Move vehicle/entity left 5 tiles CC/659F: 84 Move vehicle/entity up 2 tiles CC/65A0: FF End queue CC/65A1: 73 Replace current map's Layer 1 at (41, 46) with the following (2 x 1) chunk, refresh immediately CC/65A6: $04, $14 CC/65A8: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/65AA: 9C Move vehicle/entity up 8 tiles CC/65AB: 8D Move vehicle/entity right 4 tiles CC/65AC: CE Turn vehicle/entity down CC/65AD: FF End queue CC/65AE: 92 Pause for 30 units CC/65AF: B2 Call subroutine $CACD3C CC/65B3: 6B Load map $0120 (Maranda, inn (always)) instantly, (upper bits $2400), place party at (45, 40), facing down CC/65B9: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/65BB: D5 Set vehicle/entity's position to (47, 38) CC/65BE: CE Turn vehicle/entity down CC/65BF: FF End queue CC/65C0: B2 Call subroutine $CACF96 CC/65C4: 3A Enable player to move while event commands execute CC/65C5: FE Return CC/65C6: 78 Enable ability to pass through other objects for object $1C (NPC $1C) CC/65C8: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CC/65CE: 11 Begin action queue for character $11 (NPC $11), 40 bytes long CC/65D0: 82 Move vehicle/entity down 1 tile CC/65D1: 8F Move vehicle/entity left 4 tiles CC/65D2: 8A Move vehicle/entity down 3 tiles CC/65D3: 9B Move vehicle/entity left 7 tiles CC/65D4: 80 Move vehicle/entity up 1 tile CC/65D5: E0 Pause for 4 * 16 (64) frames CC/65D7: 82 Move vehicle/entity down 1 tile CC/65D8: 99 Move vehicle/entity right 7 tiles CC/65D9: 88 Move vehicle/entity up 3 tiles CC/65DA: 8D Move vehicle/entity right 4 tiles CC/65DB: 80 Move vehicle/entity up 1 tile CC/65DC: CD Turn vehicle/entity right CC/65DD: E0 Pause for 4 * 16 (64) frames CC/65DF: 9E Move vehicle/entity down 8 tiles CC/65E0: 86 Move vehicle/entity down 2 tiles CC/65E1: A1 Move vehicle/entity right/down 1x1 tiles CC/65E2: 82 Move vehicle/entity down 1 tile CC/65E3: A2 Move vehicle/entity left/down 1x1 tiles CC/65E4: 92 Move vehicle/entity down 5 tiles CC/65E5: A1 Move vehicle/entity right/down 1x1 tiles CC/65E6: 8D Move vehicle/entity right 4 tiles CC/65E7: CC Turn vehicle/entity up CC/65E8: E0 Pause for 4 * 16 (64) frames CC/65EA: 8F Move vehicle/entity left 4 tiles CC/65EB: A3 Move vehicle/entity left/up 1x1 tiles CC/65EC: 90 Move vehicle/entity up 5 tiles CC/65ED: A0 Move vehicle/entity right/up 1x1 tiles CC/65EE: 80 Move vehicle/entity up 1 tile CC/65EF: A3 Move vehicle/entity left/up 1x1 tiles CC/65F0: 84 Move vehicle/entity up 2 tiles CC/65F1: 9C Move vehicle/entity up 8 tiles CC/65F2: CD Turn vehicle/entity right CC/65F3: E0 Pause for 4 * 16 (64) frames CC/65F5: FC Branch 37 bytes backwards ($CC65D0) CC/65F7: FF End queue CC/65F8: 1A Begin action queue for character $1A (NPC $1A), 16 bytes long CC/65FA: CF Turn vehicle/entity left CC/65FB: E0 Pause for 4 * 16 (64) frames CC/65FD: 86 Move vehicle/entity down 2 tiles CC/65FE: 85 Move vehicle/entity right 2 tiles CC/65FF: 88 Move vehicle/entity up 3 tiles CC/6600: 87 Move vehicle/entity left 2 tiles CC/6601: 82 Move vehicle/entity down 1 tile CC/6602: 86 Move vehicle/entity down 2 tiles CC/6603: 85 Move vehicle/entity right 2 tiles CC/6604: 88 Move vehicle/entity up 3 tiles CC/6605: 87 Move vehicle/entity left 2 tiles CC/6606: 82 Move vehicle/entity down 1 tile CC/6607: FC Branch 13 bytes backwards ($CC65FA) CC/6609: FF End queue CC/660A: 1C Begin action queue for character $1C (NPC $1C), 30 bytes long CC/660C: C1 Set vehicle/entity's event speed to slow CC/660D: 87 Move vehicle/entity left 2 tiles CC/660E: E0 Pause for 4 * 12 (48) frames CC/6610: 8D Move vehicle/entity right 4 tiles CC/6611: E0 Pause for 4 * 12 (48) frames CC/6613: 82 Move vehicle/entity down 1 tile CC/6614: E0 Pause for 4 * 16 (64) frames CC/6616: 80 Move vehicle/entity up 1 tile CC/6617: E0 Pause for 4 * 12 (48) frames CC/6619: 84 Move vehicle/entity up 2 tiles CC/661A: E0 Pause for 4 * 16 (64) frames CC/661C: 86 Move vehicle/entity down 2 tiles CC/661D: C2 Set vehicle/entity's event speed to normal CC/661E: 83 Move vehicle/entity left 1 tile CC/661F: DC Make vehicle/entity jump (low) CC/6620: 87 Move vehicle/entity left 2 tiles CC/6621: E0 Pause for 4 * 12 (48) frames CC/6623: C1 Set vehicle/entity's event speed to slow CC/6624: 81 Move vehicle/entity right 1 tile CC/6625: E0 Pause for 4 * 12 (48) frames CC/6627: FC Branch 27 bytes backwards ($CC660C) CC/6629: FF End queue CC/662A: 1E Begin action queue for character $1E (NPC $1E), 24 bytes long CC/662C: CF Turn vehicle/entity left CC/662D: E0 Pause for 4 * 16 (64) frames CC/662F: CE Turn vehicle/entity down CC/6630: E0 Pause for 4 * 32 (128) frames CC/6632: CD Turn vehicle/entity right CC/6633: E0 Pause for 4 * 32 (128) frames CC/6635: CE Turn vehicle/entity down CC/6636: E0 Pause for 4 * 8 (32) frames CC/6638: CD Turn vehicle/entity right CC/6639: E0 Pause for 4 * 16 (64) frames CC/663B: CE Turn vehicle/entity down CC/663C: E0 Pause for 4 * 4 (16) frames CC/663E: CF Turn vehicle/entity left CC/663F: E0 Pause for 4 * 32 (128) frames CC/6641: FC Branch 21 bytes backwards ($CC662C) CC/6643: FF End queue CC/6644: FE Return CC/6645: 9B Invoke shop $09 CC/6647: B2 Call subroutine $CC6928 CC/664B: FE Return CC/664C: 9B Invoke shop $0A CC/664E: B2 Call subroutine $CC6928 CC/6652: FE Return CC/6653: 4B Display dialogue message $064B, wait for button press You look tired! 100 GP for a snooze. ^ Yes ^ No CC/6656: B6 Indexed branch based on prior dialogue selection [$CC665E, $CA5EB3] CC/665D: FE Return CC/665E: 85 Take 100 GP from party CC/6661: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF CC/6667: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CC/6669: C3 Set vehicle/entity's event speed to fast CC/666A: 8B Move vehicle/entity left 3 tiles CC/666B: 84 Move vehicle/entity up 2 tiles CC/666C: 93 Move vehicle/entity left 5 tiles CC/666D: 82 Move vehicle/entity down 1 tile CC/666E: 8B Move vehicle/entity left 3 tiles CC/666F: CE Turn vehicle/entity down CC/6670: FF End queue CC/6671: 92 Pause for 30 units CC/6672: B2 Call subroutine $CACD3C CC/6676: 6B Load map $00A0 (Mobliz, inn (WoB only)) instantly, (upper bits $2400), place party at (13, 16), facing down CC/667C: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/667E: D5 Set vehicle/entity's position to (15, 14) CC/6681: CE Turn vehicle/entity down CC/6682: FF End queue CC/6683: B2 Call subroutine $CACF96 CC/6687: B2 Call subroutine $CC6928 CC/668B: 3A Enable player to move while event commands execute CC/668C: FE Return CC/668D: 9B Invoke shop $0C CC/668F: B2 Call subroutine $CC6928 CC/6693: FE Return CC/6694: 9B Invoke shop $0B CC/6696: B2 Call subroutine $CC6928 CC/669A: FE Return CC/669B: 4B Display dialogue message $02E8, wait for button press You came via Baren Falls? Unbelievable! It's flowing like there's no tomorrow…! CC/669E: FE Return CC/669F: 4B Display dialogue message $02E9, wait for button press Only carrier pigeons link our village to the outside. CC/66A2: FE Return CC/66A3: 4B Display dialogue message $02EA, wait for button press Letters tell us that war has broken out! CC/66A6: FE Return CC/66A7: 4B Display dialogue message $02EB, wait for button press Duane and Katrin are both 16 and in love! CC/66AA: FE Return CC/66AB: 4B Display dialogue message $02ED, wait for button press DUANE: …… CC/66AE: FE Return CC/66AF: 4B Display dialogue message $02EC, wait for button press KATARIN: …… CC/66B2: FE Return CC/66B3: 4B Display dialogue message $02EE, wait for button press You stop by the house up in the far north? The guy there's a tad psycho. Threw his own kid out, thinking it was a monster! CC/66B6: FE Return CC/66B7: 4B Display dialogue message $02EF, wait for button press This region's called the Veldt. Monsters from all over the world migrate here. CC/66BA: FE Return CC/66BB: 4B Display dialogue message $02F0, wait for button press Out hunting, I noticed a kid running with a herd of beasts! His parents know where he is? CC/66BE: FE Return CC/66BF: 4B Display dialogue message $02F4, wait for button press Some soldier wandered here. Busted up pretty bad, too. It doesn't look good… Only the letters coming from the town of Maranda are keeping him going… CC/66C2: FE Return CC/66C3: 4B Display dialogue message $02F5, wait for button press The soldier in here is hurt pretty bad. CC/66C6: FE Return CC/66C7: 4B Display dialogue message $02F1, wait for button press Strong currents run through the Serpent Trench. Heard about it? ^ Yes ^ No CC/66CA: B6 Indexed branch based on prior dialogue selection [$CC66F1, $CC66D2] CC/66D1: FE Return CC/66D2: F2 Fade out current song with transition time 128 CC/66D4: 94 Pause for 60 units CC/66D5: F0 Play song 58 (Windy Shores), (high bit clear), full volume CC/66D7: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/66D9: B2 Call subroutine $CC66F5 CC/66DD: F0 Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume CC/66DF: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/66E1: D2 Set event bit $1E80($1BB) [$1EB7, bit 3] CC/66E3: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CC/66E5: CE Turn vehicle/entity down CC/66E6: FF End queue CC/66E7: 92 Pause for 30 units CC/66E8: 4B Display dialogue message $02F3, wait for button press Hop into the current, and you'll be swept to Nikeah! Too bad our under water breathing device was stolen! CC/66EB: B2 Call subroutine $CC6928 CC/66EF: 3A Enable player to move while event commands execute CC/66F0: FE Return CC/66F1: 4B Display dialogue message $02F2, wait for button press If you had a helmet you could make it to Nikeah. CC/66F4: FE Return CC/66F5: 6A Load map $0000 (World of Balance) after fade out, (upper bits $0400), place party at (213, 149), facing up, party is in the airship CC/66FB: D1 Hide vehicle CC/66FC: C5 Set vehicle height to $7E (max is $7E), (unknown byte $00) CC/66FF: C0 Modify vehicle script behavior ($20): Allow ship to propel without changing direction facing CC/6701: C1 Set vehicle's facing direction to $0000 (0 degrees) (0 is north, goes counter-clockwise) CC/6704: C2 Set vehicle's propulsion direction to $00B4 (180 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required CC/6707: E0 Pause for 16 units CC/6709: C6 Propel vehicle at speed $0100 CC/670C: E0 Pause for 32 units CC/670E: C6 Propel vehicle at speed $0400 CC/6711: C2 Set vehicle's propulsion direction to $0050 (80 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required CC/6714: E0 Pause for 28 units CC/6716: C2 Set vehicle's propulsion direction to $003C (60 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required CC/6719: E0 Pause for 16 units CC/671B: C2 Set vehicle's propulsion direction to $001E (30 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required CC/671E: E0 Pause for 16 units CC/6720: C2 Set vehicle's propulsion direction to $0005 (5 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required CC/6723: E0 Pause for 52 units CC/6725: C2 Set vehicle's propulsion direction to $0050 (80 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required CC/6728: E0 Pause for 8 units CC/672A: C2 Set vehicle's propulsion direction to $0046 (70 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required CC/672D: E0 Pause for 8 units CC/672F: C6 Propel vehicle at speed $0300 CC/6732: C2 Set vehicle's propulsion direction to $0050 (80 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required CC/6735: E0 Pause for 16 units CC/6737: C6 Propel vehicle at speed $0000 CC/673A: E0 Pause for 4 units CC/673C: C2 Set vehicle's propulsion direction to $0000 (0 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required CC/673F: C6 Propel vehicle at speed $0060 CC/6742: 40 Move vehicle as follows: (go down), 32 units CC/6744: E0 Pause for 8 units CC/6746: C6 Propel vehicle at speed $0000 CC/6749: E0 Pause for 20 units CC/674B: D9 Fade screen CC/674C: E0 Pause for 6 units CC/674E: D2 Load map $009D (Mobliz, outdoors (WoB)), position (22, 18), mode $80 CC/6754: FE Return CC/6755: 4B Display dialogue message $02F6, wait for button press Keep your voices down! CC/6758: FE Return CC/6759: 4B Display dialogue message $02F7, wait for button press I threw some “Dried Meat” into a herd of hungry animals, and some kid emerged and grabbed it! CC/675C: FE Return CC/675D: 4B Display dialogue message $02F9, wait for button press The entrance to the Serpent Trench is south of Crescent Mountain. CC/6760: FE Return CC/6761: F4 Play sound effect 192 CC/6763: 91 Pause for 15 units CC/6764: F4 Play sound effect 192 CC/6766: 91 Pause for 15 units CC/6767: FE Return CC/6768: D4 Set event bit $1E80($27E) [$1ECF, bit 6] CC/676A: C0 If ($1E80($27F) [$1ECF, bit 7] is set), branch to $CC6780 CC/6770: C0 If ($1E80($289) [$1ED1, bit 1] is clear), branch to $CA5EB3 (simply returns) CC/6776: B2 Call subroutine $CC67C0 CC/677A: 4B Display dialogue message $02FB, wait for button press I can't get used to Imperial troopers walking the streets of Maranda, but otherwise things are okay. Flowers are blooming in the garden, telling me spring is here. How are you doing? I'm so worried. I wish I could fly to your side! Rest, and know that I think about you constantly. Come back to me. Lola CC/677D: D4 Set event bit $1E80($27F) [$1ECF, bit 7] CC/677F: FE Return CC/6780: C0 If ($1E80($280) [$1ED0, bit 0] is set), branch to $CC6790 CC/6786: B2 Call subroutine $CC67C0 CC/678A: 4B Display dialogue message $0300, wait for button press I can't find your favorite record… I thought I'd play it and you'd be with me, but… CC/678D: D4 Set event bit $1E80($280) [$1ED0, bit 0] CC/678F: FE Return CC/6790: C0 If ($1E80($281) [$1ED0, bit 1] is set), branch to $CC67A0 CC/6796: B2 Call subroutine $CC67C0 CC/679A: 4B Display dialogue message $0302, wait for button press Mother's taken ill. We can't afford medicine. If only we had some Tonic… CC/679D: D4 Set event bit $1E80($281) [$1ED0, bit 1] CC/679F: FE Return CC/67A0: C0 If ($1E80($282) [$1ED0, bit 2] is set), branch to $CC67B0 CC/67A6: B2 Call subroutine $CC67C0 CC/67AA: 4B Display dialogue message $0304, wait for button press I haven't heard from you. I'm so worried… CC/67AD: D4 Set event bit $1E80($282) [$1ED0, bit 2] CC/67AF: FE Return CC/67B0: C0 If ($1E80($283) [$1ED0, bit 3] is set), branch to $CA5EB3 (simply returns) CC/67B6: B2 Call subroutine $CC67C0 CC/67BA: 4B Display dialogue message $0306, wait for button press You said you were reading a book. If only I could read it, too… CC/67BD: D4 Set event bit $1E80($283) [$1ED0, bit 3] CC/67BF: FE Return CC/67C0: 42 Hide object $12 CC/67C2: 45 Refresh objects CC/67C3: DD Clear event bit $1E80($654) [$1F4A, bit 4] CC/67C5: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/67C7: 86 Move vehicle/entity down 2 tiles CC/67C8: 85 Move vehicle/entity right 2 tiles CC/67C9: A1 Move vehicle/entity right/down 1x1 tiles CC/67CA: A0 Move vehicle/entity right/up 1x1 tiles CC/67CB: CD Turn vehicle/entity right CC/67CC: FF End queue CC/67CD: 92 Pause for 30 units CC/67CE: FE Return CC/67CF: C1 If ($1E80($27F) [$1ECF, bit 7] is clear) or ($1E80($284) [$1ED0, bit 4] is set), branch to $CC67F0 CC/67D7: 4B Display dialogue message $02FD, wait for button press Postage to Maranda is 500 GP. Gonna send a letter for that soldier, right? ^ (Send it) ^ (Forget it) CC/67DA: B6 Indexed branch based on prior dialogue selection [$CC67E2, $CA5EB3] CC/67E1: FE Return CC/67E2: 85 Take 500 GP from party CC/67E5: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF CC/67EB: D4 Set event bit $1E80($284) [$1ED0, bit 4] CC/67ED: D5 Clear event bit $1E80($27E) [$1ECF, bit 6] CC/67EF: FE Return CC/67F0: C1 If ($1E80($280) [$1ED0, bit 0] is clear) or ($1E80($285) [$1ED0, bit 5] is set), branch to $CC6811 CC/67F8: 4B Display dialogue message $0301, wait for button press For 500 GP you can send a record. ^ (Send it) ^ (Forget it) CC/67FB: B6 Indexed branch based on prior dialogue selection [$CC6803, $CA5EB3] CC/6802: FE Return CC/6803: 85 Take 500 GP from party CC/6806: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF CC/680C: D4 Set event bit $1E80($285) [$1ED0, bit 5] CC/680E: D5 Clear event bit $1E80($27E) [$1ECF, bit 6] CC/6810: FE Return CC/6811: C1 If ($1E80($281) [$1ED0, bit 1] is clear) or ($1E80($286) [$1ED0, bit 6] is set), branch to $CC6832 CC/6819: 4B Display dialogue message $0303, wait for button press For 500 GP you can send Tonic. ^ (Send it) ^ (Forget it) CC/681C: B6 Indexed branch based on prior dialogue selection [$CC6824, $CA5EB3] CC/6823: FE Return CC/6824: 85 Take 500 GP from party CC/6827: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF CC/682D: D4 Set event bit $1E80($286) [$1ED0, bit 6] CC/682F: D5 Clear event bit $1E80($27E) [$1ECF, bit 6] CC/6831: FE Return CC/6832: C1 If ($1E80($282) [$1ED0, bit 2] is clear) or ($1E80($287) [$1ED0, bit 7] is set), branch to $CC6853 CC/683A: 4B Display dialogue message $0305, wait for button press For 500 GP you can send a letter. ^ (Send it) ^ (Forget it) CC/683D: B6 Indexed branch based on prior dialogue selection [$CC6845, $CA5EB3] CC/6844: FE Return CC/6845: 85 Take 500 GP from party CC/6848: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF CC/684E: D4 Set event bit $1E80($287) [$1ED0, bit 7] CC/6850: D5 Clear event bit $1E80($27E) [$1ECF, bit 6] CC/6852: FE Return CC/6853: C1 If ($1E80($283) [$1ED0, bit 3] is clear) or ($1E80($288) [$1ED1, bit 0] is set), branch to $CC6874 CC/685B: 4B Display dialogue message $0307, wait for button press For 500 GP you can send a book. ^ (Send it) ^ (Forget it) CC/685E: B6 Indexed branch based on prior dialogue selection [$CC6866, $CA5EB3] CC/6865: FE Return CC/6866: 85 Take 500 GP from party CC/6869: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF CC/686F: D4 Set event bit $1E80($288) [$1ED1, bit 0] CC/6871: D5 Clear event bit $1E80($27E) [$1ECF, bit 6] CC/6873: FE Return CC/6874: 4B Display dialogue message $02F8, wait for button press I am at your service. I send things all over the world. CC/6877: FE Return CC/6878: C1 If ($1E80($288) [$1ED1, bit 0] is clear) or ($1E80($28D) [$1ED1, bit 5] is set), branch to $CC6888 CC/6880: 4B Display dialogue message $030E, wait for button press I heard… In my name you send Lola many things… I wish to thank you. Please accept this as a token of my appreciation. Received “Tintinabar.” CC/6883: 80 Add item $E5 (Tintinabar ) to inventory CC/6885: D4 Set event bit $1E80($28D) [$1ED1, bit 5] CC/6887: FE Return CC/6888: C0 If ($1E80($27F) [$1ECF, bit 7] is set), branch to $CC6894 CC/688E: 4B Display dialogue message $02FA, wait for button press INJURED LAD: I'm from Maranda. The Empire invaded, and made me join their army. I fled when I heard we were making for Doma. They caught me…and did this… Now I can't even move. I'll never see Lola again… On the desk is a letter. Will you please read it? CC/6891: D4 Set event bit $1E80($289) [$1ED1, bit 1] CC/6893: FE Return CC/6894: C0 If ($1E80($284) [$1ED0, bit 4] is set), branch to $CC689E CC/689A: 4B Display dialogue message $02FC, wait for button press I'd like to write her back, but I can't even pick up a pen. CC/689D: FE Return CC/689E: C1 If ($1E80($27F) [$1ECF, bit 7] is clear) or ($1E80($284) [$1ED0, bit 4] is set), branch to $CC68AA CC/68A6: 4B Display dialogue message $030D, wait for button press I'd give Lola everything… If only I could move… CC/68A9: FE Return CC/68AA: C1 If ($1E80($280) [$1ED0, bit 0] is clear) or ($1E80($285) [$1ED0, bit 5] is set), branch to $CC68B6 CC/68B2: 4B Display dialogue message $030D, wait for button press I'd give Lola everything… If only I could move… CC/68B5: FE Return CC/68B6: C1 If ($1E80($281) [$1ED0, bit 1] is clear) or ($1E80($286) [$1ED0, bit 6] is set), branch to $CC68C2 CC/68BE: 4B Display dialogue message $030D, wait for button press I'd give Lola everything… If only I could move… CC/68C1: FE Return CC/68C2: C1 If ($1E80($282) [$1ED0, bit 2] is clear) or ($1E80($287) [$1ED0, bit 7] is set), branch to $CC68CE CC/68CA: 4B Display dialogue message $030D, wait for button press I'd give Lola everything… If only I could move… CC/68CD: FE Return CC/68CE: C1 If ($1E80($283) [$1ED0, bit 3] is clear) or ($1E80($288) [$1ED1, bit 0] is set), branch to $CC68DA CC/68D6: 4B Display dialogue message $030D, wait for button press I'd give Lola everything… If only I could move… CC/68D9: FE Return CC/68DA: C0 If ($1E80($27E) [$1ECF, bit 6] is clear), branch to $CC68E4 CC/68E0: 4B Display dialogue message $02FF, wait for button press Another letter has arrived. Could you read it? CC/68E3: FE Return CC/68E4: 4B Display dialogue message $02FE, wait for button press I want to get better! I want to see Lola… CC/68E7: FE Return CC/68E8: C1 If ($1E80($288) [$1ED1, bit 0] is clear) or ($1E80($27E) [$1ECF, bit 6] is set), branch to $CC68F4 CC/68F0: 4B Display dialogue message $030B, wait for button press He sent that book! I'll read it every evening, before bed! CC/68F3: FE Return CC/68F4: C1 If ($1E80($287) [$1ED0, bit 7] is clear) or ($1E80($27E) [$1ECF, bit 6] is set), branch to $CC6900 CC/68FC: 4B Display dialogue message $0308, wait for button press A letter came from him! He's all right! CC/68FF: FE Return CC/6900: C1 If ($1E80($286) [$1ED0, bit 6] is clear) or ($1E80($27E) [$1ECF, bit 6] is set), branch to $CC690C CC/6908: 4B Display dialogue message $030A, wait for button press He sent some Tonic for Mom! He's so kind! CC/690B: FE Return CC/690C: C1 If ($1E80($285) [$1ED0, bit 5] is clear) or ($1E80($27E) [$1ECF, bit 6] is set), branch to $CC6918 CC/6914: 4B Display dialogue message $0309, wait for button press He sent me a record! I'm so happy! CC/6917: FE Return CC/6918: C1 If ($1E80($284) [$1ED0, bit 4] is clear) or ($1E80($27E) [$1ECF, bit 6] is set), branch to $CC6924 CC/6920: 4B Display dialogue message $0308, wait for button press A letter came from him! He's all right! CC/6923: FE Return CC/6924: 4B Display dialogue message $030C, wait for button press My love hasn't sent me back any letters since he's been gone. I'm sick with worry… CC/6927: FE Return CC/6928: C1 If ($1E80($27E) [$1ECF, bit 6] is set) or ($1E80($288) [$1ED1, bit 0] is set), branch to $CA5EB3 (simply returns) CC/6930: D4 Set event bit $1E80($27E) [$1ECF, bit 6] CC/6932: DC Set event bit $1E80($654) [$1F4A, bit 4] CC/6934: FE Return CC/6935: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CC/693B: 12 Begin action queue for character $12 (NPC $12), 26 bytes long CC/693D: C3 Set vehicle/entity's event speed to fast CC/693E: 8A Move vehicle/entity down 3 tiles CC/693F: 8D Move vehicle/entity right 4 tiles CC/6940: 88 Move vehicle/entity up 3 tiles CC/6941: 8F Move vehicle/entity left 4 tiles CC/6942: 8A Move vehicle/entity down 3 tiles CC/6943: 8D Move vehicle/entity right 4 tiles CC/6944: 88 Move vehicle/entity up 3 tiles CC/6945: 8F Move vehicle/entity left 4 tiles CC/6946: 8A Move vehicle/entity down 3 tiles CC/6947: 8D Move vehicle/entity right 4 tiles CC/6948: 88 Move vehicle/entity up 3 tiles CC/6949: 8F Move vehicle/entity left 4 tiles CC/694A: E0 Pause for 4 * 4 (16) frames CC/694C: C1 Set vehicle/entity's event speed to slow CC/694D: 81 Move vehicle/entity right 1 tile CC/694E: A1 Move vehicle/entity right/down 1x1 tiles CC/694F: CE Turn vehicle/entity down CC/6950: E0 Pause for 4 * 8 (32) frames CC/6952: A3 Move vehicle/entity left/up 1x1 tiles CC/6953: 83 Move vehicle/entity left 1 tile CC/6954: FC Branch 23 bytes backwards ($CC693D) CC/6956: FF End queue CC/6957: FE Return CC/6958: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/695E: 6A Load map $00BD (Kohlingen, outdoors (WoR / ending)) after fade out, (upper bits $2000), place party at (4, 9), facing down CC/6964: FE Return CC/6965: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/696B: 6A Load map $00BD (Kohlingen, outdoors (WoR / ending)) after fade out, (upper bits $2000), place party at (26, 9), facing down CC/6971: FE Return CC/6972: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/6978: 6A Load map $00BD (Kohlingen, outdoors (WoR / ending)) after fade out, (upper bits $2000), place party at (26, 3), facing down CC/697E: FE Return CC/697F: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/6985: 6A Load map $00BD (Kohlingen, outdoors (WoR / ending)) after fade out, (upper bits $2000), place party at (14, 15), facing down CC/698B: FE Return CC/698C: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/6992: 6A Load map $00BD (Kohlingen, outdoors (WoR / ending)) after fade out, (upper bits $2000), place party at (11, 13), facing down CC/6998: FE Return CC/6999: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/699F: 6A Load map $00BD (Kohlingen, outdoors (WoR / ending)) after fade out, (upper bits $2000), place party at (16, 24), facing down CC/69A5: FE Return CC/69A6: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC69AF CC/69AC: 9B Invoke shop $11 CC/69AE: FE Return CC/69AF: 9B Invoke shop $41 CC/69B1: FE Return CC/69B2: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC69BB CC/69B8: 9B Invoke shop $12 CC/69BA: FE Return CC/69BB: 9B Invoke shop $42 CC/69BD: FE Return CC/69BE: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC69C7 CC/69C4: 9B Invoke shop $13 CC/69C6: FE Return CC/69C7: 9B Invoke shop $43 CC/69C9: FE Return CC/69CA: 4B Display dialogue message $060D, wait for button press 200 GP per night! Need a rest? ^ Sure ^ Nope CC/69CD: B6 Indexed branch based on prior dialogue selection [$CC69D5, $CA5EB3] CC/69D4: FE Return CC/69D5: 85 Take 200 GP from party CC/69D8: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF CC/69DE: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/69E0: C3 Set vehicle/entity's event speed to fast CC/69E1: 97 Move vehicle/entity left 6 tiles CC/69E2: CE Turn vehicle/entity down CC/69E3: FF End queue CC/69E4: B2 Call subroutine $CACD3C CC/69E8: 6B Load map $00BF (Kohlingen, inn (always)) instantly, (upper bits $2400), place party at (11, 13), facing down CC/69EE: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/69F0: D5 Set vehicle/entity's position to (13, 11) CC/69F3: CE Turn vehicle/entity down CC/69F4: FF End queue CC/69F5: B2 Call subroutine $CACF96 CC/69F9: FE Return CC/69FA: 4B Display dialogue message $03DC, wait for button press That shining creature! So frightening to us all! But I found it… beautiful! CC/69FD: FE Return CC/69FE: 4B Display dialogue message $03DA, wait for button press Oh…! It came to my house! A monster of light… Looked somehow human! CC/6A01: B2 Call subroutine $CC6A2D CC/6A05: FE Return CC/6A06: 4B Display dialogue message $03DB, wait for button press Everyone was scared when the glowing creature stopped here. It left to the south, toward Jidoor. CC/6A09: FE Return CC/6A0A: 4B Display dialogue message $03DC, wait for button press That shining creature! So frightening to us all! But I found it… beautiful! CC/6A0D: FE Return CC/6A0E: 4B Display dialogue message $03DD, wait for button press My dream is to see an opera at the opera house south of Jidoor. I'd wear a sequined dress… And bring a handsome escort…! CC/6A11: FE Return CC/6A12: DE Load CaseWord with the characters in the currently active party? CC/6A13: C0 If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CC6A1D CC/6A19: 4B Display dialogue message $03DE, wait for button press Hey, 'zat you, LOCKE? Have you stopped to see Rachel? CC/6A1C: FE Return CC/6A1D: 4B Display dialogue message $03DF, wait for button press You a friend of LOCKE's? He always stops by Rachel's house when he comes here! CC/6A20: FE Return CC/6A21: 4B Display dialogue message $03E0, wait for button press Best stay away from the house on the eastern edge of town. The old coot there spends his days mixing curious herbs. I heard he keeps ghosts under his house! CC/6A24: FE Return CC/6A25: 4B Display dialogue message $03E1, wait for button press My brother's a bit…touched. Lives alone to the north, and dreams of building a colosseum! CC/6A28: FE Return CC/6A29: 4B Display dialogue message $03E2, wait for button press Was it really a ghost? It stopped right in front of me. I could see it had gentle eyes… CC/6A2C: FE Return CC/6A2D: FE Return CC/6A2E: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA5EB3 (simply returns) CC/6A34: C0 If ($1E80($04D) [$1E89, bit 5] is set), branch to $CA5EB3 (simply returns) CC/6A3A: DE Load CaseWord with the characters in the currently active party? CC/6A3B: C0 If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CA5EB3 (simply returns) CC/6A41: D4 Set event bit $1E80($2D9) [$1EDB, bit 1] CC/6A43: F2 Fade out current song with transition time 128 CC/6A45: B2 Call subroutine $CAC6AC CC/6A49: 3C Set up the party as follows: $01 (Actor in stot 1), $FF (), $FF (), $FF () CC/6A4E: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CC/6A50: C2 Set vehicle/entity's event speed to normal CC/6A51: CC Turn vehicle/entity up CC/6A52: FF End queue CC/6A53: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CC/6A55: C2 Set vehicle/entity's event speed to normal CC/6A56: 81 Move vehicle/entity right 1 tile CC/6A57: CC Turn vehicle/entity up CC/6A58: FF End queue CC/6A59: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CC/6A5B: C2 Set vehicle/entity's event speed to normal CC/6A5C: 83 Move vehicle/entity left 1 tile CC/6A5D: CC Turn vehicle/entity up CC/6A5E: FF End queue CC/6A5F: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/6A61: C1 Set vehicle/entity's event speed to slow CC/6A62: 80 Move vehicle/entity up 1 tile CC/6A63: FF End queue CC/6A64: 94 Pause for 60 units CC/6A65: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/6A67: 80 Move vehicle/entity up 1 tile CC/6A68: FF End queue CC/6A69: 94 Pause for 60 units CC/6A6A: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/6A6C: 21 Do vehicle/entity graphical action $21 CC/6A6D: FF End queue CC/6A6E: 94 Pause for 60 units CC/6A6F: 4B Display dialogue message $03E8, wait for button press LOCKE: …wasn't able to… save her when she needed me… CC/6A72: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/6A74: F0 Play song 14 (Forever Rachel), (high bit clear), full volume CC/6A76: B5 Pause for 15 * 6 (90) units CC/6A78: 62 Mosaic screen, speed 2 CC/6A7A: 95 Pause for 120 units CC/6A7B: 97 Fade screen to black CC/6A7C: 5C Pause execution until fade in or fade out is complete CC/6A7D: 6B Load map $0064 (Mt. Kolts, all caves except save point (inc. Locke & Rachel flashback)) instantly, (upper bits $2000), place party at (30, 54), facing down CC/6A83: 42 Hide object $32 CC/6A85: 42 Hide object $33 CC/6A87: 42 Hide object $34 CC/6A89: 3C Set up the party as follows: $01 (Actor in stot 1), $FF (), $FF (), $FF () CC/6A8E: 41 Show object $01 CC/6A90: 45 Refresh objects CC/6A91: 3D Create object $10 CC/6A93: 41 Show object $10 CC/6A95: 45 Refresh objects CC/6A96: 61 Colorize color range [$04, $77] to color $03 CC/6A9A: 61 Colorize color range [$80, $FF] to color $03 CC/6A9E: 96 Restore screen from fade CC/6A9F: 5C Pause execution until fade in or fade out is complete CC/6AA0: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CC/6AA2: C2 Set vehicle/entity's event speed to normal CC/6AA3: 86 Move vehicle/entity down 2 tiles CC/6AA4: CD Turn vehicle/entity right CC/6AA5: FF End queue CC/6AA6: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CC/6AA8: C2 Set vehicle/entity's event speed to normal CC/6AA9: 82 Move vehicle/entity down 1 tile CC/6AAA: 89 Move vehicle/entity right 3 tiles CC/6AAB: FF End queue CC/6AAC: 4B Display dialogue message $03E9, wait for button press RACHEL: LOCKE! What are we off to find today? CC/6AAF: 92 Pause for 30 units CC/6AB0: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CC/6AB2: CE Turn vehicle/entity down CC/6AB3: E0 Pause for 4 * 1 (4) frames CC/6AB5: CF Turn vehicle/entity left CC/6AB6: FF End queue CC/6AB7: 92 Pause for 30 units CC/6AB8: 4B Display dialogue message $03EA, wait for button press LOCKE: Soon, you'll… CC/6ABB: 91 Pause for 15 units CC/6ABC: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/6ABE: CE Turn vehicle/entity down CC/6ABF: FF End queue CC/6AC0: 92 Pause for 30 units CC/6AC1: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/6AC3: 1A Do vehicle/entity graphical action $1A CC/6AC4: FF End queue CC/6AC5: 94 Pause for 60 units CC/6AC6: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/6AC8: CE Turn vehicle/entity down CC/6AC9: FF End queue CC/6ACA: 92 Pause for 30 units CC/6ACB: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/6ACD: CD Turn vehicle/entity right CC/6ACE: FF End queue CC/6ACF: 92 Pause for 30 units CC/6AD0: 4B Display dialogue message $03EB, wait for button press LOCKE: You're not going to believe what awaits us up here! Come on, it's worth a fortune! CC/6AD3: 92 Pause for 30 units CC/6AD4: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CC/6AD6: E0 Pause for 4 * 4 (16) frames CC/6AD8: 89 Move vehicle/entity right 3 tiles CC/6AD9: FF End queue CC/6ADA: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/6ADC: 91 Move vehicle/entity right 5 tiles CC/6ADD: FF End queue CC/6ADE: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/6AE0: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/6AE2: CE Turn vehicle/entity down CC/6AE3: FF End queue CC/6AE4: 92 Pause for 30 units CC/6AE5: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/6AE7: 13 Do vehicle/entity graphical action $13 CC/6AE8: FF End queue CC/6AE9: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/6AEB: CE Turn vehicle/entity down CC/6AEC: FF End queue CC/6AED: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/6AEF: 13 Do vehicle/entity graphical action $13 CC/6AF0: FF End queue CC/6AF1: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/6AF3: CE Turn vehicle/entity down CC/6AF4: FF End queue CC/6AF5: 92 Pause for 30 units CC/6AF6: 58 Shake screen ($F6): (Intensity: 2)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/6AF8: 92 Pause for 30 units CC/6AF9: 4B Display dialogue message $03EC, wait for button press RACHEL: LOCKE! Look out! CC/6AFC: 92 Pause for 30 units CC/6AFD: 38 Hold screen CC/6AFE: 78 Enable ability to pass through other objects for object $10 (NPC $10) CC/6B00: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CC/6B02: C3 Set vehicle/entity's event speed to fast CC/6B03: 8D Move vehicle/entity right 4 tiles CC/6B04: FF End queue CC/6B05: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CC/6B07: 81 Move vehicle/entity right 1 tile CC/6B08: FF End queue CC/6B09: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete) CC/6B0B: C7 Set vehicle/entity to stay still when moving CC/6B0C: 0B Do vehicle/entity graphical action $0B CC/6B0D: C3 Set vehicle/entity's event speed to fast CC/6B0E: 8D Move vehicle/entity right 4 tiles CC/6B0F: 09 Do vehicle/entity graphical action $09 (kneeling) CC/6B10: FF End queue CC/6B11: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/6B13: 73 Replace current map's Layer 1 at (37, 53) with the following (4 x 3) chunk, refresh immediately CC/6B18: $01, $50, $01, $0B CC/6B1C: $60, $0B, $4D, $0B CC/6B20: $2A, $0B, $01, $3A CC/6B24: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CC/6B26: C7 Set vehicle/entity to stay still when moving CC/6B27: CE Turn vehicle/entity down CC/6B28: C4 Set vehicle/entity's event speed to faster CC/6B29: 9E Move vehicle/entity down 8 tiles CC/6B2A: FF End queue CC/6B2B: 94 Pause for 60 units CC/6B2C: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete) CC/6B2E: C6 Set vehicle/entity to walk when moving CC/6B2F: C3 Set vehicle/entity's event speed to fast CC/6B30: A2 Move vehicle/entity left/down 1x1 tiles CC/6B31: 83 Move vehicle/entity left 1 tile CC/6B32: 09 Do vehicle/entity graphical action $09 (kneeling) CC/6B33: FF End queue CC/6B34: 92 Pause for 30 units CC/6B35: 4B Display dialogue message $03ED, wait for button press LOCKE: RACHEL!! CC/6B38: 94 Pause for 60 units CC/6B39: 01 Begin action queue for character $01 (Actor in stot 1), 7 bytes long (Wait until complete) CC/6B3B: C7 Set vehicle/entity to stay still when moving CC/6B3C: 0F Do vehicle/entity graphical action $0F CC/6B3D: DC Make vehicle/entity jump (low) CC/6B3E: 83 Move vehicle/entity left 1 tile CC/6B3F: C4 Set vehicle/entity's event speed to faster CC/6B40: 9E Move vehicle/entity down 8 tiles CC/6B41: FF End queue CC/6B42: 94 Pause for 60 units CC/6B43: 5A Fade screen at speed $08 CC/6B45: 5C Pause execution until fade in or fade out is complete CC/6B46: 6B Load map $00C5 (Kohlingen, Rachel's house (always)) instantly, (upper bits $2000), place party at (38, 11), facing down CC/6B4C: 42 Hide object $32 CC/6B4E: 42 Hide object $33 CC/6B50: 42 Hide object $34 CC/6B52: 41 Show object $01 CC/6B54: 45 Refresh objects CC/6B55: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CC/6B57: C2 Set vehicle/entity's event speed to normal CC/6B58: C6 Set vehicle/entity to walk when moving CC/6B59: 22 Do vehicle/entity graphical action $22 CC/6B5A: FF End queue CC/6B5B: 39 Free screen CC/6B5C: 3D Create object $10 CC/6B5E: 41 Show object $10 CC/6B60: 45 Refresh objects CC/6B61: 61 Colorize color range [$04, $77] to color $03 CC/6B65: 61 Colorize color range [$80, $FF] to color $03 CC/6B69: 59 Unfade screen at speed $04 CC/6B6B: 5C Pause execution until fade in or fade out is complete CC/6B6C: B5 Pause for 15 * 12 (180) units CC/6B6E: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CC/6B70: CE Turn vehicle/entity down CC/6B71: E0 Pause for 4 * 4 (16) frames CC/6B73: CD Turn vehicle/entity right CC/6B74: FF End queue CC/6B75: 92 Pause for 30 units CC/6B76: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/6B78: CF Turn vehicle/entity left CC/6B79: FF End queue CC/6B7A: 92 Pause for 30 units CC/6B7B: 4B Display dialogue message $03EE, wait for button press LOCKE: Rachel! Are you awake? CC/6B7E: 94 Pause for 60 units CC/6B7F: 78 Enable ability to pass through other objects for object $10 (NPC $10) CC/6B81: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CC/6B83: C2 Set vehicle/entity's event speed to normal CC/6B84: C7 Set vehicle/entity to stay still when moving CC/6B85: 81 Move vehicle/entity right 1 tile CC/6B86: FF End queue CC/6B87: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CC/6B89: C1 Set vehicle/entity's event speed to slow CC/6B8A: 81 Move vehicle/entity right 1 tile CC/6B8B: FF End queue CC/6B8C: B5 Pause for 15 * 6 (90) units CC/6B8E: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/6B90: CE Turn vehicle/entity down CC/6B91: FF End queue CC/6B92: 94 Pause for 60 units CC/6B93: 4B Display dialogue message $03EF, wait for button press RACHEL: … ……? I… I can't remember anything… CC/6B96: 92 Pause for 30 units CC/6B97: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/6B99: 1F Do vehicle/entity graphical action $1F CC/6B9A: FF End queue CC/6B9B: 91 Pause for 15 units CC/6B9C: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete) CC/6B9E: C6 Set vehicle/entity to walk when moving CC/6B9F: C3 Set vehicle/entity's event speed to fast CC/6BA0: 82 Move vehicle/entity down 1 tile CC/6BA1: 83 Move vehicle/entity left 1 tile CC/6BA2: CC Turn vehicle/entity up CC/6BA3: FF End queue CC/6BA4: 95 Pause for 120 units CC/6BA5: 5A Fade screen at speed $04 CC/6BA7: 5C Pause execution until fade in or fade out is complete CC/6BA8: DD Clear event bit $1E80($64F) [$1F49, bit 7] CC/6BAA: 6B Load map $00BC (Kohlingen, outdoors (WoB, including Locke's flashback)) instantly, (upper bits $0000), place party at (4, 7), facing up CC/6BB0: B2 Call subroutine $CC6CE4 CC/6BB4: 38 Hold screen CC/6BB5: 42 Hide object $32 CC/6BB7: 42 Hide object $33 CC/6BB9: 42 Hide object $34 CC/6BBB: 42 Hide object $01 CC/6BBD: 45 Refresh objects CC/6BBE: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CC/6BC0: D5 Set vehicle/entity's position to (4, 7) CC/6BC3: FF End queue CC/6BC4: 61 Colorize color range [$04, $77] to color $03 CC/6BC8: 61 Colorize color range [$80, $FF] to color $03 CC/6BCC: 59 Unfade screen at speed $08 CC/6BCE: 5C Pause execution until fade in or fade out is complete CC/6BCF: 94 Pause for 60 units CC/6BD0: 73 Replace current map's Layer 1 at (4, 6) with the following (2 x 1) chunk, refresh immediately CC/6BD5: $04, $14 CC/6BD7: 41 Show object $01 CC/6BD9: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CC/6BDB: C7 Set vehicle/entity to stay still when moving CC/6BDC: 0B Do vehicle/entity graphical action $0B CC/6BDD: C3 Set vehicle/entity's event speed to fast CC/6BDE: 92 Move vehicle/entity down 5 tiles CC/6BDF: FF End queue CC/6BE0: 91 Pause for 15 units CC/6BE1: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/6BE3: CC Turn vehicle/entity up CC/6BE4: FF End queue CC/6BE5: 94 Pause for 60 units CC/6BE6: 3D Create object $1B CC/6BE8: 41 Show object $1B CC/6BEA: 45 Refresh objects CC/6BEB: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete) CC/6BED: 86 Move vehicle/entity down 2 tiles CC/6BEE: FF End queue CC/6BEF: 92 Pause for 30 units CC/6BF0: 4B Display dialogue message $03F0, wait for button press RACHEL'S DAD: Get outta here! It's your fault she's lost her memory! LOCKE: Wait a minute! She said “Yes!” We were gonna… CC/6BF3: 92 Pause for 30 units CC/6BF4: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete) CC/6BF6: 82 Move vehicle/entity down 1 tile CC/6BF7: FF End queue CC/6BF8: 3D Create object $18 CC/6BFA: 41 Show object $18 CC/6BFC: 45 Refresh objects CC/6BFD: 18 Begin action queue for character $18 (NPC $18), 4 bytes long (Wait until complete) CC/6BFF: 86 Move vehicle/entity down 2 tiles CC/6C00: A2 Move vehicle/entity left/down 1x1 tiles CC/6C01: CE Turn vehicle/entity down CC/6C02: FF End queue CC/6C03: 92 Pause for 30 units CC/6C04: 4B Display dialogue message $03F1, wait for button press RACHEL: Go! I don't know who you are, but ever since you came here my parents have been upset! CC/6C07: 94 Pause for 60 units CC/6C08: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/6C0A: 21 Do vehicle/entity graphical action $21 CC/6C0B: FF End queue CC/6C0C: B5 Pause for 15 * 6 (90) units CC/6C0E: 5A Fade screen at speed $08 CC/6C10: 5C Pause execution until fade in or fade out is complete CC/6C11: 6B Load map $00BC (Kohlingen, outdoors (WoB, including Locke's flashback)) instantly, (upper bits $0000), place party at (4, 11), facing up CC/6C17: B2 Call subroutine $CC6CE4 CC/6C1B: 42 Hide object $32 CC/6C1D: 42 Hide object $33 CC/6C1F: 42 Hide object $34 CC/6C21: 41 Show object $01 CC/6C23: 42 Hide object $1D CC/6C25: 45 Refresh objects CC/6C26: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CC/6C28: C6 Set vehicle/entity to walk when moving CC/6C29: C3 Set vehicle/entity's event speed to fast CC/6C2A: CC Turn vehicle/entity up CC/6C2B: FF End queue CC/6C2C: 3D Create object $19 CC/6C2E: 41 Show object $19 CC/6C30: 45 Refresh objects CC/6C31: 61 Colorize color range [$04, $77] to color $03 CC/6C35: 61 Colorize color range [$80, $FF] to color $03 CC/6C39: 59 Unfade screen at speed $08 CC/6C3B: 5C Pause execution until fade in or fade out is complete CC/6C3C: B5 Pause for 15 * 12 (180) units CC/6C3E: 19 Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete) CC/6C40: 94 Move vehicle/entity up 6 tiles CC/6C41: 8F Move vehicle/entity left 4 tiles CC/6C42: 80 Move vehicle/entity up 1 tile CC/6C43: FF End queue CC/6C44: 92 Pause for 30 units CC/6C45: 19 Begin action queue for character $19 (NPC $19), 3 bytes long (Wait until complete) CC/6C47: 84 Move vehicle/entity up 2 tiles CC/6C48: CF Turn vehicle/entity left CC/6C49: FF End queue CC/6C4A: 94 Pause for 60 units CC/6C4B: 4B Display dialogue message $03F2, wait for button press You'd best leave Rachel alone. She's going to have to make a new start of it. LOCKE… Your being here doesn't help. CC/6C4E: 94 Pause for 60 units CC/6C4F: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/6C51: 21 Do vehicle/entity graphical action $21 CC/6C52: FF End queue CC/6C53: 95 Pause for 120 units CC/6C54: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/6C56: CE Turn vehicle/entity down CC/6C57: FF End queue CC/6C58: 94 Pause for 60 units CC/6C59: 38 Hold screen CC/6C5A: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CC/6C5C: C1 Set vehicle/entity's event speed to slow CC/6C5D: 8E Move vehicle/entity down 4 tiles CC/6C5E: A2 Move vehicle/entity left/down 1x1 tiles CC/6C5F: 8B Move vehicle/entity left 3 tiles CC/6C60: FF End queue CC/6C61: 5A Fade screen at speed $04 CC/6C63: 5C Pause execution until fade in or fade out is complete CC/6C64: 42 Hide object $01 CC/6C66: 47 Make character in slot 0 the lead character CC/6C67: DC Set event bit $1E80($64F) [$1F49, bit 7] CC/6C69: 6B Load map $00C5 (Kohlingen, Rachel's house (always)) instantly, (upper bits $0000), place party at (39, 17), facing up CC/6C6F: 39 Free screen CC/6C70: B2 Call subroutine $CAC6AC CC/6C74: B2 Call subroutine $CB2E34 CC/6C78: 3C Set up the party as follows: $01 (Actor in stot 1), $FF (), $FF (), $FF () CC/6C7D: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CC/6C7F: C2 Set vehicle/entity's event speed to normal CC/6C80: CC Turn vehicle/entity up CC/6C81: FF End queue CC/6C82: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CC/6C84: C2 Set vehicle/entity's event speed to normal CC/6C85: 81 Move vehicle/entity right 1 tile CC/6C86: CC Turn vehicle/entity up CC/6C87: FF End queue CC/6C88: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CC/6C8A: C2 Set vehicle/entity's event speed to normal CC/6C8B: 83 Move vehicle/entity left 1 tile CC/6C8C: CC Turn vehicle/entity up CC/6C8D: FF End queue CC/6C8E: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/6C90: C2 Set vehicle/entity's event speed to normal CC/6C91: 84 Move vehicle/entity up 2 tiles CC/6C92: FF End queue CC/6C93: 59 Unfade screen at speed $08 CC/6C95: 5C Pause execution until fade in or fade out is complete CC/6C96: 94 Pause for 60 units CC/6C97: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/6C99: 21 Do vehicle/entity graphical action $21 CC/6C9A: FF End queue CC/6C9B: 94 Pause for 60 units CC/6C9C: 4B Display dialogue message $03F3, wait for button press A year passed… When I returned here, I learned that Rachel had perished in an Imperial attack. Her memory returned just before she passed away. The last thing she uttered was… my name… I should never have left her side. I… I failed her… CC/6C9F: F2 Fade out current song with transition time 160 CC/6CA1: 94 Pause for 60 units CC/6CA2: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CC/6CA4: C1 Set vehicle/entity's event speed to slow CC/6CA5: 84 Move vehicle/entity up 2 tiles CC/6CA6: CF Turn vehicle/entity left CC/6CA7: FF End queue CC/6CA8: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CC/6CAA: C1 Set vehicle/entity's event speed to slow CC/6CAB: 84 Move vehicle/entity up 2 tiles CC/6CAC: CD Turn vehicle/entity right CC/6CAD: FF End queue CC/6CAE: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CC/6CB0: C1 Set vehicle/entity's event speed to slow CC/6CB1: 80 Move vehicle/entity up 1 tile CC/6CB2: FF End queue CC/6CB3: B5 Pause for 15 * 6 (90) units CC/6CB5: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/6CB7: CC Turn vehicle/entity up CC/6CB8: FF End queue CC/6CB9: 92 Pause for 30 units CC/6CBA: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CC/6CBC: CD Turn vehicle/entity right CC/6CBD: E0 Pause for 4 * 1 (4) frames CC/6CBF: CE Turn vehicle/entity down CC/6CC0: FF End queue CC/6CC1: B5 Pause for 15 * 6 (90) units CC/6CC3: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CC/6CC5: C2 Set vehicle/entity's event speed to normal CC/6CC6: 83 Move vehicle/entity left 1 tile CC/6CC7: FF End queue CC/6CC8: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CC/6CCA: C2 Set vehicle/entity's event speed to normal CC/6CCB: 81 Move vehicle/entity right 1 tile CC/6CCC: FF End queue CC/6CCD: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CC/6CCF: C2 Set vehicle/entity's event speed to normal CC/6CD0: 80 Move vehicle/entity up 1 tile CC/6CD1: FF End queue CC/6CD2: 94 Pause for 60 units CC/6CD3: D5 Clear event bit $1E80($2D9) [$1EDB, bit 1] CC/6CD5: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/6CD7: D0 Set event bit $1E80($04D) [$1E89, bit 5] CC/6CD9: B2 Call subroutine $CB2E2B CC/6CDD: B2 Call subroutine $CACB95 CC/6CE1: F0 Play song 0 (Silence), (high bit clear), full volume CC/6CE3: FE Return CC/6CE4: 73 Replace current map's Layer 1 at (4, 17) with the following (1 x 1) chunk, refresh immediately CC/6CE9: $A2 CC/6CEA: 73 Replace current map's Layer 1 at (6, 16) with the following (3 x 3) chunk, refresh immediately CC/6CEF: $42, $43, $44 CC/6CF2: $47, $05, $C1 CC/6CF5: $A2, $15, $79 CC/6CF8: 73 Replace current map's Layer 1 at (1, 79) with the following (4 x 2) chunk, refresh immediately CC/6CFD: $99, $99, $A9, $A9 CC/6D01: $B9, $B9, $C9, $C9 CC/6D05: 73 Replace current map's Layer 1 at (3, 78) with the following (4 x 3) chunk, refresh immediately CC/6D0A: $99, $26, $1B, $A9 CC/6D0E: $14, $2B, $B9, $0B CC/6D12: $0C, $C9, $26, $26 CC/6D16: 73 Replace current map's Layer 1 at (6, 79) with the following (1 x 2) chunk, refresh immediately CC/6D1B: $27 CC/6D1C: $28 CC/6D1D: FE Return CC/6D1E: C0 If ($1E80($04D) [$1E89, bit 5] is set), branch to $CC6D28 CC/6D24: 4B Display dialogue message $03F4, wait for button press A girl named Rachel used to live in that house. Now it's deserted. CC/6D27: FE Return CC/6D28: 4B Display dialogue message $03F5, wait for button press Rachel's… …memory returned just before she passed away. She said, “If a man named LOCKE returns, please tell him I love him…” CC/6D2B: FE Return CC/6D2C: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CC/6D2E: 2D Do vehicle/entity graphical action $2D CC/6D2F: FF End queue CC/6D30: FE Return CC/6D31: C0 If ($1E80($0D7) [$1E9A, bit 7] is set), branch to $CA5EB3 (simply returns) CC/6D37: C1 If ($1E80($1B3) [$1EB6, bit 3] is clear) or ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/6D3F: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CC/6D41: 82 Move vehicle/entity down 1 tile CC/6D42: 89 Move vehicle/entity right 3 tiles CC/6D43: FF End queue CC/6D44: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC6D6B CC/6D4A: DE Load CaseWord with the characters in the currently active party? CC/6D4B: C0 If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CC6D5E CC/6D51: 4B Display dialogue message $03FA, wait for button press Oh! Is that you, LOCKE? It's been a while! Uh? Oh, that?! Worry not! Your treasure's quite safe! Uwa, ha, ha! CC/6D54: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/6D56: 3A Enable player to move while event commands execute CC/6D57: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CC/6D59: 8B Move vehicle/entity left 3 tiles CC/6D5A: 80 Move vehicle/entity up 1 tile CC/6D5B: CE Turn vehicle/entity down CC/6D5C: FF End queue CC/6D5D: FE Return CC/6D5E: 4B Display dialogue message $0404, wait for button press That? Oh, that's LOCKE's… Dear, me! Almost spilled the beans! Kwa, ha! CC/6D61: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/6D63: 3A Enable player to move while event commands execute CC/6D64: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CC/6D66: 8B Move vehicle/entity left 3 tiles CC/6D67: 80 Move vehicle/entity up 1 tile CC/6D68: CE Turn vehicle/entity down CC/6D69: FF End queue CC/6D6A: FE Return CC/6D6B: 4B Display dialogue message $0984, wait for button press Huh?! LOCKE? He must be searching the world over for that fabled treasure… Find the treasure, and you'll find LOCKE! CC/6D6E: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/6D70: 3A Enable player to move while event commands execute CC/6D71: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CC/6D73: 8B Move vehicle/entity left 3 tiles CC/6D74: 80 Move vehicle/entity up 1 tile CC/6D75: CE Turn vehicle/entity down CC/6D76: FF End queue CC/6D77: FE Return CC/6D78: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC6D82 CC/6D7E: 4B Display dialogue message $03FB, wait for button press Are we through here? All done? Finished? Mwa, ha, ha! CC/6D81: FE Return CC/6D82: DE Load CaseWord with the characters in the currently active party? CC/6D83: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CC6D8D CC/6D89: 4B Display dialogue message $0984, wait for button press Huh?! LOCKE? He must be searching the world over for that fabled treasure… Find the treasure, and you'll find LOCKE! CC/6D8C: FE Return CC/6D8D: 4B Display dialogue message $03FB, wait for button press Are we through here? All done? Finished? Mwa, ha, ha! CC/6D90: FE Return CC/6D91: DE Load CaseWord with the characters in the currently active party? CC/6D92: C0 If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CA5EB3 (simply returns) CC/6D98: 92 Pause for 30 units CC/6D99: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CC/6D9B: DC Make vehicle/entity jump (low) CC/6D9C: CE Turn vehicle/entity down CC/6D9D: E0 Pause for 4 * 6 (24) frames CC/6D9F: FF End queue CC/6DA0: 4B Display dialogue message $03FD, wait for button press (At bottom of screen) I used some herbs to put her into suspended animation. She won't age a day! Uwaa, ha! That's what you wanted, right? Had to use my herbs, I did! CC/6DA3: C0 If ($1E80($04F) [$1E89, bit 7] is set), branch to $CA5EB3 (simply returns) CC/6DA9: F2 Fade out current song with transition time 160 CC/6DAB: B5 Pause for 15 * 6 (90) units CC/6DAD: 62 Mosaic screen, speed 2 CC/6DAF: B5 Pause for 15 * 6 (90) units CC/6DB1: 5A Fade screen at speed $04 CC/6DB3: 5C Pause execution until fade in or fade out is complete CC/6DB4: F0 Play song 0 (Silence), (high bit clear), full volume CC/6DB6: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/6DB8: 6B Load map $00C3 (Kohlingen, crazy man's house, both floors (always)) instantly, (upper bits $2000), place party at (9, 57), facing down CC/6DBE: 47 Make character in slot 0 the lead character CC/6DBF: 42 Hide object $31 CC/6DC1: 3C Set up the party as follows: $01 (Actor in stot 1), $FF (), $FF (), $FF () CC/6DC6: 41 Show object $01 CC/6DC8: 42 Hide object $12 CC/6DCA: 45 Refresh objects CC/6DCB: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/6DCD: 22 Do vehicle/entity graphical action $22 CC/6DCE: C2 Set vehicle/entity's event speed to normal CC/6DCF: FF End queue CC/6DD0: 61 Colorize color range [$04, $77] to color $03 CC/6DD4: 61 Colorize color range [$80, $FF] to color $03 CC/6DD8: 59 Unfade screen at speed $08 CC/6DDA: 5C Pause execution until fade in or fade out is complete CC/6DDB: 94 Pause for 60 units CC/6DDC: 4B Display dialogue message $03FC, wait for button press LOCKE: Rachel… CC/6DDF: 3D Create object $12 CC/6DE1: 12 Begin action queue for character $12 (NPC $12), 6 bytes long (Wait until complete) CC/6DE3: D5 Set vehicle/entity's position to (15, 55) CC/6DE6: CF Turn vehicle/entity left CC/6DE7: C2 Set vehicle/entity's event speed to normal CC/6DE8: FF End queue CC/6DE9: 41 Show object $12 CC/6DEB: 45 Refresh objects CC/6DEC: 12 Begin action queue for character $12 (NPC $12), 7 bytes long (Wait until complete) CC/6DEE: A2 Move vehicle/entity left/down 1x1 tiles CC/6DEF: 8F Move vehicle/entity left 4 tiles CC/6DF0: A3 Move vehicle/entity left/up 1x1 tiles CC/6DF1: 87 Move vehicle/entity left 2 tiles CC/6DF2: 86 Move vehicle/entity down 2 tiles CC/6DF3: CD Turn vehicle/entity right CC/6DF4: FF End queue CC/6DF5: 92 Pause for 30 units CC/6DF6: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/6DF8: CF Turn vehicle/entity left CC/6DF9: FF End queue CC/6DFA: 92 Pause for 30 units CC/6DFB: 4B Display dialogue message $03FE, wait for button press LOCKE: You mean those herbs have actually saved her? CC/6DFE: 92 Pause for 30 units CC/6DFF: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CC/6E01: DC Make vehicle/entity jump (low) CC/6E02: CD Turn vehicle/entity right CC/6E03: FF End queue CC/6E04: 91 Pause for 15 units CC/6E05: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CC/6E07: DC Make vehicle/entity jump (low) CC/6E08: CD Turn vehicle/entity right CC/6E09: FF End queue CC/6E0A: 92 Pause for 30 units CC/6E0B: 4B Display dialogue message $03FF, wait for button press Of course! The love of your life will sleep here like this forever. Kwa, ha, ha! CC/6E0E: 94 Pause for 60 units CC/6E0F: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/6E11: 22 Do vehicle/entity graphical action $22 CC/6E12: FF End queue CC/6E13: 95 Pause for 120 units CC/6E14: 4B Display dialogue message $0400, wait for button press LOCKE: What if there were some way to…call her back? CC/6E17: 92 Pause for 30 units CC/6E18: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CC/6E1A: 86 Move vehicle/entity down 2 tiles CC/6E1B: 85 Move vehicle/entity right 2 tiles CC/6E1C: CC Turn vehicle/entity up CC/6E1D: FF End queue CC/6E1E: 92 Pause for 30 units CC/6E1F: 4B Display dialogue message $0401, wait for button press If you could call her back… …she'd come back! Wah, ha, ha! I'm sure you'll find something that'll bring her around! Kuha, ha, ha!! CC/6E22: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CC/6E24: DC Make vehicle/entity jump (low) CC/6E25: CD Turn vehicle/entity right CC/6E26: FF End queue CC/6E27: 91 Pause for 15 units CC/6E28: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CC/6E2A: DC Make vehicle/entity jump (low) CC/6E2B: CD Turn vehicle/entity right CC/6E2C: FF End queue CC/6E2D: 91 Pause for 15 units CC/6E2E: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CC/6E30: DC Make vehicle/entity jump (low) CC/6E31: CD Turn vehicle/entity right CC/6E32: FF End queue CC/6E33: 91 Pause for 15 units CC/6E34: D0 Set event bit $1E80($04F) [$1E89, bit 7] CC/6E36: 5A Fade screen at speed $08 CC/6E38: 5C Pause execution until fade in or fade out is complete CC/6E39: 6B Load map $00C3 (Kohlingen, crazy man's house, both floors (always)) instantly, (upper bits $2000), place party at (9, 57), facing down CC/6E3F: 47 Make character in slot 0 the lead character CC/6E40: B2 Call subroutine $CAC6AC CC/6E44: DE Load CaseWord with the characters in the currently active party? CC/6E45: C0 If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CC6E5C CC/6E4B: 3C Set up the party as follows: $01 (Actor in stot 1), $06 (Actor in stot 6), $0F (Actor in stot 15), $0F (Actor in stot 15) CC/6E50: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC6E5C CC/6E56: FE Return CC/6E57: 3C Set up the party as follows: $01 (Actor in stot 1), $FF (), $FF (), $FF () CC/6E5C: B2 Call subroutine $CB2E34 CC/6E60: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long (Wait until complete) CC/6E62: C2 Set vehicle/entity's event speed to normal CC/6E63: A0 Move vehicle/entity right/up 1x1 tiles CC/6E64: CF Turn vehicle/entity left CC/6E65: FF End queue CC/6E66: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long (Wait until complete) CC/6E68: C2 Set vehicle/entity's event speed to normal CC/6E69: 81 Move vehicle/entity right 1 tile CC/6E6A: CF Turn vehicle/entity left CC/6E6B: FF End queue CC/6E6C: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long (Wait until complete) CC/6E6E: C2 Set vehicle/entity's event speed to normal CC/6E6F: A1 Move vehicle/entity right/down 1x1 tiles CC/6E70: CF Turn vehicle/entity left CC/6E71: FF End queue CC/6E72: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/6E74: C2 Set vehicle/entity's event speed to normal CC/6E75: 22 Do vehicle/entity graphical action $22 CC/6E76: FF End queue CC/6E77: 59 Unfade screen at speed $08 CC/6E79: 5C Pause execution until fade in or fade out is complete CC/6E7A: B5 Pause for 15 * 6 (90) units CC/6E7C: 4B Display dialogue message $0402, wait for button press I… failed her… CC/6E7F: 95 Pause for 120 units CC/6E80: 38 Hold screen CC/6E81: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CC/6E83: A1 Move vehicle/entity right/down 1x1 tiles CC/6E84: CC Turn vehicle/entity up CC/6E85: FF End queue CC/6E86: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CC/6E88: CC Turn vehicle/entity up CC/6E89: FF End queue CC/6E8A: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CC/6E8C: CE Turn vehicle/entity down CC/6E8D: FF End queue CC/6E8E: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/6E90: 89 Move vehicle/entity right 3 tiles CC/6E91: FF End queue CC/6E92: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CC/6E94: A0 Move vehicle/entity right/up 1x1 tiles CC/6E95: FF End queue CC/6E96: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CC/6E98: A0 Move vehicle/entity right/up 1x1 tiles CC/6E99: FF End queue CC/6E9A: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CC/6E9C: 82 Move vehicle/entity down 1 tile CC/6E9D: CD Turn vehicle/entity right CC/6E9E: FF End queue CC/6E9F: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/6EA1: 81 Move vehicle/entity right 1 tile CC/6EA2: FF End queue CC/6EA3: 33 Begin action queue for character $33 (Party Character 2), 5 bytes long CC/6EA5: 81 Move vehicle/entity right 1 tile CC/6EA6: A0 Move vehicle/entity right/up 1x1 tiles CC/6EA7: A0 Move vehicle/entity right/up 1x1 tiles CC/6EA8: D1 Make vehicle/entity disappear CC/6EA9: FF End queue CC/6EAA: 34 Begin action queue for character $34 (Party Character 3), 5 bytes long CC/6EAC: 85 Move vehicle/entity right 2 tiles CC/6EAD: A0 Move vehicle/entity right/up 1x1 tiles CC/6EAE: A0 Move vehicle/entity right/up 1x1 tiles CC/6EAF: D1 Make vehicle/entity disappear CC/6EB0: FF End queue CC/6EB1: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CC/6EB3: 89 Move vehicle/entity right 3 tiles CC/6EB4: A0 Move vehicle/entity right/up 1x1 tiles CC/6EB5: A0 Move vehicle/entity right/up 1x1 tiles CC/6EB6: D1 Make vehicle/entity disappear CC/6EB7: FF End queue CC/6EB8: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/6EBA: A0 Move vehicle/entity right/up 1x1 tiles CC/6EBB: A0 Move vehicle/entity right/up 1x1 tiles CC/6EBC: D1 Make vehicle/entity disappear CC/6EBD: E0 Pause for 4 * 10 (40) frames CC/6EBF: FF End queue CC/6EC0: 95 Pause for 120 units CC/6EC1: DE Load CaseWord with the characters in the currently active party? CC/6EC2: C0 If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CC6EEE CC/6EC8: 94 Pause for 60 units CC/6EC9: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete) CC/6ECB: D5 Set vehicle/entity's position to (15, 55) CC/6ECE: CF Turn vehicle/entity left CC/6ECF: C2 Set vehicle/entity's event speed to normal CC/6ED0: FF End queue CC/6ED1: 41 Show object $06 CC/6ED3: 45 Refresh objects CC/6ED4: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CC/6ED6: A2 Move vehicle/entity left/down 1x1 tiles CC/6ED7: A2 Move vehicle/entity left/down 1x1 tiles CC/6ED8: 8B Move vehicle/entity left 3 tiles CC/6ED9: FF End queue CC/6EDA: 94 Pause for 60 units CC/6EDB: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CC/6EDD: 83 Move vehicle/entity left 1 tile CC/6EDE: FF End queue CC/6EDF: 94 Pause for 60 units CC/6EE0: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CC/6EE2: 22 Do vehicle/entity graphical action $22 CC/6EE3: FF End queue CC/6EE4: 95 Pause for 120 units CC/6EE5: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CC/6EE7: CF Turn vehicle/entity left CC/6EE8: FF End queue CC/6EE9: 94 Pause for 60 units CC/6EEA: 4B Display dialogue message $0403, wait for button press CELES: LOCKE… CC/6EED: 94 Pause for 60 units CC/6EEE: 5A Fade screen at speed $04 CC/6EF0: 5C Pause execution until fade in or fade out is complete CC/6EF1: 6B Load map $00C3 (Kohlingen, crazy man's house, both floors (always)) instantly, (upper bits $1000), place party at (34, 57), facing right CC/6EF7: B2 Call subroutine $CACB95 CC/6EFB: 39 Free screen CC/6EFC: 96 Restore screen from fade CC/6EFD: 5C Pause execution until fade in or fade out is complete CC/6EFE: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/6F00: F0 Play song 43 (???, Crazy Old Man's House), (high bit clear), full volume CC/6F02: B2 Call subroutine $CB2E2B CC/6F06: FE Return CC/6F07: C0 If ($1E80($0CA) [$1E99, bit 2] is set), branch to $CC6F25 CC/6F0D: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC6F21 CC/6F13: C0 If ($1E80($18E) [$1EB1, bit 6] is set), branch to $CC6F1D CC/6F19: 4B Display dialogue message $03F6, wait for button press Stay away from that guy. He's an assasin! CC/6F1C: FE Return CC/6F1D: 4B Display dialogue message $03F7, wait for button press I never want to return to Zozo! Phew! CC/6F20: FE Return CC/6F21: 4B Display dialogue message $0997, wait for button press Cough… This world's already on the heap! CC/6F24: FE Return CC/6F25: 4B Display dialogue message $0998, wait for button press I overheard your conversation… I, too, still have faith in this world! CC/6F28: FE Return CC/6F29: C0 If ($1E80($0CA) [$1E99, bit 2] is set), branch to $CC6F47 CC/6F2F: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC6F43 CC/6F35: C0 If ($1E80($18E) [$1EB1, bit 6] is set), branch to $CC6F3F CC/6F3B: 4B Display dialogue message $03F8, wait for button press Some pretty bad sorts come in here. That guy's an assasin! CC/6F3E: FE Return CC/6F3F: 4B Display dialogue message $03F9, wait for button press 'Till a moment ago, an assasin sat over there! CC/6F42: FE Return CC/6F43: 4B Display dialogue message $0999, wait for button press Hope… CC/6F46: FE Return CC/6F47: 4B Display dialogue message $099A, wait for button press Hope… We must never give up hope! CC/6F4A: FE Return CC/6F4B: C0 If ($1E80($0D7) [$1E9A, bit 7] is set), branch to $CC3B0E CC/6F51: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC6F7B CC/6F57: C0 If ($1E80($18E) [$1EB1, bit 6] is set), branch to $CC6F66 CC/6F5D: C0 If ($1E80($05D) [$1E8B, bit 5] is set), branch to $CC6F66 CC/6F63: F0 Play song 7 (Shadow), (high bit clear), full volume CC/6F65: FE Return CC/6F66: C0 If ($1E80($2D9) [$1EDB, bit 1] is set), branch to $CA5EB3 (simply returns) CC/6F6C: C0 If ($1E80($0D7) [$1E9A, bit 7] is set), branch to $CC3B0E CC/6F72: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC6F7B CC/6F78: F0 Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume CC/6F7A: FE Return CC/6F7B: F0 Play song 52 (The Day After), (high bit clear), full volume CC/6F7D: FE Return CC/6F7E: C0 If ($1E80($0D7) [$1E9A, bit 7] is set), branch to $CC3B0E CC/6F84: C0 If ($1E80($00B) [$1E81, bit 3] is set), branch to $CC6FE2 CC/6F8A: D0 Set event bit $1E80($00B) [$1E81, bit 3] CC/6F8C: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/6F8E: CE Turn vehicle/entity down CC/6F8F: FF End queue CC/6F90: 4B Display dialogue message $03E4, wait for button press I've forsaken the world. Some people call me… CC/6F93: 92 Pause for 30 units CC/6F94: 42 Hide object $11 CC/6F96: 42 Hide object $13 CC/6F98: 42 Hide object $14 CC/6F9A: 42 Hide object $12 CC/6F9C: 42 Hide object $31 CC/6F9E: 45 Refresh objects CC/6F9F: B2 Call subroutine $CAD00F CC/6FA3: 93 Pause for 45 units CC/6FA4: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/6FA6: 63 Do vehicle/entity graphical action $23, flipped horizontally CC/6FA7: FF End queue CC/6FA8: 4B Display dialogue message $00C1, wait for button press (Show text only) (At bottom of screen) He owes allegiance to no one, and will do anything for money. He comes and goes like the wind… CC/6FAB: 92 Pause for 30 units CC/6FAC: 97 Fade screen to black CC/6FAD: 5C Pause execution until fade in or fade out is complete CC/6FAE: 40 Assign properties $03 to character $03 (Actor in stot 3) CC/6FB1: 3D Create object $03 CC/6FB3: 37 Assign graphics $03 to object $03 (Actor in stot 3) CC/6FB6: 43 Assign palette $04 to character $03 (Actor in stot 3) CC/6FB9: 45 Refresh objects CC/6FBA: 7F Change character $03's name to $03 (SHADOW) CC/6FBD: 98 Invoke name change screen for character $03 (Actor in stot 3) CC/6FBF: 41 Show object $12 CC/6FC1: 41 Show object $14 CC/6FC3: 41 Show object $13 CC/6FC5: 41 Show object $11 CC/6FC7: 41 Show object $31 CC/6FC9: 45 Refresh objects CC/6FCA: 96 Restore screen from fade CC/6FCB: 5C Pause execution until fade in or fade out is complete CC/6FCC: B2 Call subroutine $CAD015 CC/6FD0: 92 Pause for 30 units CC/6FD1: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/6FD3: CF Turn vehicle/entity left CC/6FD4: FF End queue CC/6FD5: 94 Pause for 60 units CC/6FD6: 4B Display dialogue message $03E6, wait for button press People call me… SHADOW… CC/6FD9: 92 Pause for 30 units CC/6FDA: 3E Delete object $03 CC/6FDC: 45 Refresh objects CC/6FDD: B2 Call subroutine $CC6FEB CC/6FE1: FE Return CC/6FE2: 4B Display dialogue message $03E3, wait for button press SHADOW: We meet again… CC/6FE5: 94 Pause for 60 units CC/6FE6: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/6FE8: CF Turn vehicle/entity left CC/6FE9: FF End queue CC/6FEA: 92 Pause for 30 units CC/6FEB: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CC/6FEF: C0 If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CC707B CC/6FF5: 94 Pause for 60 units CC/6FF6: 4B Display dialogue message $03E7, wait for button press SHADOW: Just need 'nough to feed my dog. Say, oh…3000 GP. Buy SHADOW's help? ^ Yes ^ No CC/6FF9: B6 Indexed branch based on prior dialogue selection [$CC7001, $CA5EB3] CC/7000: FE Return CC/7001: 85 Take 3000 GP from party CC/7004: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF CC/700A: 78 Enable ability to pass through other objects for object $10 (NPC $10) CC/700C: 78 Enable ability to pass through other objects for object $11 (NPC $11) CC/700E: C0 If ($1E80($1B2) [$1EB6, bit 2] is set), branch to $CC7021 CC/7014: C0 If ($1E80($1B0) [$1EB6, bit 0] is set), branch to $CC7031 CC/701A: C0 If ($1E80($1B3) [$1EB6, bit 3] is set), branch to $CC7040 CC/7020: FE Return CC/7021: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CC/7023: C2 Set vehicle/entity's event speed to normal CC/7024: 80 Move vehicle/entity up 1 tile CC/7025: FF End queue CC/7026: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CC/7028: C2 Set vehicle/entity's event speed to normal CC/7029: 84 Move vehicle/entity up 2 tiles CC/702A: 83 Move vehicle/entity left 1 tile CC/702B: FF End queue CC/702C: B2 Call subroutine $CC704F CC/7030: FE Return CC/7031: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CC/7033: C2 Set vehicle/entity's event speed to normal CC/7034: 82 Move vehicle/entity down 1 tile CC/7035: FF End queue CC/7036: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CC/7038: C2 Set vehicle/entity's event speed to normal CC/7039: 83 Move vehicle/entity left 1 tile CC/703A: FF End queue CC/703B: B2 Call subroutine $CC704F CC/703F: FE Return CC/7040: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CC/7042: C2 Set vehicle/entity's event speed to normal CC/7043: 81 Move vehicle/entity right 1 tile CC/7044: FF End queue CC/7045: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CC/7047: C2 Set vehicle/entity's event speed to normal CC/7048: 80 Move vehicle/entity up 1 tile CC/7049: FF End queue CC/704A: B2 Call subroutine $CC704F CC/704E: FE Return CC/704F: 42 Hide object $10 CC/7051: 42 Hide object $11 CC/7053: 45 Refresh objects CC/7054: 36 Disable ability to pass through other objects for object $10 (NPC $10) CC/7056: 36 Disable ability to pass through other objects for object $11 (NPC $11) CC/7058: 3D Create object $03 CC/705A: 3F Assign character $03 (Actor in stot 3) to party 1 CC/705D: 45 Refresh objects CC/705E: 77 Perform level averaging on character $03 (SHADOW) and calculate new maximum HP/MP CC/7060: D4 Set event bit $1E80($2E3) [$1EDC, bit 3] CC/7062: D4 Set event bit $1E80($2F3) [$1EDE, bit 3] CC/7064: 88 Remove the following status ailments from character $03 (Actor in stot 3): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/7068: 89 Inflict the following status ailments on character $03 (Actor in stot 3): Dog Block CC/706C: 8B For character $03 (Actor in stot 3), take HP and set to maximum CC/706F: 8C For character $03 (Actor in stot 3), take MP and set to maximum CC/7072: 47 Make character in slot 0 the lead character CC/7073: DD Clear event bit $1E80($651) [$1F4A, bit 1] CC/7075: D2 Set event bit $1E80($18E) [$1EB1, bit 6] CC/7077: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/7079: 3A Enable player to move while event commands execute CC/707A: FE Return CC/707B: 4B Display dialogue message $03E5, wait for button press SHADOW: Leave me alone… CC/707E: FE Return CC/707F: F4 Play sound effect 151 CC/7081: 91 Pause for 15 units CC/7082: FE Return CC/7083: C1 If ($1E80($076) [$1E8E, bit 6] is set) or ($1E80($06B) [$1E8D, bit 3] is clear), branch to $CA5EB3 (simply returns) CC/708B: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/708D: 81 Move vehicle/entity right 1 tile CC/708E: CC Turn vehicle/entity up CC/708F: FF End queue CC/7090: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC70AB CC/7096: FE Return CC/7097: C1 If ($1E80($076) [$1E8E, bit 6] is set) or ($1E80($06B) [$1E8D, bit 3] is clear), branch to $CA5EB3 (simply returns) CC/709F: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/70A1: 83 Move vehicle/entity left 1 tile CC/70A2: CC Turn vehicle/entity up CC/70A3: FF End queue CC/70A4: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC70AB CC/70AA: FE Return CC/70AB: C1 If ($1E80($076) [$1E8E, bit 6] is set) or ($1E80($06B) [$1E8D, bit 3] is clear), branch to $CA5EB3 (simply returns) CC/70B3: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/70B5: CC Turn vehicle/entity up CC/70B6: FF End queue CC/70B7: 3D Create object $16 CC/70B9: 16 Begin action queue for character $16 (NPC $16), 6 bytes long (Wait until complete) CC/70BB: D5 Set vehicle/entity's position to (38, 46) CC/70BE: CE Turn vehicle/entity down CC/70BF: C2 Set vehicle/entity's event speed to normal CC/70C0: FF End queue CC/70C1: 41 Show object $16 CC/70C3: 45 Refresh objects CC/70C4: 78 Enable ability to pass through other objects for object $16 (NPC $16) CC/70C6: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CC/70C8: 8E Move vehicle/entity down 4 tiles CC/70C9: FF End queue CC/70CA: 92 Pause for 30 units CC/70CB: 4B Display dialogue message $064C, wait for button press We've been waiting for you. This way, please… CC/70CE: 92 Pause for 30 units CC/70CF: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CC/70D1: C1 Set vehicle/entity's event speed to slow CC/70D2: 8C Move vehicle/entity up 4 tiles CC/70D3: FF End queue CC/70D4: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/70D6: C1 Set vehicle/entity's event speed to slow CC/70D7: E0 Pause for 4 * 4 (16) frames CC/70D9: 8C Move vehicle/entity up 4 tiles CC/70DA: FF End queue CC/70DB: 5A Fade screen at speed $08 CC/70DD: 5C Pause execution until fade in or fade out is complete CC/70DE: DC Set event bit $1E80($64E) [$1F49, bit 6] CC/70E0: DD Clear event bit $1E80($602) [$1F40, bit 2] CC/70E2: 6B Load map $001E (Narshe, all non-shop buildings except classroom (always)) instantly, (upper bits $0000), place party at (110, 26), facing up CC/70E8: 96 Restore screen from fade CC/70E9: 5C Pause execution until fade in or fade out is complete CC/70EA: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/70EC: C2 Set vehicle/entity's event speed to normal CC/70ED: 94 Move vehicle/entity up 6 tiles CC/70EE: 87 Move vehicle/entity left 2 tiles CC/70EF: 80 Move vehicle/entity up 1 tile CC/70F0: FF End queue CC/70F1: 38 Hold screen CC/70F2: B2 Call subroutine $CAC6AC CC/70F6: DE Load CaseWord with the characters in the currently active party? CC/70F7: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CC7120 CC/70FD: 3C Set up the party as follows: $00 (Actor in stot 0), $FF (), $FF (), $FF () CC/7102: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CC/7104: C2 Set vehicle/entity's event speed to normal CC/7105: CC Turn vehicle/entity up CC/7106: FF End queue CC/7107: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CC/7109: C2 Set vehicle/entity's event speed to normal CC/710A: 83 Move vehicle/entity left 1 tile CC/710B: CC Turn vehicle/entity up CC/710C: FF End queue CC/710D: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CC/710F: C2 Set vehicle/entity's event speed to normal CC/7110: 82 Move vehicle/entity down 1 tile CC/7111: CC Turn vehicle/entity up CC/7112: FF End queue CC/7113: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CC/7115: C2 Set vehicle/entity's event speed to normal CC/7116: 81 Move vehicle/entity right 1 tile CC/7117: CC Turn vehicle/entity up CC/7118: FF End queue CC/7119: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC7137 CC/711F: FE Return CC/7120: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CC/7122: C2 Set vehicle/entity's event speed to normal CC/7123: CC Turn vehicle/entity up CC/7124: FF End queue CC/7125: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CC/7127: C2 Set vehicle/entity's event speed to normal CC/7128: 83 Move vehicle/entity left 1 tile CC/7129: CC Turn vehicle/entity up CC/712A: FF End queue CC/712B: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CC/712D: C2 Set vehicle/entity's event speed to normal CC/712E: 82 Move vehicle/entity down 1 tile CC/712F: CC Turn vehicle/entity up CC/7130: FF End queue CC/7131: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/7133: C2 Set vehicle/entity's event speed to normal CC/7134: 81 Move vehicle/entity right 1 tile CC/7135: CC Turn vehicle/entity up CC/7136: FF End queue CC/7137: 92 Pause for 30 units CC/7138: 27 Begin action queue for character $27 (NPC $27), 2 bytes long (Wait until complete) CC/713A: 82 Move vehicle/entity down 1 tile CC/713B: FF End queue CC/713C: 92 Pause for 30 units CC/713D: 4B Display dialogue message $064D, wait for button press (At bottom of screen) BANON: Oh, you're here! The people of Narshe have finally decided to battle the Empire. How did it go at Vector…? CC/7140: 92 Pause for 30 units CC/7141: B0 Execute the following commands until $B1 2 times CC/7143: 27 Begin action queue for character $27 (NPC $27), 7 bytes long (Wait until complete) CC/7145: 20 Do vehicle/entity graphical action $20 CC/7146: E0 Pause for 4 * 2 (8) frames CC/7148: CE Turn vehicle/entity down CC/7149: E0 Pause for 4 * 2 (8) frames CC/714B: FF End queue CC/714C: 27 Begin action queue for character $27 (NPC $27), 7 bytes long (Wait until complete) CC/714E: 20 Do vehicle/entity graphical action $20 CC/714F: E0 Pause for 4 * 2 (8) frames CC/7151: CE Turn vehicle/entity down CC/7152: E0 Pause for 4 * 2 (8) frames CC/7154: FF End queue CC/7155: 27 Begin action queue for character $27 (NPC $27), 5 bytes long (Wait until complete) CC/7157: 20 Do vehicle/entity graphical action $20 CC/7158: E0 Pause for 4 * 2 (8) frames CC/715A: CE Turn vehicle/entity down CC/715B: FF End queue CC/715C: 94 Pause for 60 units CC/715D: B1 End block of repeating commands CC/715E: 92 Pause for 30 units CC/715F: 4B Display dialogue message $064E, wait for button press (At bottom of screen) ARVIS: I see… Your plan would combine Narshe's money with Figaro's machinery to storm the Empire… not enough manpower, though… CC/7162: 94 Pause for 60 units CC/7163: 27 Begin action queue for character $27 (NPC $27), 2 bytes long (Wait until complete) CC/7165: 20 Do vehicle/entity graphical action $20 CC/7166: FF End queue CC/7167: B5 Pause for 15 * 6 (90) units CC/7169: 4B Display dialogue message $064F, wait for button press (At bottom of screen) BANON: We have to open the sealed gate… CC/716C: 92 Pause for 30 units CC/716D: DE Load CaseWord with the characters in the currently active party? CC/716E: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CC71AB CC/7174: 3D Create object $00 CC/7176: 45 Refresh objects CC/7177: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete) CC/7179: D5 Set vehicle/entity's position to (110, 26) CC/717C: C2 Set vehicle/entity's event speed to normal CC/717D: CC Turn vehicle/entity up CC/717E: FF End queue CC/717F: 41 Show object $00 CC/7181: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete) CC/7183: 9C Move vehicle/entity up 8 tiles CC/7184: CF Turn vehicle/entity left CC/7185: FF End queue CC/7186: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CC/7188: CD Turn vehicle/entity right CC/7189: FF End queue CC/718A: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CC/718C: CD Turn vehicle/entity right CC/718D: FF End queue CC/718E: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CC/7190: CD Turn vehicle/entity right CC/7191: FF End queue CC/7192: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/7194: CD Turn vehicle/entity right CC/7195: FF End queue CC/7196: 26 Begin action queue for character $26 (NPC $26), 2 bytes long (Wait until complete) CC/7198: CD Turn vehicle/entity right CC/7199: FF End queue CC/719A: 27 Begin action queue for character $27 (NPC $27), 2 bytes long (Wait until complete) CC/719C: CD Turn vehicle/entity right CC/719D: FF End queue CC/719E: 28 Begin action queue for character $28 (NPC $28), 2 bytes long (Wait until complete) CC/71A0: CE Turn vehicle/entity down CC/71A1: FF End queue CC/71A2: 4B Display dialogue message $0657, wait for button press (At bottom of screen) TERRA!? CC/71A5: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC71C9 CC/71AB: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CC/71AD: 81 Move vehicle/entity right 1 tile CC/71AE: 80 Move vehicle/entity up 1 tile CC/71AF: CF Turn vehicle/entity left CC/71B0: FF End queue CC/71B1: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CC/71B3: CD Turn vehicle/entity right CC/71B4: FF End queue CC/71B5: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CC/71B7: CD Turn vehicle/entity right CC/71B8: FF End queue CC/71B9: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CC/71BB: CD Turn vehicle/entity right CC/71BC: FF End queue CC/71BD: 26 Begin action queue for character $26 (NPC $26), 2 bytes long (Wait until complete) CC/71BF: CD Turn vehicle/entity right CC/71C0: FF End queue CC/71C1: 27 Begin action queue for character $27 (NPC $27), 2 bytes long (Wait until complete) CC/71C3: CD Turn vehicle/entity right CC/71C4: FF End queue CC/71C5: 28 Begin action queue for character $28 (NPC $28), 2 bytes long (Wait until complete) CC/71C7: CE Turn vehicle/entity down CC/71C8: FF End queue CC/71C9: B5 Pause for 15 * 6 (90) units CC/71CB: 4B Display dialogue message $0650, wait for button press (At bottom of screen) TERRA: To the Esper World…? CC/71CE: 94 Pause for 60 units CC/71CF: 28 Begin action queue for character $28 (NPC $28), 2 bytes long (Wait until complete) CC/71D1: 82 Move vehicle/entity down 1 tile CC/71D2: FF End queue CC/71D3: 92 Pause for 30 units CC/71D4: 4B Display dialogue message $0651, wait for button press (At bottom of screen) ARVIS: We'll never beat the Empire without them. CC/71D7: 92 Pause for 30 units CC/71D8: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/71DA: CC Turn vehicle/entity up CC/71DB: FF End queue CC/71DC: 94 Pause for 60 units CC/71DD: 4B Display dialogue message $0652, wait for button press (At bottom of screen) BANON: When the gate has been opened, the Espers can attack from the east. We'll storm in at the same time, from the north. CC/71E0: 92 Pause for 30 units CC/71E1: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/71E3: CF Turn vehicle/entity left CC/71E4: FF End queue CC/71E5: 94 Pause for 60 units CC/71E6: DE Load CaseWord with the characters in the currently active party? CC/71E7: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CC71F1 CC/71ED: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/71EF: CC Turn vehicle/entity up CC/71F0: FF End queue CC/71F1: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete) CC/71F3: CC Turn vehicle/entity up CC/71F4: FF End queue CC/71F5: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long (Wait until complete) CC/71F7: CC Turn vehicle/entity up CC/71F8: FF End queue CC/71F9: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long (Wait until complete) CC/71FB: CC Turn vehicle/entity up CC/71FC: FF End queue CC/71FD: 4B Display dialogue message $0658, wait for button press (At bottom of screen) No way around it. CC/7200: 92 Pause for 30 units CC/7201: 27 Begin action queue for character $27 (NPC $27), 2 bytes long (Wait until complete) CC/7203: CE Turn vehicle/entity down CC/7204: FF End queue CC/7205: 94 Pause for 60 units CC/7206: 27 Begin action queue for character $27 (NPC $27), 5 bytes long (Wait until complete) CC/7208: 20 Do vehicle/entity graphical action $20 CC/7209: E0 Pause for 4 * 2 (8) frames CC/720B: CE Turn vehicle/entity down CC/720C: FF End queue CC/720D: 94 Pause for 60 units CC/720E: 4B Display dialogue message $0653, wait for button press (At bottom of screen) BANON: We MUST get the Espers to understand. We have to establish a bond of trust between humans and Espers. Only one person can do this… CC/7211: F2 Fade out current song with transition time 128 CC/7213: 92 Pause for 30 units CC/7214: 27 Begin action queue for character $27 (NPC $27), 2 bytes long (Wait until complete) CC/7216: CD Turn vehicle/entity right CC/7217: FF End queue CC/7218: 92 Pause for 30 units CC/7219: DE Load CaseWord with the characters in the currently active party? CC/721A: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CC7224 CC/7220: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/7222: CD Turn vehicle/entity right CC/7223: FF End queue CC/7224: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete) CC/7226: CD Turn vehicle/entity right CC/7227: FF End queue CC/7228: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long (Wait until complete) CC/722A: CD Turn vehicle/entity right CC/722B: FF End queue CC/722C: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long (Wait until complete) CC/722E: CD Turn vehicle/entity right CC/722F: FF End queue CC/7230: 94 Pause for 60 units CC/7231: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/7233: 22 Do vehicle/entity graphical action $22 CC/7234: FF End queue CC/7235: B5 Pause for 15 * 6 (90) units CC/7237: F0 Play song 5 (Awakening), (high bit clear), full volume CC/7239: 95 Pause for 120 units CC/723A: 4B Display dialogue message $0655, wait for button press (At bottom of screen) TERRA… CC/723D: B5 Pause for 15 * 14 (210) units CC/723F: 4B Display dialogue message $0654, wait for button press (Show text only) Half human, half Esper… My existence is proof that such a bond CAN exist… CC/7242: 95 Pause for 120 units CC/7243: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/7245: CF Turn vehicle/entity left CC/7246: FF End queue CC/7247: B5 Pause for 15 * 6 (90) units CC/7249: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CC/724B: 22 Do vehicle/entity graphical action $22 CC/724C: E0 Pause for 4 * 2 (8) frames CC/724E: CF Turn vehicle/entity left CC/724F: FF End queue CC/7250: B5 Pause for 15 * 6 (90) units CC/7252: 4B Display dialogue message $0656, wait for button press (At bottom of screen) TERRA: I'll do it. I'm the only one who can! CC/7255: B5 Pause for 15 * 6 (90) units CC/7257: 5A Fade screen at speed $02 CC/7259: 5C Pause execution until fade in or fade out is complete CC/725A: DC Set event bit $1E80($64E) [$1F49, bit 6] CC/725C: DE Load CaseWord with the characters in the currently active party? CC/725D: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CC7268 CC/7263: 42 Hide object $00 CC/7265: 3E Delete object $00 CC/7267: 45 Refresh objects CC/7268: B2 Call subroutine $CB2E34 CC/726C: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/726E: D5 Set vehicle/entity's position to (108, 19) CC/7271: FF End queue CC/7272: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long (Wait until complete) CC/7274: D5 Set vehicle/entity's position to (108, 19) CC/7277: FF End queue CC/7278: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long (Wait until complete) CC/727A: D5 Set vehicle/entity's position to (108, 19) CC/727D: FF End queue CC/727E: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long (Wait until complete) CC/7280: D5 Set vehicle/entity's position to (108, 19) CC/7283: FF End queue CC/7284: B2 Call subroutine $CACB95 CC/7288: 3B Position character in a "ready-to-go" stance CC/7289: 47 Make character in slot 0 the lead character CC/728A: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/728C: CC Turn vehicle/entity up CC/728D: FF End queue CC/728E: B2 Call subroutine $CB2E2B CC/7292: 28 Begin action queue for character $28 (NPC $28), 3 bytes long (Wait until complete) CC/7294: 80 Move vehicle/entity up 1 tile CC/7295: CE Turn vehicle/entity down CC/7296: FF End queue CC/7297: 27 Begin action queue for character $27 (NPC $27), 2 bytes long (Wait until complete) CC/7299: CE Turn vehicle/entity down CC/729A: FF End queue CC/729B: 26 Begin action queue for character $26 (NPC $26), 2 bytes long (Wait until complete) CC/729D: CE Turn vehicle/entity down CC/729E: FF End queue CC/729F: 96 Restore screen from fade CC/72A0: 5C Pause execution until fade in or fade out is complete CC/72A1: D0 Set event bit $1E80($076) [$1E8E, bit 6] CC/72A3: D9 Clear event bit $1E80($45E) [$1F0B, bit 6] CC/72A5: D9 Clear event bit $1E80($45F) [$1F0B, bit 7] CC/72A7: D9 Clear event bit $1E80($460) [$1F0C, bit 0] CC/72A9: D9 Clear event bit $1E80($461) [$1F0C, bit 1] CC/72AB: D9 Clear event bit $1E80($462) [$1F0C, bit 2] CC/72AD: D9 Clear event bit $1E80($463) [$1F0C, bit 3] CC/72AF: D9 Clear event bit $1E80($464) [$1F0C, bit 4] CC/72B1: D9 Clear event bit $1E80($465) [$1F0C, bit 5] CC/72B3: D9 Clear event bit $1E80($466) [$1F0C, bit 6] CC/72B5: D9 Clear event bit $1E80($467) [$1F0C, bit 7] CC/72B7: 39 Free screen CC/72B8: 3A Enable player to move while event commands execute CC/72B9: FE Return CC/72BA: 4B Display dialogue message $0659, wait for button press NARSHE'S ELDER: Our battle lies before us. We must make ourselves ready. CC/72BD: FE Return CC/72BE: 4B Display dialogue message $065A, wait for button press BANON: Get the Espers to understand, and we can bring this war to a screeching halt. TERRA… I know you can do this… CC/72C1: FE Return CC/72C2: 4B Display dialogue message $065B, wait for button press ARVIS: The sealed gate stands at the eastern edge of the Empire. There's a base there, but somehow we'll have to slip through… CC/72C5: FE Return CC/72C6: 58 Shake screen ($F4): (Intensity: 0)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/72C8: FE Return CC/72C9: C0 If ($1E80($069) [$1E8D, bit 1] is clear), branch to $CA5EB3 (simply returns) CC/72CF: 6A Load map $00F0 (Vector, outdoors (during escape from Magitek factory)) after fade out, (upper bits $2000), place party at (58, 3), facing down CC/72D5: FE Return CC/72D6: 60 Change background layer $0E to palette $0C CC/72D9: 60 Change background layer $0F to palette $0A CC/72DC: C0 If ($1E80($069) [$1E8D, bit 1] is clear), branch to $CC7316 CC/72E2: 58 Shake screen ($F6): (Intensity: 2)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/72E4: 73 Replace current map's Layer 1 at (18, 22) with the following (4 x 5) chunk, refresh immediately CC/72E9: $51, $D0, $51, $D0 CC/72ED: $51, $60, $51, $60 CC/72F1: $02, $60, $94, $D0 CC/72F5: $94, $F0, $94, $D1 CC/72F9: $69, $03, $02, $A5 CC/72FD: 73 Replace current map's Layer 1 at (18, 86) with the following (4 x 5) chunk, refresh immediately CC/7302: $C4, $01, $C4, $C5 CC/7306: $C6, $D4, $01, $D4 CC/730A: $D5, $D6, $B0, $71 CC/730E: $B0, $01, $B1, $80 CC/7312: $81, $82, $F2, $7D CC/7316: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CC/731C: 10 Begin action queue for character $10 (NPC $10), 10 bytes long CC/731E: 8A Move vehicle/entity down 3 tiles CC/731F: 8A Move vehicle/entity down 3 tiles CC/7320: 8A Move vehicle/entity down 3 tiles CC/7321: 8A Move vehicle/entity down 3 tiles CC/7322: D5 Set vehicle/entity's position to (24, 25) CC/7325: FC Branch 7 bytes backwards ($CC731E) CC/7327: FF End queue CC/7328: 11 Begin action queue for character $11 (NPC $11), 10 bytes long CC/732A: 8A Move vehicle/entity down 3 tiles CC/732B: 8A Move vehicle/entity down 3 tiles CC/732C: 8A Move vehicle/entity down 3 tiles CC/732D: D5 Set vehicle/entity's position to (24, 25) CC/7330: 8A Move vehicle/entity down 3 tiles CC/7331: FC Branch 7 bytes backwards ($CC732A) CC/7333: FF End queue CC/7334: 12 Begin action queue for character $12 (NPC $12), 10 bytes long CC/7336: 8A Move vehicle/entity down 3 tiles CC/7337: 8A Move vehicle/entity down 3 tiles CC/7338: D5 Set vehicle/entity's position to (24, 25) CC/733B: 8A Move vehicle/entity down 3 tiles CC/733C: 8A Move vehicle/entity down 3 tiles CC/733D: FC Branch 7 bytes backwards ($CC7336) CC/733F: FF End queue CC/7340: 13 Begin action queue for character $13 (NPC $13), 10 bytes long CC/7342: 8A Move vehicle/entity down 3 tiles CC/7343: D5 Set vehicle/entity's position to (24, 25) CC/7346: 8A Move vehicle/entity down 3 tiles CC/7347: 8A Move vehicle/entity down 3 tiles CC/7348: 8A Move vehicle/entity down 3 tiles CC/7349: FC Branch 7 bytes backwards ($CC7342) CC/734B: FF End queue CC/734C: 14 Begin action queue for character $14 (NPC $14), 17 bytes long CC/734E: 89 Move vehicle/entity right 3 tiles CC/734F: E3 Set event bit $1E80($271) [$1ECE, bit 1] CC/7351: E0 Pause for 4 * 2 (8) frames CC/7353: E6 Clear event bit $1E80($271) [$1ECE, bit 1] CC/7355: 8B Move vehicle/entity left 3 tiles CC/7356: E3 Set event bit $1E80($270) [$1ECE, bit 0] CC/7358: E0 Pause for 4 * 2 (8) frames CC/735A: E6 Clear event bit $1E80($270) [$1ECE, bit 0] CC/735C: FC Branch 14 bytes backwards ($CC734E) CC/735E: FF End queue CC/735F: FE Return CC/7360: 60 Change background layer $0E to palette $0C CC/7363: 60 Change background layer $0F to palette $0A CC/7366: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CC/736C: 10 Begin action queue for character $10 (NPC $10), 15 bytes long CC/736E: C0 Set vehicle/entity's event speed to slowest CC/736F: 88 Move vehicle/entity up 3 tiles CC/7370: E0 Pause for 4 * 4 (16) frames CC/7372: C3 Set vehicle/entity's event speed to fast CC/7373: 84 Move vehicle/entity up 2 tiles CC/7374: C2 Set vehicle/entity's event speed to normal CC/7375: 9D Move vehicle/entity right 8 tiles CC/7376: 95 Move vehicle/entity right 6 tiles CC/7377: D5 Set vehicle/entity's position to (25, 22) CC/737A: FC Branch 13 bytes backwards ($CC736D) CC/737C: FF End queue CC/737D: 11 Begin action queue for character $11 (NPC $11), 14 bytes long CC/737F: 8F Move vehicle/entity left 4 tiles CC/7380: A2 Move vehicle/entity left/down 1x1 tiles CC/7381: A2 Move vehicle/entity left/down 1x1 tiles CC/7382: A2 Move vehicle/entity left/down 1x1 tiles CC/7383: A2 Move vehicle/entity left/down 1x1 tiles CC/7384: A2 Move vehicle/entity left/down 1x1 tiles CC/7385: A2 Move vehicle/entity left/down 1x1 tiles CC/7386: D5 Set vehicle/entity's position to (32, 27) CC/7389: 87 Move vehicle/entity left 2 tiles CC/738A: FC Branch 11 bytes backwards ($CC737F) CC/738C: FF End queue CC/738D: 12 Begin action queue for character $12 (NPC $12), 14 bytes long CC/738F: 87 Move vehicle/entity left 2 tiles CC/7390: A2 Move vehicle/entity left/down 1x1 tiles CC/7391: A2 Move vehicle/entity left/down 1x1 tiles CC/7392: A2 Move vehicle/entity left/down 1x1 tiles CC/7393: A2 Move vehicle/entity left/down 1x1 tiles CC/7394: A2 Move vehicle/entity left/down 1x1 tiles CC/7395: A2 Move vehicle/entity left/down 1x1 tiles CC/7396: D5 Set vehicle/entity's position to (32, 27) CC/7399: 8F Move vehicle/entity left 4 tiles CC/739A: FC Branch 11 bytes backwards ($CC738F) CC/739C: FF End queue CC/739D: 13 Begin action queue for character $13 (NPC $13), 13 bytes long CC/739F: A2 Move vehicle/entity left/down 1x1 tiles CC/73A0: A2 Move vehicle/entity left/down 1x1 tiles CC/73A1: A2 Move vehicle/entity left/down 1x1 tiles CC/73A2: A2 Move vehicle/entity left/down 1x1 tiles CC/73A3: A2 Move vehicle/entity left/down 1x1 tiles CC/73A4: A2 Move vehicle/entity left/down 1x1 tiles CC/73A5: D5 Set vehicle/entity's position to (32, 27) CC/73A8: 97 Move vehicle/entity left 6 tiles CC/73A9: FC Branch 10 bytes backwards ($CC739F) CC/73AB: FF End queue CC/73AC: 14 Begin action queue for character $14 (NPC $14), 13 bytes long CC/73AE: A2 Move vehicle/entity left/down 1x1 tiles CC/73AF: A2 Move vehicle/entity left/down 1x1 tiles CC/73B0: A2 Move vehicle/entity left/down 1x1 tiles CC/73B1: A2 Move vehicle/entity left/down 1x1 tiles CC/73B2: D5 Set vehicle/entity's position to (32, 27) CC/73B5: 97 Move vehicle/entity left 6 tiles CC/73B6: A2 Move vehicle/entity left/down 1x1 tiles CC/73B7: A2 Move vehicle/entity left/down 1x1 tiles CC/73B8: FC Branch 10 bytes backwards ($CC73AE) CC/73BA: FF End queue CC/73BB: 15 Begin action queue for character $15 (NPC $15), 13 bytes long CC/73BD: A2 Move vehicle/entity left/down 1x1 tiles CC/73BE: A2 Move vehicle/entity left/down 1x1 tiles CC/73BF: D5 Set vehicle/entity's position to (32, 27) CC/73C2: 97 Move vehicle/entity left 6 tiles CC/73C3: A2 Move vehicle/entity left/down 1x1 tiles CC/73C4: A2 Move vehicle/entity left/down 1x1 tiles CC/73C5: A2 Move vehicle/entity left/down 1x1 tiles CC/73C6: A2 Move vehicle/entity left/down 1x1 tiles CC/73C7: FC Branch 10 bytes backwards ($CC73BD) CC/73C9: FF End queue CC/73CA: 16 Begin action queue for character $16 (NPC $16), 13 bytes long CC/73CC: 97 Move vehicle/entity left 6 tiles CC/73CD: A2 Move vehicle/entity left/down 1x1 tiles CC/73CE: A2 Move vehicle/entity left/down 1x1 tiles CC/73CF: A2 Move vehicle/entity left/down 1x1 tiles CC/73D0: A2 Move vehicle/entity left/down 1x1 tiles CC/73D1: A2 Move vehicle/entity left/down 1x1 tiles CC/73D2: A2 Move vehicle/entity left/down 1x1 tiles CC/73D3: D5 Set vehicle/entity's position to (32, 27) CC/73D6: FC Branch 10 bytes backwards ($CC73CC) CC/73D8: FF End queue CC/73D9: FE Return CC/73DA: 60 Change background layer $0E to palette $0C CC/73DD: 60 Change background layer $0F to palette $0A CC/73E0: FE Return CC/73E1: C0 If ($1E80($05F) [$1E8B, bit 7] is set), branch to $CA5EB3 (simply returns) CC/73E7: F4 Play sound effect 205 CC/73E9: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/73EB: CE Turn vehicle/entity down CC/73EC: FF End queue CC/73ED: 92 Pause for 30 units CC/73EE: B0 Execute the following commands until $B1 2 times CC/73F0: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/73F2: 1F Do vehicle/entity graphical action $1F CC/73F3: E0 Pause for 4 * 1 (4) frames CC/73F5: FF End queue CC/73F6: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/73F8: CE Turn vehicle/entity down CC/73F9: FF End queue CC/73FA: B1 End block of repeating commands CC/73FB: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/73FD: C3 Set vehicle/entity's event speed to fast CC/73FE: 83 Move vehicle/entity left 1 tile CC/73FF: A3 Move vehicle/entity left/up 1x1 tiles CC/7400: 49 Do vehicle/entity graphical action $09, flipped horizontally CC/7401: FF End queue CC/7402: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC7451 CC/7408: FE Return CC/7409: C0 If ($1E80($05F) [$1E8B, bit 7] is set), branch to $CA5EB3 (simply returns) CC/740F: F4 Play sound effect 205 CC/7411: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/7413: CE Turn vehicle/entity down CC/7414: FF End queue CC/7415: 92 Pause for 30 units CC/7416: B0 Execute the following commands until $B1 2 times CC/7418: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/741A: 1F Do vehicle/entity graphical action $1F CC/741B: E0 Pause for 4 * 1 (4) frames CC/741D: FF End queue CC/741E: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/7420: CE Turn vehicle/entity down CC/7421: FF End queue CC/7422: B1 End block of repeating commands CC/7423: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/7425: C3 Set vehicle/entity's event speed to fast CC/7426: 87 Move vehicle/entity left 2 tiles CC/7427: A3 Move vehicle/entity left/up 1x1 tiles CC/7428: 49 Do vehicle/entity graphical action $09, flipped horizontally CC/7429: FF End queue CC/742A: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC7451 CC/7430: FE Return CC/7431: C0 If ($1E80($05F) [$1E8B, bit 7] is set), branch to $CA5EB3 (simply returns) CC/7437: F4 Play sound effect 205 CC/7439: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/743B: CE Turn vehicle/entity down CC/743C: FF End queue CC/743D: 92 Pause for 30 units CC/743E: B0 Execute the following commands until $B1 2 times CC/7440: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/7442: 1F Do vehicle/entity graphical action $1F CC/7443: E0 Pause for 4 * 1 (4) frames CC/7445: FF End queue CC/7446: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/7448: CE Turn vehicle/entity down CC/7449: FF End queue CC/744A: B1 End block of repeating commands CC/744B: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/744D: C3 Set vehicle/entity's event speed to fast CC/744E: A3 Move vehicle/entity left/up 1x1 tiles CC/744F: 49 Do vehicle/entity graphical action $09, flipped horizontally CC/7450: FF End queue CC/7451: 94 Pause for 60 units CC/7452: 3D Create object $17 CC/7454: 41 Show object $17 CC/7456: 45 Refresh objects CC/7457: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CC/7459: 8C Move vehicle/entity up 4 tiles CC/745A: FF End queue CC/745B: 95 Pause for 120 units CC/745C: 17 Begin action queue for character $17 (NPC $17), 5 bytes long (Wait until complete) CC/745E: CD Turn vehicle/entity right CC/745F: E0 Pause for 4 * 1 (4) frames CC/7461: CE Turn vehicle/entity down CC/7462: FF End queue CC/7463: 93 Pause for 45 units CC/7464: 48 Display dialogue message $055C, continue executing commands KEFKA: I'm all-powerful! Hee, hee, haw! I'm collecting Espers! I'm extracting magic! And… … … I'll restore the…Statues! CC/7467: F4 Play sound effect 205 CC/7469: B0 Execute the following commands until $B1 12 times CC/746B: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CC/746D: 1D Do vehicle/entity graphical action $1D CC/746E: FF End queue CC/746F: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CC/7471: 1E Do vehicle/entity graphical action $1E CC/7472: FF End queue CC/7473: B1 End block of repeating commands CC/7474: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CC/7476: CE Turn vehicle/entity down CC/7477: FF End queue CC/7478: 49 If dialogue window is up, wait for keypress then dismiss CC/7479: F4 Play sound effect 205 CC/747B: B0 Execute the following commands until $B1 6 times CC/747D: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CC/747F: 1D Do vehicle/entity graphical action $1D CC/7480: FF End queue CC/7481: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CC/7483: 1E Do vehicle/entity graphical action $1E CC/7484: FF End queue CC/7485: B1 End block of repeating commands CC/7486: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CC/7488: CE Turn vehicle/entity down CC/7489: FF End queue CC/748A: 91 Pause for 15 units CC/748B: F4 Play sound effect 205 CC/748D: B0 Execute the following commands until $B1 12 times CC/748F: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CC/7491: 1D Do vehicle/entity graphical action $1D CC/7492: FF End queue CC/7493: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CC/7495: 1E Do vehicle/entity graphical action $1E CC/7496: FF End queue CC/7497: B1 End block of repeating commands CC/7498: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CC/749A: CE Turn vehicle/entity down CC/749B: FF End queue CC/749C: 94 Pause for 60 units CC/749D: 3D Create object $18 CC/749F: 3D Create object $19 CC/74A1: 41 Show object $18 CC/74A3: 41 Show object $19 CC/74A5: 45 Refresh objects CC/74A6: 17 Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete) CC/74A8: 82 Move vehicle/entity down 1 tile CC/74A9: 83 Move vehicle/entity left 1 tile CC/74AA: FF End queue CC/74AB: 38 Hold screen CC/74AC: 17 Begin action queue for character $17 (NPC $17), 3 bytes long CC/74AE: 8E Move vehicle/entity down 4 tiles CC/74AF: 83 Move vehicle/entity left 1 tile CC/74B0: FF End queue CC/74B1: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CC/74B3: C1 Set vehicle/entity's event speed to slow CC/74B4: A2 Move vehicle/entity left/down 1x1 tiles CC/74B5: 9A Move vehicle/entity down 7 tiles CC/74B6: FF End queue CC/74B7: 92 Pause for 30 units CC/74B8: 4B Display dialogue message $055D, wait for button press KEFKA: You've been completely drained of your powers! Now you're useless to me! CC/74BB: 92 Pause for 30 units CC/74BC: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CC/74BE: 0E Do vehicle/entity graphical action $0E CC/74BF: FF End queue CC/74C0: 19 Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete) CC/74C2: C3 Set vehicle/entity's event speed to fast CC/74C3: DC Make vehicle/entity jump (low) CC/74C4: 83 Move vehicle/entity left 1 tile CC/74C5: FF End queue CC/74C6: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/74C8: 19 Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete) CC/74CA: C3 Set vehicle/entity's event speed to fast CC/74CB: DC Make vehicle/entity jump (low) CC/74CC: A1 Move vehicle/entity right/down 1x1 tiles CC/74CD: FF End queue CC/74CE: 92 Pause for 30 units CC/74CF: 17 Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete) CC/74D1: 83 Move vehicle/entity left 1 tile CC/74D2: CE Turn vehicle/entity down CC/74D3: FF End queue CC/74D4: 92 Pause for 30 units CC/74D5: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CC/74D7: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/74D8: FF End queue CC/74D9: 19 Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete) CC/74DB: C4 Set vehicle/entity's event speed to faster CC/74DC: DC Make vehicle/entity jump (low) CC/74DD: 9A Move vehicle/entity down 7 tiles CC/74DE: FF End queue CC/74DF: 42 Hide object $19 CC/74E1: 92 Pause for 30 units CC/74E2: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CC/74E4: CE Turn vehicle/entity down CC/74E5: FF End queue CC/74E6: 92 Pause for 30 units CC/74E7: 17 Begin action queue for character $17 (NPC $17), 4 bytes long (Wait until complete) CC/74E9: 82 Move vehicle/entity down 1 tile CC/74EA: A2 Move vehicle/entity left/down 1x1 tiles CC/74EB: CC Turn vehicle/entity up CC/74EC: FF End queue CC/74ED: 94 Pause for 60 units CC/74EE: 4B Display dialogue message $055E, wait for button press KEFKA: And you! Take a hike! CC/74F1: 92 Pause for 30 units CC/74F2: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CC/74F4: 17 Do vehicle/entity graphical action $17 CC/74F5: FF End queue CC/74F6: 92 Pause for 30 units CC/74F7: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CC/74F9: 0A Do vehicle/entity graphical action $0A CC/74FA: FF End queue CC/74FB: 18 Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete) CC/74FD: C3 Set vehicle/entity's event speed to fast CC/74FE: A1 Move vehicle/entity right/down 1x1 tiles CC/74FF: FF End queue CC/7500: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CC/7502: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/7503: FF End queue CC/7504: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/7506: A2 Move vehicle/entity left/down 1x1 tiles CC/7507: FF End queue CC/7508: 30 Begin action queue for character $30 (Camera), 9 bytes long CC/750A: C4 Set vehicle/entity's event speed to faster CC/750B: 82 Move vehicle/entity down 1 tile CC/750C: C3 Set vehicle/entity's event speed to fast CC/750D: 82 Move vehicle/entity down 1 tile CC/750E: C2 Set vehicle/entity's event speed to normal CC/750F: 86 Move vehicle/entity down 2 tiles CC/7510: C1 Set vehicle/entity's event speed to slow CC/7511: 82 Move vehicle/entity down 1 tile CC/7512: FF End queue CC/7513: 18 Begin action queue for character $18 (NPC $18), 9 bytes long (Wait until complete) CC/7515: C4 Set vehicle/entity's event speed to faster CC/7516: 82 Move vehicle/entity down 1 tile CC/7517: C3 Set vehicle/entity's event speed to fast CC/7518: 82 Move vehicle/entity down 1 tile CC/7519: C2 Set vehicle/entity's event speed to normal CC/751A: 82 Move vehicle/entity down 1 tile CC/751B: C1 Set vehicle/entity's event speed to slow CC/751C: 82 Move vehicle/entity down 1 tile CC/751D: FF End queue CC/751E: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CC/7520: CE Turn vehicle/entity down CC/7521: FF End queue CC/7522: 30 Begin action queue for character $30 (Camera), 5 bytes long CC/7524: C1 Set vehicle/entity's event speed to slow CC/7525: A2 Move vehicle/entity left/down 1x1 tiles CC/7526: A2 Move vehicle/entity left/down 1x1 tiles CC/7527: 82 Move vehicle/entity down 1 tile CC/7528: FF End queue CC/7529: 18 Begin action queue for character $18 (NPC $18), 7 bytes long (Wait until complete) CC/752B: C1 Set vehicle/entity's event speed to slow CC/752C: 87 Move vehicle/entity left 2 tiles CC/752D: A2 Move vehicle/entity left/down 1x1 tiles CC/752E: A2 Move vehicle/entity left/down 1x1 tiles CC/752F: A2 Move vehicle/entity left/down 1x1 tiles CC/7530: 83 Move vehicle/entity left 1 tile CC/7531: FF End queue CC/7532: F4 Play sound effect 186 CC/7534: 18 Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete) CC/7536: C4 Set vehicle/entity's event speed to faster CC/7537: 82 Move vehicle/entity down 1 tile CC/7538: FF End queue CC/7539: 42 Hide object $18 CC/753B: 45 Refresh objects CC/753C: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/753E: C1 Set vehicle/entity's event speed to slow CC/753F: 90 Move vehicle/entity up 5 tiles CC/7540: FF End queue CC/7541: F4 Play sound effect 205 CC/7543: B0 Execute the following commands until $B1 12 times CC/7545: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CC/7547: 1D Do vehicle/entity graphical action $1D CC/7548: FF End queue CC/7549: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CC/754B: 1E Do vehicle/entity graphical action $1E CC/754C: FF End queue CC/754D: B1 End block of repeating commands CC/754E: 17 Begin action queue for character $17 (NPC $17), 4 bytes long (Wait until complete) CC/7550: CE Turn vehicle/entity down CC/7551: E0 Pause for 4 * 6 (24) frames CC/7553: FF End queue CC/7554: 95 Pause for 120 units CC/7555: 30 Begin action queue for character $30 (Camera), 6 bytes long (Wait until complete) CC/7557: C2 Set vehicle/entity's event speed to normal CC/7558: 9C Move vehicle/entity up 8 tiles CC/7559: A0 Move vehicle/entity right/up 1x1 tiles CC/755A: A0 Move vehicle/entity right/up 1x1 tiles CC/755B: A0 Move vehicle/entity right/up 1x1 tiles CC/755C: FF End queue CC/755D: 42 Hide object $17 CC/755F: 45 Refresh objects CC/7560: D0 Set event bit $1E80($05F) [$1E8B, bit 7] CC/7562: 39 Free screen CC/7563: 3A Enable player to move while event commands execute CC/7564: FE Return CC/7565: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/7567: C7 Set vehicle/entity to stay still when moving CC/7568: 09 Do vehicle/entity graphical action $09 (kneeling) CC/7569: C2 Set vehicle/entity's event speed to normal CC/756A: A1 Move vehicle/entity right/down 1x1 tiles CC/756B: FF End queue CC/756C: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC7588 CC/7572: FE Return CC/7573: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/7575: C7 Set vehicle/entity to stay still when moving CC/7576: 09 Do vehicle/entity graphical action $09 (kneeling) CC/7577: C2 Set vehicle/entity's event speed to normal CC/7578: A2 Move vehicle/entity left/down 1x1 tiles CC/7579: FF End queue CC/757A: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC7588 CC/7580: FE Return CC/7581: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/7583: C7 Set vehicle/entity to stay still when moving CC/7584: 09 Do vehicle/entity graphical action $09 (kneeling) CC/7585: C2 Set vehicle/entity's event speed to normal CC/7586: 82 Move vehicle/entity down 1 tile CC/7587: FF End queue CC/7588: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CC/758A: 86 Move vehicle/entity down 2 tiles CC/758B: 8B Move vehicle/entity left 3 tiles CC/758C: A2 Move vehicle/entity left/down 1x1 tiles CC/758D: A2 Move vehicle/entity left/down 1x1 tiles CC/758E: A2 Move vehicle/entity left/down 1x1 tiles CC/758F: 83 Move vehicle/entity left 1 tile CC/7590: FF End queue CC/7591: F4 Play sound effect 186 CC/7593: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/7595: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/7596: C4 Set vehicle/entity's event speed to faster CC/7597: 82 Move vehicle/entity down 1 tile CC/7598: FF End queue CC/7599: 42 Hide object $31 CC/759B: 45 Refresh objects CC/759C: B5 Pause for 15 * 6 (90) units CC/759E: 6A Load map $0108 (Magitek Factory, garbage dump) after fade out, (upper bits $2000), place party at (14, 0), facing down CC/75A4: 41 Show object $31 CC/75A6: 45 Refresh objects CC/75A7: 96 Restore screen from fade CC/75A8: 5C Pause execution until fade in or fade out is complete CC/75A9: 31 Begin action queue for character $31 (Party Character 0), 14 bytes long (Wait until complete) CC/75AB: C7 Set vehicle/entity to stay still when moving CC/75AC: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/75AD: C4 Set vehicle/entity's event speed to faster CC/75AE: 8A Move vehicle/entity down 3 tiles CC/75AF: 09 Do vehicle/entity graphical action $09 (kneeling) CC/75B0: C1 Set vehicle/entity's event speed to slow CC/75B1: A2 Move vehicle/entity left/down 1x1 tiles CC/75B2: A2 Move vehicle/entity left/down 1x1 tiles CC/75B3: A2 Move vehicle/entity left/down 1x1 tiles CC/75B4: C6 Set vehicle/entity to walk when moving CC/75B5: C2 Set vehicle/entity's event speed to normal CC/75B6: DC Make vehicle/entity jump (low) CC/75B7: A2 Move vehicle/entity left/down 1x1 tiles CC/75B8: FF End queue CC/75B9: 3A Enable player to move while event commands execute CC/75BA: FE Return CC/75BB: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/75BD: C2 Set vehicle/entity's event speed to normal CC/75BE: 49 Do vehicle/entity graphical action $09, flipped horizontally CC/75BF: C7 Set vehicle/entity to stay still when moving CC/75C0: A1 Move vehicle/entity right/down 1x1 tiles CC/75C1: FF End queue CC/75C2: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC75D0 CC/75C8: FE Return CC/75C9: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/75CB: C2 Set vehicle/entity's event speed to normal CC/75CC: 49 Do vehicle/entity graphical action $09, flipped horizontally CC/75CD: C7 Set vehicle/entity to stay still when moving CC/75CE: 81 Move vehicle/entity right 1 tile CC/75CF: FF End queue CC/75D0: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/75D2: C8 Set object layering priority to 3 (low nibble 3) CC/75D4: 9D Move vehicle/entity right 8 tiles CC/75D5: 99 Move vehicle/entity right 7 tiles CC/75D6: FF End queue CC/75D7: 42 Hide object $31 CC/75D9: 38 Hold screen CC/75DA: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/75DC: C2 Set vehicle/entity's event speed to normal CC/75DD: 9E Move vehicle/entity down 8 tiles CC/75DE: FF End queue CC/75DF: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/75E1: D5 Set vehicle/entity's position to (40, 26) CC/75E4: C2 Set vehicle/entity's event speed to normal CC/75E5: 49 Do vehicle/entity graphical action $09, flipped horizontally CC/75E6: FF End queue CC/75E7: 39 Free screen CC/75E8: 41 Show object $31 CC/75EA: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CC/75EC: 8A Move vehicle/entity down 3 tiles CC/75ED: C6 Set vehicle/entity to walk when moving CC/75EE: DC Make vehicle/entity jump (low) CC/75EF: 82 Move vehicle/entity down 1 tile CC/75F0: 49 Do vehicle/entity graphical action $09, flipped horizontally CC/75F1: C8 Set object layering priority to 0 (low nibble 0) CC/75F3: FF End queue CC/75F4: 3A Enable player to move while event commands execute CC/75F5: FE Return CC/75F6: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/75FE: C0 If ($1E80($273) [$1ECE, bit 3] is set), branch to $CA5EB3 (simply returns) CC/7604: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/7606: C2 Set vehicle/entity's event speed to normal CC/7607: DC Make vehicle/entity jump (low) CC/7608: 80 Move vehicle/entity up 1 tile CC/7609: C7 Set vehicle/entity to stay still when moving CC/760A: 1C Do vehicle/entity graphical action $1C CC/760B: FF End queue CC/760C: F4 Play sound effect 223 CC/760E: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long CC/7610: C1 Set vehicle/entity's event speed to slow CC/7611: 90 Move vehicle/entity up 5 tiles CC/7612: FF End queue CC/7613: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CC/7615: C1 Set vehicle/entity's event speed to slow CC/7616: 90 Move vehicle/entity up 5 tiles CC/7617: FF End queue CC/7618: F6 Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00 CC/761C: 6A Load map $0107 (Magitek Factory, second area (only before subway ride)) after fade out, (upper bits $2000), place party at (17, 30), facing down CC/7622: 1A Begin action queue for character $1A (NPC $1A), 3 bytes long (Wait until complete) CC/7624: C3 Set vehicle/entity's event speed to fast CC/7625: 86 Move vehicle/entity down 2 tiles CC/7626: FF End queue CC/7627: 1B Begin action queue for character $1B (NPC $1B), 3 bytes long (Wait until complete) CC/7629: C3 Set vehicle/entity's event speed to fast CC/762A: 86 Move vehicle/entity down 2 tiles CC/762B: FF End queue CC/762C: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/762E: C8 Set object layering priority to 3 (low nibble 3) CC/7630: C7 Set vehicle/entity to stay still when moving CC/7631: 1C Do vehicle/entity graphical action $1C CC/7632: FF End queue CC/7633: 96 Restore screen from fade CC/7634: 5C Pause execution until fade in or fade out is complete CC/7635: F4 Play sound effect 223 CC/7637: 1A Begin action queue for character $1A (NPC $1A), 3 bytes long CC/7639: C1 Set vehicle/entity's event speed to slow CC/763A: 84 Move vehicle/entity up 2 tiles CC/763B: FF End queue CC/763C: 1B Begin action queue for character $1B (NPC $1B), 3 bytes long CC/763E: C1 Set vehicle/entity's event speed to slow CC/763F: 84 Move vehicle/entity up 2 tiles CC/7640: FF End queue CC/7641: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CC/7643: C1 Set vehicle/entity's event speed to slow CC/7644: 84 Move vehicle/entity up 2 tiles CC/7645: C2 Set vehicle/entity's event speed to normal CC/7646: C6 Set vehicle/entity to walk when moving CC/7647: CE Turn vehicle/entity down CC/7648: C8 Set object layering priority to 0 (low nibble 0) CC/764A: FF End queue CC/764B: F6 Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00 CC/764F: 3A Enable player to move while event commands execute CC/7650: FE Return CC/7651: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/7653: C2 Set vehicle/entity's event speed to normal CC/7654: 09 Do vehicle/entity graphical action $09 (kneeling) CC/7655: C7 Set vehicle/entity to stay still when moving CC/7656: A2 Move vehicle/entity left/down 1x1 tiles CC/7657: FF End queue CC/7658: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC7666 CC/765E: FE Return CC/765F: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/7661: C2 Set vehicle/entity's event speed to normal CC/7662: 09 Do vehicle/entity graphical action $09 (kneeling) CC/7663: C7 Set vehicle/entity to stay still when moving CC/7664: 83 Move vehicle/entity left 1 tile CC/7665: FF End queue CC/7666: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/7668: A2 Move vehicle/entity left/down 1x1 tiles CC/7669: A2 Move vehicle/entity left/down 1x1 tiles CC/766A: 8B Move vehicle/entity left 3 tiles CC/766B: 8E Move vehicle/entity down 4 tiles CC/766C: FF End queue CC/766D: 6A Load map $0107 (Magitek Factory, second area (only before subway ride)) after fade out, (upper bits $2000), place party at (16, 9), facing down CC/7673: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CC/7675: C7 Set vehicle/entity to stay still when moving CC/7676: 49 Do vehicle/entity graphical action $09, flipped horizontally CC/7677: 96 Move vehicle/entity down 6 tiles CC/7678: 89 Move vehicle/entity right 3 tiles CC/7679: A1 Move vehicle/entity right/down 1x1 tiles CC/767A: A1 Move vehicle/entity right/down 1x1 tiles CC/767B: CD Turn vehicle/entity right CC/767C: C6 Set vehicle/entity to walk when moving CC/767D: DC Make vehicle/entity jump (low) CC/767E: A1 Move vehicle/entity right/down 1x1 tiles CC/767F: FF End queue CC/7680: 3A Enable player to move while event commands execute CC/7681: FE Return CC/7682: F4 Play sound effect 223 CC/7684: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long CC/7686: C7 Set vehicle/entity to stay still when moving CC/7687: C1 Set vehicle/entity's event speed to slow CC/7688: 8A Move vehicle/entity down 3 tiles CC/7689: FF End queue CC/768A: 1B Begin action queue for character $1B (NPC $1B), 3 bytes long (Wait until complete) CC/768C: C1 Set vehicle/entity's event speed to slow CC/768D: 8A Move vehicle/entity down 3 tiles CC/768E: FF End queue CC/768F: F6 Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00 CC/7693: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/7695: C2 Set vehicle/entity's event speed to normal CC/7696: C6 Set vehicle/entity to walk when moving CC/7697: DC Make vehicle/entity jump (low) CC/7698: 82 Move vehicle/entity down 1 tile CC/7699: FF End queue CC/769A: F4 Play sound effect 223 CC/769C: 1B Begin action queue for character $1B (NPC $1B), 3 bytes long (Wait until complete) CC/769E: C2 Set vehicle/entity's event speed to normal CC/769F: 88 Move vehicle/entity up 3 tiles CC/76A0: FF End queue CC/76A1: F6 Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00 CC/76A5: 3A Enable player to move while event commands execute CC/76A6: FE Return CC/76A7: F4 Play sound effect 223 CC/76A9: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long CC/76AB: C7 Set vehicle/entity to stay still when moving CC/76AC: C1 Set vehicle/entity's event speed to slow CC/76AD: 88 Move vehicle/entity up 3 tiles CC/76AE: FF End queue CC/76AF: 1A Begin action queue for character $1A (NPC $1A), 3 bytes long (Wait until complete) CC/76B1: C1 Set vehicle/entity's event speed to slow CC/76B2: 88 Move vehicle/entity up 3 tiles CC/76B3: FF End queue CC/76B4: F6 Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00 CC/76B8: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/76BA: C2 Set vehicle/entity's event speed to normal CC/76BB: C6 Set vehicle/entity to walk when moving CC/76BC: DC Make vehicle/entity jump (low) CC/76BD: 80 Move vehicle/entity up 1 tile CC/76BE: FF End queue CC/76BF: F4 Play sound effect 223 CC/76C1: 1A Begin action queue for character $1A (NPC $1A), 3 bytes long (Wait until complete) CC/76C3: C2 Set vehicle/entity's event speed to normal CC/76C4: 8A Move vehicle/entity down 3 tiles CC/76C5: FF End queue CC/76C6: F6 Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00 CC/76CA: 3A Enable player to move while event commands execute CC/76CB: FE Return CC/76CC: C2 If ($1E80($1B1) [$1EB6, bit 1] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($270) [$1ECE, bit 0] is clear), branch to $CA5EB3 (simply returns) CC/76D6: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CC/76D8: C2 Set vehicle/entity's event speed to normal CC/76D9: C8 Set object layering priority to 2 (low nibble 2) CC/76DB: DC Make vehicle/entity jump (low) CC/76DC: 81 Move vehicle/entity right 1 tile CC/76DD: C7 Set vehicle/entity to stay still when moving CC/76DE: 4F Do vehicle/entity graphical action $0F, flipped horizontally CC/76DF: FF End queue CC/76E0: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/76E2: C1 Set vehicle/entity's event speed to slow CC/76E3: 89 Move vehicle/entity right 3 tiles CC/76E4: FF End queue CC/76E5: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CC/76E7: C2 Set vehicle/entity's event speed to normal CC/76E8: DC Make vehicle/entity jump (low) CC/76E9: 81 Move vehicle/entity right 1 tile CC/76EA: 49 Do vehicle/entity graphical action $09, flipped horizontally CC/76EB: C6 Set vehicle/entity to walk when moving CC/76EC: C8 Set object layering priority to 0 (low nibble 0) CC/76EE: FF End queue CC/76EF: 3A Enable player to move while event commands execute CC/76F0: FE Return CC/76F1: C2 If ($1E80($1B3) [$1EB6, bit 3] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($271) [$1ECE, bit 1] is clear), branch to $CA5EB3 (simply returns) CC/76FB: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CC/76FD: C2 Set vehicle/entity's event speed to normal CC/76FE: C8 Set object layering priority to 2 (low nibble 2) CC/7700: DC Make vehicle/entity jump (low) CC/7701: 83 Move vehicle/entity left 1 tile CC/7702: C7 Set vehicle/entity to stay still when moving CC/7703: 0F Do vehicle/entity graphical action $0F CC/7704: FF End queue CC/7705: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/7707: C1 Set vehicle/entity's event speed to slow CC/7708: 8B Move vehicle/entity left 3 tiles CC/7709: FF End queue CC/770A: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CC/770C: C2 Set vehicle/entity's event speed to normal CC/770D: DC Make vehicle/entity jump (low) CC/770E: 83 Move vehicle/entity left 1 tile CC/770F: 09 Do vehicle/entity graphical action $09 (kneeling) CC/7710: C6 Set vehicle/entity to walk when moving CC/7711: C8 Set object layering priority to 0 (low nibble 0) CC/7713: FF End queue CC/7714: 3A Enable player to move while event commands execute CC/7715: FE Return CC/7716: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CC/7718: C2 Set vehicle/entity's event speed to normal CC/7719: DC Make vehicle/entity jump (low) CC/771A: A2 Move vehicle/entity left/down 1x1 tiles CC/771B: C7 Set vehicle/entity to stay still when moving CC/771C: 09 Do vehicle/entity graphical action $09 (kneeling) CC/771D: C8 Set object layering priority to 3 (low nibble 3) CC/771F: FF End queue CC/7720: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CC/7722: 9E Move vehicle/entity down 8 tiles CC/7723: C6 Set vehicle/entity to walk when moving CC/7724: DC Make vehicle/entity jump (low) CC/7725: 82 Move vehicle/entity down 1 tile CC/7726: C8 Set object layering priority to 0 (low nibble 0) CC/7728: FF End queue CC/7729: A2 Command $A2 CC/772A: 3A Enable player to move while event commands execute CC/772B: FE Return CC/772C: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/772E: C7 Set vehicle/entity to stay still when moving CC/772F: 17 Do vehicle/entity graphical action $17 CC/7730: 82 Move vehicle/entity down 1 tile CC/7731: C6 Set vehicle/entity to walk when moving CC/7732: FF End queue CC/7733: 3A Enable player to move while event commands execute CC/7734: FE Return CC/7735: C0 If ($1E80($069) [$1E8D, bit 1] is set), branch to $CA5EB3 (simply returns) CC/773B: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/7741: 74 Replace current map's Layer 2 at (19, 24) with the following (2 x 1) chunk CC/7746: $F0, $02 CC/7748: 74 Replace current map's Layer 2 at (19, 88) with the following (2 x 1) chunk CC/774D: $01, $F2 CC/774F: 75 Refresh map after alteration CC/7750: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/7752: FE Return CC/7753: C0 If ($1E80($069) [$1E8D, bit 1] is set), branch to $CA5EB3 (simply returns) CC/7759: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/775F: 74 Replace current map's Layer 2 at (19, 24) with the following (2 x 1) chunk CC/7764: $33, $02 CC/7766: 74 Replace current map's Layer 2 at (19, 88) with the following (2 x 1) chunk CC/776B: $CA, $DA CC/776D: 75 Refresh map after alteration CC/776E: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/7770: FE Return CC/7771: C0 If ($1E80($069) [$1E8D, bit 1] is set), branch to $CA5EB3 (simply returns) CC/7777: 31 Begin action queue for character $31 (Party Character 0), 14 bytes long (Wait until complete) CC/7779: C3 Set vehicle/entity's event speed to fast CC/777A: C7 Set vehicle/entity to stay still when moving CC/777B: 1B Do vehicle/entity graphical action $1B CC/777C: 82 Move vehicle/entity down 1 tile CC/777D: 5B Do vehicle/entity graphical action $1B, flipped horizontally CC/777E: 82 Move vehicle/entity down 1 tile CC/777F: 1B Do vehicle/entity graphical action $1B CC/7780: 82 Move vehicle/entity down 1 tile CC/7781: C8 Set object layering priority to 3 (low nibble 3) CC/7783: 5B Do vehicle/entity graphical action $1B, flipped horizontally CC/7784: 86 Move vehicle/entity down 2 tiles CC/7785: 09 Do vehicle/entity graphical action $09 (kneeling) CC/7786: FF End queue CC/7787: 74 Replace current map's Layer 2 at (19, 24) with the following (2 x 1) chunk CC/778C: $33, $02 CC/778E: 74 Replace current map's Layer 2 at (19, 88) with the following (2 x 1) chunk CC/7793: $CA, $DA CC/7795: 75 Refresh map after alteration CC/7796: 31 Begin action queue for character $31 (Party Character 0), 17 bytes long (Wait until complete) CC/7798: C2 Set vehicle/entity's event speed to normal CC/7799: 8F Move vehicle/entity left 4 tiles CC/779A: C8 Set object layering priority to 2 (low nibble 2) CC/779C: 83 Move vehicle/entity left 1 tile CC/779D: A2 Move vehicle/entity left/down 1x1 tiles CC/779E: A2 Move vehicle/entity left/down 1x1 tiles CC/779F: A2 Move vehicle/entity left/down 1x1 tiles CC/77A0: 83 Move vehicle/entity left 1 tile CC/77A1: C8 Set object layering priority to 3 (low nibble 3) CC/77A3: 9E Move vehicle/entity down 8 tiles CC/77A4: 8A Move vehicle/entity down 3 tiles CC/77A5: C6 Set vehicle/entity to walk when moving CC/77A6: DC Make vehicle/entity jump (low) CC/77A7: 82 Move vehicle/entity down 1 tile CC/77A8: FF End queue CC/77A9: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/77AB: C8 Set object layering priority to 0 (low nibble 0) CC/77AD: FF End queue CC/77AE: 3A Enable player to move while event commands execute CC/77AF: FE Return CC/77B0: C0 If ($1E80($069) [$1E8D, bit 1] is set), branch to $CA5EB3 (simply returns) CC/77B6: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/77BC: 74 Replace current map's Layer 2 at (21, 24) with the following (2 x 1) chunk CC/77C1: $F0, $02 CC/77C3: 74 Replace current map's Layer 2 at (21, 88) with the following (2 x 1) chunk CC/77C8: $01, $F2 CC/77CA: 75 Refresh map after alteration CC/77CB: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/77CD: FE Return CC/77CE: C0 If ($1E80($069) [$1E8D, bit 1] is set), branch to $CA5EB3 (simply returns) CC/77D4: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/77DA: 74 Replace current map's Layer 2 at (21, 24) with the following (2 x 1) chunk CC/77DF: $33, $02 CC/77E1: 74 Replace current map's Layer 2 at (21, 88) with the following (2 x 1) chunk CC/77E6: $CA, $DA CC/77E8: 75 Refresh map after alteration CC/77E9: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/77EB: FE Return CC/77EC: C0 If ($1E80($069) [$1E8D, bit 1] is set), branch to $CA5EB3 (simply returns) CC/77F2: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/77F8: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CC/77FA: C3 Set vehicle/entity's event speed to fast CC/77FB: C7 Set vehicle/entity to stay still when moving CC/77FC: 1B Do vehicle/entity graphical action $1B CC/77FD: 82 Move vehicle/entity down 1 tile CC/77FE: 5B Do vehicle/entity graphical action $1B, flipped horizontally CC/77FF: 82 Move vehicle/entity down 1 tile CC/7800: FF End queue CC/7801: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/7803: CD Turn vehicle/entity right CC/7804: E0 Pause for 4 * 1 (4) frames CC/7806: CE Turn vehicle/entity down CC/7807: C6 Set vehicle/entity to walk when moving CC/7808: FF End queue CC/7809: 74 Replace current map's Layer 2 at (21, 24) with the following (2 x 1) chunk CC/780E: $33, $02 CC/7810: 74 Replace current map's Layer 2 at (21, 88) with the following (2 x 1) chunk CC/7815: $CA, $DA CC/7817: 75 Refresh map after alteration CC/7818: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/781A: FE Return CC/781B: C0 If ($1E80($069) [$1E8D, bit 1] is set), branch to $CA5EB3 (simply returns) CC/7821: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/7829: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/782B: C3 Set vehicle/entity's event speed to fast CC/782C: C7 Set vehicle/entity to stay still when moving CC/782D: 1B Do vehicle/entity graphical action $1B CC/782E: 80 Move vehicle/entity up 1 tile CC/782F: FF End queue CC/7830: 74 Replace current map's Layer 2 at (21, 24) with the following (2 x 1) chunk CC/7835: $F0, $02 CC/7837: 74 Replace current map's Layer 2 at (21, 88) with the following (2 x 1) chunk CC/783C: $01, $F2 CC/783E: 75 Refresh map after alteration CC/783F: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/7841: 5B Do vehicle/entity graphical action $1B, flipped horizontally CC/7842: 80 Move vehicle/entity up 1 tile CC/7843: C2 Set vehicle/entity's event speed to normal CC/7844: C6 Set vehicle/entity to walk when moving CC/7845: 80 Move vehicle/entity up 1 tile CC/7846: FF End queue CC/7847: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/7849: FE Return CC/784A: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/7850: 74 Replace current map's Layer 2 at (11, 17) with the following (2 x 1) chunk CC/7855: $F0, $02 CC/7857: 74 Replace current map's Layer 2 at (11, 81) with the following (2 x 1) chunk CC/785C: $01, $F2 CC/785E: 75 Refresh map after alteration CC/785F: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/7861: FE Return CC/7862: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/7868: 74 Replace current map's Layer 2 at (11, 17) with the following (2 x 1) chunk CC/786D: $02, $02 CC/786F: 74 Replace current map's Layer 2 at (11, 81) with the following (2 x 1) chunk CC/7874: $CA, $DA CC/7876: 75 Refresh map after alteration CC/7877: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/7879: FE Return CC/787A: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/7880: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete) CC/7882: C2 Set vehicle/entity's event speed to normal CC/7883: C7 Set vehicle/entity to stay still when moving CC/7884: 1B Do vehicle/entity graphical action $1B CC/7885: 82 Move vehicle/entity down 1 tile CC/7886: 5B Do vehicle/entity graphical action $1B, flipped horizontally CC/7887: 82 Move vehicle/entity down 1 tile CC/7888: 1B Do vehicle/entity graphical action $1B CC/7889: 82 Move vehicle/entity down 1 tile CC/788A: FF End queue CC/788B: 74 Replace current map's Layer 2 at (11, 17) with the following (2 x 1) chunk CC/7890: $02, $02 CC/7892: 74 Replace current map's Layer 2 at (11, 81) with the following (2 x 1) chunk CC/7897: $CA, $DA CC/7899: 75 Refresh map after alteration CC/789A: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/789C: CD Turn vehicle/entity right CC/789D: E0 Pause for 4 * 1 (4) frames CC/789F: CE Turn vehicle/entity down CC/78A0: C6 Set vehicle/entity to walk when moving CC/78A1: FF End queue CC/78A2: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/78A4: FE Return CC/78A5: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/78AD: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/78AF: C2 Set vehicle/entity's event speed to normal CC/78B0: C7 Set vehicle/entity to stay still when moving CC/78B1: 1B Do vehicle/entity graphical action $1B CC/78B2: 80 Move vehicle/entity up 1 tile CC/78B3: FF End queue CC/78B4: 74 Replace current map's Layer 2 at (11, 17) with the following (2 x 1) chunk CC/78B9: $F0, $02 CC/78BB: 74 Replace current map's Layer 2 at (11, 81) with the following (2 x 1) chunk CC/78C0: $01, $F2 CC/78C2: 75 Refresh map after alteration CC/78C3: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CC/78C5: 5B Do vehicle/entity graphical action $1B, flipped horizontally CC/78C6: 80 Move vehicle/entity up 1 tile CC/78C7: 1B Do vehicle/entity graphical action $1B CC/78C8: 80 Move vehicle/entity up 1 tile CC/78C9: C2 Set vehicle/entity's event speed to normal CC/78CA: C6 Set vehicle/entity to walk when moving CC/78CB: 80 Move vehicle/entity up 1 tile CC/78CC: FF End queue CC/78CD: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/78CF: FE Return CC/78D0: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete) CC/78D2: C8 Set object layering priority to 2 (low nibble 2) CC/78D4: C3 Set vehicle/entity's event speed to fast CC/78D5: C7 Set vehicle/entity to stay still when moving CC/78D6: 49 Do vehicle/entity graphical action $09, flipped horizontally CC/78D7: 9D Move vehicle/entity right 8 tiles CC/78D8: C6 Set vehicle/entity to walk when moving CC/78D9: DC Make vehicle/entity jump (low) CC/78DA: 81 Move vehicle/entity right 1 tile CC/78DB: C8 Set object layering priority to 0 (low nibble 0) CC/78DD: FF End queue CC/78DE: 3A Enable player to move while event commands execute CC/78DF: FE Return CC/78E0: F4 Play sound effect 223 CC/78E2: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long CC/78E4: C7 Set vehicle/entity to stay still when moving CC/78E5: C1 Set vehicle/entity's event speed to slow CC/78E6: 84 Move vehicle/entity up 2 tiles CC/78E7: FF End queue CC/78E8: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete) CC/78EA: C1 Set vehicle/entity's event speed to slow CC/78EB: 84 Move vehicle/entity up 2 tiles CC/78EC: FF End queue CC/78ED: F6 Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00 CC/78F1: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/78F3: C2 Set vehicle/entity's event speed to normal CC/78F4: C6 Set vehicle/entity to walk when moving CC/78F5: DC Make vehicle/entity jump (low) CC/78F6: 80 Move vehicle/entity up 1 tile CC/78F7: FF End queue CC/78F8: F4 Play sound effect 223 CC/78FA: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete) CC/78FC: C2 Set vehicle/entity's event speed to normal CC/78FD: 86 Move vehicle/entity down 2 tiles CC/78FE: FF End queue CC/78FF: F6 Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00 CC/7903: 3A Enable player to move while event commands execute CC/7904: FE Return CC/7905: F4 Play sound effect 186 CC/7907: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/7909: C7 Set vehicle/entity to stay still when moving CC/790A: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/790B: C4 Set vehicle/entity's event speed to faster CC/790C: 8E Move vehicle/entity down 4 tiles CC/790D: FF End queue CC/790E: 6A Load map $0107 (Magitek Factory, second area (only before subway ride)) after fade out, (upper bits $2000), place party at (22, 16), facing down CC/7914: 42 Hide object $31 CC/7916: 45 Refresh objects CC/7917: 96 Restore screen from fade CC/7918: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/791A: C1 Set vehicle/entity's event speed to slow CC/791B: 9C Move vehicle/entity up 8 tiles CC/791C: 84 Move vehicle/entity up 2 tiles CC/791D: FF End queue CC/791E: 91 Pause for 15 units CC/791F: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CC/7921: C3 Set vehicle/entity's event speed to fast CC/7922: 86 Move vehicle/entity down 2 tiles CC/7923: C7 Set vehicle/entity to stay still when moving CC/7924: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/7925: C8 Set object layering priority to 2 (low nibble 2) CC/7927: FF End queue CC/7928: 41 Show object $31 CC/792A: 45 Refresh objects CC/792B: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CC/792D: C4 Set vehicle/entity's event speed to faster CC/792E: DC Make vehicle/entity jump (low) CC/792F: 92 Move vehicle/entity down 5 tiles CC/7930: 09 Do vehicle/entity graphical action $09 (kneeling) CC/7931: C6 Set vehicle/entity to walk when moving CC/7932: C8 Set object layering priority to 0 (low nibble 0) CC/7934: FF End queue CC/7935: 3A Enable player to move while event commands execute CC/7936: FE Return CC/7937: C0 If ($1E80($060) [$1E8C, bit 0] is set), branch to $CC7986 CC/793D: F4 Play sound effect 245 CC/793F: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CC/7941: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CC/7943: 31 Begin action queue for character $31 (Party Character 0), 14 bytes long (Wait until complete) CC/7945: C7 Set vehicle/entity to stay still when moving CC/7946: 0B Do vehicle/entity graphical action $0B CC/7947: C4 Set vehicle/entity's event speed to faster CC/7948: 81 Move vehicle/entity right 1 tile CC/7949: C3 Set vehicle/entity's event speed to fast CC/794A: 81 Move vehicle/entity right 1 tile CC/794B: C2 Set vehicle/entity's event speed to normal CC/794C: 81 Move vehicle/entity right 1 tile CC/794D: C1 Set vehicle/entity's event speed to slow CC/794E: 81 Move vehicle/entity right 1 tile CC/794F: C0 Set vehicle/entity's event speed to slowest CC/7950: 81 Move vehicle/entity right 1 tile CC/7951: 09 Do vehicle/entity graphical action $09 (kneeling) CC/7952: FF End queue CC/7953: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CC/7955: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CC/7957: 94 Pause for 60 units CC/7958: 4D Invoke battle, enemy set $46, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/795B: B2 Call subroutine $CA5EA9 CC/795F: 96 Restore screen from fade CC/7960: 5C Pause execution until fade in or fade out is complete CC/7961: 94 Pause for 60 units CC/7962: 4B Display dialogue message $055F, wait for button press IFRIT: Hmmm… SHIVA: Well, Ramuh DID entrust them with his power. CC/7965: 92 Pause for 30 units CC/7966: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/7968: C6 Set vehicle/entity to walk when moving CC/7969: CF Turn vehicle/entity left CC/796A: FF End queue CC/796B: 92 Pause for 30 units CC/796C: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/796E: 15 Do vehicle/entity graphical action $15 CC/796F: FF End queue CC/7970: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/7972: CF Turn vehicle/entity left CC/7973: FF End queue CC/7974: 92 Pause for 30 units CC/7975: B0 Execute the following commands until $B1 2 times CC/7977: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/7979: 15 Do vehicle/entity graphical action $15 CC/797A: FF End queue CC/797B: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/797D: CF Turn vehicle/entity left CC/797E: FF End queue CC/797F: B1 End block of repeating commands CC/7980: D0 Set event bit $1E80($060) [$1E8C, bit 0] CC/7982: D4 Set event bit $1E80($273) [$1ECE, bit 3] CC/7984: 3A Enable player to move while event commands execute CC/7985: FE Return CC/7986: 4B Display dialogue message $0560, wait for button press IFRIT: Gestahl has grabbed our friends and is trying to drain them of their power. I, too, suffered my turn in one of the glass tubes… CC/7989: D4 Set event bit $1E80($272) [$1ECE, bit 2] CC/798B: C0 If ($1E80($274) [$1ECE, bit 4] is set), branch to $CC79A4 CC/7991: FE Return CC/7992: C0 If ($1E80($060) [$1E8C, bit 0] is clear), branch to $CA5EB3 (simply returns) CC/7998: 4B Display dialogue message $0561, wait for button press SHIVA: They drained our powers, then threw us away to… We haven't long to live… CC/799B: D4 Set event bit $1E80($274) [$1ECE, bit 4] CC/799D: C0 If ($1E80($272) [$1ECE, bit 2] is set), branch to $CC79A4 CC/79A3: FE Return CC/79A4: 92 Pause for 30 units CC/79A5: 4B Display dialogue message $0562, wait for button press We will follow Ramuh's lead, and give to you our power… CC/79A8: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/79AA: F4 Play sound effect 80 CC/79AC: 3D Create object $16 CC/79AE: 42 Hide object $14 CC/79B0: 41 Show object $16 CC/79B2: 45 Refresh objects CC/79B3: 94 Pause for 60 units CC/79B4: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/79B6: F4 Play sound effect 80 CC/79B8: 3D Create object $17 CC/79BA: 41 Show object $17 CC/79BC: 42 Hide object $15 CC/79BE: 45 Refresh objects CC/79BF: 94 Pause for 60 units CC/79C0: 4B Display dialogue message $0563, wait for button press (Show text only) Our friends are all gone… We haven't much time left… No choice but to entrust you with our essences… CC/79C3: DD Clear event bit $1E80($646) [$1F48, bit 6] CC/79C5: DC Set event bit $1E80($647) [$1F48, bit 7] CC/79C7: DC Set event bit $1E80($648) [$1F49, bit 0] CC/79C9: D5 Clear event bit $1E80($273) [$1ECE, bit 3] CC/79CB: 3A Enable player to move while event commands execute CC/79CC: FE Return CC/79CD: 4B Display dialogue message $0564, wait for button press Received the Magicite “Ifrit.” CC/79D0: F4 Play sound effect 141 CC/79D2: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/79D4: DD Clear event bit $1E80($647) [$1F48, bit 7] CC/79D6: 42 Hide object $16 CC/79D8: 45 Refresh objects CC/79D9: 86 Give esper $37 (Ifrit ) to party CC/79DB: 3A Enable player to move while event commands execute CC/79DC: FE Return CC/79DD: 4B Display dialogue message $0565, wait for button press Received the Magicite “Shiva.” CC/79E0: F4 Play sound effect 141 CC/79E2: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/79E4: DD Clear event bit $1E80($648) [$1F49, bit 0] CC/79E6: 42 Hide object $17 CC/79E8: 45 Refresh objects CC/79E9: 86 Give esper $38 (Shiva ) to party CC/79EB: 3A Enable player to move while event commands execute CC/79EC: FE Return CC/79ED: 4D Invoke battle, enemy set $48, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/79F0: B2 Call subroutine $CA5EA9 CC/79F4: 42 Hide object $10 CC/79F6: 45 Refresh objects CC/79F7: DD Clear event bit $1E80($649) [$1F49, bit 1] CC/79F9: 96 Restore screen from fade CC/79FA: 5C Pause execution until fade in or fade out is complete CC/79FB: FE Return CC/79FC: 60 Change background layer $0E to palette $0C CC/79FF: 78 Enable ability to pass through other objects for object $10 (NPC $10) CC/7A01: 78 Enable ability to pass through other objects for object $11 (NPC $11) CC/7A03: 78 Enable ability to pass through other objects for object $12 (NPC $12) CC/7A05: 78 Enable ability to pass through other objects for object $13 (NPC $13) CC/7A07: 78 Enable ability to pass through other objects for object $14 (NPC $14) CC/7A09: 78 Enable ability to pass through other objects for object $15 (NPC $15) CC/7A0B: C0 If ($1E80($068) [$1E8D, bit 0] is set), branch to $CC7A17 CC/7A11: 73 Replace current map's Layer 1 at (20, 14) with the following (1 x 1) chunk, refresh immediately CC/7A16: $02 CC/7A17: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CC/7A1D: 10 Begin action queue for character $10 (NPC $10), 9 bytes long CC/7A1F: 80 Move vehicle/entity up 1 tile CC/7A20: E0 Pause for 4 * 2 (8) frames CC/7A22: 82 Move vehicle/entity down 1 tile CC/7A23: E0 Pause for 4 * 4 (16) frames CC/7A25: FC Branch 6 bytes backwards ($CC7A1F) CC/7A27: FF End queue CC/7A28: 11 Begin action queue for character $11 (NPC $11), 9 bytes long CC/7A2A: 80 Move vehicle/entity up 1 tile CC/7A2B: E0 Pause for 4 * 3 (12) frames CC/7A2D: 82 Move vehicle/entity down 1 tile CC/7A2E: E0 Pause for 4 * 2 (8) frames CC/7A30: FC Branch 6 bytes backwards ($CC7A2A) CC/7A32: FF End queue CC/7A33: 12 Begin action queue for character $12 (NPC $12), 9 bytes long CC/7A35: 80 Move vehicle/entity up 1 tile CC/7A36: E0 Pause for 4 * 1 (4) frames CC/7A38: 82 Move vehicle/entity down 1 tile CC/7A39: E0 Pause for 4 * 1 (4) frames CC/7A3B: FC Branch 6 bytes backwards ($CC7A35) CC/7A3D: FF End queue CC/7A3E: 13 Begin action queue for character $13 (NPC $13), 9 bytes long CC/7A40: 80 Move vehicle/entity up 1 tile CC/7A41: E0 Pause for 4 * 1 (4) frames CC/7A43: 82 Move vehicle/entity down 1 tile CC/7A44: E0 Pause for 4 * 1 (4) frames CC/7A46: FC Branch 6 bytes backwards ($CC7A40) CC/7A48: FF End queue CC/7A49: 14 Begin action queue for character $14 (NPC $14), 9 bytes long CC/7A4B: 80 Move vehicle/entity up 1 tile CC/7A4C: E0 Pause for 4 * 2 (8) frames CC/7A4E: 82 Move vehicle/entity down 1 tile CC/7A4F: E0 Pause for 4 * 6 (24) frames CC/7A51: FC Branch 6 bytes backwards ($CC7A4B) CC/7A53: FF End queue CC/7A54: 15 Begin action queue for character $15 (NPC $15), 9 bytes long CC/7A56: 80 Move vehicle/entity up 1 tile CC/7A57: E0 Pause for 4 * 6 (24) frames CC/7A59: 82 Move vehicle/entity down 1 tile CC/7A5A: E0 Pause for 4 * 2 (8) frames CC/7A5C: FC Branch 6 bytes backwards ($CC7A56) CC/7A5E: FF End queue CC/7A5F: FE Return CC/7A60: C2 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($068) [$1E8D, bit 0] is set), branch to $CA5EB3 (simply returns) CC/7A6A: F4 Play sound effect 150 CC/7A6C: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/7A6E: C2 Set vehicle/entity's event speed to normal CC/7A6F: FF End queue CC/7A70: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/7A72: C2 Set vehicle/entity's event speed to normal CC/7A73: FF End queue CC/7A74: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CC/7A76: C2 Set vehicle/entity's event speed to normal CC/7A77: FF End queue CC/7A78: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CC/7A7A: C2 Set vehicle/entity's event speed to normal CC/7A7B: FF End queue CC/7A7C: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CC/7A7E: C2 Set vehicle/entity's event speed to normal CC/7A7F: FF End queue CC/7A80: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/7A82: C2 Set vehicle/entity's event speed to normal CC/7A83: FF End queue CC/7A84: 4B Display dialogue message $0566, wait for button press ESPER: You want to help me… But… I haven't long to live. Just as Ifrit did before me, I'll give to you my power… CC/7A87: B5 Pause for 15 * 6 (90) units CC/7A89: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CC/7A8B: F4 Play sound effect 80 CC/7A8D: 3D Create object $16 CC/7A8F: 3D Create object $17 CC/7A91: 3D Create object $18 CC/7A93: 3D Create object $19 CC/7A95: 3D Create object $1A CC/7A97: 3D Create object $1B CC/7A99: 42 Hide object $10 CC/7A9B: 42 Hide object $11 CC/7A9D: 42 Hide object $12 CC/7A9F: 42 Hide object $13 CC/7AA1: 42 Hide object $14 CC/7AA3: 42 Hide object $15 CC/7AA5: 41 Show object $16 CC/7AA7: 41 Show object $17 CC/7AA9: 41 Show object $18 CC/7AAB: 41 Show object $19 CC/7AAD: 41 Show object $1A CC/7AAF: 41 Show object $1B CC/7AB1: 3E Delete object $10 CC/7AB3: 3E Delete object $11 CC/7AB5: 3E Delete object $12 CC/7AB7: 3E Delete object $13 CC/7AB9: 3E Delete object $14 CC/7ABB: 3E Delete object $15 CC/7ABD: 45 Refresh objects CC/7ABE: 94 Pause for 60 units CC/7ABF: 4B Display dialogue message $0567, wait for button press CID: What are you doing there? CC/7AC2: 38 Hold screen CC/7AC3: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CC/7AC5: CD Turn vehicle/entity right CC/7AC6: FF End queue CC/7AC7: 30 Begin action queue for character $30 (Camera), 6 bytes long CC/7AC9: C1 Set vehicle/entity's event speed to slow CC/7ACA: A1 Move vehicle/entity right/down 1x1 tiles CC/7ACB: A1 Move vehicle/entity right/down 1x1 tiles CC/7ACC: A1 Move vehicle/entity right/down 1x1 tiles CC/7ACD: 85 Move vehicle/entity right 2 tiles CC/7ACE: FF End queue CC/7ACF: 22 Begin action queue for character $22 (NPC $22), 3 bytes long CC/7AD1: C1 Set vehicle/entity's event speed to slow CC/7AD2: 88 Move vehicle/entity up 3 tiles CC/7AD3: FF End queue CC/7AD4: 1C Begin action queue for character $1C (NPC $1C), 10 bytes long (Wait until complete) CC/7AD6: C1 Set vehicle/entity's event speed to slow CC/7AD7: CF Turn vehicle/entity left CC/7AD8: C7 Set vehicle/entity to stay still when moving CC/7AD9: 88 Move vehicle/entity up 3 tiles CC/7ADA: C3 Set vehicle/entity's event speed to fast CC/7ADB: C6 Set vehicle/entity to walk when moving CC/7ADC: DC Make vehicle/entity jump (low) CC/7ADD: 84 Move vehicle/entity up 2 tiles CC/7ADE: 93 Move vehicle/entity left 5 tiles CC/7ADF: FF End queue CC/7AE0: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CC/7AE2: CE Turn vehicle/entity down CC/7AE3: FF End queue CC/7AE4: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long CC/7AE6: C3 Set vehicle/entity's event speed to fast CC/7AE7: 93 Move vehicle/entity left 5 tiles CC/7AE8: CC Turn vehicle/entity up CC/7AE9: FF End queue CC/7AEA: 30 Begin action queue for character $30 (Camera), 6 bytes long (Wait until complete) CC/7AEC: C1 Set vehicle/entity's event speed to slow CC/7AED: 87 Move vehicle/entity left 2 tiles CC/7AEE: A3 Move vehicle/entity left/up 1x1 tiles CC/7AEF: A3 Move vehicle/entity left/up 1x1 tiles CC/7AF0: A3 Move vehicle/entity left/up 1x1 tiles CC/7AF1: FF End queue CC/7AF2: 42 Hide object $22 CC/7AF4: 3E Delete object $22 CC/7AF6: 45 Refresh objects CC/7AF7: 92 Pause for 30 units CC/7AF8: B0 Execute the following commands until $B1 2 times CC/7AFA: 1C Begin action queue for character $1C (NPC $1C), 10 bytes long (Wait until complete) CC/7AFC: CF Turn vehicle/entity left CC/7AFD: E0 Pause for 4 * 6 (24) frames CC/7AFF: CE Turn vehicle/entity down CC/7B00: E0 Pause for 4 * 1 (4) frames CC/7B02: CD Turn vehicle/entity right CC/7B03: E0 Pause for 4 * 6 (24) frames CC/7B05: FF End queue CC/7B06: B1 End block of repeating commands CC/7B07: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/7B09: CE Turn vehicle/entity down CC/7B0A: FF End queue CC/7B0B: 4B Display dialogue message $0568, wait for button press CID: W…what's this!? CC/7B0E: 1C Begin action queue for character $1C (NPC $1C), 11 bytes long CC/7B10: C3 Set vehicle/entity's event speed to fast CC/7B11: 93 Move vehicle/entity left 5 tiles CC/7B12: A2 Move vehicle/entity left/down 1x1 tiles CC/7B13: CE Turn vehicle/entity down CC/7B14: E0 Pause for 4 * 16 (64) frames CC/7B16: A0 Move vehicle/entity right/up 1x1 tiles CC/7B17: 8D Move vehicle/entity right 4 tiles CC/7B18: 96 Move vehicle/entity down 6 tiles CC/7B19: 83 Move vehicle/entity left 1 tile CC/7B1A: FF End queue CC/7B1B: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CC/7B1D: C1 Set vehicle/entity's event speed to slow CC/7B1E: 9E Move vehicle/entity down 8 tiles CC/7B1F: 86 Move vehicle/entity down 2 tiles CC/7B20: FF End queue CC/7B21: 1C Begin action queue for character $1C (NPC $1C), 8 bytes long CC/7B23: 8D Move vehicle/entity right 4 tiles CC/7B24: E0 Pause for 4 * 6 (24) frames CC/7B26: 83 Move vehicle/entity left 1 tile CC/7B27: 94 Move vehicle/entity up 6 tiles CC/7B28: 8D Move vehicle/entity right 4 tiles CC/7B29: 82 Move vehicle/entity down 1 tile CC/7B2A: FF End queue CC/7B2B: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CC/7B2D: C1 Set vehicle/entity's event speed to slow CC/7B2E: 9C Move vehicle/entity up 8 tiles CC/7B2F: 84 Move vehicle/entity up 2 tiles CC/7B30: FF End queue CC/7B31: B5 Pause for 15 * 6 (90) units CC/7B33: 4B Display dialogue message $0569, wait for button press CID: So…Esper magical power can only truly be transferred when one of them passes away… CC/7B36: 94 Pause for 60 units CC/7B37: 78 Enable ability to pass through other objects for object $16 (NPC $16) CC/7B39: 78 Enable ability to pass through other objects for object $17 (NPC $17) CC/7B3B: 78 Enable ability to pass through other objects for object $18 (NPC $18) CC/7B3D: 78 Enable ability to pass through other objects for object $19 (NPC $19) CC/7B3F: 78 Enable ability to pass through other objects for object $1A (NPC $1A) CC/7B41: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CC/7B43: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CC/7B45: C0 Set vehicle/entity's event speed to slowest CC/7B46: 80 Move vehicle/entity up 1 tile CC/7B47: FF End queue CC/7B48: 17 Begin action queue for character $17 (NPC $17), 3 bytes long CC/7B4A: C0 Set vehicle/entity's event speed to slowest CC/7B4B: 80 Move vehicle/entity up 1 tile CC/7B4C: FF End queue CC/7B4D: 18 Begin action queue for character $18 (NPC $18), 3 bytes long CC/7B4F: C0 Set vehicle/entity's event speed to slowest CC/7B50: 80 Move vehicle/entity up 1 tile CC/7B51: FF End queue CC/7B52: 19 Begin action queue for character $19 (NPC $19), 3 bytes long CC/7B54: C0 Set vehicle/entity's event speed to slowest CC/7B55: 80 Move vehicle/entity up 1 tile CC/7B56: FF End queue CC/7B57: 1A Begin action queue for character $1A (NPC $1A), 3 bytes long CC/7B59: C0 Set vehicle/entity's event speed to slowest CC/7B5A: 80 Move vehicle/entity up 1 tile CC/7B5B: FF End queue CC/7B5C: 1B Begin action queue for character $1B (NPC $1B), 3 bytes long (Wait until complete) CC/7B5E: C0 Set vehicle/entity's event speed to slowest CC/7B5F: 80 Move vehicle/entity up 1 tile CC/7B60: FF End queue CC/7B61: 74 Replace current map's Layer 2 at (3, 133) with the following (17 x 3) chunk CC/7B66: $0D, $0E, $0F, $18, $19, $00, $02, $03, $04, $05, $06, $07, $08, $09, $0A, $00, $00 CC/7B77: $00, $17, $00, $01, $0D, $0E, $0F, $10, $11, $12, $13, $14, $15, $05, $06, $07, $08 CC/7B88: $09, $0A, $00, $00, $00, $17, $00, $01, $0D, $0E, $0F, $18, $19, $00, $02, $03, $04 CC/7B99: 74 Replace current map's Layer 2 at (14, 133) with the following (17 x 3) chunk CC/7B9E: $02, $03, $04, $93, $94, $95, $90, $91, $12, $05, $06, $07, $08, $09, $0A, $00, $00 CC/7BAF: $00, $17, $00, $01, $02, $03, $04, $82, $83, $84, $98, $99, $9A, $05, $06, $07, $08 CC/7BC0: $09, $0A, $00, $00, $00, $17, $00, $01, $0D, $0E, $0F, $10, $11, $12, $13, $14, $15 CC/7BD1: 75 Refresh map after alteration CC/7BD2: F4 Play sound effect 21 CC/7BD4: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CC/7BD6: 94 Pause for 60 units CC/7BD7: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CC/7BD9: F4 Play sound effect 201 CC/7BDB: 94 Pause for 60 units CC/7BDC: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long CC/7BDE: C2 Set vehicle/entity's event speed to normal CC/7BDF: 80 Move vehicle/entity up 1 tile CC/7BE0: 8B Move vehicle/entity left 3 tiles CC/7BE1: CC Turn vehicle/entity up CC/7BE2: FF End queue CC/7BE3: 16 Begin action queue for character $16 (NPC $16), 7 bytes long CC/7BE5: C8 Set object layering priority to 2 (low nibble 2) CC/7BE7: C3 Set vehicle/entity's event speed to fast CC/7BE8: 89 Move vehicle/entity right 3 tiles CC/7BE9: A1 Move vehicle/entity right/down 1x1 tiles CC/7BEA: A1 Move vehicle/entity right/down 1x1 tiles CC/7BEB: FF End queue CC/7BEC: 17 Begin action queue for character $17 (NPC $17), 9 bytes long CC/7BEE: C8 Set object layering priority to 2 (low nibble 2) CC/7BF0: C3 Set vehicle/entity's event speed to fast CC/7BF1: 81 Move vehicle/entity right 1 tile CC/7BF2: A0 Move vehicle/entity right/up 1x1 tiles CC/7BF3: A0 Move vehicle/entity right/up 1x1 tiles CC/7BF4: A0 Move vehicle/entity right/up 1x1 tiles CC/7BF5: 80 Move vehicle/entity up 1 tile CC/7BF6: FF End queue CC/7BF7: 18 Begin action queue for character $18 (NPC $18), 10 bytes long CC/7BF9: C8 Set object layering priority to 2 (low nibble 2) CC/7BFB: C4 Set vehicle/entity's event speed to faster CC/7BFC: 81 Move vehicle/entity right 1 tile CC/7BFD: A0 Move vehicle/entity right/up 1x1 tiles CC/7BFE: A0 Move vehicle/entity right/up 1x1 tiles CC/7BFF: A0 Move vehicle/entity right/up 1x1 tiles CC/7C00: A0 Move vehicle/entity right/up 1x1 tiles CC/7C01: 94 Move vehicle/entity up 6 tiles CC/7C02: FF End queue CC/7C03: 19 Begin action queue for character $19 (NPC $19), 7 bytes long CC/7C05: C8 Set object layering priority to 2 (low nibble 2) CC/7C07: C3 Set vehicle/entity's event speed to fast CC/7C08: 87 Move vehicle/entity left 2 tiles CC/7C09: A2 Move vehicle/entity left/down 1x1 tiles CC/7C0A: A2 Move vehicle/entity left/down 1x1 tiles CC/7C0B: FF End queue CC/7C0C: 1A Begin action queue for character $1A (NPC $1A), 8 bytes long CC/7C0E: C8 Set object layering priority to 2 (low nibble 2) CC/7C10: C3 Set vehicle/entity's event speed to fast CC/7C11: A3 Move vehicle/entity left/up 1x1 tiles CC/7C12: A3 Move vehicle/entity left/up 1x1 tiles CC/7C13: A3 Move vehicle/entity left/up 1x1 tiles CC/7C14: 80 Move vehicle/entity up 1 tile CC/7C15: FF End queue CC/7C16: 1B Begin action queue for character $1B (NPC $1B), 9 bytes long (Wait until complete) CC/7C18: C8 Set object layering priority to 2 (low nibble 2) CC/7C1A: C4 Set vehicle/entity's event speed to faster CC/7C1B: A3 Move vehicle/entity left/up 1x1 tiles CC/7C1C: A3 Move vehicle/entity left/up 1x1 tiles CC/7C1D: A3 Move vehicle/entity left/up 1x1 tiles CC/7C1E: A3 Move vehicle/entity left/up 1x1 tiles CC/7C1F: 94 Move vehicle/entity up 6 tiles CC/7C20: FF End queue CC/7C21: 94 Pause for 60 units CC/7C22: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CC/7C24: C0 Set vehicle/entity's event speed to slowest CC/7C25: A1 Move vehicle/entity right/down 1x1 tiles CC/7C26: FF End queue CC/7C27: 17 Begin action queue for character $17 (NPC $17), 3 bytes long CC/7C29: C0 Set vehicle/entity's event speed to slowest CC/7C2A: 85 Move vehicle/entity right 2 tiles CC/7C2B: FF End queue CC/7C2C: 18 Begin action queue for character $18 (NPC $18), 3 bytes long CC/7C2E: C0 Set vehicle/entity's event speed to slowest CC/7C2F: A0 Move vehicle/entity right/up 1x1 tiles CC/7C30: FF End queue CC/7C31: 19 Begin action queue for character $19 (NPC $19), 3 bytes long CC/7C33: C0 Set vehicle/entity's event speed to slowest CC/7C34: A2 Move vehicle/entity left/down 1x1 tiles CC/7C35: FF End queue CC/7C36: 1A Begin action queue for character $1A (NPC $1A), 3 bytes long CC/7C38: C0 Set vehicle/entity's event speed to slowest CC/7C39: 87 Move vehicle/entity left 2 tiles CC/7C3A: FF End queue CC/7C3B: 1B Begin action queue for character $1B (NPC $1B), 3 bytes long CC/7C3D: C0 Set vehicle/entity's event speed to slowest CC/7C3E: A3 Move vehicle/entity left/up 1x1 tiles CC/7C3F: FF End queue CC/7C40: 1A Begin action queue for character $1A (NPC $1A), 3 bytes long (Wait until complete) CC/7C42: C0 Set vehicle/entity's event speed to slowest CC/7C43: 87 Move vehicle/entity left 2 tiles CC/7C44: FF End queue CC/7C45: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CC/7C47: C2 Set vehicle/entity's event speed to normal CC/7C48: 83 Move vehicle/entity left 1 tile CC/7C49: CC Turn vehicle/entity up CC/7C4A: FF End queue CC/7C4B: 93 Pause for 45 units CC/7C4C: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CC/7C4E: F4 Play sound effect 141 CC/7C50: 42 Hide object $16 CC/7C52: 42 Hide object $17 CC/7C54: 42 Hide object $18 CC/7C56: 42 Hide object $19 CC/7C58: 42 Hide object $1A CC/7C5A: 42 Hide object $1B CC/7C5C: 3E Delete object $16 CC/7C5E: 3E Delete object $17 CC/7C60: 3E Delete object $18 CC/7C62: 3E Delete object $19 CC/7C64: 3E Delete object $1A CC/7C66: 3E Delete object $1B CC/7C68: 45 Refresh objects CC/7C69: 92 Pause for 30 units CC/7C6A: 4B Display dialogue message $056A, wait for button press Received Magicite! CC/7C6D: 86 Give esper $3C (Maduin ) to party CC/7C6F: 86 Give esper $4A (Phantom ) to party CC/7C71: 86 Give esper $4D (Unicorn ) to party CC/7C73: 86 Give esper $3D (Bismark ) to party CC/7C75: 86 Give esper $49 (Carbunkl) to party CC/7C77: 86 Give esper $3B (Shoat ) to party CC/7C79: 39 Free screen CC/7C7A: 94 Pause for 60 units CC/7C7B: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/7C7D: C2 Set vehicle/entity's event speed to normal CC/7C7E: 8A Move vehicle/entity down 3 tiles CC/7C7F: CD Turn vehicle/entity right CC/7C80: FF End queue CC/7C81: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/7C83: CF Turn vehicle/entity left CC/7C84: FF End queue CC/7C85: 47 Make character in slot 0 the lead character CC/7C86: B2 Call subroutine $CAC6AC CC/7C8A: B2 Call subroutine $CB2E34 CC/7C8E: 3C Set up the party as follows: $01 (Actor in stot 1), $06 (Actor in stot 6), $FF (), $FF () CC/7C93: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CC/7C95: C2 Set vehicle/entity's event speed to normal CC/7C96: 82 Move vehicle/entity down 1 tile CC/7C97: CD Turn vehicle/entity right CC/7C98: FF End queue CC/7C99: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CC/7C9B: C2 Set vehicle/entity's event speed to normal CC/7C9C: 83 Move vehicle/entity left 1 tile CC/7C9D: CD Turn vehicle/entity right CC/7C9E: FF End queue CC/7C9F: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CC/7CA1: C2 Set vehicle/entity's event speed to normal CC/7CA2: 80 Move vehicle/entity up 1 tile CC/7CA3: CD Turn vehicle/entity right CC/7CA4: FF End queue CC/7CA5: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/7CA7: C2 Set vehicle/entity's event speed to normal CC/7CA8: CD Turn vehicle/entity right CC/7CA9: E0 Pause for 4 * 6 (24) frames CC/7CAB: FF End queue CC/7CAC: 92 Pause for 30 units CC/7CAD: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CC/7CAF: 81 Move vehicle/entity right 1 tile CC/7CB0: CC Turn vehicle/entity up CC/7CB1: FF End queue CC/7CB2: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/7CB4: CE Turn vehicle/entity down CC/7CB5: FF End queue CC/7CB6: 92 Pause for 30 units CC/7CB7: 4B Display dialogue message $056B, wait for button press CELES: Professor Cid. CID: General CELES! And who might these dubious characters be? Your troops? CC/7CBA: 92 Pause for 30 units CC/7CBB: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CC/7CBD: 21 Do vehicle/entity graphical action $21 CC/7CBE: FF End queue CC/7CBF: 94 Pause for 60 units CC/7CC0: 4B Display dialogue message $056C, wait for button press CELES: No… You see, … CID: Can it be true that you came here as a spy, seeking to cause an uprising?! CC/7CC3: 92 Pause for 30 units CC/7CC4: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/7CC6: 1F Do vehicle/entity graphical action $1F CC/7CC7: FF End queue CC/7CC8: 94 Pause for 60 units CC/7CC9: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/7CCB: 82 Move vehicle/entity down 1 tile CC/7CCC: CD Turn vehicle/entity right CC/7CCD: FF End queue CC/7CCE: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CC/7CD0: CF Turn vehicle/entity left CC/7CD1: FF End queue CC/7CD2: 4B Display dialogue message $056E, wait for button press LOCKE: !? CELES…? CC/7CD5: B5 Pause for 15 * 6 (90) units CC/7CD7: F4 Play sound effect 205 CC/7CD9: 94 Pause for 60 units CC/7CDA: F4 Play sound effect 205 CC/7CDC: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CC/7CDE: CE Turn vehicle/entity down CC/7CDF: FF End queue CC/7CE0: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CC/7CE2: CE Turn vehicle/entity down CC/7CE3: FF End queue CC/7CE4: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CC/7CE6: CE Turn vehicle/entity down CC/7CE7: FF End queue CC/7CE8: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CC/7CEA: CE Turn vehicle/entity down CC/7CEB: FF End queue CC/7CEC: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete) CC/7CEE: 81 Move vehicle/entity right 1 tile CC/7CEF: CE Turn vehicle/entity down CC/7CF0: FF End queue CC/7CF1: 3D Create object $1D CC/7CF3: 41 Show object $1D CC/7CF5: 45 Refresh objects CC/7CF6: 1D Begin action queue for character $1D (NPC $1D), 3 bytes long (Wait until complete) CC/7CF8: C2 Set vehicle/entity's event speed to normal CC/7CF9: 94 Move vehicle/entity up 6 tiles CC/7CFA: FF End queue CC/7CFB: 92 Pause for 30 units CC/7CFC: 4B Display dialogue message $056F, wait for button press KEFKA: So that's it! Magicite… Cid, you miserable blockhead! Now… CC/7CFF: 92 Pause for 30 units CC/7D00: 1D Begin action queue for character $1D (NPC $1D), 5 bytes long (Wait until complete) CC/7D02: C7 Set vehicle/entity to stay still when moving CC/7D03: DC Make vehicle/entity jump (low) CC/7D04: 81 Move vehicle/entity right 1 tile CC/7D05: C6 Set vehicle/entity to walk when moving CC/7D06: FF End queue CC/7D07: 92 Pause for 30 units CC/7D08: 4B Display dialogue message $0570, wait for button press KEFKA: General CELES!! The game's over. Bring me those Magicite shards! CC/7D0B: 92 Pause for 30 units CC/7D0C: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/7D0E: 1F Do vehicle/entity graphical action $1F CC/7D0F: FF End queue CC/7D10: 94 Pause for 60 units CC/7D11: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/7D13: CD Turn vehicle/entity right CC/7D14: FF End queue CC/7D15: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CC/7D17: CF Turn vehicle/entity left CC/7D18: FF End queue CC/7D19: 92 Pause for 30 units CC/7D1A: 4B Display dialogue message $0571, wait for button press LOCKE: CELES! You…deceived me?! CELES: Of course not! Have a little faith! CC/7D1D: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CC7D27 CC/7D23: 94 Pause for 60 units CC/7D24: 4B Display dialogue message $0572, wait for button press CYAN: See! I knew she couldn't be trusted! CC/7D27: 1D Begin action queue for character $1D (NPC $1D), 4 bytes long (Wait until complete) CC/7D29: DC Make vehicle/entity jump (low) CC/7D2A: A2 Move vehicle/entity left/down 1x1 tiles CC/7D2B: CE Turn vehicle/entity down CC/7D2C: FF End queue CC/7D2D: 92 Pause for 30 units CC/7D2E: F4 Play sound effect 205 CC/7D30: B0 Execute the following commands until $B1 12 times CC/7D32: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete) CC/7D34: 1D Do vehicle/entity graphical action $1D CC/7D35: FF End queue CC/7D36: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete) CC/7D38: 1E Do vehicle/entity graphical action $1E CC/7D39: FF End queue CC/7D3A: B1 End block of repeating commands CC/7D3B: 92 Pause for 30 units CC/7D3C: 4B Display dialogue message $0573, wait for button press KEFKA: G'hee, hee, hee! She has tricked you all! CELES, that's so…YOU! CC/7D3F: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CC/7D41: A1 Move vehicle/entity right/down 1x1 tiles CC/7D42: CD Turn vehicle/entity right CC/7D43: FF End queue CC/7D44: 94 Pause for 60 units CC/7D45: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CC/7D47: 62 Do vehicle/entity graphical action $22, flipped horizontally CC/7D48: FF End queue CC/7D49: 92 Pause for 30 units CC/7D4A: 4B Display dialogue message $0574, wait for button press CELES: LOCKE… Please believe me… LOCKE: I… … … CC/7D4D: 92 Pause for 30 units CC/7D4E: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/7D50: 62 Do vehicle/entity graphical action $22, flipped horizontally CC/7D51: FF End queue CC/7D52: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete) CC/7D54: CE Turn vehicle/entity down CC/7D55: FF End queue CC/7D56: 92 Pause for 30 units CC/7D57: 1D Begin action queue for character $1D (NPC $1D), 5 bytes long (Wait until complete) CC/7D59: CD Turn vehicle/entity right CC/7D5A: E0 Pause for 4 * 1 (4) frames CC/7D5C: CC Turn vehicle/entity up CC/7D5D: FF End queue CC/7D5E: 92 Pause for 30 units CC/7D5F: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete) CC/7D61: 1B Do vehicle/entity graphical action $1B CC/7D62: FF End queue CC/7D63: 92 Pause for 30 units CC/7D64: 4B Display dialogue message $0575, wait for button press KEFKA: NOW!! CC/7D67: 3D Create object $1E CC/7D69: 3D Create object $1F CC/7D6B: 41 Show object $1E CC/7D6D: 41 Show object $1F CC/7D6F: 45 Refresh objects CC/7D70: 1E Begin action queue for character $1E (NPC $1E), 3 bytes long CC/7D72: C3 Set vehicle/entity's event speed to fast CC/7D73: 94 Move vehicle/entity up 6 tiles CC/7D74: FF End queue CC/7D75: 1F Begin action queue for character $1F (NPC $1F), 3 bytes long (Wait until complete) CC/7D77: C3 Set vehicle/entity's event speed to fast CC/7D78: 94 Move vehicle/entity up 6 tiles CC/7D79: FF End queue CC/7D7A: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/7D7C: CE Turn vehicle/entity down CC/7D7D: FF End queue CC/7D7E: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CC/7D80: CE Turn vehicle/entity down CC/7D81: FF End queue CC/7D82: 4B Display dialogue message $0576, wait for button press KEFKA: Exterminate all of them! CC/7D85: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete) CC/7D87: 17 Do vehicle/entity graphical action $17 CC/7D88: FF End queue CC/7D89: F4 Play sound effect 43 CC/7D8B: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CC/7D8D: B5 Pause for 15 * 6 (90) units CC/7D8F: 1C Begin action queue for character $1C (NPC $1C), 7 bytes long CC/7D91: CC Turn vehicle/entity up CC/7D92: C7 Set vehicle/entity to stay still when moving CC/7D93: C3 Set vehicle/entity's event speed to fast CC/7D94: DD Make vehicle/entity jump (high) CC/7D95: 95 Move vehicle/entity right 6 tiles CC/7D96: C6 Set vehicle/entity to walk when moving CC/7D97: FF End queue CC/7D98: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long CC/7D9A: 17 Do vehicle/entity graphical action $17 CC/7D9B: C7 Set vehicle/entity to stay still when moving CC/7D9C: C2 Set vehicle/entity's event speed to normal CC/7D9D: DC Make vehicle/entity jump (low) CC/7D9E: 81 Move vehicle/entity right 1 tile CC/7D9F: FF End queue CC/7DA0: 1E Begin action queue for character $1E (NPC $1E), 3 bytes long CC/7DA2: C4 Set vehicle/entity's event speed to faster CC/7DA3: 88 Move vehicle/entity up 3 tiles CC/7DA4: FF End queue CC/7DA5: 1F Begin action queue for character $1F (NPC $1F), 3 bytes long (Wait until complete) CC/7DA7: C4 Set vehicle/entity's event speed to faster CC/7DA8: 88 Move vehicle/entity up 3 tiles CC/7DA9: FF End queue CC/7DAA: F4 Play sound effect 114 CC/7DAC: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CC/7DAE: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/7DB0: B2 Call subroutine $CB2E34 CC/7DB4: 78 Enable ability to pass through other objects for object $1E (NPC $1E) CC/7DB6: 78 Enable ability to pass through other objects for object $1F (NPC $1F) CC/7DB8: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CC/7DBA: CC Turn vehicle/entity up CC/7DBB: FF End queue CC/7DBC: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long CC/7DBE: C4 Set vehicle/entity's event speed to faster CC/7DBF: C7 Set vehicle/entity to stay still when moving CC/7DC0: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/7DC1: 88 Move vehicle/entity up 3 tiles CC/7DC2: 28 Do vehicle/entity graphical action $28 CC/7DC3: FF End queue CC/7DC4: 33 Begin action queue for character $33 (Party Character 2), 6 bytes long CC/7DC6: C4 Set vehicle/entity's event speed to faster CC/7DC7: C7 Set vehicle/entity to stay still when moving CC/7DC8: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/7DC9: 84 Move vehicle/entity up 2 tiles CC/7DCA: 28 Do vehicle/entity graphical action $28 CC/7DCB: FF End queue CC/7DCC: 34 Begin action queue for character $34 (Party Character 3), 7 bytes long CC/7DCE: C4 Set vehicle/entity's event speed to faster CC/7DCF: C7 Set vehicle/entity to stay still when moving CC/7DD0: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/7DD1: 80 Move vehicle/entity up 1 tile CC/7DD2: A0 Move vehicle/entity right/up 1x1 tiles CC/7DD3: 28 Do vehicle/entity graphical action $28 CC/7DD4: FF End queue CC/7DD5: 1E Begin action queue for character $1E (NPC $1E), 2 bytes long CC/7DD7: 84 Move vehicle/entity up 2 tiles CC/7DD8: FF End queue CC/7DD9: 1F Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete) CC/7DDB: 84 Move vehicle/entity up 2 tiles CC/7DDC: FF End queue CC/7DDD: B0 Execute the following commands until $B1 2 times CC/7DDF: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CC/7DE1: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/7DE3: F4 Play sound effect 25 CC/7DE5: 91 Pause for 15 units CC/7DE6: B1 End block of repeating commands CC/7DE7: B0 Execute the following commands until $B1 31 times CC/7DE9: 50 Tint screen (cumulative) with color $8B CC/7DEB: 52 Tint characters (cumulative) with color $8B CC/7DED: B1 End block of repeating commands CC/7DEE: 94 Pause for 60 units CC/7DEF: 38 Hold screen CC/7DF0: F2 Fade out current song with transition time 128 CC/7DF2: 30 Begin action queue for character $30 (Camera), 3 bytes long CC/7DF4: C0 Set vehicle/entity's event speed to slowest CC/7DF5: 92 Move vehicle/entity down 5 tiles CC/7DF6: FF End queue CC/7DF7: 95 Pause for 120 units CC/7DF8: 4B Display dialogue message $0577, wait for button press (At bottom of screen) CELES: LOCKE… Let me protect you for once… Maybe now… Now you'll believe me… CC/7DFB: 35 Pause execution until action queue for object $30 (Camera) is complete CC/7DFD: 92 Pause for 30 units CC/7DFE: 06 Begin action queue for character $06 (Actor in stot 6), 7 bytes long (Wait until complete) CC/7E00: C6 Set vehicle/entity to walk when moving CC/7E01: DC Make vehicle/entity jump (low) CC/7E02: 83 Move vehicle/entity left 1 tile CC/7E03: C1 Set vehicle/entity's event speed to slow CC/7E04: 87 Move vehicle/entity left 2 tiles CC/7E05: CC Turn vehicle/entity up CC/7E06: FF End queue CC/7E07: 92 Pause for 30 units CC/7E08: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CC/7E0A: CD Turn vehicle/entity right CC/7E0B: E0 Pause for 4 * 1 (4) frames CC/7E0D: CE Turn vehicle/entity down CC/7E0E: FF End queue CC/7E0F: 92 Pause for 30 units CC/7E10: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CC/7E12: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/7E13: FF End queue CC/7E14: F4 Play sound effect 2 CC/7E16: B0 Execute the following commands until $B1 31 times CC/7E18: 50 Tint screen (cumulative) with color $CF CC/7E1A: 52 Tint characters (cumulative) with color $CF CC/7E1C: B1 End block of repeating commands CC/7E1D: B0 Execute the following commands until $B1 31 times CC/7E1F: 50 Tint screen (cumulative) with color $93 CC/7E21: 52 Tint characters (cumulative) with color $93 CC/7E23: B1 End block of repeating commands CC/7E24: 94 Pause for 60 units CC/7E25: 4B Display dialogue message $056D, wait for button press KEFKA: CELES! W…what are you doing? Stop it!!! CC/7E28: B5 Pause for 15 * 6 (90) units CC/7E2A: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CC/7E2C: F4 Play sound effect 81 CC/7E2E: 62 Mosaic screen, speed 1 CC/7E30: B5 Pause for 15 * 6 (90) units CC/7E32: 78 Enable ability to pass through other objects for object $1D (NPC $1D) CC/7E34: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long CC/7E36: C7 Set vehicle/entity to stay still when moving CC/7E37: C4 Set vehicle/entity's event speed to faster CC/7E38: 94 Move vehicle/entity up 6 tiles CC/7E39: FF End queue CC/7E3A: 1E Begin action queue for character $1E (NPC $1E), 3 bytes long CC/7E3C: C4 Set vehicle/entity's event speed to faster CC/7E3D: 90 Move vehicle/entity up 5 tiles CC/7E3E: FF End queue CC/7E3F: 1F Begin action queue for character $1F (NPC $1F), 3 bytes long CC/7E41: C4 Set vehicle/entity's event speed to faster CC/7E42: 90 Move vehicle/entity up 5 tiles CC/7E43: FF End queue CC/7E44: 1D Begin action queue for character $1D (NPC $1D), 6 bytes long (Wait until complete) CC/7E46: C7 Set vehicle/entity to stay still when moving CC/7E47: 1F Do vehicle/entity graphical action $1F CC/7E48: C4 Set vehicle/entity's event speed to faster CC/7E49: 9C Move vehicle/entity up 8 tiles CC/7E4A: 88 Move vehicle/entity up 3 tiles CC/7E4B: FF End queue CC/7E4C: 42 Hide object $06 CC/7E4E: 42 Hide object $1E CC/7E50: 42 Hide object $1F CC/7E52: 42 Hide object $1D CC/7E54: 3E Delete object $06 CC/7E56: 3E Delete object $1E CC/7E58: 3E Delete object $1F CC/7E5A: 3E Delete object $1D CC/7E5C: 45 Refresh objects CC/7E5D: 3E Delete object $06 CC/7E5F: 3F Remove character $06 (Actor in stot 6) from the party CC/7E62: 45 Refresh objects CC/7E63: 3C Set up the party as follows: $01 (Actor in stot 1), $FF (), $FF (), $FF () CC/7E68: D5 Clear event bit $1E80($2F6) [$1EDE, bit 6] CC/7E6A: 8D Remove all equipment from character $06 (Actor in stot 6) CC/7E6C: B2 Call subroutine $CCE499 (heals all HP/MP/Statuses except Dog Block) CC/7E70: B0 Execute the following commands until $B1 31 times CC/7E72: 50 Tint screen (cumulative) with color $D3 CC/7E74: 52 Tint characters (cumulative) with color $D3 CC/7E76: B1 End block of repeating commands CC/7E77: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/7E79: C0 Set vehicle/entity's event speed to slowest CC/7E7A: 90 Move vehicle/entity up 5 tiles CC/7E7B: FF End queue CC/7E7C: 94 Pause for 60 units CC/7E7D: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CC/7E7F: C6 Set vehicle/entity to walk when moving CC/7E80: FF End queue CC/7E81: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CC/7E83: C6 Set vehicle/entity to walk when moving CC/7E84: FF End queue CC/7E85: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/7E87: C1 Set vehicle/entity's event speed to slow CC/7E88: 09 Do vehicle/entity graphical action $09 (kneeling) CC/7E89: FF End queue CC/7E8A: B5 Pause for 15 * 6 (90) units CC/7E8C: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/7E8E: C6 Set vehicle/entity to walk when moving CC/7E8F: CE Turn vehicle/entity down CC/7E90: FF End queue CC/7E91: 93 Pause for 45 units CC/7E92: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/7E94: 82 Move vehicle/entity down 1 tile CC/7E95: FF End queue CC/7E96: 94 Pause for 60 units CC/7E97: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/7E99: 20 Do vehicle/entity graphical action $20 CC/7E9A: FF End queue CC/7E9B: 94 Pause for 60 units CC/7E9C: 4B Display dialogue message $0578, wait for button press LOCKE: CELES… CC/7E9F: B5 Pause for 15 * 6 (90) units CC/7EA1: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long (Wait until complete) CC/7EA3: C1 Set vehicle/entity's event speed to slow CC/7EA4: 09 Do vehicle/entity graphical action $09 (kneeling) CC/7EA5: FF End queue CC/7EA6: 92 Pause for 30 units CC/7EA7: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete) CC/7EA9: CE Turn vehicle/entity down CC/7EAA: FF End queue CC/7EAB: 92 Pause for 30 units CC/7EAC: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long (Wait until complete) CC/7EAE: 82 Move vehicle/entity down 1 tile CC/7EAF: CD Turn vehicle/entity right CC/7EB0: FF End queue CC/7EB1: 92 Pause for 30 units CC/7EB2: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long (Wait until complete) CC/7EB4: C1 Set vehicle/entity's event speed to slow CC/7EB5: 09 Do vehicle/entity graphical action $09 (kneeling) CC/7EB6: FF End queue CC/7EB7: 92 Pause for 30 units CC/7EB8: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long (Wait until complete) CC/7EBA: CE Turn vehicle/entity down CC/7EBB: FF End queue CC/7EBC: 92 Pause for 30 units CC/7EBD: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long (Wait until complete) CC/7EBF: 86 Move vehicle/entity down 2 tiles CC/7EC0: CF Turn vehicle/entity left CC/7EC1: FF End queue CC/7EC2: B5 Pause for 15 * 6 (90) units CC/7EC4: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete) CC/7EC6: C2 Set vehicle/entity's event speed to normal CC/7EC7: 97 Move vehicle/entity left 6 tiles CC/7EC8: FF End queue CC/7EC9: 4B Display dialogue message $0579, wait for button press CID: Ooh, ooh… What happened? CC/7ECC: 95 Pause for 120 units CC/7ECD: F4 Play sound effect 165 CC/7ECF: 58 Shake screen ($FA): (Intensity: 2)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/7ED1: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CC/7ED3: CE Turn vehicle/entity down CC/7ED4: FF End queue CC/7ED5: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CC/7ED7: CE Turn vehicle/entity down CC/7ED8: FF End queue CC/7ED9: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/7EDB: CE Turn vehicle/entity down CC/7EDC: FF End queue CC/7EDD: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CC/7EDF: C3 Set vehicle/entity's event speed to fast CC/7EE0: 87 Move vehicle/entity left 2 tiles CC/7EE1: CE Turn vehicle/entity down CC/7EE2: FF End queue CC/7EE3: 92 Pause for 30 units CC/7EE4: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CC/7EE6: CF Turn vehicle/entity left CC/7EE7: FF End queue CC/7EE8: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CC/7EEA: CF Turn vehicle/entity left CC/7EEB: FF End queue CC/7EEC: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CC/7EEE: CF Turn vehicle/entity left CC/7EEF: FF End queue CC/7EF0: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete) CC/7EF2: 97 Move vehicle/entity left 6 tiles CC/7EF3: 82 Move vehicle/entity down 1 tile CC/7EF4: FF End queue CC/7EF5: 92 Pause for 30 units CC/7EF6: 4B Display dialogue message $057A, wait for button press CID: This is a disaster! Your fighting has caused the capsules to rupture! Their contents are spilling out! CC/7EF9: 78 Enable ability to pass through other objects for object $1C (NPC $1C) CC/7EFB: 92 Pause for 30 units CC/7EFC: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long CC/7EFE: 80 Move vehicle/entity up 1 tile CC/7EFF: 9D Move vehicle/entity right 8 tiles CC/7F00: 81 Move vehicle/entity right 1 tile CC/7F01: CF Turn vehicle/entity left CC/7F02: FF End queue CC/7F03: 92 Pause for 30 units CC/7F04: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CC/7F06: C2 Set vehicle/entity's event speed to normal CC/7F07: 81 Move vehicle/entity right 1 tile CC/7F08: FF End queue CC/7F09: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long (Wait until complete) CC/7F0B: C2 Set vehicle/entity's event speed to normal CC/7F0C: 83 Move vehicle/entity left 1 tile CC/7F0D: FF End queue CC/7F0E: B2 Call subroutine $CACB95 CC/7F12: 3B Position character in a "ready-to-go" stance CC/7F13: B2 Call subroutine $CB2E2B CC/7F17: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/7F19: C2 Set vehicle/entity's event speed to normal CC/7F1A: 82 Move vehicle/entity down 1 tile CC/7F1B: CD Turn vehicle/entity right CC/7F1C: FF End queue CC/7F1D: 4B Display dialogue message $057B, wait for button press CID: Quick! Over here! CC/7F20: B2 Call subroutine $CB2E2B CC/7F24: 39 Free screen CC/7F25: 3D Create object $20 CC/7F27: 41 Show object $20 CC/7F29: 45 Refresh objects CC/7F2A: DC Set event bit $1E80($64B) [$1F49, bit 3] CC/7F2C: D0 Set event bit $1E80($068) [$1E8D, bit 0] CC/7F2E: 73 Replace current map's Layer 1 at (20, 14) with the following (1 x 1) chunk, refresh immediately CC/7F33: $01 CC/7F34: 3D Create object $22 CC/7F36: 41 Show object $22 CC/7F38: 45 Refresh objects CC/7F39: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/7F3B: 3A Enable player to move while event commands execute CC/7F3C: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete) CC/7F3E: 9D Move vehicle/entity right 8 tiles CC/7F3F: 86 Move vehicle/entity down 2 tiles CC/7F40: CF Turn vehicle/entity left CC/7F41: FF End queue CC/7F42: FE Return CC/7F43: C0 If ($1E80($068) [$1E8D, bit 0] is clear), branch to $CA5EB3 (simply returns) CC/7F49: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/7F4B: 82 Move vehicle/entity down 1 tile CC/7F4C: CD Turn vehicle/entity right CC/7F4D: FF End queue CC/7F4E: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long CC/7F50: C1 Set vehicle/entity's event speed to slow CC/7F51: C7 Set vehicle/entity to stay still when moving CC/7F52: 82 Move vehicle/entity down 1 tile CC/7F53: C8 Set object layering priority to 3 (low nibble 3) CC/7F55: 8A Move vehicle/entity down 3 tiles CC/7F56: FF End queue CC/7F57: 1C Begin action queue for character $1C (NPC $1C), 7 bytes long CC/7F59: C1 Set vehicle/entity's event speed to slow CC/7F5A: C7 Set vehicle/entity to stay still when moving CC/7F5B: 82 Move vehicle/entity down 1 tile CC/7F5C: C8 Set object layering priority to 3 (low nibble 3) CC/7F5E: 8A Move vehicle/entity down 3 tiles CC/7F5F: FF End queue CC/7F60: 22 Begin action queue for character $22 (NPC $22), 6 bytes long (Wait until complete) CC/7F62: C1 Set vehicle/entity's event speed to slow CC/7F63: 82 Move vehicle/entity down 1 tile CC/7F64: C8 Set object layering priority to 3 (low nibble 3) CC/7F66: 8A Move vehicle/entity down 3 tiles CC/7F67: FF End queue CC/7F68: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/7F6A: F0 Play song 0 (Silence), (high bit clear), full volume CC/7F6C: 6A Load map $010A (Magitek Research Facility, descending elevator (with Cid)) after fade out, (upper bits $1000), place party at (7, 0), facing right CC/7F72: F6 Subcommand $82: Change volume of currently playing sound effect to $A0, transition time 16 CC/7F76: F4 Play sound effect 165 CC/7F78: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/7F7A: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/7F7C: C8 Set object layering priority to 0 (low nibble 0) CC/7F7E: C7 Set vehicle/entity to stay still when moving CC/7F7F: FF End queue CC/7F80: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/7F82: C7 Set vehicle/entity to stay still when moving CC/7F83: FF End queue CC/7F84: 60 Change background layer $0E to palette $0C CC/7F87: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long CC/7F89: C2 Set vehicle/entity's event speed to normal CC/7F8A: 82 Move vehicle/entity down 1 tile CC/7F8B: FC Branch 1 bytes backwards ($CC7F8A) CC/7F8D: FF End queue CC/7F8E: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CC/7F90: C2 Set vehicle/entity's event speed to normal CC/7F91: 82 Move vehicle/entity down 1 tile CC/7F92: FC Branch 1 bytes backwards ($CC7F91) CC/7F94: FF End queue CC/7F95: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CC/7F97: C2 Set vehicle/entity's event speed to normal CC/7F98: 82 Move vehicle/entity down 1 tile CC/7F99: FC Branch 1 bytes backwards ($CC7F98) CC/7F9B: FF End queue CC/7F9C: 59 Unfade screen at speed $08 CC/7F9E: 5C Pause execution until fade in or fade out is complete CC/7F9F: 95 Pause for 120 units CC/7FA0: 4B Display dialogue message $057C, wait for button press CID: Kefka has used me… used the Empire. What have I done…? CC/7FA3: 94 Pause for 60 units CC/7FA4: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CC/7FA6: CE Turn vehicle/entity down CC/7FA7: 82 Move vehicle/entity down 1 tile CC/7FA8: FC Branch 1 bytes backwards ($CC7FA7) CC/7FAA: FF End queue CC/7FAB: 94 Pause for 60 units CC/7FAC: 4B Display dialogue message $057D, wait for button press CID: The life-energy of those Espers… CC/7FAF: 94 Pause for 60 units CC/7FB0: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CC/7FB2: CD Turn vehicle/entity right CC/7FB3: 82 Move vehicle/entity down 1 tile CC/7FB4: FC Branch 1 bytes backwards ($CC7FB3) CC/7FB6: FF End queue CC/7FB7: 94 Pause for 60 units CC/7FB8: 4B Display dialogue message $057E, wait for button press CID: You've helped me come to a decision. I'm going to talk to the Emperor and have this stupid war stopped! CC/7FBB: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CC/7FBD: CF Turn vehicle/entity left CC/7FBE: 82 Move vehicle/entity down 1 tile CC/7FBF: FC Branch 1 bytes backwards ($CC7FBE) CC/7FC1: FF End queue CC/7FC2: 95 Pause for 120 units CC/7FC3: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/7FC5: 6A Load map $0110 (Magitek Research Facility, subway station) after fade out, (upper bits $1000), place party at (8, 46), facing right CC/7FCB: F0 Play song 0 (Silence), (high bit clear), full volume CC/7FCD: F6 Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 1 CC/7FD1: F6 Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00 CC/7FD5: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/7FD7: CD Turn vehicle/entity right CC/7FD8: C1 Set vehicle/entity's event speed to slow CC/7FD9: C7 Set vehicle/entity to stay still when moving CC/7FDA: FF End queue CC/7FDB: 10 Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete) CC/7FDD: D5 Set vehicle/entity's position to (9, 46) CC/7FE0: CF Turn vehicle/entity left CC/7FE1: C7 Set vehicle/entity to stay still when moving CC/7FE2: FF End queue CC/7FE3: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CC/7FE5: D5 Set vehicle/entity's position to (8, 46) CC/7FE8: FF End queue CC/7FE9: 60 Change background layer $0F to palette $0C CC/7FEC: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CC/7FEE: 78 Enable ability to pass through other objects for object $10 (NPC $10) CC/7FF0: F4 Play sound effect 223 CC/7FF2: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CC/7FF4: 8E Move vehicle/entity down 4 tiles CC/7FF5: FF End queue CC/7FF6: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CC/7FF8: 8E Move vehicle/entity down 4 tiles CC/7FF9: FF End queue CC/7FFA: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CC/7FFC: 8E Move vehicle/entity down 4 tiles CC/7FFD: FF End queue CC/7FFE: 96 Restore screen from fade CC/7FFF: 5C Pause execution until fade in or fade out is complete CC/8000: 35 Pause execution until action queue for object $11 (NPC $11) is complete CC/8002: F6 Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00 CC/8006: 92 Pause for 30 units CC/8007: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/8009: C6 Set vehicle/entity to walk when moving CC/800A: DC Make vehicle/entity jump (low) CC/800B: 82 Move vehicle/entity down 1 tile CC/800C: FF End queue CC/800D: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/800F: C6 Set vehicle/entity to walk when moving CC/8010: DC Make vehicle/entity jump (low) CC/8011: 82 Move vehicle/entity down 1 tile CC/8012: FF End queue CC/8013: 92 Pause for 30 units CC/8014: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/8016: C2 Set vehicle/entity's event speed to normal CC/8017: 8E Move vehicle/entity down 4 tiles CC/8018: CF Turn vehicle/entity left CC/8019: FF End queue CC/801A: 3A Enable player to move while event commands execute CC/801B: FE Return CC/801C: 60 Change background layer $0F to palette $0C CC/801F: F0 Play song 0 (Silence), (high bit clear), full volume CC/8021: FE Return CC/8022: B2 Call subroutine $CACA8D CC/8026: 92 Pause for 30 units CC/8027: 4B Display dialogue message $057F, wait for button press CID: CELES… I've known her since she was a baby. I raised her as if she was my own daughter! But she was forced to become a Magitek Knight, and has done some awful things. If I could only talk to her… I'd apologize for the way her life has turned out. CC/802A: 92 Pause for 30 units CC/802B: F4 Play sound effect 205 CC/802D: 92 Pause for 30 units CC/802E: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long CC/8030: C3 Set vehicle/entity's event speed to fast CC/8031: 82 Move vehicle/entity down 1 tile CC/8032: FF End queue CC/8033: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/8035: C3 Set vehicle/entity's event speed to fast CC/8036: 83 Move vehicle/entity left 1 tile CC/8037: 8E Move vehicle/entity down 4 tiles CC/8038: FF End queue CC/8039: 92 Pause for 30 units CC/803A: 4B Display dialogue message $0580, wait for button press CID: No! It's Kefka! CC/803D: 92 Pause for 30 units CC/803E: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/8040: C3 Set vehicle/entity's event speed to fast CC/8041: 84 Move vehicle/entity up 2 tiles CC/8042: CD Turn vehicle/entity right CC/8043: FF End queue CC/8044: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/8046: CF Turn vehicle/entity left CC/8047: FF End queue CC/8048: 92 Pause for 30 units CC/8049: 78 Enable ability to pass through other objects for object $10 (NPC $10) CC/804B: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CC/804D: C3 Set vehicle/entity's event speed to fast CC/804E: 85 Move vehicle/entity right 2 tiles CC/804F: E0 Pause for 4 * 6 (24) frames CC/8051: FF End queue CC/8052: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CC/8054: C3 Set vehicle/entity's event speed to fast CC/8055: E0 Pause for 4 * 1 (4) frames CC/8057: C7 Set vehicle/entity to stay still when moving CC/8058: 81 Move vehicle/entity right 1 tile CC/8059: DC Make vehicle/entity jump (low) CC/805A: 85 Move vehicle/entity right 2 tiles CC/805B: FF End queue CC/805C: 4B Display dialogue message $0581, wait for button press CID: GO!! CC/805F: 92 Pause for 30 units CC/8060: F4 Play sound effect 214 CC/8062: 15 Begin action queue for character $15 (NPC $15), 11 bytes long CC/8064: C0 Set vehicle/entity's event speed to slowest CC/8065: 81 Move vehicle/entity right 1 tile CC/8066: C1 Set vehicle/entity's event speed to slow CC/8067: 81 Move vehicle/entity right 1 tile CC/8068: C2 Set vehicle/entity's event speed to normal CC/8069: 81 Move vehicle/entity right 1 tile CC/806A: C3 Set vehicle/entity's event speed to fast CC/806B: 89 Move vehicle/entity right 3 tiles CC/806C: C4 Set vehicle/entity's event speed to faster CC/806D: 81 Move vehicle/entity right 1 tile CC/806E: FF End queue CC/806F: 14 Begin action queue for character $14 (NPC $14), 11 bytes long CC/8071: C0 Set vehicle/entity's event speed to slowest CC/8072: 81 Move vehicle/entity right 1 tile CC/8073: C1 Set vehicle/entity's event speed to slow CC/8074: 81 Move vehicle/entity right 1 tile CC/8075: C2 Set vehicle/entity's event speed to normal CC/8076: 81 Move vehicle/entity right 1 tile CC/8077: C3 Set vehicle/entity's event speed to fast CC/8078: 89 Move vehicle/entity right 3 tiles CC/8079: C4 Set vehicle/entity's event speed to faster CC/807A: 81 Move vehicle/entity right 1 tile CC/807B: FF End queue CC/807C: 16 Begin action queue for character $16 (NPC $16), 11 bytes long CC/807E: C0 Set vehicle/entity's event speed to slowest CC/807F: 81 Move vehicle/entity right 1 tile CC/8080: C1 Set vehicle/entity's event speed to slow CC/8081: 81 Move vehicle/entity right 1 tile CC/8082: C2 Set vehicle/entity's event speed to normal CC/8083: 81 Move vehicle/entity right 1 tile CC/8084: C3 Set vehicle/entity's event speed to fast CC/8085: 89 Move vehicle/entity right 3 tiles CC/8086: C4 Set vehicle/entity's event speed to faster CC/8087: 81 Move vehicle/entity right 1 tile CC/8088: FF End queue CC/8089: 13 Begin action queue for character $13 (NPC $13), 11 bytes long CC/808B: C0 Set vehicle/entity's event speed to slowest CC/808C: 81 Move vehicle/entity right 1 tile CC/808D: C1 Set vehicle/entity's event speed to slow CC/808E: 81 Move vehicle/entity right 1 tile CC/808F: C2 Set vehicle/entity's event speed to normal CC/8090: 81 Move vehicle/entity right 1 tile CC/8091: C3 Set vehicle/entity's event speed to fast CC/8092: 89 Move vehicle/entity right 3 tiles CC/8093: C4 Set vehicle/entity's event speed to faster CC/8094: 81 Move vehicle/entity right 1 tile CC/8095: FF End queue CC/8096: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CC/8098: C0 Set vehicle/entity's event speed to slowest CC/8099: 81 Move vehicle/entity right 1 tile CC/809A: C1 Set vehicle/entity's event speed to slow CC/809B: 81 Move vehicle/entity right 1 tile CC/809C: C2 Set vehicle/entity's event speed to normal CC/809D: 81 Move vehicle/entity right 1 tile CC/809E: C3 Set vehicle/entity's event speed to fast CC/809F: 89 Move vehicle/entity right 3 tiles CC/80A0: C4 Set vehicle/entity's event speed to faster CC/80A1: 85 Move vehicle/entity right 2 tiles CC/80A2: FF End queue CC/80A3: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CC/80A5: 5A Fade screen at speed $08 CC/80A7: 5C Pause execution until fade in or fade out is complete CC/80A8: F0 Play song 26 (Save Them!), (high bit clear), full volume CC/80AA: D4 Set event bit $1E80($2BC) [$1ED7, bit 4] CC/80AC: AE Show train car ride out of Magitek Factory CC/80AD: B2 Call subroutine $CA5EA9 CC/80B1: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/80B3: D5 Clear event bit $1E80($2BC) [$1ED7, bit 4] CC/80B5: DC Set event bit $1E80($6A3) [$1F54, bit 3] CC/80B7: DD Clear event bit $1E80($6AE) [$1F55, bit 6] CC/80B9: 6B Load map $00F0 (Vector, outdoors (during escape from Magitek factory)) instantly, (upper bits $3400), place party at (64, 13), facing left CC/80BF: 60 Change background layer $0E to palette $0C CC/80C2: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CC/80C4: 78 Enable ability to pass through other objects for object $11 (NPC $11) CC/80C6: 78 Enable ability to pass through other objects for object $12 (NPC $12) CC/80C8: 78 Enable ability to pass through other objects for object $13 (NPC $13) CC/80CA: 78 Enable ability to pass through other objects for object $14 (NPC $14) CC/80CC: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/80CE: C7 Set vehicle/entity to stay still when moving CC/80CF: FF End queue CC/80D0: 96 Restore screen from fade CC/80D1: 5C Pause execution until fade in or fade out is complete CC/80D2: F4 Play sound effect 222 CC/80D4: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/80D6: C3 Set vehicle/entity's event speed to fast CC/80D7: FF End queue CC/80D8: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CC/80DA: C3 Set vehicle/entity's event speed to fast CC/80DB: 9F Move vehicle/entity left 8 tiles CC/80DC: 87 Move vehicle/entity left 2 tiles CC/80DD: FF End queue CC/80DE: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CC/80E0: C3 Set vehicle/entity's event speed to fast CC/80E1: 9F Move vehicle/entity left 8 tiles CC/80E2: 87 Move vehicle/entity left 2 tiles CC/80E3: FF End queue CC/80E4: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CC/80E6: C3 Set vehicle/entity's event speed to fast CC/80E7: 9F Move vehicle/entity left 8 tiles CC/80E8: 87 Move vehicle/entity left 2 tiles CC/80E9: FF End queue CC/80EA: 11 Begin action queue for character $11 (NPC $11), 4 bytes long CC/80EC: C3 Set vehicle/entity's event speed to fast CC/80ED: 9F Move vehicle/entity left 8 tiles CC/80EE: 87 Move vehicle/entity left 2 tiles CC/80EF: FF End queue CC/80F0: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/80F2: C3 Set vehicle/entity's event speed to fast CC/80F3: 9F Move vehicle/entity left 8 tiles CC/80F4: 87 Move vehicle/entity left 2 tiles CC/80F5: FF End queue CC/80F6: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/80F8: F4 Play sound effect 25 CC/80FA: 3D Create object $19 CC/80FC: 45 Refresh objects CC/80FD: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CC/80FF: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long CC/8101: 0B Do vehicle/entity graphical action $0B CC/8102: C3 Set vehicle/entity's event speed to fast CC/8103: DD Make vehicle/entity jump (high) CC/8104: 85 Move vehicle/entity right 2 tiles CC/8105: 28 Do vehicle/entity graphical action $28 CC/8106: FF End queue CC/8107: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CC/8109: C4 Set vehicle/entity's event speed to faster CC/810A: DD Make vehicle/entity jump (high) CC/810B: 8B Move vehicle/entity left 3 tiles CC/810C: 9E Move vehicle/entity down 8 tiles CC/810D: FF End queue CC/810E: 12 Begin action queue for character $12 (NPC $12), 8 bytes long CC/8110: C4 Set vehicle/entity's event speed to faster CC/8111: A3 Move vehicle/entity left/up 1x1 tiles CC/8112: A3 Move vehicle/entity left/up 1x1 tiles CC/8113: A3 Move vehicle/entity left/up 1x1 tiles CC/8114: 83 Move vehicle/entity left 1 tile CC/8115: 9E Move vehicle/entity down 8 tiles CC/8116: 9E Move vehicle/entity down 8 tiles CC/8117: FF End queue CC/8118: 13 Begin action queue for character $13 (NPC $13), 8 bytes long CC/811A: C4 Set vehicle/entity's event speed to faster CC/811B: A3 Move vehicle/entity left/up 1x1 tiles CC/811C: A3 Move vehicle/entity left/up 1x1 tiles CC/811D: A3 Move vehicle/entity left/up 1x1 tiles CC/811E: 83 Move vehicle/entity left 1 tile CC/811F: 9E Move vehicle/entity down 8 tiles CC/8120: 9E Move vehicle/entity down 8 tiles CC/8121: FF End queue CC/8122: 14 Begin action queue for character $14 (NPC $14), 8 bytes long CC/8124: C4 Set vehicle/entity's event speed to faster CC/8125: A3 Move vehicle/entity left/up 1x1 tiles CC/8126: A3 Move vehicle/entity left/up 1x1 tiles CC/8127: A3 Move vehicle/entity left/up 1x1 tiles CC/8128: 83 Move vehicle/entity left 1 tile CC/8129: 9E Move vehicle/entity down 8 tiles CC/812A: 9E Move vehicle/entity down 8 tiles CC/812B: FF End queue CC/812C: 11 Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete) CC/812E: C4 Set vehicle/entity's event speed to faster CC/812F: A3 Move vehicle/entity left/up 1x1 tiles CC/8130: A3 Move vehicle/entity left/up 1x1 tiles CC/8131: A3 Move vehicle/entity left/up 1x1 tiles CC/8132: 83 Move vehicle/entity left 1 tile CC/8133: 9E Move vehicle/entity down 8 tiles CC/8134: 9E Move vehicle/entity down 8 tiles CC/8135: FF End queue CC/8136: 42 Hide object $10 CC/8138: 42 Hide object $11 CC/813A: 42 Hide object $12 CC/813C: 42 Hide object $13 CC/813E: 42 Hide object $14 CC/8140: 45 Refresh objects CC/8141: DD Clear event bit $1E80($6A3) [$1F54, bit 3] CC/8143: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/8145: 09 Do vehicle/entity graphical action $09 (kneeling) CC/8146: C6 Set vehicle/entity to walk when moving CC/8147: FF End queue CC/8148: D0 Set event bit $1E80($069) [$1E8D, bit 1] CC/814A: DC Set event bit $1E80($666) [$1F4C, bit 6] CC/814C: 60 Change background layer $0E to palette $06 CC/814F: 41 Show object $19 CC/8151: DC Set event bit $1E80($6AE) [$1F55, bit 6] CC/8153: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/8155: 3A Enable player to move while event commands execute CC/8156: FE Return CC/8157: C1 If ($1E80($069) [$1E8D, bit 1] is clear) or ($1E80($06B) [$1E8D, bit 3] is set), branch to $CA5EB3 (simply returns) CC/815F: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/8161: A2 Move vehicle/entity left/down 1x1 tiles CC/8162: CE Turn vehicle/entity down CC/8163: FF End queue CC/8164: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC818C CC/816A: FE Return CC/816B: C1 If ($1E80($069) [$1E8D, bit 1] is clear) or ($1E80($06B) [$1E8D, bit 3] is set), branch to $CA5EB3 (simply returns) CC/8173: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/8175: A3 Move vehicle/entity left/up 1x1 tiles CC/8176: CE Turn vehicle/entity down CC/8177: FF End queue CC/8178: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC818C CC/817E: FE Return CC/817F: C1 If ($1E80($069) [$1E8D, bit 1] is clear) or ($1E80($06B) [$1E8D, bit 3] is set), branch to $CA5EB3 (simply returns) CC/8187: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/8189: 83 Move vehicle/entity left 1 tile CC/818A: CE Turn vehicle/entity down CC/818B: FF End queue CC/818C: F0 Play song 26 (Save Them!), (high bit clear), full volume CC/818E: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/8190: 18 Begin action queue for character $18 (NPC $18), 4 bytes long (Wait until complete) CC/8192: 9C Move vehicle/entity up 8 tiles CC/8193: 84 Move vehicle/entity up 2 tiles CC/8194: CD Turn vehicle/entity right CC/8195: FF End queue CC/8196: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/8198: CF Turn vehicle/entity left CC/8199: FF End queue CC/819A: 92 Pause for 30 units CC/819B: 4B Display dialogue message $0582, wait for button press SETZER: I was starting to worry… CC/819E: 92 Pause for 30 units CC/819F: B2 Call subroutine $CAC6AC CC/81A3: 3C Set up the party as follows: $01 (Actor in stot 1), $FF (), $FF (), $FF () CC/81A8: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CC/81AA: C6 Set vehicle/entity to walk when moving CC/81AB: C2 Set vehicle/entity's event speed to normal CC/81AC: A0 Move vehicle/entity right/up 1x1 tiles CC/81AD: CF Turn vehicle/entity left CC/81AE: FF End queue CC/81AF: 33 Begin action queue for character $33 (Party Character 2), 5 bytes long CC/81B1: C6 Set vehicle/entity to walk when moving CC/81B2: C2 Set vehicle/entity's event speed to normal CC/81B3: A1 Move vehicle/entity right/down 1x1 tiles CC/81B4: CF Turn vehicle/entity left CC/81B5: FF End queue CC/81B6: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/81B8: C6 Set vehicle/entity to walk when moving CC/81B9: C2 Set vehicle/entity's event speed to normal CC/81BA: CF Turn vehicle/entity left CC/81BB: FF End queue CC/81BC: 4B Display dialogue message $0583, wait for button press SETZER: ? What's up with CELES? LOCKE: …… CC/81BF: 92 Pause for 30 units CC/81C0: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/81C2: 22 Do vehicle/entity graphical action $22 CC/81C3: FF End queue CC/81C4: 92 Pause for 30 units CC/81C5: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/81C7: 55 Do vehicle/entity graphical action $15, flipped horizontally CC/81C8: FF End queue CC/81C9: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/81CB: CD Turn vehicle/entity right CC/81CC: FF End queue CC/81CD: 92 Pause for 30 units CC/81CE: B0 Execute the following commands until $B1 3 times CC/81D0: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/81D2: 55 Do vehicle/entity graphical action $15, flipped horizontally CC/81D3: FF End queue CC/81D4: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/81D6: CD Turn vehicle/entity right CC/81D7: FF End queue CC/81D8: B1 End block of repeating commands CC/81D9: 92 Pause for 30 units CC/81DA: 4B Display dialogue message $0586, wait for button press SETZER: We'll talk later. Let's get outta here! CC/81DD: 92 Pause for 30 units CC/81DE: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/81E0: CF Turn vehicle/entity left CC/81E1: FF End queue CC/81E2: 93 Pause for 45 units CC/81E3: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CC/81E5: 22 Do vehicle/entity graphical action $22 CC/81E6: FF End queue CC/81E7: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CC/81E9: 22 Do vehicle/entity graphical action $22 CC/81EA: FF End queue CC/81EB: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/81ED: 22 Do vehicle/entity graphical action $22 CC/81EE: FF End queue CC/81EF: 91 Pause for 15 units CC/81F0: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CC/81F2: CF Turn vehicle/entity left CC/81F3: FF End queue CC/81F4: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CC/81F6: CF Turn vehicle/entity left CC/81F7: FF End queue CC/81F8: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/81FA: CF Turn vehicle/entity left CC/81FB: FF End queue CC/81FC: 92 Pause for 30 units CC/81FD: 38 Hold screen CC/81FE: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long (Wait until complete) CC/8200: C3 Set vehicle/entity's event speed to fast CC/8201: 83 Move vehicle/entity left 1 tile CC/8202: FF End queue CC/8203: 18 Begin action queue for character $18 (NPC $18), 4 bytes long CC/8205: C3 Set vehicle/entity's event speed to fast CC/8206: 9E Move vehicle/entity down 8 tiles CC/8207: 8E Move vehicle/entity down 4 tiles CC/8208: FF End queue CC/8209: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CC/820B: 87 Move vehicle/entity left 2 tiles CC/820C: 9E Move vehicle/entity down 8 tiles CC/820D: 8A Move vehicle/entity down 3 tiles CC/820E: FF End queue CC/820F: 33 Begin action queue for character $33 (Party Character 2), 6 bytes long CC/8211: C3 Set vehicle/entity's event speed to fast CC/8212: 80 Move vehicle/entity up 1 tile CC/8213: 83 Move vehicle/entity left 1 tile CC/8214: 9E Move vehicle/entity down 8 tiles CC/8215: 8A Move vehicle/entity down 3 tiles CC/8216: FF End queue CC/8217: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/8219: C3 Set vehicle/entity's event speed to fast CC/821A: 83 Move vehicle/entity left 1 tile CC/821B: 9E Move vehicle/entity down 8 tiles CC/821C: 8A Move vehicle/entity down 3 tiles CC/821D: FF End queue CC/821E: 97 Fade screen to black CC/821F: 5C Pause execution until fade in or fade out is complete CC/8220: 42 Hide object $31 CC/8222: 42 Hide object $32 CC/8224: 42 Hide object $33 CC/8226: 45 Refresh objects CC/8227: D0 Set event bit $1E80($06A) [$1E8D, bit 2] CC/8229: 39 Free screen CC/822A: 6B Load map $00F4 (Imperial Castle, outdoors, rooftop (including prologue and flashbacks)) instantly, (upper bits $0000), place party at (18, 16), facing up CC/8230: 47 Make character in slot 0 the lead character CC/8231: 42 Hide object $31 CC/8233: 45 Refresh objects CC/8234: 3D Create object $10 CC/8236: 41 Show object $10 CC/8238: 45 Refresh objects CC/8239: 10 Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete) CC/823B: D5 Set vehicle/entity's position to (18, 24) CC/823E: C3 Set vehicle/entity's event speed to fast CC/823F: CC Turn vehicle/entity up CC/8240: FF End queue CC/8241: 96 Restore screen from fade CC/8242: 5C Pause execution until fade in or fade out is complete CC/8243: 92 Pause for 30 units CC/8244: 10 Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete) CC/8246: 9C Move vehicle/entity up 8 tiles CC/8247: 80 Move vehicle/entity up 1 tile CC/8248: 93 Move vehicle/entity left 5 tiles CC/8249: DC Make vehicle/entity jump (low) CC/824A: 83 Move vehicle/entity left 1 tile CC/824B: FF End queue CC/824C: 92 Pause for 30 units CC/824D: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/824F: 18 Do vehicle/entity graphical action $18 CC/8250: FF End queue CC/8251: 4B Display dialogue message $0585, wait for button press KEFKA: Crud! What a mess!! CC/8254: 92 Pause for 30 units CC/8255: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CC/8257: DC Make vehicle/entity jump (low) CC/8258: 81 Move vehicle/entity right 1 tile CC/8259: 91 Move vehicle/entity right 5 tiles CC/825A: 84 Move vehicle/entity up 2 tiles CC/825B: FF End queue CC/825C: 73 Replace current map's Layer 1 at (17, 11) with the following (2 x 3) chunk, refresh immediately CC/8261: $08, $09 CC/8263: $0A, $18 CC/8265: $19, $1A CC/8267: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/8269: 84 Move vehicle/entity up 2 tiles CC/826A: FF End queue CC/826B: 6A Load map $00FA (Imperial Castle, most rooms (including Terra's flashback)) after fade out, (upper bits $0000), place party at (112, 49), facing up CC/8271: 42 Hide object $31 CC/8273: 45 Refresh objects CC/8274: 3D Create object $1A CC/8276: 41 Show object $1A CC/8278: 1A Begin action queue for character $1A (NPC $1A), 6 bytes long (Wait until complete) CC/827A: D5 Set vehicle/entity's position to (110, 54) CC/827D: C2 Set vehicle/entity's event speed to normal CC/827E: CE Turn vehicle/entity down CC/827F: FF End queue CC/8280: 1A Begin action queue for character $1A (NPC $1A), 7 bytes long CC/8282: C3 Set vehicle/entity's event speed to fast CC/8283: 88 Move vehicle/entity up 3 tiles CC/8284: 81 Move vehicle/entity right 1 tile CC/8285: 80 Move vehicle/entity up 1 tile CC/8286: 81 Move vehicle/entity right 1 tile CC/8287: CE Turn vehicle/entity down CC/8288: FF End queue CC/8289: 96 Restore screen from fade CC/828A: 5C Pause execution until fade in or fade out is complete CC/828B: 35 Pause execution until action queue for object $1A (NPC $1A) is complete CC/828D: 93 Pause for 45 units CC/828E: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CC/8290: 18 Do vehicle/entity graphical action $18 CC/8291: FF End queue CC/8292: 92 Pause for 30 units CC/8293: 4B Display dialogue message $0587, wait for button press KEFKA: I don't think so…! You won't get away! CC/8296: 92 Pause for 30 units CC/8297: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete) CC/8299: CD Turn vehicle/entity right CC/829A: E0 Pause for 4 * 1 (4) frames CC/829C: CC Turn vehicle/entity up CC/829D: FF End queue CC/829E: 92 Pause for 30 units CC/829F: 1A Begin action queue for character $1A (NPC $1A), 3 bytes long (Wait until complete) CC/82A1: C1 Set vehicle/entity's event speed to slow CC/82A2: 80 Move vehicle/entity up 1 tile CC/82A3: FF End queue CC/82A4: 92 Pause for 30 units CC/82A5: F4 Play sound effect 150 CC/82A7: 92 Pause for 30 units CC/82A8: F6 Subcommand $82: Change volume of currently playing sound effect to $A0, transition time 1 CC/82AC: F4 Play sound effect 165 CC/82AE: 58 Shake screen ($FA): (Intensity: 2)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/82B0: 94 Pause for 60 units CC/82B1: 6A Load map $00F1 (Imperial Castle, outdoors, rooftop (cranes rising in the distance)) after fade out, (upper bits $0000), place party at (18, 7), facing up CC/82B7: F6 Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 1 CC/82BB: F0 Play song 0 (Silence), (high bit clear), full volume CC/82BD: 58 Shake screen ($FA): (Intensity: 2)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/82BF: 60 Change background layer $0E to palette $0F CC/82C2: 42 Hide object $31 CC/82C4: 45 Refresh objects CC/82C5: 96 Restore screen from fade CC/82C6: 5C Pause execution until fade in or fade out is complete CC/82C7: 94 Pause for 60 units CC/82C8: F0 Play song 73 (Machine Running), (high bit clear), full volume CC/82CA: 94 Pause for 60 units CC/82CB: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CC/82CD: 80 Move vehicle/entity up 1 tile CC/82CE: FF End queue CC/82CF: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CC/82D1: 80 Move vehicle/entity up 1 tile CC/82D2: FF End queue CC/82D3: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CC/82D5: 88 Move vehicle/entity up 3 tiles CC/82D6: FF End queue CC/82D7: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CC/82D9: 88 Move vehicle/entity up 3 tiles CC/82DA: FF End queue CC/82DB: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CC/82DD: 88 Move vehicle/entity up 3 tiles CC/82DE: FF End queue CC/82DF: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CC/82E1: 88 Move vehicle/entity up 3 tiles CC/82E2: FF End queue CC/82E3: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CC/82E5: 88 Move vehicle/entity up 3 tiles CC/82E6: FF End queue CC/82E7: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CC/82E9: 88 Move vehicle/entity up 3 tiles CC/82EA: FF End queue CC/82EB: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CC/82ED: 88 Move vehicle/entity up 3 tiles CC/82EE: FF End queue CC/82EF: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CC/82F1: 88 Move vehicle/entity up 3 tiles CC/82F2: FF End queue CC/82F3: B5 Pause for 15 * 16 (240) units CC/82F5: 97 Fade screen to black CC/82F6: 5C Pause execution until fade in or fade out is complete CC/82F7: 77 Perform level averaging on character $09 (SETZER) and calculate new maximum HP/MP CC/82F9: 3D Create object $09 CC/82FB: 3F Assign character $09 (Actor in stot 9) to party 1 CC/82FE: 45 Refresh objects CC/82FF: D4 Set event bit $1E80($2E9) [$1EDD, bit 1] CC/8301: D4 Set event bit $1E80($2F9) [$1EDF, bit 1] CC/8303: DD Clear event bit $1E80($62B) [$1F45, bit 3] CC/8305: DD Clear event bit $1E80($645) [$1F48, bit 5] CC/8307: DC Set event bit $1E80($64D) [$1F49, bit 5] CC/8309: DC Set event bit $1E80($64C) [$1F49, bit 4] CC/830B: DD Clear event bit $1E80($63B) [$1F47, bit 3] CC/830D: D0 Set event bit $1E80($06B) [$1E8D, bit 3] CC/830F: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/8311: 39 Free screen CC/8312: 47 Make character in slot 0 the lead character CC/8313: 41 Show object $31 CC/8315: B2 Call subroutine $CB3FF1 CC/8319: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CAC3C7 CC/831F: FE Return CC/8320: FE Return CC/8321: C1 If ($1E80($06B) [$1E8D, bit 3] is clear) or ($1E80($079) [$1E8F, bit 1] is set), branch to $CA5EB3 (simply returns) CC/8329: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CC/832B: 58 Shake screen ($85): (Intensity: 1)) (Permanance and ???: 1)) (Layer 1 unaffected) (Layer 2 unaffected) (Layer 3 unaffected) (Sprite layer affected) CC/832D: F4 Play sound effect 50 CC/832F: 94 Pause for 60 units CC/8330: 4D Invoke battle, enemy set $4B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/8333: B2 Call subroutine $CA5EA9 CC/8337: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/8339: 82 Move vehicle/entity down 1 tile CC/833A: CC Turn vehicle/entity up CC/833B: FF End queue CC/833C: 58 Shake screen ($84): (Intensity: 0)) (Permanance and ???: 1)) (Layer 1 unaffected) (Layer 2 unaffected) (Layer 3 unaffected) (Sprite layer affected) CC/833E: 96 Restore screen from fade CC/833F: 5C Pause execution until fade in or fade out is complete CC/8340: 3A Enable player to move while event commands execute CC/8341: FE Return CC/8342: C1 If ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/834A: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/834C: DC Make vehicle/entity jump (low) CC/834D: 80 Move vehicle/entity up 1 tile CC/834E: 09 Do vehicle/entity graphical action $09 (kneeling) CC/834F: FF End queue CC/8350: 95 Pause for 120 units CC/8351: F4 Play sound effect 95 CC/8353: 94 Pause for 60 units CC/8354: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/8356: DC Make vehicle/entity jump (low) CC/8357: 82 Move vehicle/entity down 1 tile CC/8358: FF End queue CC/8359: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/835B: FE Return CC/835C: C0 If ($1E80($13A) [$1EA7, bit 2] is set), branch to $CA5EB3 (simply returns) CC/8362: 3D Create object $12 CC/8364: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CC/8366: D5 Set vehicle/entity's position to (10, 10) CC/8369: C2 Set vehicle/entity's event speed to normal CC/836A: FF End queue CC/836B: 41 Show object $12 CC/836D: 45 Refresh objects CC/836E: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CC/8370: 9E Move vehicle/entity down 8 tiles CC/8371: CF Turn vehicle/entity left CC/8372: FF End queue CC/8373: 92 Pause for 30 units CC/8374: 4B Display dialogue message $06A6, wait for button press The Emperor's expecting you. This way… CC/8377: 78 Enable ability to pass through other objects for object $12 (NPC $12) CC/8379: 3A Enable player to move while event commands execute CC/837A: 92 Pause for 30 units CC/837B: 12 Begin action queue for character $12 (NPC $12), 6 bytes long (Wait until complete) CC/837D: 94 Move vehicle/entity up 6 tiles CC/837E: A0 Move vehicle/entity right/up 1x1 tiles CC/837F: A0 Move vehicle/entity right/up 1x1 tiles CC/8380: 89 Move vehicle/entity right 3 tiles CC/8381: CC Turn vehicle/entity up CC/8382: FF End queue CC/8383: 92 Pause for 30 units CC/8384: 73 Replace current map's Layer 1 at (14, 8) with the following (2 x 3) chunk, refresh immediately CC/8389: $08, $09 CC/838B: $0A, $18 CC/838D: $19, $1A CC/838F: 92 Pause for 30 units CC/8390: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CC/8392: 84 Move vehicle/entity up 2 tiles CC/8393: FF End queue CC/8394: 42 Hide object $12 CC/8396: 45 Refresh objects CC/8397: 36 Disable ability to pass through other objects for object $12 (NPC $12) CC/8399: D2 Set event bit $1E80($13A) [$1EA7, bit 2] CC/839B: DC Set event bit $1E80($62F) [$1F45, bit 7] CC/839D: FE Return CC/839E: C1 If ($1E80($13A) [$1EA7, bit 2] is clear) or ($1E80($13B) [$1EA7, bit 3] is set), branch to $CA5EB3 (simply returns) CC/83A6: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CC/83AC: 14 Begin action queue for character $14 (NPC $14), 8 bytes long CC/83AE: CC Turn vehicle/entity up CC/83AF: E0 Pause for 4 * 4 (16) frames CC/83B1: 9C Move vehicle/entity up 8 tiles CC/83B2: 98 Move vehicle/entity up 7 tiles CC/83B3: 83 Move vehicle/entity left 1 tile CC/83B4: CD Turn vehicle/entity right CC/83B5: FF End queue CC/83B6: 73 Replace current map's Layer 1 at (22, 29) with the following (2 x 3) chunk, refresh immediately CC/83BB: $08, $09 CC/83BD: $0A, $18 CC/83BF: $19, $1A CC/83C1: D2 Set event bit $1E80($13B) [$1EA7, bit 3] CC/83C3: DD Clear event bit $1E80($62D) [$1F45, bit 5] CC/83C5: FE Return CC/83C6: 4B Display dialogue message $06A7, wait for button press Emperor Gestahl waits inside. CC/83C9: FE Return CC/83CA: C0 If ($1E80($07C) [$1E8F, bit 4] is set), branch to $CC83DE CC/83D0: 4B Display dialogue message $06AC, wait for button press The power of the Espers… Phenomenal… CC/83D3: FE Return CC/83D4: C0 If ($1E80($07C) [$1E8F, bit 4] is set), branch to $CC83DE CC/83DA: 4B Display dialogue message $06AE, wait for button press Peace at last… CC/83DD: FE Return CC/83DE: C0 If ($1E80($13C) [$1EA7, bit 4] is set), branch to $CC8673 CC/83E4: 4B Display dialogue message $06C4, wait for button press Dinner preparations underway. One moment, please. CC/83E7: FE Return CC/83E8: C0 If ($1E80($09C) [$1E93, bit 4] is set), branch to $CA5EB3 (simply returns) CC/83EE: C0 If ($1E80($09D) [$1E93, bit 5] is set), branch to $CA5EB3 (simply returns) CC/83F4: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/83F6: CC Turn vehicle/entity up CC/83F7: FF End queue CC/83F8: 38 Hold screen CC/83F9: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/83FB: C2 Set vehicle/entity's event speed to normal CC/83FC: 90 Move vehicle/entity up 5 tiles CC/83FD: FF End queue CC/83FE: 94 Pause for 60 units CC/83FF: 1A Begin action queue for character $1A (NPC $1A), 4 bytes long (Wait until complete) CC/8401: DC Make vehicle/entity jump (low) CC/8402: A3 Move vehicle/entity left/up 1x1 tiles CC/8403: 09 Do vehicle/entity graphical action $09 (kneeling) CC/8404: FF End queue CC/8405: B5 Pause for 15 * 6 (90) units CC/8407: 4B Display dialogue message $06B4, wait for button press (At bottom of screen) KEFKA: Grrr! How DARE they put me in a place like this! CC/840A: 92 Pause for 30 units CC/840B: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete) CC/840D: DD Make vehicle/entity jump (high) CC/840E: 86 Move vehicle/entity down 2 tiles CC/840F: A1 Move vehicle/entity right/down 1x1 tiles CC/8410: CE Turn vehicle/entity down CC/8411: FF End queue CC/8412: 92 Pause for 30 units CC/8413: 1A Begin action queue for character $1A (NPC $1A), 8 bytes long CC/8415: 24 Do vehicle/entity graphical action $24 CC/8416: E0 Pause for 4 * 1 (4) frames CC/8418: 25 Do vehicle/entity graphical action $25 CC/8419: E0 Pause for 4 * 1 (4) frames CC/841B: FC Branch 6 bytes backwards ($CC8415) CC/841D: 4B Display dialogue message $06B5, wait for button press (At bottom of screen) KEFKA: I don't believe this! CC/8420: 92 Pause for 30 units CC/8421: B0 Execute the following commands until $B1 3 times CC/8423: 1A Begin action queue for character $1A (NPC $1A), 4 bytes long (Wait until complete) CC/8425: CE Turn vehicle/entity down CC/8426: E0 Pause for 4 * 2 (8) frames CC/8428: FF End queue CC/8429: F4 Play sound effect 205 CC/842B: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CC/842D: 1D Do vehicle/entity graphical action $1D CC/842E: FF End queue CC/842F: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CC/8431: 1E Do vehicle/entity graphical action $1E CC/8432: FF End queue CC/8433: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CC/8435: 1D Do vehicle/entity graphical action $1D CC/8436: FF End queue CC/8437: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CC/8439: 1E Do vehicle/entity graphical action $1E CC/843A: FF End queue CC/843B: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CC/843D: 1D Do vehicle/entity graphical action $1D CC/843E: FF End queue CC/843F: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CC/8441: 1E Do vehicle/entity graphical action $1E CC/8442: FF End queue CC/8443: B1 End block of repeating commands CC/8444: B0 Execute the following commands until $B1 9 times CC/8446: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CC/8448: 1D Do vehicle/entity graphical action $1D CC/8449: FF End queue CC/844A: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CC/844C: 1E Do vehicle/entity graphical action $1E CC/844D: FF End queue CC/844E: B1 End block of repeating commands CC/844F: 94 Pause for 60 units CC/8450: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete) CC/8452: CD Turn vehicle/entity right CC/8453: E0 Pause for 4 * 1 (4) frames CC/8455: 84 Move vehicle/entity up 2 tiles CC/8456: FF End queue CC/8457: 94 Pause for 60 units CC/8458: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete) CC/845A: CD Turn vehicle/entity right CC/845B: E0 Pause for 4 * 1 (4) frames CC/845D: CE Turn vehicle/entity down CC/845E: FF End queue CC/845F: 92 Pause for 30 units CC/8460: B0 Execute the following commands until $B1 2 times CC/8462: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CC/8464: 13 Do vehicle/entity graphical action $13 CC/8465: FF End queue CC/8466: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CC/8468: CE Turn vehicle/entity down CC/8469: FF End queue CC/846A: B1 End block of repeating commands CC/846B: 92 Pause for 30 units CC/846C: 4B Display dialogue message $06B6, wait for button press (At bottom of screen) KEFKA: What a bore. CC/846F: 92 Pause for 30 units CC/8470: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long CC/8472: C2 Set vehicle/entity's event speed to normal CC/8473: 82 Move vehicle/entity down 1 tile CC/8474: FF End queue CC/8475: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/8477: C3 Set vehicle/entity's event speed to fast CC/8478: 96 Move vehicle/entity down 6 tiles CC/8479: FF End queue CC/847A: 39 Free screen CC/847B: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/847D: 13 Do vehicle/entity graphical action $13 CC/847E: FF End queue CC/847F: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/8481: CE Turn vehicle/entity down CC/8482: FF End queue CC/8483: 92 Pause for 30 units CC/8484: B0 Execute the following commands until $B1 2 times CC/8486: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/8488: 13 Do vehicle/entity graphical action $13 CC/8489: FF End queue CC/848A: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/848C: CE Turn vehicle/entity down CC/848D: FF End queue CC/848E: B1 End block of repeating commands CC/848F: FE Return CC/8490: C2 If ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($07C) [$1E8F, bit 4] is set), branch to $CA5EB3 (simply returns) CC/849A: B2 Call subroutine $CB2E34 CC/849E: 78 Enable ability to pass through other objects for object $16 (NPC $16) CC/84A0: 78 Enable ability to pass through other objects for object $15 (NPC $15) CC/84A2: 4B Display dialogue message $06BB, wait for button press (At bottom of screen) GESTAHL: I've lost my will to fight… CC/84A5: 92 Pause for 30 units CC/84A6: 38 Hold screen CC/84A7: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/84A9: C1 Set vehicle/entity's event speed to slow CC/84AA: 84 Move vehicle/entity up 2 tiles CC/84AB: FF End queue CC/84AC: 92 Pause for 30 units CC/84AD: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/84AF: 2C Do vehicle/entity graphical action $2C CC/84B0: FF End queue CC/84B1: B5 Pause for 15 * 6 (90) units CC/84B3: F4 Play sound effect 44 CC/84B5: 73 Replace current map's Layer 1 at (53, 9) with the following (2 x 1) chunk, refresh immediately CC/84BA: $04, $14 CC/84BC: 3D Create object $16 CC/84BE: 41 Show object $16 CC/84C0: 45 Refresh objects CC/84C1: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CC/84C3: 8E Move vehicle/entity down 4 tiles CC/84C4: FF End queue CC/84C5: 45 Refresh objects CC/84C6: 4B Display dialogue message $06BC, wait for button press (At bottom of screen) CID: The Emperor's had a change of heart… CC/84C9: B2 Call subroutine $CAC6AC CC/84CD: B2 Call subroutine $CB2E34 CC/84D1: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CC/84D3: C2 Set vehicle/entity's event speed to normal CC/84D4: A1 Move vehicle/entity right/down 1x1 tiles CC/84D5: CC Turn vehicle/entity up CC/84D6: FF End queue CC/84D7: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CC/84D9: C2 Set vehicle/entity's event speed to normal CC/84DA: A2 Move vehicle/entity left/down 1x1 tiles CC/84DB: CC Turn vehicle/entity up CC/84DC: FF End queue CC/84DD: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CC/84DF: C2 Set vehicle/entity's event speed to normal CC/84E0: 82 Move vehicle/entity down 1 tile CC/84E1: CC Turn vehicle/entity up CC/84E2: FF End queue CC/84E3: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/84E5: C2 Set vehicle/entity's event speed to normal CC/84E6: CC Turn vehicle/entity up CC/84E7: E0 Pause for 4 * 6 (24) frames CC/84E9: FF End queue CC/84EA: 4B Display dialogue message $06BD, wait for button press (At bottom of screen) Cid!! CC/84ED: 92 Pause for 30 units CC/84EE: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CC/84F0: 82 Move vehicle/entity down 1 tile CC/84F1: FF End queue CC/84F2: 92 Pause for 30 units CC/84F3: 4B Display dialogue message $06BE, wait for button press (At bottom of screen) CID: The Espers came to save their friends. When they learned the others had perished, they went berserk, and trashed the town… Never will I forget their shrieks of rage… CC/84F6: B5 Pause for 15 * 6 (90) units CC/84F8: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CC/84FA: 82 Move vehicle/entity down 1 tile CC/84FB: FF End queue CC/84FC: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/84FE: 82 Move vehicle/entity down 1 tile CC/84FF: FF End queue CC/8500: 4B Display dialogue message $06BF, wait for button press (At bottom of screen) SENTRY: We're hanging up our weapons and armor for good. CC/8503: 94 Pause for 60 units CC/8504: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/8506: CE Turn vehicle/entity down CC/8507: FF End queue CC/8508: 94 Pause for 60 units CC/8509: 4B Display dialogue message $06C0, wait for button press (At bottom of screen) GESTAHL: The power of those Espers… I had no idea… They'll shred the world…! We must get them to understand that we are no longer at war. CC/850C: 92 Pause for 30 units CC/850D: 16 Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete) CC/850F: 80 Move vehicle/entity up 1 tile CC/8510: 83 Move vehicle/entity left 1 tile CC/8511: FF End queue CC/8512: B5 Pause for 15 * 6 (90) units CC/8514: 4B Display dialogue message $06C1, wait for button press (At bottom of screen) CID: No human's going to make them sit down and listen… CC/8517: 94 Pause for 60 units CC/8518: 15 Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete) CC/851A: 81 Move vehicle/entity right 1 tile CC/851B: 8C Move vehicle/entity up 4 tiles CC/851C: FF End queue CC/851D: 92 Pause for 30 units CC/851E: 15 Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete) CC/8520: CD Turn vehicle/entity right CC/8521: E0 Pause for 4 * 1 (4) frames CC/8523: CE Turn vehicle/entity down CC/8524: FF End queue CC/8525: 92 Pause for 30 units CC/8526: 4B Display dialogue message $06C2, wait for button press (At bottom of screen) GESTAHL: But for now my friends… Let us feast and rejoice! CC/8529: 92 Pause for 30 units CC/852A: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/852C: CC Turn vehicle/entity up CC/852D: FF End queue CC/852E: 92 Pause for 30 units CC/852F: F4 Play sound effect 44 CC/8531: 73 Replace current map's Layer 1 at (55, 9) with the following (2 x 1) chunk, refresh immediately CC/8536: $04, $14 CC/8538: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/853A: 84 Move vehicle/entity up 2 tiles CC/853B: FF End queue CC/853C: 42 Hide object $15 CC/853E: 45 Refresh objects CC/853F: F4 Play sound effect 44 CC/8541: 73 Replace current map's Layer 1 at (55, 9) with the following (2 x 1) chunk, refresh immediately CC/8546: $05, $15 CC/8548: 92 Pause for 30 units CC/8549: 16 Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete) CC/854B: 81 Move vehicle/entity right 1 tile CC/854C: CE Turn vehicle/entity down CC/854D: FF End queue CC/854E: 92 Pause for 30 units CC/854F: 4B Display dialogue message $06C3, wait for button press (At bottom of screen) CID: There're some people here who'd prefer to keep fighting. Please, before we dine, talk to as many soldiers as you can! Make them understand! CC/8552: 92 Pause for 30 units CC/8553: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CC/8555: 8C Move vehicle/entity up 4 tiles CC/8556: FF End queue CC/8557: 42 Hide object $16 CC/8559: 45 Refresh objects CC/855A: F4 Play sound effect 44 CC/855C: 73 Replace current map's Layer 1 at (53, 9) with the following (2 x 1) chunk, refresh immediately CC/8561: $05, $15 CC/8563: 92 Pause for 30 units CC/8564: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/8566: C1 Set vehicle/entity's event speed to slow CC/8567: 86 Move vehicle/entity down 2 tiles CC/8568: FF End queue CC/8569: 39 Free screen CC/856A: 4B Display dialogue message $06C5, wait for button press TROOPER: Please talk to as many soldiers as you can. You have 4 minutes until dinner. CC/856D: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CC/856F: A3 Move vehicle/entity left/up 1x1 tiles CC/8570: FF End queue CC/8571: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CC/8573: A0 Move vehicle/entity right/up 1x1 tiles CC/8574: FF End queue CC/8575: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CC/8577: 80 Move vehicle/entity up 1 tile CC/8578: FF End queue CC/8579: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/857B: CC Turn vehicle/entity up CC/857C: E0 Pause for 4 * 8 (32) frames CC/857E: FF End queue CC/857F: B2 Call subroutine $CACB95 CC/8583: 3B Position character in a "ready-to-go" stance CC/8584: B2 Call subroutine $CB2E2B CC/8588: 92 Pause for 30 units CC/8589: DD Clear event bit $1E80($62E) [$1F45, bit 6] CC/858B: DD Clear event bit $1E80($630) [$1F46, bit 0] CC/858D: DC Set event bit $1E80($634) [$1F46, bit 4] CC/858F: B2 Call subroutine $CB2E2B CC/8593: D0 Set event bit $1E80($07C) [$1E8F, bit 4] CC/8595: E8 Set word $1FC2($00) [$1FC2] to $0000 CC/8599: A0 Set timer 0 to $3840 [4m: 00s: 00j], jump to subroutine $CC8A96 if it expires. Flags: (Countdown continues in menu and battle) (Countdown shown while walking [must have tiles for it, only timer 0 can use]) (Unknown flag enabled 0x20 on event bank byte) (Countdown overrides the game clock display) CC/859F: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CC85BC CC/85A5: 17 Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete) CC/85A7: 80 Move vehicle/entity up 1 tile CC/85A8: CE Turn vehicle/entity down CC/85A9: FF End queue CC/85AA: C0 If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CC85D5 CC/85B0: 18 Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete) CC/85B2: 80 Move vehicle/entity up 1 tile CC/85B3: CE Turn vehicle/entity down CC/85B4: FF End queue CC/85B5: 3A Enable player to move while event commands execute CC/85B6: 36 Disable ability to pass through other objects for object $16 (NPC $16) CC/85B8: 36 Disable ability to pass through other objects for object $15 (NPC $15) CC/85BA: 3A Enable player to move while event commands execute CC/85BB: FE Return CC/85BC: 17 Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete) CC/85BE: 83 Move vehicle/entity left 1 tile CC/85BF: 82 Move vehicle/entity down 1 tile CC/85C0: FF End queue CC/85C1: D3 Clear event bit $1E80($1F0) [$1EBE, bit 0] CC/85C3: C0 If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CC85D5 CC/85C9: 18 Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete) CC/85CB: 80 Move vehicle/entity up 1 tile CC/85CC: CE Turn vehicle/entity down CC/85CD: FF End queue CC/85CE: 3A Enable player to move while event commands execute CC/85CF: 36 Disable ability to pass through other objects for object $16 (NPC $16) CC/85D1: 36 Disable ability to pass through other objects for object $15 (NPC $15) CC/85D3: 3A Enable player to move while event commands execute CC/85D4: FE Return CC/85D5: 18 Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete) CC/85D7: 81 Move vehicle/entity right 1 tile CC/85D8: 82 Move vehicle/entity down 1 tile CC/85D9: FF End queue CC/85DA: D3 Clear event bit $1E80($1F1) [$1EBE, bit 1] CC/85DC: 3A Enable player to move while event commands execute CC/85DD: 36 Disable ability to pass through other objects for object $16 (NPC $16) CC/85DF: 36 Disable ability to pass through other objects for object $15 (NPC $15) CC/85E1: 3A Enable player to move while event commands execute CC/85E2: FE Return CC/85E3: C1 If ($1E80($13C) [$1EA7, bit 4] is set) or ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CC/85EB: 78 Enable ability to pass through other objects for object $17 (NPC $17) CC/85ED: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CC/85EF: 84 Move vehicle/entity up 2 tiles CC/85F0: FF End queue CC/85F1: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CC/85F3: CF Turn vehicle/entity left CC/85F4: FF End queue CC/85F5: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CC/85F7: CD Turn vehicle/entity right CC/85F8: FF End queue CC/85F9: 92 Pause for 30 units CC/85FA: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long CC/85FC: C7 Set vehicle/entity to stay still when moving CC/85FD: 81 Move vehicle/entity right 1 tile CC/85FE: C6 Set vehicle/entity to walk when moving CC/85FF: CF Turn vehicle/entity left CC/8600: FF End queue CC/8601: 17 Begin action queue for character $17 (NPC $17), 5 bytes long (Wait until complete) CC/8603: 81 Move vehicle/entity right 1 tile CC/8604: E0 Pause for 4 * 3 (12) frames CC/8606: CE Turn vehicle/entity down CC/8607: FF End queue CC/8608: 36 Disable ability to pass through other objects for object $17 (NPC $17) CC/860A: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CC/860C: FE Return CC/860D: C1 If ($1E80($13C) [$1EA7, bit 4] is set) or ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CA5EB3 (simply returns) CC/8615: 78 Enable ability to pass through other objects for object $18 (NPC $18) CC/8617: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/8619: 84 Move vehicle/entity up 2 tiles CC/861A: FF End queue CC/861B: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CC/861D: CD Turn vehicle/entity right CC/861E: FF End queue CC/861F: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/8621: CF Turn vehicle/entity left CC/8622: FF End queue CC/8623: 92 Pause for 30 units CC/8624: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long CC/8626: C7 Set vehicle/entity to stay still when moving CC/8627: 83 Move vehicle/entity left 1 tile CC/8628: C6 Set vehicle/entity to walk when moving CC/8629: CD Turn vehicle/entity right CC/862A: FF End queue CC/862B: 18 Begin action queue for character $18 (NPC $18), 5 bytes long (Wait until complete) CC/862D: 83 Move vehicle/entity left 1 tile CC/862E: E0 Pause for 4 * 3 (12) frames CC/8630: CE Turn vehicle/entity down CC/8631: FF End queue CC/8632: 36 Disable ability to pass through other objects for object $18 (NPC $18) CC/8634: D2 Set event bit $1E80($1F1) [$1EBE, bit 1] CC/8636: FE Return CC/8637: 4B Display dialogue message $06A8, wait for button press The Espers that emerged from the gate are terrifying the Empire! CC/863A: C2 If ($1E80($217) [$1EC2, bit 7] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns) CC/8644: B2 Call subroutine $CC88BF CC/8648: D4 Set event bit $1E80($217) [$1EC2, bit 7] CC/864A: FE Return CC/864B: 4B Display dialogue message $06A9, wait for button press We've lost our will to fight. CC/864E: C2 If ($1E80($218) [$1EC3, bit 0] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns) CC/8658: B2 Call subroutine $CC88BF CC/865C: D4 Set event bit $1E80($218) [$1EC3, bit 0] CC/865E: FE Return CC/865F: 4B Display dialogue message $06AA, wait for button press Kefka's been imprisoned for unspeakable war crimes. He's on his last legs… CC/8662: C2 If ($1E80($219) [$1EC3, bit 1] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns) CC/866C: B2 Call subroutine $CC88BF CC/8670: D4 Set event bit $1E80($219) [$1EC3, bit 1] CC/8672: FE Return CC/8673: 4B Display dialogue message $06AB, wait for button press The war's over… CC/8676: C2 If ($1E80($21A) [$1EC3, bit 2] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns) CC/8680: B2 Call subroutine $CC88BF CC/8684: D4 Set event bit $1E80($21A) [$1EC3, bit 2] CC/8686: FE Return CC/8687: 4B Display dialogue message $06AD, wait for button press The Espers surely came to free their friends… CC/868A: C2 If ($1E80($21B) [$1EC3, bit 3] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns) CC/8694: B2 Call subroutine $CC88BF CC/8698: D4 Set event bit $1E80($21B) [$1EC3, bit 3] CC/869A: FE Return CC/869B: 4B Display dialogue message $06AF, wait for button press The Magitek Research Facility's been dismantled. CC/869E: C2 If ($1E80($21C) [$1EC3, bit 4] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns) CC/86A8: B2 Call subroutine $CC88BF CC/86AC: D4 Set event bit $1E80($21C) [$1EC3, bit 4] CC/86AE: FE Return CC/86AF: 4B Display dialogue message $06B1, wait for button press The Empire's talking peace now! CC/86B2: C2 If ($1E80($21D) [$1EC3, bit 5] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns) CC/86BC: B2 Call subroutine $CC88BF CC/86C0: D4 Set event bit $1E80($21D) [$1EC3, bit 5] CC/86C2: FE Return CC/86C3: 4B Display dialogue message $06B2, wait for button press When the Emperor learned that Kefka used poison in battle, he imprisoned the fiend! CC/86C6: C2 If ($1E80($21E) [$1EC3, bit 6] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns) CC/86D0: B2 Call subroutine $CC88BF CC/86D4: D4 Set event bit $1E80($21E) [$1EC3, bit 6] CC/86D6: FE Return CC/86D7: 4B Display dialogue message $06B3, wait for button press Kefka! Using poison… how low can you get?! I've always hated you! CC/86DA: C2 If ($1E80($21F) [$1EC3, bit 7] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns) CC/86E4: B2 Call subroutine $CC88BF CC/86E8: D4 Set event bit $1E80($21F) [$1EC3, bit 7] CC/86EA: FE Return CC/86EB: 4B Display dialogue message $06B7, wait for button press Kefka's scum… It serves him right! CC/86EE: C2 If ($1E80($220) [$1EC4, bit 0] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns) CC/86F8: B2 Call subroutine $CC88BF CC/86FC: D4 Set event bit $1E80($220) [$1EC4, bit 0] CC/86FE: FE Return CC/86FF: 4B Display dialogue message $06B8, wait for button press My whole family was lost in the war… CC/8702: C2 If ($1E80($221) [$1EC4, bit 1] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns) CC/870C: B2 Call subroutine $CC88BF CC/8710: D4 Set event bit $1E80($221) [$1EC4, bit 1] CC/8712: FE Return CC/8713: 4B Display dialogue message $06B9, wait for button press The war ended before we could use this machine… CC/8716: C2 If ($1E80($222) [$1EC4, bit 2] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns) CC/8720: B2 Call subroutine $CC88BF CC/8724: D4 Set event bit $1E80($222) [$1EC4, bit 2] CC/8726: FE Return CC/8727: 4B Display dialogue message $06BA, wait for button press Kefka's in jail! CC/872A: C2 If ($1E80($223) [$1EC4, bit 3] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns) CC/8734: B2 Call subroutine $CC88BF CC/8738: D4 Set event bit $1E80($223) [$1EC4, bit 3] CC/873A: FE Return CC/873B: 4B Display dialogue message $0748, wait for button press I heard you're the strongest of the Returners…so just how strong are you…? CC/873E: C2 If ($1E80($22B) [$1EC5, bit 3] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns) CC/8748: 4D Invoke battle, enemy set $1A, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/874B: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CC8758 CC/8750: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CC/8752: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8776 CC/8758: B7 If bit $1DC9($45) [$1DD1, bit 5] is clear, branch to $CC8765 CC/875D: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CC/875F: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8776 CC/8765: B7 If bit $1DC9($44) [$1DD1, bit 4] is clear, branch to $CC8772 CC/876A: 55 Flash screen with color component(s) 4 (Green), at intensity 0 CC/876C: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8776 CC/8772: E9 Increment word $1FC2($00) [$1FC2] by $0005 CC/8776: 96 Restore screen from fade CC/8777: 5C Pause execution until fade in or fade out is complete CC/8778: 4B Display dialogue message $0749, wait for button press Not bad…pretty strong! CC/877B: B2 Call subroutine $CC88BF CC/877F: D4 Set event bit $1E80($22B) [$1EC5, bit 3] CC/8781: FE Return CC/8782: 4B Display dialogue message $074A, wait for button press Someone outta thrash ya! CC/8785: C2 If ($1E80($22C) [$1EC5, bit 4] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns) CC/878F: B2 Call subroutine $CC88BF CC/8793: D4 Set event bit $1E80($22C) [$1EC5, bit 4] CC/8795: FE Return CC/8796: 4B Display dialogue message $073F, wait for button press I've slain too many people. I'll never live a normal life. CC/8799: C0 If ($1E80($224) [$1EC4, bit 4] is set), branch to $CA5EB3 (simply returns) CC/879F: B2 Call subroutine $CC88BF CC/87A3: D4 Set event bit $1E80($224) [$1EC4, bit 4] CC/87A5: FE Return CC/87A6: 4B Display dialogue message $0740, wait for button press You're not wanted! CC/87A9: C0 If ($1E80($225) [$1EC4, bit 5] is set), branch to $CA5EB3 (simply returns) CC/87AF: B2 Call subroutine $CC88BF CC/87B3: D4 Set event bit $1E80($225) [$1EC4, bit 5] CC/87B5: FE Return CC/87B6: 4B Display dialogue message $0741, wait for button press I oppose peace! CC/87B9: C0 If ($1E80($226) [$1EC4, bit 6] is set), branch to $CA5EB3 (simply returns) CC/87BF: 4D Invoke battle, enemy set $1B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/87C2: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CC87CF CC/87C7: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CC/87C9: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC87ED CC/87CF: B7 If bit $1DC9($45) [$1DD1, bit 5] is clear, branch to $CC87DC CC/87D4: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CC/87D6: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC87ED CC/87DC: B7 If bit $1DC9($44) [$1DD1, bit 4] is clear, branch to $CC87E9 CC/87E1: 55 Flash screen with color component(s) 4 (Green), at intensity 0 CC/87E3: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC87ED CC/87E9: E9 Increment word $1FC2($00) [$1FC2] by $0005 CC/87ED: 96 Restore screen from fade CC/87EE: 5C Pause execution until fade in or fade out is complete CC/87EF: 4B Display dialogue message $0742, wait for button press Some people fight harder after they're cast down! CC/87F2: B2 Call subroutine $CC88BF CC/87F6: D4 Set event bit $1E80($226) [$1EC4, bit 6] CC/87F8: FE Return CC/87F9: 4B Display dialogue message $0743, wait for button press The Empire'll never die! CC/87FC: C0 If ($1E80($227) [$1EC4, bit 7] is set), branch to $CA5EB3 (simply returns) CC/8802: B2 Call subroutine $CC88BF CC/8806: D4 Set event bit $1E80($227) [$1EC4, bit 7] CC/8808: FE Return CC/8809: 4B Display dialogue message $0744, wait for button press You deserve a thrashing! CC/880C: C0 If ($1E80($228) [$1EC5, bit 0] is set), branch to $CA5EB3 (simply returns) CC/8812: 4D Invoke battle, enemy set $1B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/8815: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CC8822 CC/881A: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CC/881C: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8840 CC/8822: B7 If bit $1DC9($45) [$1DD1, bit 5] is clear, branch to $CC882F CC/8827: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CC/8829: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8840 CC/882F: B7 If bit $1DC9($44) [$1DD1, bit 4] is clear, branch to $CC883C CC/8834: 55 Flash screen with color component(s) 4 (Green), at intensity 0 CC/8836: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8840 CC/883C: E9 Increment word $1FC2($00) [$1FC2] by $0005 CC/8840: 96 Restore screen from fade CC/8841: 5C Pause execution until fade in or fade out is complete CC/8842: 4B Display dialogue message $0745, wait for button press You're strong… Maybe you really CAN defeat the Espers… CC/8845: B2 Call subroutine $CC88BF CC/8849: D4 Set event bit $1E80($228) [$1EC5, bit 0] CC/884B: FE Return CC/884C: 4B Display dialogue message $0746, wait for button press Espers… Who'd have dreamed they were that powerful… CC/884F: C0 If ($1E80($229) [$1EC5, bit 1] is set), branch to $CA5EB3 (simply returns) CC/8855: B2 Call subroutine $CC88BF CC/8859: D4 Set event bit $1E80($229) [$1EC5, bit 1] CC/885B: FE Return CC/885C: 4B Display dialogue message $0747, wait for button press We'll never knuckle under… CC/885F: C0 If ($1E80($22A) [$1EC5, bit 2] is set), branch to $CA5EB3 (simply returns) CC/8865: B2 Call subroutine $CC88BF CC/8869: D4 Set event bit $1E80($22A) [$1EC5, bit 2] CC/886B: FE Return CC/886C: 4B Display dialogue message $074B, wait for button press Phepppp. Returner scum! CC/886F: C0 If ($1E80($22D) [$1EC5, bit 5] is set), branch to $CA5EB3 (simply returns) CC/8875: 4D Invoke battle, enemy set $1B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/8878: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CC8885 CC/887D: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CC/887F: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC88A3 CC/8885: B7 If bit $1DC9($45) [$1DD1, bit 5] is clear, branch to $CC8892 CC/888A: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CC/888C: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC88A3 CC/8892: B7 If bit $1DC9($44) [$1DD1, bit 4] is clear, branch to $CC889F CC/8897: 55 Flash screen with color component(s) 4 (Green), at intensity 0 CC/8899: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC88A3 CC/889F: E9 Increment word $1FC2($00) [$1FC2] by $0005 CC/88A3: 96 Restore screen from fade CC/88A4: 5C Pause execution until fade in or fade out is complete CC/88A5: 4B Display dialogue message $074C, wait for button press Hm. Not bad! CC/88A8: B2 Call subroutine $CC88BF CC/88AC: D4 Set event bit $1E80($22D) [$1EC5, bit 5] CC/88AE: FE Return CC/88AF: 4B Display dialogue message $074D, wait for button press Everything'll be settled after the banquet… CC/88B2: C0 If ($1E80($22E) [$1EC5, bit 6] is set), branch to $CA5EB3 (simply returns) CC/88B8: B2 Call subroutine $CC88BF CC/88BC: D4 Set event bit $1E80($22E) [$1EC5, bit 6] CC/88BE: FE Return CC/88BF: C0 If ($1E80($14F) [$1EA9, bit 7] is set), branch to $CC88CF CC/88C5: D2 Set event bit $1E80($14F) [$1EA9, bit 7] CC/88C7: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/88CB: 4B Display dialogue message $0727, wait for button press (Show text only) 1 person CC/88CE: FE Return CC/88CF: C0 If ($1E80($200) [$1EC0, bit 0] is set), branch to $CC88DF CC/88D5: D4 Set event bit $1E80($200) [$1EC0, bit 0] CC/88D7: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/88DB: 4B Display dialogue message $0728, wait for button press (Show text only) 2 people CC/88DE: FE Return CC/88DF: C0 If ($1E80($201) [$1EC0, bit 1] is set), branch to $CC88EF CC/88E5: D4 Set event bit $1E80($201) [$1EC0, bit 1] CC/88E7: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/88EB: 4B Display dialogue message $0729, wait for button press (Show text only) 3 people CC/88EE: FE Return CC/88EF: C0 If ($1E80($202) [$1EC0, bit 2] is set), branch to $CC88FF CC/88F5: D4 Set event bit $1E80($202) [$1EC0, bit 2] CC/88F7: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/88FB: 4B Display dialogue message $072A, wait for button press (Show text only) 4 people CC/88FE: FE Return CC/88FF: C0 If ($1E80($203) [$1EC0, bit 3] is set), branch to $CC890F CC/8905: D4 Set event bit $1E80($203) [$1EC0, bit 3] CC/8907: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/890B: 4B Display dialogue message $072B, wait for button press (Show text only) 5 people CC/890E: FE Return CC/890F: C0 If ($1E80($204) [$1EC0, bit 4] is set), branch to $CC891F CC/8915: D4 Set event bit $1E80($204) [$1EC0, bit 4] CC/8917: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/891B: 4B Display dialogue message $072C, wait for button press (Show text only) 6 people CC/891E: FE Return CC/891F: C0 If ($1E80($205) [$1EC0, bit 5] is set), branch to $CC892F CC/8925: D4 Set event bit $1E80($205) [$1EC0, bit 5] CC/8927: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/892B: 4B Display dialogue message $072D, wait for button press (Show text only) 7 people CC/892E: FE Return CC/892F: C0 If ($1E80($206) [$1EC0, bit 6] is set), branch to $CC893F CC/8935: D4 Set event bit $1E80($206) [$1EC0, bit 6] CC/8937: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/893B: 4B Display dialogue message $072E, wait for button press (Show text only) 8 people CC/893E: FE Return CC/893F: C0 If ($1E80($207) [$1EC0, bit 7] is set), branch to $CC894F CC/8945: D4 Set event bit $1E80($207) [$1EC0, bit 7] CC/8947: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/894B: 4B Display dialogue message $072F, wait for button press (Show text only) 9 people CC/894E: FE Return CC/894F: C0 If ($1E80($208) [$1EC1, bit 0] is set), branch to $CC895F CC/8955: D4 Set event bit $1E80($208) [$1EC1, bit 0] CC/8957: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/895B: 4B Display dialogue message $0730, wait for button press (Show text only) 10 people CC/895E: FE Return CC/895F: C0 If ($1E80($209) [$1EC1, bit 1] is set), branch to $CC896F CC/8965: D4 Set event bit $1E80($209) [$1EC1, bit 1] CC/8967: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/896B: 4B Display dialogue message $0731, wait for button press (Show text only) 11 people CC/896E: FE Return CC/896F: C0 If ($1E80($20A) [$1EC1, bit 2] is set), branch to $CC897F CC/8975: D4 Set event bit $1E80($20A) [$1EC1, bit 2] CC/8977: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/897B: 4B Display dialogue message $0732, wait for button press (Show text only) 12 people CC/897E: FE Return CC/897F: C0 If ($1E80($20B) [$1EC1, bit 3] is set), branch to $CC898F CC/8985: D4 Set event bit $1E80($20B) [$1EC1, bit 3] CC/8987: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/898B: 4B Display dialogue message $0733, wait for button press (Show text only) 13 people CC/898E: FE Return CC/898F: C0 If ($1E80($20C) [$1EC1, bit 4] is set), branch to $CC899F CC/8995: D4 Set event bit $1E80($20C) [$1EC1, bit 4] CC/8997: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/899B: 4B Display dialogue message $0734, wait for button press (Show text only) 14 people CC/899E: FE Return CC/899F: C0 If ($1E80($20D) [$1EC1, bit 5] is set), branch to $CC89AF CC/89A5: D4 Set event bit $1E80($20D) [$1EC1, bit 5] CC/89A7: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/89AB: 4B Display dialogue message $0735, wait for button press (Show text only) 15 people CC/89AE: FE Return CC/89AF: C0 If ($1E80($20E) [$1EC1, bit 6] is set), branch to $CC89BF CC/89B5: D4 Set event bit $1E80($20E) [$1EC1, bit 6] CC/89B7: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/89BB: 4B Display dialogue message $0736, wait for button press (Show text only) 16 people CC/89BE: FE Return CC/89BF: C0 If ($1E80($20F) [$1EC1, bit 7] is set), branch to $CC89CF CC/89C5: D4 Set event bit $1E80($20F) [$1EC1, bit 7] CC/89C7: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/89CB: 4B Display dialogue message $0737, wait for button press (Show text only) 17 people CC/89CE: FE Return CC/89CF: C0 If ($1E80($210) [$1EC2, bit 0] is set), branch to $CC89DF CC/89D5: D4 Set event bit $1E80($210) [$1EC2, bit 0] CC/89D7: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/89DB: 4B Display dialogue message $0738, wait for button press (Show text only) 18 people CC/89DE: FE Return CC/89DF: C0 If ($1E80($211) [$1EC2, bit 1] is set), branch to $CC89EF CC/89E5: D4 Set event bit $1E80($211) [$1EC2, bit 1] CC/89E7: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/89EB: 4B Display dialogue message $0739, wait for button press (Show text only) 19 people CC/89EE: FE Return CC/89EF: C0 If ($1E80($212) [$1EC2, bit 2] is set), branch to $CC89FF CC/89F5: D4 Set event bit $1E80($212) [$1EC2, bit 2] CC/89F7: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/89FB: 4B Display dialogue message $073A, wait for button press (Show text only) 20 people CC/89FE: FE Return CC/89FF: C0 If ($1E80($213) [$1EC2, bit 3] is set), branch to $CC8A0F CC/8A05: D4 Set event bit $1E80($213) [$1EC2, bit 3] CC/8A07: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/8A0B: 4B Display dialogue message $073B, wait for button press (Show text only) 21 people CC/8A0E: FE Return CC/8A0F: C0 If ($1E80($214) [$1EC2, bit 4] is set), branch to $CC8A1F CC/8A15: D4 Set event bit $1E80($214) [$1EC2, bit 4] CC/8A17: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/8A1B: 4B Display dialogue message $073C, wait for button press (Show text only) 22 people CC/8A1E: FE Return CC/8A1F: C0 If ($1E80($215) [$1EC2, bit 5] is set), branch to $CC8A2F CC/8A25: D4 Set event bit $1E80($215) [$1EC2, bit 5] CC/8A27: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/8A2B: 4B Display dialogue message $073D, wait for button press (Show text only) 23 people CC/8A2E: FE Return CC/8A2F: C0 If ($1E80($216) [$1EC2, bit 6] is set), branch to $CA5EB3 (simply returns) CC/8A35: D4 Set event bit $1E80($216) [$1EC2, bit 6] CC/8A37: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/8A3B: 4B Display dialogue message $073E, wait for button press (Show text only) 24 people CC/8A3E: FE Return CC/8A3F: 4B Display dialogue message $0709, wait for button press GESTAHL: …… CC/8A42: FE Return CC/8A43: 4B Display dialogue message $070A, wait for button press CID: All will be put right if we can achieve peace…! CC/8A46: FE Return CC/8A47: C0 If ($1E80($237) [$1EC6, bit 7] is set), branch to $CC8A92 CC/8A4D: 4B Display dialogue message $070B, wait for button press TROOPERS: We want to test your strength! Won't you fight with us for a couple of minutes? ^ Sure ^ Sorry CC/8A50: B6 Indexed branch based on prior dialogue selection [$CC8A58, $CA5EB3] CC/8A57: FE Return CC/8A58: A0 Set timer 0 to $1C20 [2m: 00s: 00j], jump to subroutine $CA5EB3 if it expires. Flags: (Countdown continues in menu and battle) (Countdown shown while walking [must have tiles for it, only timer 0 can use]) (Unknown flag enabled 0x20 on event bank byte) (Countdown overrides the game clock display) CC/8A5E: 4D Invoke battle, enemy set $1E, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/8A61: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CC8A6E CC/8A66: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CC/8A68: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8A8C CC/8A6E: B7 If bit $1DC9($45) [$1DD1, bit 5] is clear, branch to $CC8A7B CC/8A73: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CC/8A75: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8A8C CC/8A7B: B7 If bit $1DC9($44) [$1DD1, bit 4] is clear, branch to $CC8A88 CC/8A80: 55 Flash screen with color component(s) 4 (Green), at intensity 0 CC/8A82: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8A8C CC/8A88: E9 Increment word $1FC2($00) [$1FC2] by $0005 CC/8A8C: A1 Reset timer 0 CC/8A8E: 96 Restore screen from fade CC/8A8F: 5C Pause execution until fade in or fade out is complete CC/8A90: D4 Set event bit $1E80($237) [$1EC6, bit 7] CC/8A92: 4B Display dialogue message $070C, wait for button press TROOPER: Just as we thought… CC/8A95: FE Return CC/8A96: A1 Reset timer 0 CC/8A98: D2 Set event bit $1E80($13C) [$1EA7, bit 4] CC/8A9A: 7A Change event address for object $00 to address $CA5EB3 CC/8A9F: 7A Change event address for object $01 to address $CA5EB3 CC/8AA4: 7A Change event address for object $04 to address $CA5EB3 CC/8AA9: 7A Change event address for object $05 to address $CA5EB3 CC/8AAE: 7A Change event address for object $02 to address $CA5EB3 CC/8AB3: 7A Change event address for object $0B to address $CA5EB3 CC/8AB8: 7A Change event address for object $09 to address $CA5EB3 CC/8ABD: 6A Load map $0005 (Darkness (Mog explains 3-party battles / various narration)) after fade out, (upper bits $3000), place party at (8, 7), facing left CC/8AC3: 42 Hide object $31 CC/8AC5: 45 Refresh objects CC/8AC6: 96 Restore screen from fade CC/8AC7: 5C Pause execution until fade in or fade out is complete CC/8AC8: 4B Display dialogue message $06E7, wait for button press (Show text only) That evening, the banquet with the Emperor took place… CC/8ACB: 92 Pause for 30 units CC/8ACC: DC Set event bit $1E80($62C) [$1F45, bit 4] CC/8ACE: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/8AD0: D4 Set event bit $1E80($2BC) [$1ED7, bit 4] CC/8AD2: F0 Play song 46 (Returners), (high bit clear), full volume CC/8AD4: 6A Load map $00FB (Imperial Castle, banquet hall) after fade out, (upper bits $0000), place party at (80, 25), facing up CC/8ADA: 47 Make character in slot 0 the lead character CC/8ADB: 59 Unfade screen at speed $04 CC/8ADD: 5C Pause execution until fade in or fade out is complete CC/8ADE: 17 Begin action queue for character $17 (NPC $17), 7 bytes long (Wait until complete) CC/8AE0: 85 Move vehicle/entity right 2 tiles CC/8AE1: A1 Move vehicle/entity right/down 1x1 tiles CC/8AE2: A1 Move vehicle/entity right/down 1x1 tiles CC/8AE3: 85 Move vehicle/entity right 2 tiles CC/8AE4: A1 Move vehicle/entity right/down 1x1 tiles CC/8AE5: CD Turn vehicle/entity right CC/8AE6: FF End queue CC/8AE7: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/8AE9: C2 Set vehicle/entity's event speed to normal CC/8AEA: CF Turn vehicle/entity left CC/8AEB: FF End queue CC/8AEC: 92 Pause for 30 units CC/8AED: 4B Display dialogue message $06E8, wait for button press TROOPER: This way, please. CC/8AF0: 78 Enable ability to pass through other objects for object $17 (NPC $17) CC/8AF2: 17 Begin action queue for character $17 (NPC $17), 6 bytes long (Wait until complete) CC/8AF4: 8C Move vehicle/entity up 4 tiles CC/8AF5: CE Turn vehicle/entity down CC/8AF6: E0 Pause for 4 * 2 (8) frames CC/8AF8: 59 Do vehicle/entity graphical action $19, flipped horizontally CC/8AF9: FF End queue CC/8AFA: 92 Pause for 30 units CC/8AFB: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/8AFD: 88 Move vehicle/entity up 3 tiles CC/8AFE: A0 Move vehicle/entity right/up 1x1 tiles CC/8AFF: CC Turn vehicle/entity up CC/8B00: FF End queue CC/8B01: B2 Call subroutine $CAC6AC CC/8B05: B2 Call subroutine $CB2E34 CC/8B09: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long CC/8B0B: C2 Set vehicle/entity's event speed to normal CC/8B0C: 80 Move vehicle/entity up 1 tile CC/8B0D: 83 Move vehicle/entity left 1 tile CC/8B0E: CC Turn vehicle/entity up CC/8B0F: FF End queue CC/8B10: 32 Begin action queue for character $32 (Party Character 1), 6 bytes long CC/8B12: C2 Set vehicle/entity's event speed to normal CC/8B13: 83 Move vehicle/entity left 1 tile CC/8B14: A3 Move vehicle/entity left/up 1x1 tiles CC/8B15: 83 Move vehicle/entity left 1 tile CC/8B16: CC Turn vehicle/entity up CC/8B17: FF End queue CC/8B18: 33 Begin action queue for character $33 (Party Character 2), 6 bytes long CC/8B1A: C2 Set vehicle/entity's event speed to normal CC/8B1B: 81 Move vehicle/entity right 1 tile CC/8B1C: A0 Move vehicle/entity right/up 1x1 tiles CC/8B1D: 83 Move vehicle/entity left 1 tile CC/8B1E: CC Turn vehicle/entity up CC/8B1F: FF End queue CC/8B20: 34 Begin action queue for character $34 (Party Character 3), 6 bytes long CC/8B22: C2 Set vehicle/entity's event speed to normal CC/8B23: 89 Move vehicle/entity right 3 tiles CC/8B24: A0 Move vehicle/entity right/up 1x1 tiles CC/8B25: 83 Move vehicle/entity left 1 tile CC/8B26: CC Turn vehicle/entity up CC/8B27: FF End queue CC/8B28: 17 Begin action queue for character $17 (NPC $17), 4 bytes long (Wait until complete) CC/8B2A: 96 Move vehicle/entity down 6 tiles CC/8B2B: E0 Pause for 4 * 6 (24) frames CC/8B2D: FF End queue CC/8B2E: 42 Hide object $17 CC/8B30: 45 Refresh objects CC/8B31: 36 Disable ability to pass through other objects for object $17 (NPC $17) CC/8B33: B2 Call subroutine $CB2E2B CC/8B37: 92 Pause for 30 units CC/8B38: 38 Hold screen CC/8B39: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CC/8B3B: 89 Move vehicle/entity right 3 tiles CC/8B3C: FF End queue CC/8B3D: 92 Pause for 30 units CC/8B3E: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/8B40: CF Turn vehicle/entity left CC/8B41: FF End queue CC/8B42: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete) CC/8B44: CF Turn vehicle/entity left CC/8B45: FF End queue CC/8B46: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long (Wait until complete) CC/8B48: CF Turn vehicle/entity left CC/8B49: FF End queue CC/8B4A: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long (Wait until complete) CC/8B4C: CF Turn vehicle/entity left CC/8B4D: FF End queue CC/8B4E: 92 Pause for 30 units CC/8B4F: 4B Display dialogue message $06E9, wait for button press CID: You can count me in as a Returner! CC/8B52: 92 Pause for 30 units CC/8B53: 16 Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete) CC/8B55: 85 Move vehicle/entity right 2 tiles CC/8B56: CC Turn vehicle/entity up CC/8B57: FF End queue CC/8B58: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/8B5A: CC Turn vehicle/entity up CC/8B5B: FF End queue CC/8B5C: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete) CC/8B5E: CC Turn vehicle/entity up CC/8B5F: FF End queue CC/8B60: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long (Wait until complete) CC/8B62: CC Turn vehicle/entity up CC/8B63: FF End queue CC/8B64: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long (Wait until complete) CC/8B66: CC Turn vehicle/entity up CC/8B67: FF End queue CC/8B68: 92 Pause for 30 units CC/8B69: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/8B6B: C1 Set vehicle/entity's event speed to slow CC/8B6C: 90 Move vehicle/entity up 5 tiles CC/8B6D: FF End queue CC/8B6E: 94 Pause for 60 units CC/8B6F: 4B Display dialogue message $06EA, wait for button press GESTAHL: Imagine! All of us here together, sharing a meal! First we must have a toast! CC/8B72: 92 Pause for 30 units CC/8B73: 4B Display dialogue message $06EB, wait for button press ^ To the Empire… ^ To the Returners… ^ To our hometowns… CC/8B76: B6 Indexed branch based on prior dialogue selection [$CC8B81, $CC8B93, $CC8BA5] CC/8B80: FE Return CC/8B81: 4B Display dialogue message $06ED, wait for button press GESTAHL: Well then… To the Empire! CC/8B84: E9 Increment word $1FC2($00) [$1FC2] by $0002 CC/8B88: B2 Call subroutine $CC8BB7 CC/8B8C: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8BE3 CC/8B92: FE Return CC/8B93: 4B Display dialogue message $06EE, wait for button press GESTAHL: Well then… To the Returners! CC/8B96: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/8B9A: B2 Call subroutine $CC8BB7 CC/8B9E: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8BE3 CC/8BA4: FE Return CC/8BA5: 4B Display dialogue message $06EC, wait for button press GESTAHL: Well then… To our hometowns! CC/8BA8: E9 Increment word $1FC2($00) [$1FC2] by $0005 CC/8BAC: B2 Call subroutine $CC8BB7 CC/8BB0: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8BE3 CC/8BB6: FE Return CC/8BB7: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/8BB9: 2A Do vehicle/entity graphical action $2A CC/8BBA: FF End queue CC/8BBB: 92 Pause for 30 units CC/8BBC: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/8BBE: 1B Do vehicle/entity graphical action $1B CC/8BBF: FF End queue CC/8BC0: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete) CC/8BC2: 1B Do vehicle/entity graphical action $1B CC/8BC3: FF End queue CC/8BC4: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long (Wait until complete) CC/8BC6: 1B Do vehicle/entity graphical action $1B CC/8BC7: FF End queue CC/8BC8: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long (Wait until complete) CC/8BCA: 1B Do vehicle/entity graphical action $1B CC/8BCB: FF End queue CC/8BCC: 95 Pause for 120 units CC/8BCD: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CC/8BCF: CC Turn vehicle/entity up CC/8BD0: FF End queue CC/8BD1: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CC/8BD3: CC Turn vehicle/entity up CC/8BD4: FF End queue CC/8BD5: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CC/8BD7: CC Turn vehicle/entity up CC/8BD8: FF End queue CC/8BD9: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CC/8BDB: CC Turn vehicle/entity up CC/8BDC: FF End queue CC/8BDD: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/8BDF: CE Turn vehicle/entity down CC/8BE0: FF End queue CC/8BE1: 92 Pause for 30 units CC/8BE2: FE Return CC/8BE3: 4B Display dialogue message $06EF, wait for button press GESTAHL: As you know, Kefka's in jail for war crimes. What shall we do with him? CC/8BE6: 92 Pause for 30 units CC/8BE7: 4B Display dialogue message $06F0, wait for button press ^ Leave him in jail… ^ Pardon him… ^ Execute him… CC/8BEA: B6 Indexed branch based on prior dialogue selection [$CC8BF5, $CC8C00, $CC8C0B] CC/8BF4: FE Return CC/8BF5: E9 Increment word $1FC2($00) [$1FC2] by $0005 CC/8BF9: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8C16 CC/8BFF: FE Return CC/8C00: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/8C04: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8C16 CC/8C0A: FE Return CC/8C0B: E9 Increment word $1FC2($00) [$1FC2] by $0003 CC/8C0F: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8C16 CC/8C15: FE Return CC/8C16: 92 Pause for 30 units CC/8C17: 4B Display dialogue message $06F7, wait for button press GESTAHL: Hmm… Well, let's let him stew in his cell for a while. Then we'll decide what to do. CC/8C1A: 94 Pause for 60 units CC/8C1B: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/8C1D: 2C Do vehicle/entity graphical action $2C CC/8C1E: FF End queue CC/8C1F: B5 Pause for 15 * 6 (90) units CC/8C21: 4B Display dialogue message $0721, wait for button press GESTAHL: I truly apologize about the poisoning of Doma. No one dreamed Kefka would use poison. CC/8C24: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/8C26: CE Turn vehicle/entity down CC/8C27: FF End queue CC/8C28: 92 Pause for 30 units CC/8C29: 4B Display dialogue message $0722, wait for button press ^ What's done is done… ^ That was inexcusable. ^ Apologize again!! CC/8C2C: B6 Indexed branch based on prior dialogue selection [$CC8C37, $CC8C42, $CC8C4D] CC/8C36: FE Return CC/8C37: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/8C3B: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8C58 CC/8C41: FE Return CC/8C42: E9 Increment word $1FC2($00) [$1FC2] by $0005 CC/8C46: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8C58 CC/8C4C: FE Return CC/8C4D: E9 Increment word $1FC2($00) [$1FC2] by $0003 CC/8C51: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8C58 CC/8C57: FE Return CC/8C58: 92 Pause for 30 units CC/8C59: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/8C5B: 2C Do vehicle/entity graphical action $2C CC/8C5C: FF End queue CC/8C5D: 94 Pause for 60 units CC/8C5E: 4B Display dialogue message $0723, wait for button press GESTAHL: I'm so terribly sorry! Kefka's being severely punished, and we're cleaning up the poison. CC/8C61: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/8C63: CE Turn vehicle/entity down CC/8C64: FF End queue CC/8C65: 92 Pause for 30 units CC/8C66: 4B Display dialogue message $0724, wait for button press GESTAHL: By the way… With regard to General CELES… CC/8C69: 93 Pause for 45 units CC/8C6A: 4B Display dialogue message $0725, wait for button press ^ Was she an Imperial spy? ^ CELES is one of us! ^ We trust CELES! CC/8C6D: B6 Indexed branch based on prior dialogue selection [$CC8C78, $CC8C83, $CC8C8E] CC/8C77: FE Return CC/8C78: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/8C7C: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8C99 CC/8C82: FE Return CC/8C83: E9 Increment word $1FC2($00) [$1FC2] by $0005 CC/8C87: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8C99 CC/8C8D: FE Return CC/8C8E: E9 Increment word $1FC2($00) [$1FC2] by $0003 CC/8C92: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8C99 CC/8C98: FE Return CC/8C99: 4B Display dialogue message $0726, wait for button press GESTAHL: Kefka was lying. General CELES realized the war was stupid before anyone else. That's why she joined the returners. Any other questions for me? CC/8C9C: 93 Pause for 45 units CC/8C9D: 4B Display dialogue message $06F8, wait for button press ^ Why'd you start the war? ^ Why do you want peace now? ^ Why'd we have to talk to your men? CC/8CA0: B6 Indexed branch based on prior dialogue selection [$CC8CAB, $CC8CC5, $CC8CDF] CC/8CAA: FE Return CC/8CAB: 4B Display dialogue message $06F9, wait for button press GESTAHL: My desire for power got the best of me. Now I've come to my senses. CC/8CAE: D4 Set event bit $1E80($234) [$1EC6, bit 4] CC/8CB0: E9 Increment word $1FC2($00) [$1FC2] by $0002 CC/8CB4: C0 If ($1E80($230) [$1EC6, bit 0] is set), branch to $CC8CBE CC/8CBA: D4 Set event bit $1E80($230) [$1EC6, bit 0] CC/8CBC: D4 Set event bit $1E80($231) [$1EC6, bit 1] CC/8CBE: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8CF9 CC/8CC4: FE Return CC/8CC5: 4B Display dialogue message $06FA, wait for button press GESTAHL: I feel we need each other's help at this time… CC/8CC8: D4 Set event bit $1E80($235) [$1EC6, bit 5] CC/8CCA: E9 Increment word $1FC2($00) [$1FC2] by $0002 CC/8CCE: C0 If ($1E80($230) [$1EC6, bit 0] is set), branch to $CC8CD8 CC/8CD4: D4 Set event bit $1E80($230) [$1EC6, bit 0] CC/8CD6: D4 Set event bit $1E80($232) [$1EC6, bit 2] CC/8CD8: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8CF9 CC/8CDE: FE Return CC/8CDF: 4B Display dialogue message $06FB, wait for button press GESTAHL: Some of my men refuse to embrace peace. I felt they'd understand if they actually met you face to face. CC/8CE2: D4 Set event bit $1E80($236) [$1EC6, bit 6] CC/8CE4: E9 Increment word $1FC2($00) [$1FC2] by $0002 CC/8CE8: C0 If ($1E80($230) [$1EC6, bit 0] is set), branch to $CC8CF2 CC/8CEE: D4 Set event bit $1E80($230) [$1EC6, bit 0] CC/8CF0: D4 Set event bit $1E80($233) [$1EC6, bit 3] CC/8CF2: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8CF9 CC/8CF8: FE Return CC/8CF9: 94 Pause for 60 units CC/8CFA: 4B Display dialogue message $06FC, wait for button press GESTAHL: With your permission, I'd like to talk about the Espers… CC/8CFD: 92 Pause for 30 units CC/8CFE: 4B Display dialogue message $06FD, wait for button press ^ One more question please! ^ Okay. CC/8D01: B6 Indexed branch based on prior dialogue selection [$CC8D09, $CC8D7D] CC/8D08: FE Return CC/8D09: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CC/8D0B: 2A Do vehicle/entity graphical action $2A CC/8D0C: E0 Pause for 4 * 3 (12) frames CC/8D0E: CE Turn vehicle/entity down CC/8D0F: FF End queue CC/8D10: 94 Pause for 60 units CC/8D11: 4B Display dialogue message $06F8, wait for button press ^ Why'd you start the war? ^ Why do you want peace now? ^ Why'd we have to talk to your men? CC/8D14: B6 Indexed branch based on prior dialogue selection [$CC8D1F, $CC8D35, $CC8D4B] CC/8D1E: FE Return CC/8D1F: C0 If ($1E80($234) [$1EC6, bit 4] is set), branch to $CC8D61 CC/8D25: 4B Display dialogue message $06F9, wait for button press GESTAHL: My desire for power got the best of me. Now I've come to my senses. CC/8D28: E9 Increment word $1FC2($00) [$1FC2] by $0002 CC/8D2C: D4 Set event bit $1E80($234) [$1EC6, bit 4] CC/8D2E: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8D71 CC/8D34: FE Return CC/8D35: C0 If ($1E80($235) [$1EC6, bit 5] is set), branch to $CC8D61 CC/8D3B: 4B Display dialogue message $06FA, wait for button press GESTAHL: I feel we need each other's help at this time… CC/8D3E: E9 Increment word $1FC2($00) [$1FC2] by $0002 CC/8D42: D4 Set event bit $1E80($235) [$1EC6, bit 5] CC/8D44: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8D71 CC/8D4A: FE Return CC/8D4B: C0 If ($1E80($236) [$1EC6, bit 6] is set), branch to $CC8D61 CC/8D51: 4B Display dialogue message $06FB, wait for button press GESTAHL: Some of my men refuse to embrace peace. I felt they'd understand if they actually met you face to face. CC/8D54: E9 Increment word $1FC2($00) [$1FC2] by $0002 CC/8D58: D4 Set event bit $1E80($236) [$1EC6, bit 6] CC/8D5A: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8D71 CC/8D60: FE Return CC/8D61: 92 Pause for 30 units CC/8D62: 4B Display dialogue message $06FF, wait for button press GESTAHL: I assure you, I have answered your questions truthfully. CC/8D65: 92 Pause for 30 units CC/8D66: EA Decrement word $1FC2($00) [$1FC2] by $000A CC/8D6A: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8D71 CC/8D70: FE Return CC/8D71: 92 Pause for 30 units CC/8D72: 4B Display dialogue message $06FE, wait for button press ^ One more question please! ^ Let's talk about Espers… CC/8D75: B6 Indexed branch based on prior dialogue selection [$CC8D09, $CC8D7D] CC/8D7C: FE Return CC/8D7D: 92 Pause for 30 units CC/8D7E: 4B Display dialogue message $0700, wait for button press GESTAHL: My Empire's been decimated by the Espers that emerged from the sealed gate. They're acting spiteful. Unless they're stopped, they'll rip the world asunder! CC/8D81: 92 Pause for 30 units CC/8D82: 4B Display dialogue message $0701, wait for button press ^ Yes, the Espers have gone too far. ^ But you unleashed their power!! CC/8D85: B6 Indexed branch based on prior dialogue selection [$CC8D8D, $CC8D98] CC/8D8C: FE Return CC/8D8D: E9 Increment word $1FC2($00) [$1FC2] by $0005 CC/8D91: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8DA3 CC/8D97: FE Return CC/8D98: E9 Increment word $1FC2($00) [$1FC2] by $0002 CC/8D9C: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8DA3 CC/8DA2: FE Return CC/8DA3: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CC/8DA5: 2C Do vehicle/entity graphical action $2C CC/8DA6: E0 Pause for 4 * 12 (48) frames CC/8DA8: CE Turn vehicle/entity down CC/8DA9: FF End queue CC/8DAA: 92 Pause for 30 units CC/8DAB: 4B Display dialogue message $0702, wait for button press GESTAHL: After the Espers went on their rampage, I knew I couldn't go on with my war. I asked myself why I had started it in the first place. By the way… About those questions you asked me… which did you ask first? CC/8DAE: 4B Display dialogue message $06F8, wait for button press ^ Why'd you start the war? ^ Why do you want peace now? ^ Why'd we have to talk to your men? CC/8DB1: B6 Indexed branch based on prior dialogue selection [$CC8DBC, $CC8DCD, $CC8DDE] CC/8DBB: FE Return CC/8DBC: C0 If ($1E80($231) [$1EC6, bit 1] is clear), branch to $CC8DEF CC/8DC2: E9 Increment word $1FC2($00) [$1FC2] by $0005 CC/8DC6: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8DEF CC/8DCC: FE Return CC/8DCD: C0 If ($1E80($232) [$1EC6, bit 2] is clear), branch to $CC8DEF CC/8DD3: E9 Increment word $1FC2($00) [$1FC2] by $0005 CC/8DD7: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8DEF CC/8DDD: FE Return CC/8DDE: C0 If ($1E80($233) [$1EC6, bit 3] is clear), branch to $CC8DEF CC/8DE4: E9 Increment word $1FC2($00) [$1FC2] by $0005 CC/8DE8: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8DEF CC/8DEE: FE Return CC/8DEF: 92 Pause for 30 units CC/8DF0: 4B Display dialogue message $0703, wait for button press GESTAHL: Right. Anyway, more than anything I want peace. That's my true dream. I want you to understand that! CC/8DF3: 92 Pause for 30 units CC/8DF4: 16 Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete) CC/8DF6: 83 Move vehicle/entity left 1 tile CC/8DF7: CD Turn vehicle/entity right CC/8DF8: FF End queue CC/8DF9: 92 Pause for 30 units CC/8DFA: 4B Display dialogue message $0704, wait for button press CID: You seem a bit tired. Care for a rest break? CC/8DFD: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CC/8DFF: CF Turn vehicle/entity left CC/8E00: FF End queue CC/8E01: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CC/8E03: CF Turn vehicle/entity left CC/8E04: FF End queue CC/8E05: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CC/8E07: CF Turn vehicle/entity left CC/8E08: FF End queue CC/8E09: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CC/8E0B: CF Turn vehicle/entity left CC/8E0C: FF End queue CC/8E0D: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/8E0F: CF Turn vehicle/entity left CC/8E10: FF End queue CC/8E11: 94 Pause for 60 units CC/8E12: 4B Display dialogue message $0705, wait for button press ^ Yes, let's take a break. ^ Let's keep talking. CC/8E15: B6 Indexed branch based on prior dialogue selection [$CC8E1D, $CC8EB5] CC/8E1C: FE Return CC/8E1D: 16 Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete) CC/8E1F: 81 Move vehicle/entity right 1 tile CC/8E20: CC Turn vehicle/entity up CC/8E21: FF End queue CC/8E22: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/8E24: CE Turn vehicle/entity down CC/8E25: FF End queue CC/8E26: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/8E28: CC Turn vehicle/entity up CC/8E29: FF End queue CC/8E2A: B2 Call subroutine $CB2E34 CC/8E2E: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CC/8E30: C2 Set vehicle/entity's event speed to normal CC/8E31: 87 Move vehicle/entity left 2 tiles CC/8E32: CC Turn vehicle/entity up CC/8E33: FF End queue CC/8E34: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CC/8E36: C2 Set vehicle/entity's event speed to normal CC/8E37: 85 Move vehicle/entity right 2 tiles CC/8E38: CC Turn vehicle/entity up CC/8E39: FF End queue CC/8E3A: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CC/8E3C: C2 Set vehicle/entity's event speed to normal CC/8E3D: 8F Move vehicle/entity left 4 tiles CC/8E3E: CC Turn vehicle/entity up CC/8E3F: FF End queue CC/8E40: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/8E42: CC Turn vehicle/entity up CC/8E43: E0 Pause for 4 * 16 (64) frames CC/8E45: FF End queue CC/8E46: 42 Hide object $32 CC/8E48: 42 Hide object $33 CC/8E4A: 42 Hide object $34 CC/8E4C: 45 Refresh objects CC/8E4D: 47 Make character in slot 0 the lead character CC/8E4E: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/8E50: C2 Set vehicle/entity's event speed to normal CC/8E51: 92 Move vehicle/entity down 5 tiles CC/8E52: FF End queue CC/8E53: 92 Pause for 30 units CC/8E54: 39 Free screen CC/8E55: 3A Enable player to move while event commands execute CC/8E56: B2 Call subroutine $CB2E2B CC/8E5A: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/8E5C: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/8E5E: 81 Move vehicle/entity right 1 tile CC/8E5F: CE Turn vehicle/entity down CC/8E60: FF End queue CC/8E61: 3A Enable player to move while event commands execute CC/8E62: FE Return CC/8E63: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CA5EB3 (simply returns) CC/8E69: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/8E6F: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/8E71: 4B Display dialogue message $0706, wait for button press Shall we begin again? ^ Yes ^ No CC/8E74: B6 Indexed branch based on prior dialogue selection [$CC8E7C, $CA5EB3] CC/8E7B: FE Return CC/8E7C: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/8E7E: CC Turn vehicle/entity up CC/8E7F: FF End queue CC/8E80: B2 Call subroutine $CB2E34 CC/8E84: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/8E86: CC Turn vehicle/entity up CC/8E87: FF End queue CC/8E88: B2 Call subroutine $CAC6AC CC/8E8C: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CC/8E8E: C2 Set vehicle/entity's event speed to normal CC/8E8F: 87 Move vehicle/entity left 2 tiles CC/8E90: CC Turn vehicle/entity up CC/8E91: FF End queue CC/8E92: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CC/8E94: C2 Set vehicle/entity's event speed to normal CC/8E95: 85 Move vehicle/entity right 2 tiles CC/8E96: CC Turn vehicle/entity up CC/8E97: FF End queue CC/8E98: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CC/8E9A: C2 Set vehicle/entity's event speed to normal CC/8E9B: 8D Move vehicle/entity right 4 tiles CC/8E9C: CC Turn vehicle/entity up CC/8E9D: FF End queue CC/8E9E: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/8EA0: CC Turn vehicle/entity up CC/8EA1: E0 Pause for 4 * 16 (64) frames CC/8EA3: FF End queue CC/8EA4: 38 Hold screen CC/8EA5: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/8EA7: C2 Set vehicle/entity's event speed to normal CC/8EA8: 90 Move vehicle/entity up 5 tiles CC/8EA9: FF End queue CC/8EAA: B2 Call subroutine $CB2E2B CC/8EAE: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8ECE CC/8EB4: FE Return CC/8EB5: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/8EB7: CE Turn vehicle/entity down CC/8EB8: FF End queue CC/8EB9: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CC/8EBB: CC Turn vehicle/entity up CC/8EBC: FF End queue CC/8EBD: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CC/8EBF: CC Turn vehicle/entity up CC/8EC0: FF End queue CC/8EC1: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CC/8EC3: CC Turn vehicle/entity up CC/8EC4: FF End queue CC/8EC5: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/8EC7: CC Turn vehicle/entity up CC/8EC8: FF End queue CC/8EC9: 16 Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete) CC/8ECB: 81 Move vehicle/entity right 1 tile CC/8ECC: CC Turn vehicle/entity up CC/8ECD: FF End queue CC/8ECE: 92 Pause for 30 units CC/8ECF: 4B Display dialogue message $0707, wait for button press GESTAHL: Is there anything you wish to hear me say? CC/8ED2: 92 Pause for 30 units CC/8ED3: 4B Display dialogue message $0708, wait for button press ^ That all you really want is peace. ^ That your war's truly over. ^ That you're sorry… CC/8ED6: B6 Indexed branch based on prior dialogue selection [$CC8EE1, $CC8EEF, $CC8EFD] CC/8EE0: FE Return CC/8EE1: 4B Display dialogue message $070D, wait for button press GESTAHL: I understand. My only dream in life is…peace! Now I must ask for a favor… CC/8EE4: E9 Increment word $1FC2($00) [$1FC2] by $0003 CC/8EE8: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8F0B CC/8EEE: FE Return CC/8EEF: 4B Display dialogue message $070E, wait for button press GESTAHL: I understand. I've ordered this war to be over! Now I must ask for a favor… CC/8EF2: E9 Increment word $1FC2($00) [$1FC2] by $0005 CC/8EF6: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8F0B CC/8EFC: FE Return CC/8EFD: 4B Display dialogue message $070F, wait for button press GESTAHL: I understand. I'm truly sorry for what I've done! Now I must ask for a favor… CC/8F00: E9 Increment word $1FC2($00) [$1FC2] by $0001 CC/8F04: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8F0B CC/8F0A: FE Return CC/8F0B: 94 Pause for 60 units CC/8F0C: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CC/8F0E: 81 Move vehicle/entity right 1 tile CC/8F0F: 80 Move vehicle/entity up 1 tile CC/8F10: FF End queue CC/8F11: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CC/8F13: CD Turn vehicle/entity right CC/8F14: FF End queue CC/8F15: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CC/8F17: CD Turn vehicle/entity right CC/8F18: FF End queue CC/8F19: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CC/8F1B: CF Turn vehicle/entity left CC/8F1C: FF End queue CC/8F1D: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/8F1F: CF Turn vehicle/entity left CC/8F20: FF End queue CC/8F21: 94 Pause for 60 units CC/8F22: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CC/8F24: CD Turn vehicle/entity right CC/8F25: E0 Pause for 4 * 1 (4) frames CC/8F27: CE Turn vehicle/entity down CC/8F28: FF End queue CC/8F29: 94 Pause for 60 units CC/8F2A: 4B Display dialogue message $0710, wait for button press GESTAHL: After they devastated my Empire, the Espers headed northward, toward Crescent Island. They must be found…! We must tell them we're no longer their enemy. After all that I have put them through, it is up to me to set things right. That is why… I need to borrow TERRA's power. CC/8F2D: 92 Pause for 30 units CC/8F2E: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CC/8F30: CE Turn vehicle/entity down CC/8F31: FF End queue CC/8F32: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CC/8F34: CE Turn vehicle/entity down CC/8F35: FF End queue CC/8F36: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CC/8F38: CE Turn vehicle/entity down CC/8F39: FF End queue CC/8F3A: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/8F3C: CE Turn vehicle/entity down CC/8F3D: FF End queue CC/8F3E: 92 Pause for 30 units CC/8F3F: 4B Display dialogue message $0711, wait for button press Only TERRA can bridge the gap between Esper and human. CC/8F42: 92 Pause for 30 units CC/8F43: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/8F45: 82 Move vehicle/entity down 1 tile CC/8F46: FF End queue CC/8F47: 92 Pause for 30 units CC/8F48: 4B Display dialogue message $0712, wait for button press GESTAHL: We must make for Crescent Island aboard the freighter from Albrook. Will you accompany me? ^ Yes ^ No CC/8F4B: B6 Indexed branch based on prior dialogue selection [$CC8F5E, $CC8F53] CC/8F52: FE Return CC/8F53: 4B Display dialogue message $0713, wait for button press GESTAHL: We cannot simply ignore the Espers!! Please…come with me! ^ Yes ^ No CC/8F56: B6 Indexed branch based on prior dialogue selection [$CC8F62, $CC8F53] CC/8F5D: FE Return CC/8F5E: E9 Increment word $1FC2($00) [$1FC2] by $0003 CC/8F62: 4B Display dialogue message $0714, wait for button press GESTAHL: I'll have my finest warrior accompany us! General Leo! CC/8F65: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CC/8F67: 80 Move vehicle/entity up 1 tile CC/8F68: CF Turn vehicle/entity left CC/8F69: FF End queue CC/8F6A: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CC/8F6C: CF Turn vehicle/entity left CC/8F6D: FF End queue CC/8F6E: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CC/8F70: CF Turn vehicle/entity left CC/8F71: FF End queue CC/8F72: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CC/8F74: CF Turn vehicle/entity left CC/8F75: FF End queue CC/8F76: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/8F78: CF Turn vehicle/entity left CC/8F79: FF End queue CC/8F7A: 3D Create object $11 CC/8F7C: 41 Show object $11 CC/8F7E: 45 Refresh objects CC/8F7F: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CC/8F81: 89 Move vehicle/entity right 3 tiles CC/8F82: A0 Move vehicle/entity right/up 1x1 tiles CC/8F83: 8D Move vehicle/entity right 4 tiles CC/8F84: FF End queue CC/8F85: 92 Pause for 30 units CC/8F86: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CC/8F88: CE Turn vehicle/entity down CC/8F89: FF End queue CC/8F8A: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/8F8C: CE Turn vehicle/entity down CC/8F8D: FF End queue CC/8F8E: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CC/8F90: CE Turn vehicle/entity down CC/8F91: FF End queue CC/8F92: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CC/8F94: CE Turn vehicle/entity down CC/8F95: FF End queue CC/8F96: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CC/8F98: CE Turn vehicle/entity down CC/8F99: FF End queue CC/8F9A: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/8F9C: CE Turn vehicle/entity down CC/8F9D: FF End queue CC/8F9E: 92 Pause for 30 units CC/8F9F: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CC/8FA1: 20 Do vehicle/entity graphical action $20 CC/8FA2: E0 Pause for 4 * 7 (28) frames CC/8FA4: CE Turn vehicle/entity down CC/8FA5: FF End queue CC/8FA6: 92 Pause for 30 units CC/8FA7: 4B Display dialogue message $0715, wait for button press LEO: I'm General Leo Nice to meet you. CC/8FAA: DE Load CaseWord with the characters in the currently active party? CC/8FAB: C0 If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CC8FB5 CC/8FB1: 94 Pause for 60 units CC/8FB2: 4B Display dialogue message $0716, wait for button press (At bottom of screen) SABIN: Didn't I see you at Doma? …I'm SURE I did… So that was General Leo… CC/8FB5: DE Load CaseWord with the characters in the currently active party? CC/8FB6: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CC8FC1 CC/8FBC: B5 Pause for 15 * 6 (90) units CC/8FBE: 4B Display dialogue message $0717, wait for button press LEO: You! You're CYAN, liege to the king of Doma! Please forgive me for not being there to stop Kefka… CYAN: …… That wasn't your fault. CC/8FC1: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CC/8FC3: 93 Move vehicle/entity left 5 tiles CC/8FC4: 92 Move vehicle/entity down 5 tiles CC/8FC5: CD Turn vehicle/entity right CC/8FC6: FF End queue CC/8FC7: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/8FC9: CF Turn vehicle/entity left CC/8FCA: FF End queue CC/8FCB: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete) CC/8FCD: CF Turn vehicle/entity left CC/8FCE: FF End queue CC/8FCF: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long (Wait until complete) CC/8FD1: CF Turn vehicle/entity left CC/8FD2: FF End queue CC/8FD3: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long (Wait until complete) CC/8FD5: CF Turn vehicle/entity left CC/8FD6: FF End queue CC/8FD7: 92 Pause for 30 units CC/8FD8: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/8FDA: 62 Do vehicle/entity graphical action $22, flipped horizontally CC/8FDB: FF End queue CC/8FDC: 4B Display dialogue message $0718, wait for button press LEO: I'll be waiting for you in Albrook. CC/8FDF: 92 Pause for 30 units CC/8FE0: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/8FE2: CD Turn vehicle/entity right CC/8FE3: FF End queue CC/8FE4: 92 Pause for 30 units CC/8FE5: 11 Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete) CC/8FE7: A1 Move vehicle/entity right/down 1x1 tiles CC/8FE8: A1 Move vehicle/entity right/down 1x1 tiles CC/8FE9: A1 Move vehicle/entity right/down 1x1 tiles CC/8FEA: A1 Move vehicle/entity right/down 1x1 tiles CC/8FEB: A1 Move vehicle/entity right/down 1x1 tiles CC/8FEC: A1 Move vehicle/entity right/down 1x1 tiles CC/8FED: A1 Move vehicle/entity right/down 1x1 tiles CC/8FEE: FF End queue CC/8FEF: 42 Hide object $11 CC/8FF1: 45 Refresh objects CC/8FF2: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/8FF4: CC Turn vehicle/entity up CC/8FF5: FF End queue CC/8FF6: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete) CC/8FF8: CC Turn vehicle/entity up CC/8FF9: FF End queue CC/8FFA: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long (Wait until complete) CC/8FFC: CC Turn vehicle/entity up CC/8FFD: FF End queue CC/8FFE: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long (Wait until complete) CC/9000: CC Turn vehicle/entity up CC/9001: FF End queue CC/9002: 92 Pause for 30 units CC/9003: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/9005: 82 Move vehicle/entity down 1 tile CC/9006: 83 Move vehicle/entity left 1 tile CC/9007: CE Turn vehicle/entity down CC/9008: FF End queue CC/9009: 92 Pause for 30 units CC/900A: 4B Display dialogue message $0719, wait for button press GESTAHL: We must find the Espers and come to terms with them! You are our last hope! CC/900D: 94 Pause for 60 units CC/900E: 5A Fade screen at speed $04 CC/9010: 5C Pause execution until fade in or fade out is complete CC/9011: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/9013: C3 Set vehicle/entity's event speed to fast CC/9014: 92 Move vehicle/entity down 5 tiles CC/9015: FF End queue CC/9016: 42 Hide object $31 CC/9018: 42 Hide object $32 CC/901A: 42 Hide object $33 CC/901C: 42 Hide object $34 CC/901E: 45 Refresh objects CC/901F: 42 Hide object $10 CC/9021: 42 Hide object $12 CC/9023: 42 Hide object $13 CC/9025: 42 Hide object $14 CC/9027: 42 Hide object $15 CC/9029: 42 Hide object $16 CC/902B: 45 Refresh objects CC/902C: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/902D: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CC9042 CC/9033: 3D Create object $0B CC/9035: 45 Refresh objects CC/9036: 0B Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete) CC/9038: C2 Set vehicle/entity's event speed to normal CC/9039: D5 Set vehicle/entity's position to (77, 23) CC/903C: CD Turn vehicle/entity right CC/903D: FF End queue CC/903E: 41 Show object $0B CC/9040: 8D Remove all equipment from character $0B (Actor in stot 11) CC/9042: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/9043: C0 If ($1E80($1AA) [$1EB5, bit 2] is clear), branch to $CC9058 CC/9049: 3D Create object $0A CC/904B: 45 Refresh objects CC/904C: 0A Begin action queue for character $0A (Actor in stot 10), 6 bytes long (Wait until complete) CC/904E: C2 Set vehicle/entity's event speed to normal CC/904F: D5 Set vehicle/entity's position to (77, 21) CC/9052: CD Turn vehicle/entity right CC/9053: FF End queue CC/9054: 41 Show object $0A CC/9056: 8D Remove all equipment from character $0A (Actor in stot 10) CC/9058: D4 Set event bit $1E80($2F0) [$1EDE, bit 0] CC/905A: D4 Set event bit $1E80($2F1) [$1EDE, bit 1] CC/905C: D4 Set event bit $1E80($2F2) [$1EDE, bit 2] CC/905E: D4 Set event bit $1E80($2F4) [$1EDE, bit 4] CC/9060: D4 Set event bit $1E80($2F5) [$1EDE, bit 5] CC/9062: D4 Set event bit $1E80($2F9) [$1EDF, bit 1] CC/9064: D5 Clear event bit $1E80($2F6) [$1EDE, bit 6] CC/9066: D5 Clear event bit $1E80($2F3) [$1EDE, bit 3] CC/9068: D5 Clear event bit $1E80($2F7) [$1EDE, bit 7] CC/906A: D5 Clear event bit $1E80($2F8) [$1EDF, bit 0] CC/906C: 77 Perform level averaging on character $01 (LOCKE ) and calculate new maximum HP/MP CC/906E: 77 Perform level averaging on character $00 (TERRA ) and calculate new maximum HP/MP CC/9070: 3D Create object $00 CC/9072: 3D Create object $01 CC/9074: 3D Create object $04 CC/9076: 3D Create object $05 CC/9078: 3D Create object $02 CC/907A: 3D Create object $09 CC/907C: 45 Refresh objects CC/907D: 8D Remove all equipment from character $02 (Actor in stot 2) CC/907F: 8D Remove all equipment from character $04 (Actor in stot 4) CC/9081: 8D Remove all equipment from character $05 (Actor in stot 5) CC/9083: 8D Remove all equipment from character $09 (Actor in stot 9) CC/9085: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete) CC/9087: C2 Set vehicle/entity's event speed to normal CC/9088: D5 Set vehicle/entity's position to (81, 23) CC/908B: CF Turn vehicle/entity left CC/908C: FF End queue CC/908D: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete) CC/908F: C2 Set vehicle/entity's event speed to normal CC/9090: D5 Set vehicle/entity's position to (79, 22) CC/9093: CD Turn vehicle/entity right CC/9094: FF End queue CC/9095: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CC/9097: C2 Set vehicle/entity's event speed to normal CC/9098: D5 Set vehicle/entity's position to (79, 23) CC/909B: CD Turn vehicle/entity right CC/909C: FF End queue CC/909D: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete) CC/909F: C2 Set vehicle/entity's event speed to normal CC/90A0: D5 Set vehicle/entity's position to (80, 25) CC/90A3: CC Turn vehicle/entity up CC/90A4: FF End queue CC/90A5: 09 Begin action queue for character $09 (Actor in stot 9), 6 bytes long (Wait until complete) CC/90A7: C2 Set vehicle/entity's event speed to normal CC/90A8: D5 Set vehicle/entity's position to (80, 21) CC/90AB: CE Turn vehicle/entity down CC/90AC: FF End queue CC/90AD: 02 Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete) CC/90AF: C2 Set vehicle/entity's event speed to normal CC/90B0: D5 Set vehicle/entity's position to (78, 24) CC/90B3: CD Turn vehicle/entity right CC/90B4: FF End queue CC/90B5: 41 Show object $00 CC/90B7: 41 Show object $01 CC/90B9: 41 Show object $04 CC/90BB: 41 Show object $05 CC/90BD: 41 Show object $02 CC/90BF: 41 Show object $09 CC/90C1: 59 Unfade screen at speed $08 CC/90C3: 5C Pause execution until fade in or fade out is complete CC/90C4: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/90C6: 81 Move vehicle/entity right 1 tile CC/90C7: CE Turn vehicle/entity down CC/90C8: FF End queue CC/90C9: 92 Pause for 30 units CC/90CA: 4B Display dialogue message $071A, wait for button press LOCKE: If TERRA goes, I'll go. CC/90CD: 92 Pause for 30 units CC/90CE: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/90D0: CC Turn vehicle/entity up CC/90D1: FF End queue CC/90D2: 92 Pause for 30 units CC/90D3: 4B Display dialogue message $071B, wait for button press TERRA: LOCKE… Thank you… CC/90D6: 92 Pause for 30 units CC/90D7: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/90D9: 82 Move vehicle/entity down 1 tile CC/90DA: CF Turn vehicle/entity left CC/90DB: FF End queue CC/90DC: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/90DE: CF Turn vehicle/entity left CC/90DF: FF End queue CC/90E0: 92 Pause for 30 units CC/90E1: 4B Display dialogue message $071C, wait for button press LOCKE: The rest of you wait here. I smell a rat… CC/90E4: 92 Pause for 30 units CC/90E5: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CC/90E7: 62 Do vehicle/entity graphical action $22, flipped horizontally CC/90E8: E0 Pause for 4 * 4 (16) frames CC/90EA: CD Turn vehicle/entity right CC/90EB: FF End queue CC/90EC: 92 Pause for 30 units CC/90ED: 4B Display dialogue message $071D, wait for button press EDGAR: Agreed… It's hard to trust the Emperor just like that… CC/90F0: 92 Pause for 30 units CC/90F1: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CC/90F3: 81 Move vehicle/entity right 1 tile CC/90F4: FF End queue CC/90F5: 92 Pause for 30 units CC/90F6: 4B Display dialogue message $071E, wait for button press CYAN: We'll stay here and investigate. CC/90F9: 92 Pause for 30 units CC/90FA: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/90FC: CE Turn vehicle/entity down CC/90FD: FF End queue CC/90FE: 92 Pause for 30 units CC/90FF: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CC/9101: 20 Do vehicle/entity graphical action $20 CC/9102: E0 Pause for 4 * 4 (16) frames CC/9104: CE Turn vehicle/entity down CC/9105: FF End queue CC/9106: 92 Pause for 30 units CC/9107: 4B Display dialogue message $071F, wait for button press LOCKE: Please do. Leave no stone unturned! CC/910A: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long CC/910C: 82 Move vehicle/entity down 1 tile CC/910D: FF End queue CC/910E: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CC/9110: 80 Move vehicle/entity up 1 tile CC/9111: FF End queue CC/9112: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/9114: CF Turn vehicle/entity left CC/9115: FF End queue CC/9116: 92 Pause for 30 units CC/9117: 4B Display dialogue message $0720, wait for button press EDGAR: Right. And you be careful! CC/911A: 92 Pause for 30 units CC/911B: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CC/911D: 22 Do vehicle/entity graphical action $22 CC/911E: E0 Pause for 4 * 4 (16) frames CC/9120: CF Turn vehicle/entity left CC/9121: FF End queue CC/9122: 92 Pause for 30 units CC/9123: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/9125: CD Turn vehicle/entity right CC/9126: FF End queue CC/9127: 94 Pause for 60 units CC/9128: 5A Fade screen at speed $08 CC/912A: 5C Pause execution until fade in or fade out is complete CC/912B: B2 Call subroutine $CACB25 CC/912F: 3F Assign character $00 (Actor in stot 0) to party 1 CC/9132: 3F Remove character $04 (Actor in stot 4) from the party CC/9135: 3F Remove character $05 (Actor in stot 5) from the party CC/9138: 3F Remove character $02 (Actor in stot 2) from the party CC/913B: 3F Remove character $06 (Actor in stot 6) from the party CC/913E: 3F Remove character $09 (Actor in stot 9) from the party CC/9141: 3F Remove character $03 (Actor in stot 3) from the party CC/9144: 45 Refresh objects CC/9145: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/9146: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CC9154 CC/914C: 3F Remove character $0B (Actor in stot 11) from the party CC/914F: 42 Hide object $0B CC/9151: 3E Delete object $0B CC/9153: 45 Refresh objects CC/9154: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/9155: C0 If ($1E80($1AA) [$1EB5, bit 2] is clear), branch to $CC9163 CC/915B: 3F Remove character $0A (Actor in stot 10) from the party CC/915E: 42 Hide object $0A CC/9160: 3E Delete object $0A CC/9162: 45 Refresh objects CC/9163: 3F Assign character $01 (Actor in stot 1) to party 1 CC/9166: 45 Refresh objects CC/9167: 3E Delete object $04 CC/9169: 3E Delete object $05 CC/916B: 3E Delete object $02 CC/916D: 3E Delete object $09 CC/916F: 45 Refresh objects CC/9170: 42 Hide object $00 CC/9172: 42 Hide object $01 CC/9174: 42 Hide object $04 CC/9176: 42 Hide object $05 CC/9178: 42 Hide object $02 CC/917A: 42 Hide object $09 CC/917C: 47 Make character in slot 0 the lead character CC/917D: B2 Call subroutine $CCE499 (heals all HP/MP/Statuses except Dog Block) CC/9181: DD Clear event bit $1E80($62C) [$1F45, bit 4] CC/9183: DD Clear event bit $1E80($634) [$1F46, bit 4] CC/9185: DC Set event bit $1E80($636) [$1F46, bit 6] CC/9187: DC Set event bit $1E80($63C) [$1F47, bit 4] CC/9189: DD Clear event bit $1E80($64E) [$1F49, bit 6] CC/918B: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/918C: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CC919C CC/9192: DC Set event bit $1E80($637) [$1F46, bit 7] CC/9194: 3F Remove character $0B (Actor in stot 11) from the party CC/9197: 42 Hide object $0B CC/9199: 3E Delete object $0B CC/919B: 45 Refresh objects CC/919C: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/919D: C0 If ($1E80($1AA) [$1EB5, bit 2] is clear), branch to $CC91A5 CC/91A3: DC Set event bit $1E80($638) [$1F47, bit 0] CC/91A5: D0 Set event bit $1E80($07D) [$1E8F, bit 5] CC/91A7: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/91A9: D5 Clear event bit $1E80($2BC) [$1ED7, bit 4] CC/91AB: DB Clear event bit $1E80($514) [$1F22, bit 4] CC/91AD: DA Set event bit $1E80($515) [$1F22, bit 5] CC/91AF: DD Clear event bit $1E80($65C) [$1F4B, bit 4] CC/91B1: DC Set event bit $1E80($65D) [$1F4B, bit 5] CC/91B3: DD Clear event bit $1E80($661) [$1F4C, bit 1] CC/91B5: DD Clear event bit $1E80($663) [$1F4C, bit 3] CC/91B7: 6B Load map $00FB (Imperial Castle, banquet hall) instantly, (upper bits $2000), place party at (80, 25), facing down CC/91BD: 39 Free screen CC/91BE: 3A Enable player to move while event commands execute CC/91BF: FE Return CC/91C0: C1 If ($1E80($07D) [$1E8F, bit 5] is clear) or ($1E80($238) [$1EC7, bit 0] is set), branch to $CA5EB3 (simply returns) CC/91C8: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/91C9: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CC91D9 CC/91CF: DC Set event bit $1E80($637) [$1F46, bit 7] CC/91D1: 3F Remove character $0B (Actor in stot 11) from the party CC/91D4: 42 Hide object $0B CC/91D6: 3E Delete object $0B CC/91D8: 45 Refresh objects CC/91D9: 3D Create object $14 CC/91DB: 14 Begin action queue for character $14 (NPC $14), 6 bytes long (Wait until complete) CC/91DD: C2 Set vehicle/entity's event speed to normal CC/91DE: D5 Set vehicle/entity's position to (23, 20) CC/91E1: CC Turn vehicle/entity up CC/91E2: FF End queue CC/91E3: 41 Show object $14 CC/91E5: 45 Refresh objects CC/91E6: 78 Enable ability to pass through other objects for object $14 (NPC $14) CC/91E8: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CC/91EA: 98 Move vehicle/entity up 7 tiles CC/91EB: FF End queue CC/91EC: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/91EE: 13 Do vehicle/entity graphical action $13 CC/91EF: FF End queue CC/91F0: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/91F2: CE Turn vehicle/entity down CC/91F3: FF End queue CC/91F4: 92 Pause for 30 units CC/91F5: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/91F7: 13 Do vehicle/entity graphical action $13 CC/91F8: FF End queue CC/91F9: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/91FB: CE Turn vehicle/entity down CC/91FC: FF End queue CC/91FD: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/91FF: 13 Do vehicle/entity graphical action $13 CC/9200: FF End queue CC/9201: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/9203: CE Turn vehicle/entity down CC/9204: FF End queue CC/9205: 92 Pause for 30 units CC/9206: 4B Display dialogue message $074E, wait for button press A message from the Emperor… Because you were able to talk to so many soldiers, you are to be rewarded as follows. CC/9209: 92 Pause for 30 units CC/920A: 4B Display dialogue message $074F, wait for button press Imperial troops have withdrawn from South Figaro. CC/920D: B2 Call subroutine $CAC7F1 CC/9211: D4 Set event bit $1E80($276) [$1ECE, bit 6] CC/9213: EB Compare word $1FC2($00) [$1FC2] to $0032, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CC/9217: BE If $02 is in the current CaseWord, jump to subroutine $CC926E; else If $00 is in the current CaseWord, jump to subroutine $CC9223; else If $01 is in the current CaseWord, jump to subroutine $CC9223 CC/9222: FE Return CC/9223: 4B Display dialogue message $0750, wait for button press In addition, our troops have also pulled out of Doma. CC/9226: DB Clear event bit $1E80($512) [$1F22, bit 2] CC/9228: D4 Set event bit $1E80($277) [$1ECE, bit 7] CC/922A: EB Compare word $1FC2($00) [$1FC2] to $0043, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CC/922E: BE If $02 is in the current CaseWord, jump to subroutine $CC926E; else If $00 is in the current CaseWord, jump to subroutine $CC923B; else If $01 is in the current CaseWord, jump to subroutine $CC923B CC/9239: FE Return CC/923A: 92 Pause for 30 units CC/923B: 4B Display dialogue message $0751, wait for button press We hereby give you the right to take any weapons you desire from the Imperial base to the east, near the sealed gate. CC/923E: B2 Call subroutine $CB2566 CC/9242: D4 Set event bit $1E80($278) [$1ECF, bit 0] CC/9244: EB Compare word $1FC2($00) [$1FC2] to $004D, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CC/9248: BE If $02 is in the current CaseWord, jump to subroutine $CC926E; else If $00 is in the current CaseWord, jump to subroutine $CC9254; else If $01 is in the current CaseWord, jump to subroutine $CC9254 CC/9253: FE Return CC/9254: 4B Display dialogue message $0752, wait for button press And this is from the Emperor himself… Received “Tintinabar.” CC/9257: 80 Add item $E5 (Tintinabar ) to inventory CC/9259: EB Compare word $1FC2($00) [$1FC2] to $005A, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CC/925D: BE If $02 is in the current CaseWord, jump to subroutine $CC926E; else If $00 is in the current CaseWord, jump to subroutine $CC9269; else If $01 is in the current CaseWord, jump to subroutine $CC9269 CC/9268: FE Return CC/9269: 4B Display dialogue message $0754, wait for button press Your behavior at the banquet was impeccable. Please take this as well! Received “Charm Bangle.” CC/926C: 80 Add item $DF (Charm Bangle) to inventory CC/926E: 92 Pause for 30 units CC/926F: 4B Display dialogue message $0756, wait for button press Well… CC/9272: 92 Pause for 30 units CC/9273: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CC/9275: 9A Move vehicle/entity down 7 tiles CC/9276: FF End queue CC/9277: 42 Hide object $14 CC/9279: 45 Refresh objects CC/927A: 36 Disable ability to pass through other objects for object $14 (NPC $14) CC/927C: E8 Set word $1FC2($00) [$1FC2] to $0000 CC/9280: D4 Set event bit $1E80($238) [$1EC7, bit 0] CC/9282: 3A Enable player to move while event commands execute CC/9283: FE Return CC/9284: 4B Display dialogue message $06F1, wait for button press EDGAR: Albrook's a port to the south of the Empire. A Magitek Armor hauling ship plies the waters between…… ……there and Crescent Island… We'll penetrate the Imperial base. You deal with the Espers! CC/9287: 3E Delete object $04 CC/9289: 45 Refresh objects CC/928A: 42 Hide object $04 CC/928C: FE Return CC/928D: 4B Display dialogue message $06F2, wait for button press SABIN: Can we really trust the Empire?! I have an awful feeling about this… CC/9290: 3E Delete object $05 CC/9292: 45 Refresh objects CC/9293: 42 Hide object $05 CC/9295: FE Return CC/9296: 4B Display dialogue message $06F3, wait for button press CYAN: Never will I be able to forgive Kefka… CC/9299: 3E Delete object $02 CC/929B: 45 Refresh objects CC/929C: 42 Hide object $02 CC/929E: FE Return CC/929F: 4B Display dialogue message $06F4, wait for button press GAU: Smells like parents' house here…why so familiar? CC/92A2: 3E Delete object $0B CC/92A4: 45 Refresh objects CC/92A5: 42 Hide object $0B CC/92A7: FE Return CC/92A8: 4B Display dialogue message $06F5, wait for button press MOG: Kupo! CC/92AB: 3E Delete object $0A CC/92AD: 45 Refresh objects CC/92AE: 42 Hide object $0A CC/92B0: FE Return CC/92B1: 4B Display dialogue message $06F6, wait for button press MAJESTY: General Leo's waiting in Albrook. Please head for Crescent Island and look for the Espers… CC/92B4: FE Return CC/92B5: C0 If ($1E80($238) [$1EC7, bit 0] is set), branch to $CC92BF CC/92BB: 4B Display dialogue message $0543, wait for button press BANON: What ARE you talking about…?! ……!! Talking with…Espers…? CC/92BE: FE Return CC/92BF: 4B Display dialogue message $0546, wait for button press BANON: Could Gestahl have meant such a thing? Team up with the Empire to track down an Esper… Hmm… CC/92C2: FE Return CC/92C3: C0 If ($1E80($238) [$1EC7, bit 0] is set), branch to $CC92CD CC/92C9: 4B Display dialogue message $0544, wait for button press ARVIS: It was like this when we got here. CC/92CC: FE Return CC/92CD: 4B Display dialogue message $0547, wait for button press ARVIS: Makes sense. Can't just forget about Espers… CC/92D0: FE Return CC/92D1: C0 If ($1E80($238) [$1EC7, bit 0] is set), branch to $CC92DB CC/92D7: 4B Display dialogue message $0545, wait for button press RETURNER: What on earth… CC/92DA: FE Return CC/92DB: 4B Display dialogue message $0548, wait for button press RETURNER: The war… It's over…right? CC/92DE: FE Return CC/92DF: C0 If ($1E80($238) [$1EC7, bit 0] is set), branch to $CC92E9 CC/92E5: 4B Display dialogue message $054A, wait for button press NARSHE GUARD: What's going on? CC/92E8: FE Return CC/92E9: 4B Display dialogue message $0549, wait for button press NARSHE GUARD: We didn't have to do a thing! The Empire's troops just ran away in terror! CC/92EC: FE Return CC/92ED: B0 Execute the following commands until $B1 3 times CC/92EF: 50 Tint screen (cumulative) with color $8F CC/92F1: 52 Tint characters (cumulative) with color $8F CC/92F3: B1 End block of repeating commands CC/92F4: FE Return CC/92F5: C0 If ($1E80($07B) [$1E8F, bit 3] is set), branch to $CC9302 CC/92FB: 6A Load map $00F2 (Vector, outdoors, intact (before the Esper attack)) after fade out, (upper bits $2000), place party at (30, 52), facing down CC/9301: FE Return CC/9302: 6A Load map $00FD (Vector, outdoors, trashed (after the Esper attack)) after fade out, (upper bits $2000), place party at (30, 52), facing down CC/9308: FE Return CC/9309: C0 If ($1E80($07B) [$1E8F, bit 3] is set), branch to $CC9316 CC/930F: 6A Load map $00F2 (Vector, outdoors, intact (before the Esper attack)) after fade out, (upper bits $2000), place party at (17, 56), facing down CC/9315: FE Return CC/9316: 6A Load map $00FD (Vector, outdoors, trashed (after the Esper attack)) after fade out, (upper bits $2000), place party at (17, 56), facing down CC/931C: FE Return CC/931D: C0 If ($1E80($07B) [$1E8F, bit 3] is set), branch to $CC932A CC/9323: 6A Load map $00F2 (Vector, outdoors, intact (before the Esper attack)) after fade out, (upper bits $2000), place party at (11, 54), facing down CC/9329: FE Return CC/932A: 6A Load map $00FD (Vector, outdoors, trashed (after the Esper attack)) after fade out, (upper bits $2000), place party at (11, 54), facing down CC/9330: FE Return CC/9331: C0 If ($1E80($07B) [$1E8F, bit 3] is set), branch to $CC933E CC/9337: 6A Load map $00F2 (Vector, outdoors, intact (before the Esper attack)) after fade out, (upper bits $2000), place party at (11, 43), facing down CC/933D: FE Return CC/933E: 6A Load map $00FD (Vector, outdoors, trashed (after the Esper attack)) after fade out, (upper bits $2000), place party at (11, 43), facing down CC/9344: FE Return CC/9345: C0 If ($1E80($07B) [$1E8F, bit 3] is set), branch to $CC9352 CC/934B: 6A Load map $00F2 (Vector, outdoors, intact (before the Esper attack)) after fade out, (upper bits $2000), place party at (10, 26), facing down CC/9351: FE Return CC/9352: 6A Load map $00FD (Vector, outdoors, trashed (after the Esper attack)) after fade out, (upper bits $2000), place party at (10, 26), facing down CC/9358: FE Return CC/9359: C0 If ($1E80($07B) [$1E8F, bit 3] is set), branch to $CC9366 CC/935F: 6A Load map $00F2 (Vector, outdoors, intact (before the Esper attack)) after fade out, (upper bits $2000), place party at (29, 2), facing down CC/9365: FE Return CC/9366: 6A Load map $00FD (Vector, outdoors, trashed (after the Esper attack)) after fade out, (upper bits $2000), place party at (29, 2), facing down CC/936C: FE Return CC/936D: 4B Display dialogue message $0531, wait for button press Ugly brute… Better make tracks! CC/9370: FE Return CC/9371: C0 If ($1E80($136) [$1EA6, bit 6] is set), branch to $CC93C0 CC/9377: 4B Display dialogue message $0532, wait for button press Pledge your allegiance to the Empire? ^ Yes ^ No CC/937A: B6 Indexed branch based on prior dialogue selection [$CC93BC, $CC9382] CC/9381: FE Return CC/9382: 4B Display dialogue message $0533, wait for button press What!! CC/9385: 3D Create object $11 CC/9387: 3D Create object $12 CC/9389: 41 Show object $11 CC/938B: 41 Show object $12 CC/938D: 45 Refresh objects CC/938E: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CC/9390: 1F Do vehicle/entity graphical action $1F CC/9391: FF End queue CC/9392: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CC/9394: 81 Move vehicle/entity right 1 tile CC/9395: FF End queue CC/9396: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CC/9398: 83 Move vehicle/entity left 1 tile CC/9399: FF End queue CC/939A: 93 Pause for 45 units CC/939B: 4D Invoke battle, enemy set $01, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/939E: B2 Call subroutine $CA5EA9 CC/93A2: 42 Hide object $11 CC/93A4: 42 Hide object $12 CC/93A6: 45 Refresh objects CC/93A7: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/93A9: CE Turn vehicle/entity down CC/93AA: FF End queue CC/93AB: 96 Restore screen from fade CC/93AC: 5C Pause execution until fade in or fade out is complete CC/93AD: 92 Pause for 30 units CC/93AE: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/93B0: CD Turn vehicle/entity right CC/93B1: E0 Pause for 4 * 1 (4) frames CC/93B3: CC Turn vehicle/entity up CC/93B4: FF End queue CC/93B5: 92 Pause for 30 units CC/93B6: 4B Display dialogue message $0553, wait for button press Right… I'm sure you can do it! CC/93B9: D2 Set event bit $1E80($136) [$1EA6, bit 6] CC/93BB: FE Return CC/93BC: 4B Display dialogue message $0534, wait for button press Fine. CC/93BF: FE Return CC/93C0: 4B Display dialogue message $0554, wait for button press Young people… Hang in there! CC/93C3: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CC/93C5: F4 Play sound effect 233 CC/93C7: B2 Call subroutine $CCE499 (heals all HP/MP/Statuses except Dog Block) CC/93CB: 92 Pause for 30 units CC/93CC: 54 End effects of commands for modifed color components and screen flashes CC/93CD: FE Return CC/93CE: C0 If ($1E80($07B) [$1E8F, bit 3] is set), branch to $CC93D8 CC/93D4: 4B Display dialogue message $0535, wait for button press Magitek Research Facility. No Entry! CC/93D7: FE Return CC/93D8: 4B Display dialogue message $06AF, wait for button press The Magitek Research Facility's been dismantled. CC/93DB: FE Return CC/93DC: 4B Display dialogue message $06B0, wait for button press You!? How'd you get in here? CC/93DF: B2 Call subroutine $CC93F1 CC/93E3: FE Return CC/93E4: 4B Display dialogue message $0536, wait for button press Cid, the director of Magitek research, is a genius! He gave my child the gift of cure magic! CC/93E7: FE Return CC/93E8: C0 If ($1E80($07B) [$1E8F, bit 3] is set), branch to $CC941A CC/93EE: 4B Display dialogue message $0537, wait for button press Hey, YOU! CC/93F1: 4D Invoke battle, enemy set $1D, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/93F4: B2 Call subroutine $CA5EA9 CC/93F8: 6B Load map $00F2 (Vector, outdoors, intact (before the Esper attack)) instantly, (upper bits $0000), place party at (34, 58), facing up CC/93FE: 47 Make character in slot 0 the lead character CC/93FF: 38 Hold screen CC/9400: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/9402: D5 Set vehicle/entity's position to (39, 49) CC/9405: C2 Set vehicle/entity's event speed to normal CC/9406: FF End queue CC/9407: 96 Restore screen from fade CC/9408: 5C Pause execution until fade in or fade out is complete CC/9409: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CC/940B: A2 Move vehicle/entity left/down 1x1 tiles CC/940C: A2 Move vehicle/entity left/down 1x1 tiles CC/940D: A2 Move vehicle/entity left/down 1x1 tiles CC/940E: A2 Move vehicle/entity left/down 1x1 tiles CC/940F: A2 Move vehicle/entity left/down 1x1 tiles CC/9410: 8E Move vehicle/entity down 4 tiles CC/9411: 09 Do vehicle/entity graphical action $09 (kneeling) CC/9412: FF End queue CC/9413: 92 Pause for 30 units CC/9414: 4B Display dialogue message $0555, wait for button press Danger…danger… CC/9417: 39 Free screen CC/9418: 3A Enable player to move while event commands execute CC/9419: FE Return CC/941A: 4B Display dialogue message $0538, wait for button press Peaceful times are here… CC/941D: FE Return CC/941E: C0 If ($1E80($07B) [$1E8F, bit 3] is set), branch to $CC941A CC/9424: 4B Display dialogue message $0537, wait for button press Hey, YOU! CC/9427: 4D Invoke battle, enemy set $1C, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/942A: B2 Call subroutine $CC93F4 CC/942E: FE Return CC/942F: 4B Display dialogue message $0539, wait for button press And…CURE!!! CC/9432: F4 Play sound effect 41 CC/9434: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CC/9436: 8B For character $31 (Party Character 0), take HP and add 1 CC/9439: 8B For character $32 (Party Character 1), take HP and add 1 CC/943C: 8B For character $33 (Party Character 2), take HP and add 1 CC/943F: 8B For character $34 (Party Character 3), take HP and add 1 CC/9442: FE Return CC/9443: 4B Display dialogue message $0540, wait for button press General Leo refused a Magitek infusion! He's a warrior's warrior! CC/9446: FE Return CC/9447: C0 If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC9451 CC/944D: 4B Display dialogue message $0541, wait for button press General CELES turned traitor! Why? The other side's sure to lose! CC/9450: FE Return CC/9451: 4B Display dialogue message $0542, wait for button press Your friends… They're in the cafe. CC/9454: FE Return CC/9455: 4B Display dialogue message $0557, wait for button press Guess I'll stay here and volunteer to be a soldier… CC/9458: FE Return CC/9459: 4B Display dialogue message $0558, wait for button press In the army that destroyed our village??? What about your promise to begin anew in Maranda? CC/945C: FE Return CC/945D: 4B Display dialogue message $0559, wait for button press It's on the house. Have a snooze! ^ Yes ^ No CC/9460: B6 Indexed branch based on prior dialogue selection [$CC9468, $CA5EB3] CC/9467: FE Return CC/9468: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CC/946A: 8B Move vehicle/entity left 3 tiles CC/946B: A3 Move vehicle/entity left/up 1x1 tiles CC/946C: 9C Move vehicle/entity up 8 tiles CC/946D: 80 Move vehicle/entity up 1 tile CC/946E: 8D Move vehicle/entity right 4 tiles CC/946F: CE Turn vehicle/entity down CC/9470: FF End queue CC/9471: 38 Hold screen CC/9472: B2 Call subroutine $CB2E34 CC/9476: B2 Call subroutine $CAC6AC CC/947A: 34 Begin action queue for character $34 (Party Character 3), 5 bytes long CC/947C: C2 Set vehicle/entity's event speed to normal CC/947D: A0 Move vehicle/entity right/up 1x1 tiles CC/947E: 80 Move vehicle/entity up 1 tile CC/947F: 81 Move vehicle/entity right 1 tile CC/9480: FF End queue CC/9481: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CC/9483: C2 Set vehicle/entity's event speed to normal CC/9484: A1 Move vehicle/entity right/down 1x1 tiles CC/9485: 82 Move vehicle/entity down 1 tile CC/9486: 81 Move vehicle/entity right 1 tile CC/9487: FF End queue CC/9488: 33 Begin action queue for character $33 (Party Character 2), 5 bytes long CC/948A: C2 Set vehicle/entity's event speed to normal CC/948B: A3 Move vehicle/entity left/up 1x1 tiles CC/948C: 80 Move vehicle/entity up 1 tile CC/948D: 83 Move vehicle/entity left 1 tile CC/948E: FF End queue CC/948F: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CC/9491: C2 Set vehicle/entity's event speed to normal CC/9492: A2 Move vehicle/entity left/down 1x1 tiles CC/9493: 82 Move vehicle/entity down 1 tile CC/9494: 83 Move vehicle/entity left 1 tile CC/9495: E0 Pause for 4 * 6 (24) frames CC/9497: FF End queue CC/9498: 5A Fade screen at speed $04 CC/949A: 5C Pause execution until fade in or fade out is complete CC/949B: F2 Fade out current song with transition time 8 CC/949D: 94 Pause for 60 units CC/949E: F0 Play song 56 (Nighty Night), (high bit clear), full volume CC/94A0: FA Stop temporarily played song CC/94A1: BD Pseudo-randomly jump to $CC94F2 50% of the time CC/94A5: 57 Decrease color component(s) 126 (Yellow [Red + Green]), at intensity 14 CC/94A7: 92 Pause for 30 units CC/94A8: 96 Restore screen from fade CC/94A9: 5C Pause execution until fade in or fade out is complete CC/94AA: 94 Pause for 60 units CC/94AB: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/94AD: C2 Set vehicle/entity's event speed to normal CC/94AE: 8A Move vehicle/entity down 3 tiles CC/94AF: FF End queue CC/94B0: 12 Begin action queue for character $12 (NPC $12), 9 bytes long (Wait until complete) CC/94B2: C3 Set vehicle/entity's event speed to fast CC/94B3: 83 Move vehicle/entity left 1 tile CC/94B4: DC Make vehicle/entity jump (low) CC/94B5: 8B Move vehicle/entity left 3 tiles CC/94B6: 9C Move vehicle/entity up 8 tiles CC/94B7: 91 Move vehicle/entity right 5 tiles CC/94B8: 84 Move vehicle/entity up 2 tiles CC/94B9: CD Turn vehicle/entity right CC/94BA: FF End queue CC/94BB: 92 Pause for 30 units CC/94BC: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CC/94BE: 8E Move vehicle/entity down 4 tiles CC/94BF: CD Turn vehicle/entity right CC/94C0: FF End queue CC/94C1: 92 Pause for 30 units CC/94C2: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CC/94C4: 87 Move vehicle/entity left 2 tiles CC/94C5: CF Turn vehicle/entity left CC/94C6: FF End queue CC/94C7: 92 Pause for 30 units CC/94C8: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CC/94CA: 8C Move vehicle/entity up 4 tiles CC/94CB: CF Turn vehicle/entity left CC/94CC: FF End queue CC/94CD: 92 Pause for 30 units CC/94CE: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CC/94D0: 81 Move vehicle/entity right 1 tile CC/94D1: 86 Move vehicle/entity down 2 tiles CC/94D2: FF End queue CC/94D3: 92 Pause for 30 units CC/94D4: 85 Take 1000 GP from party CC/94D7: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CC94E1 CC/94DD: 4B Display dialogue message $055A, wait for button press 1000 GP stolen! CC/94E0: 92 Pause for 30 units CC/94E1: 12 Begin action queue for character $12 (NPC $12), 7 bytes long (Wait until complete) CC/94E3: 8F Move vehicle/entity left 4 tiles CC/94E4: 9E Move vehicle/entity down 8 tiles CC/94E5: 81 Move vehicle/entity right 1 tile CC/94E6: DC Make vehicle/entity jump (low) CC/94E7: 89 Move vehicle/entity right 3 tiles CC/94E8: CE Turn vehicle/entity down CC/94E9: FF End queue CC/94EA: 97 Fade screen to black CC/94EB: 5C Pause execution until fade in or fade out is complete CC/94EC: 54 End effects of commands for modifed color components and screen flashes CC/94ED: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/94EF: C2 Set vehicle/entity's event speed to normal CC/94F0: 88 Move vehicle/entity up 3 tiles CC/94F1: FF End queue CC/94F2: 59 Unfade screen at speed $04 CC/94F4: 5C Pause execution until fade in or fade out is complete CC/94F5: 34 Begin action queue for character $34 (Party Character 3), 6 bytes long CC/94F7: C2 Set vehicle/entity's event speed to normal CC/94F8: 83 Move vehicle/entity left 1 tile CC/94F9: A2 Move vehicle/entity left/down 1x1 tiles CC/94FA: 82 Move vehicle/entity down 1 tile CC/94FB: CE Turn vehicle/entity down CC/94FC: FF End queue CC/94FD: 32 Begin action queue for character $32 (Party Character 1), 6 bytes long CC/94FF: C2 Set vehicle/entity's event speed to normal CC/9500: 83 Move vehicle/entity left 1 tile CC/9501: A3 Move vehicle/entity left/up 1x1 tiles CC/9502: 80 Move vehicle/entity up 1 tile CC/9503: CE Turn vehicle/entity down CC/9504: FF End queue CC/9505: 33 Begin action queue for character $33 (Party Character 2), 6 bytes long CC/9507: C2 Set vehicle/entity's event speed to normal CC/9508: 81 Move vehicle/entity right 1 tile CC/9509: A1 Move vehicle/entity right/down 1x1 tiles CC/950A: 82 Move vehicle/entity down 1 tile CC/950B: CE Turn vehicle/entity down CC/950C: FF End queue CC/950D: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CC/950F: C2 Set vehicle/entity's event speed to normal CC/9510: 81 Move vehicle/entity right 1 tile CC/9511: A0 Move vehicle/entity right/up 1x1 tiles CC/9512: 80 Move vehicle/entity up 1 tile CC/9513: CE Turn vehicle/entity down CC/9514: E0 Pause for 4 * 6 (24) frames CC/9516: FF End queue CC/9517: B2 Call subroutine $CCE499 (heals all HP/MP/Statuses except Dog Block) CC/951B: B2 Call subroutine $CB2E2B CC/951F: B2 Call subroutine $CACB95 CC/9523: F3 Fade in previously faded out song with transition time 64 CC/9525: 39 Free screen CC/9526: FE Return CC/9527: C0 If ($1E80($079) [$1E8F, bit 1] is clear), branch to $CC9534 CC/952D: B0 Execute the following commands until $B1 31 times CC/952F: 50 Tint screen (cumulative) with color $CF CC/9531: 52 Tint characters (cumulative) with color $CF CC/9533: B1 End block of repeating commands CC/9534: C1 If ($1E80($06B) [$1E8D, bit 3] is clear) or ($1E80($079) [$1E8F, bit 1] is set), branch to $CC9540 CC/953C: 60 Change background layer $0E to palette $0D CC/953F: FE Return CC/9540: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CC/9546: C0 If ($1E80($07B) [$1E8F, bit 3] is set), branch to $CC955C CC/954C: D2 Set event bit $1E80($1CA) [$1EB9, bit 2] CC/954E: 7C Enable activation of event for object $15 (NPC $15) if it comes into contact with any party CC/9550: 7C Enable activation of event for object $1A (NPC $1A) if it comes into contact with any party CC/9552: 7C Enable activation of event for object $1B (NPC $1B) if it comes into contact with any party CC/9554: 7C Enable activation of event for object $1C (NPC $1C) if it comes into contact with any party CC/9556: 7C Enable activation of event for object $1D (NPC $1D) if it comes into contact with any party CC/9558: 7C Enable activation of event for object $1E (NPC $1E) if it comes into contact with any party CC/955A: 7C Enable activation of event for object $1F (NPC $1F) if it comes into contact with any party CC/955C: 14 Begin action queue for character $14 (NPC $14), 32 bytes long CC/955E: E0 Pause for 4 * 6 (24) frames CC/9560: 81 Move vehicle/entity right 1 tile CC/9561: 86 Move vehicle/entity down 2 tiles CC/9562: 87 Move vehicle/entity left 2 tiles CC/9563: 86 Move vehicle/entity down 2 tiles CC/9564: 87 Move vehicle/entity left 2 tiles CC/9565: 82 Move vehicle/entity down 1 tile CC/9566: 9F Move vehicle/entity left 8 tiles CC/9567: 8F Move vehicle/entity left 4 tiles CC/9568: 88 Move vehicle/entity up 3 tiles CC/9569: 83 Move vehicle/entity left 1 tile CC/956A: 9C Move vehicle/entity up 8 tiles CC/956B: 81 Move vehicle/entity right 1 tile CC/956C: 83 Move vehicle/entity left 1 tile CC/956D: 9E Move vehicle/entity down 8 tiles CC/956E: 81 Move vehicle/entity right 1 tile CC/956F: 8A Move vehicle/entity down 3 tiles CC/9570: 8D Move vehicle/entity right 4 tiles CC/9571: 9D Move vehicle/entity right 8 tiles CC/9572: 80 Move vehicle/entity up 1 tile CC/9573: 85 Move vehicle/entity right 2 tiles CC/9574: 84 Move vehicle/entity up 2 tiles CC/9575: 85 Move vehicle/entity right 2 tiles CC/9576: 84 Move vehicle/entity up 2 tiles CC/9577: 83 Move vehicle/entity left 1 tile CC/9578: CE Turn vehicle/entity down CC/9579: E0 Pause for 4 * 6 (24) frames CC/957B: FC Branch 29 bytes backwards ($CC955E) CC/957D: FF End queue CC/957E: 16 Begin action queue for character $16 (NPC $16), 25 bytes long CC/9580: E0 Pause for 4 * 20 (80) frames CC/9582: CD Turn vehicle/entity right CC/9583: E0 Pause for 4 * 1 (4) frames CC/9585: CE Turn vehicle/entity down CC/9586: E0 Pause for 4 * 4 (16) frames CC/9588: 8E Move vehicle/entity down 4 tiles CC/9589: E0 Pause for 4 * 4 (16) frames CC/958B: 8A Move vehicle/entity down 3 tiles CC/958C: E0 Pause for 4 * 4 (16) frames CC/958E: 8A Move vehicle/entity down 3 tiles CC/958F: E0 Pause for 4 * 4 (16) frames CC/9591: 83 Move vehicle/entity left 1 tile CC/9592: 9C Move vehicle/entity up 8 tiles CC/9593: 84 Move vehicle/entity up 2 tiles CC/9594: 81 Move vehicle/entity right 1 tile CC/9595: CC Turn vehicle/entity up CC/9596: FC Branch 22 bytes backwards ($CC9580) CC/9598: FF End queue CC/9599: 18 Begin action queue for character $18 (NPC $18), 7 bytes long CC/959B: 9D Move vehicle/entity right 8 tiles CC/959C: 82 Move vehicle/entity down 1 tile CC/959D: 9F Move vehicle/entity left 8 tiles CC/959E: 80 Move vehicle/entity up 1 tile CC/959F: FC Branch 4 bytes backwards ($CC959B) CC/95A1: FF End queue CC/95A2: 1A Begin action queue for character $1A (NPC $1A), 15 bytes long CC/95A4: E0 Pause for 4 * 6 (24) frames CC/95A6: 8D Move vehicle/entity right 4 tiles CC/95A7: E0 Pause for 4 * 1 (4) frames CC/95A9: CE Turn vehicle/entity down CC/95AA: E0 Pause for 4 * 6 (24) frames CC/95AC: 8F Move vehicle/entity left 4 tiles CC/95AD: E0 Pause for 4 * 1 (4) frames CC/95AF: CE Turn vehicle/entity down CC/95B0: FC Branch 12 bytes backwards ($CC95A4) CC/95B2: FF End queue CC/95B3: 1B Begin action queue for character $1B (NPC $1B), 15 bytes long CC/95B5: E0 Pause for 4 * 6 (24) frames CC/95B7: 8F Move vehicle/entity left 4 tiles CC/95B8: E0 Pause for 4 * 1 (4) frames CC/95BA: CE Turn vehicle/entity down CC/95BB: E0 Pause for 4 * 6 (24) frames CC/95BD: 8D Move vehicle/entity right 4 tiles CC/95BE: E0 Pause for 4 * 1 (4) frames CC/95C0: CE Turn vehicle/entity down CC/95C1: FC Branch 12 bytes backwards ($CC95B5) CC/95C3: FF End queue CC/95C4: 1C Begin action queue for character $1C (NPC $1C), 21 bytes long CC/95C6: 8E Move vehicle/entity down 4 tiles CC/95C7: E0 Pause for 4 * 4 (16) frames CC/95C9: CD Turn vehicle/entity right CC/95CA: E0 Pause for 4 * 1 (4) frames CC/95CC: CC Turn vehicle/entity up CC/95CD: E0 Pause for 4 * 2 (8) frames CC/95CF: 8C Move vehicle/entity up 4 tiles CC/95D0: E0 Pause for 4 * 1 (4) frames CC/95D2: CD Turn vehicle/entity right CC/95D3: E0 Pause for 4 * 1 (4) frames CC/95D5: CE Turn vehicle/entity down CC/95D6: E0 Pause for 4 * 4 (16) frames CC/95D8: FC Branch 18 bytes backwards ($CC95C6) CC/95DA: FF End queue CC/95DB: 1D Begin action queue for character $1D (NPC $1D), 21 bytes long CC/95DD: 8E Move vehicle/entity down 4 tiles CC/95DE: E0 Pause for 4 * 4 (16) frames CC/95E0: CD Turn vehicle/entity right CC/95E1: E0 Pause for 4 * 1 (4) frames CC/95E3: CC Turn vehicle/entity up CC/95E4: E0 Pause for 4 * 2 (8) frames CC/95E6: 8C Move vehicle/entity up 4 tiles CC/95E7: E0 Pause for 4 * 1 (4) frames CC/95E9: CD Turn vehicle/entity right CC/95EA: E0 Pause for 4 * 1 (4) frames CC/95EC: CE Turn vehicle/entity down CC/95ED: E0 Pause for 4 * 4 (16) frames CC/95EF: FC Branch 18 bytes backwards ($CC95DD) CC/95F1: FF End queue CC/95F2: FE Return CC/95F3: 4B Display dialogue message $054B, wait for button press Is it true they extract magic from monsters inside the facility? CC/95F6: FE Return CC/95F7: 4B Display dialogue message $053A, wait for button press General Leo's a good man. Compared to him, Kefka's a… Oh! What am I saying?! CC/95FA: FE Return CC/95FB: 4B Display dialogue message $053B, wait for button press Tzen…Maranda…Albrook… They're all controlled by the Empire. It's all because of the Returners… CC/95FE: FE Return CC/95FF: 4B Display dialogue message $053C, wait for button press You're Returners? CC/9602: 91 Pause for 15 units CC/9603: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/9605: 1F Do vehicle/entity graphical action $1F CC/9606: FF End queue CC/9607: 92 Pause for 30 units CC/9608: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/960A: CF Turn vehicle/entity left CC/960B: FF End queue CC/960C: 4B Display dialogue message $053D, wait for button press Not a problem by me. Shall I tell you something neat? ^ Yes ^ No CC/960F: B6 Indexed branch based on prior dialogue selection [$CC9617, $CC961F] CC/9616: FE Return CC/9617: 4B Display dialogue message $053E, wait for button press All the soldiers in the Magitek Research Facility can use magic! That Prof. Cid is truly a genius! CC/961A: 93 Pause for 45 units CC/961B: 4B Display dialogue message $053F, wait for button press Here's one for you… That guy Kefka? He was Cid's first experimental Magitek Knight. But the process wasn't perfected yet. Something in Kefka's mind snapped that day…! CC/961E: FE Return CC/961F: 4B Display dialogue message $0552, wait for button press Phew! CC/9622: FE Return CC/9623: 4B Display dialogue message $054F, wait for button press Who goes there?! This is off-limits! CC/9626: FE Return CC/9627: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CC96C5 CC/962D: 4B Display dialogue message $054C, wait for button press Shh! I'm a Returner sympathizer! I've heard of you! CC/9630: 91 Pause for 15 units CC/9631: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/9633: 1F Do vehicle/entity graphical action $1F CC/9634: FF End queue CC/9635: 78 Enable ability to pass through other objects for object $10 (NPC $10) CC/9637: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/9639: 80 Move vehicle/entity up 1 tile CC/963A: 87 Move vehicle/entity left 2 tiles CC/963B: CE Turn vehicle/entity down CC/963C: FF End queue CC/963D: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/963F: CF Turn vehicle/entity left CC/9640: FF End queue CC/9641: 92 Pause for 30 units CC/9642: 4B Display dialogue message $054D, wait for button press While I distract the soldiers, climb onto the steel tower from this box, and enter the facility! CC/9645: 92 Pause for 30 units CC/9646: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/9648: 22 Do vehicle/entity graphical action $22 CC/9649: E0 Pause for 4 * 2 (8) frames CC/964B: CF Turn vehicle/entity left CC/964C: FF End queue CC/964D: 92 Pause for 30 units CC/964E: 4B Display dialogue message $054E, wait for button press All ready? ^ Yes ^ No CC/9651: B6 Indexed branch based on prior dialogue selection [$CC9659, $CC96BD] CC/9658: FE Return CC/9659: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/965B: 8D Move vehicle/entity right 4 tiles CC/965C: 86 Move vehicle/entity down 2 tiles CC/965D: CD Turn vehicle/entity right CC/965E: FF End queue CC/965F: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/9661: CD Turn vehicle/entity right CC/9662: FF End queue CC/9663: 92 Pause for 30 units CC/9664: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CC/9666: C7 Set vehicle/entity to stay still when moving CC/9667: C1 Set vehicle/entity's event speed to slow CC/9668: FF End queue CC/9669: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/966B: 2A Do vehicle/entity graphical action $2A CC/966C: DC Make vehicle/entity jump (low) CC/966D: 81 Move vehicle/entity right 1 tile CC/966E: FF End queue CC/966F: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/9671: 29 Do vehicle/entity graphical action $29 CC/9672: DC Make vehicle/entity jump (low) CC/9673: 81 Move vehicle/entity right 1 tile CC/9674: FF End queue CC/9675: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/9677: 2B Do vehicle/entity graphical action $2B CC/9678: DC Make vehicle/entity jump (low) CC/9679: 81 Move vehicle/entity right 1 tile CC/967A: FF End queue CC/967B: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/967D: 2C Do vehicle/entity graphical action $2C CC/967E: DC Make vehicle/entity jump (low) CC/967F: 81 Move vehicle/entity right 1 tile CC/9680: FF End queue CC/9681: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/9683: 29 Do vehicle/entity graphical action $29 CC/9684: DC Make vehicle/entity jump (low) CC/9685: 81 Move vehicle/entity right 1 tile CC/9686: FF End queue CC/9687: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/9689: CD Turn vehicle/entity right CC/968A: DC Make vehicle/entity jump (low) CC/968B: 81 Move vehicle/entity right 1 tile CC/968C: FF End queue CC/968D: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CC/968F: C6 Set vehicle/entity to walk when moving CC/9690: CD Turn vehicle/entity right CC/9691: FF End queue CC/9692: 38 Hold screen CC/9693: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/9695: C2 Set vehicle/entity's event speed to normal CC/9696: 8D Move vehicle/entity right 4 tiles CC/9697: FF End queue CC/9698: B0 Execute the following commands until $B1 5 times CC/969A: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/969C: DC Make vehicle/entity jump (low) CC/969D: FF End queue CC/969E: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/96A0: 2A Do vehicle/entity graphical action $2A CC/96A1: FF End queue CC/96A2: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/96A4: 29 Do vehicle/entity graphical action $29 CC/96A5: FF End queue CC/96A6: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/96A8: 2B Do vehicle/entity graphical action $2B CC/96A9: FF End queue CC/96AA: B1 End block of repeating commands CC/96AB: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/96AD: CD Turn vehicle/entity right CC/96AE: FF End queue CC/96AF: 4B Display dialogue message $0550, wait for button press MAN: I…I'm gonna be sick! SOLDIER: Get outta here! CC/96B2: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/96B4: C2 Set vehicle/entity's event speed to normal CC/96B5: 8F Move vehicle/entity left 4 tiles CC/96B6: FF End queue CC/96B7: 39 Free screen CC/96B8: 36 Disable ability to pass through other objects for object $10 (NPC $10) CC/96BA: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CC/96BC: FE Return CC/96BD: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CC/96BF: 85 Move vehicle/entity right 2 tiles CC/96C0: 82 Move vehicle/entity down 1 tile CC/96C1: FF End queue CC/96C2: 36 Disable ability to pass through other objects for object $10 (NPC $10) CC/96C4: FE Return CC/96C5: 4B Display dialogue message $0550, wait for button press MAN: I…I'm gonna be sick! SOLDIER: Get outta here! CC/96C8: FE Return CC/96C9: C1 If ($1E80($1F0) [$1EBE, bit 0] is clear) or ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA5EB3 (simply returns) CC/96D1: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/96D3: DC Make vehicle/entity jump (low) CC/96D4: CE Turn vehicle/entity down CC/96D5: C7 Set vehicle/entity to stay still when moving CC/96D6: C8 Set object layering priority to 2 (low nibble 2) CC/96D8: FF End queue CC/96D9: 92 Pause for 30 units CC/96DA: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/96DC: CF Turn vehicle/entity left CC/96DD: FF End queue CC/96DE: 92 Pause for 30 units CC/96DF: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/96E1: DC Make vehicle/entity jump (low) CC/96E2: 83 Move vehicle/entity left 1 tile CC/96E3: 09 Do vehicle/entity graphical action $09 (kneeling) CC/96E4: FF End queue CC/96E5: 94 Pause for 60 units CC/96E6: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CC/96E8: C6 Set vehicle/entity to walk when moving CC/96E9: C3 Set vehicle/entity's event speed to fast CC/96EA: 83 Move vehicle/entity left 1 tile CC/96EB: 88 Move vehicle/entity up 3 tiles CC/96EC: 9D Move vehicle/entity right 8 tiles CC/96ED: 49 Do vehicle/entity graphical action $09, flipped horizontally CC/96EE: FF End queue CC/96EF: 94 Pause for 60 units CC/96F0: 4B Display dialogue message $0551, wait for button press MAN: Urghh… Gonna CC/96F3: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CC/96F5: C1 Set vehicle/entity's event speed to slow CC/96F6: 82 Move vehicle/entity down 1 tile CC/96F7: FF End queue CC/96F8: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/96FA: CE Turn vehicle/entity down CC/96FB: FF End queue CC/96FC: 92 Pause for 30 units CC/96FD: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/96FF: 2C Do vehicle/entity graphical action $2C CC/9700: FF End queue CC/9701: 92 Pause for 30 units CC/9702: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CC/9704: 87 Move vehicle/entity left 2 tiles CC/9705: 86 Move vehicle/entity down 2 tiles CC/9706: CD Turn vehicle/entity right CC/9707: FF End queue CC/9708: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/970A: 80 Move vehicle/entity up 1 tile CC/970B: 91 Move vehicle/entity right 5 tiles CC/970C: 82 Move vehicle/entity down 1 tile CC/970D: 89 Move vehicle/entity right 3 tiles CC/970E: 09 Do vehicle/entity graphical action $09 (kneeling) CC/970F: FF End queue CC/9710: 94 Pause for 60 units CC/9711: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete) CC/9713: C2 Set vehicle/entity's event speed to normal CC/9714: C7 Set vehicle/entity to stay still when moving CC/9715: 4E Do vehicle/entity graphical action $0E, flipped horizontally CC/9716: DC Make vehicle/entity jump (low) CC/9717: 80 Move vehicle/entity up 1 tile CC/9718: C8 Set object layering priority to 3 (low nibble 3) CC/971A: 49 Do vehicle/entity graphical action $09, flipped horizontally CC/971B: C6 Set vehicle/entity to walk when moving CC/971C: FF End queue CC/971D: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/971F: C8 Set object layering priority to 0 (low nibble 0) CC/9721: FF End queue CC/9722: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CC/9724: 84 Move vehicle/entity up 2 tiles CC/9725: 85 Move vehicle/entity right 2 tiles CC/9726: CF Turn vehicle/entity left CC/9727: FF End queue CC/9728: D3 Clear event bit $1E80($1F0) [$1EBE, bit 0] CC/972A: 3A Enable player to move while event commands execute CC/972B: FE Return CC/972C: C0 If ($1E80($07B) [$1E8F, bit 3] is set), branch to $CA5EB3 (simply returns) CC/9732: 3D Create object $10 CC/9734: 41 Show object $10 CC/9736: 45 Refresh objects CC/9737: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/9739: C3 Set vehicle/entity's event speed to fast CC/973A: 91 Move vehicle/entity right 5 tiles CC/973B: 86 Move vehicle/entity down 2 tiles CC/973C: FF End queue CC/973D: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long CC/973F: 1F Do vehicle/entity graphical action $1F CC/9740: E0 Pause for 4 * 2 (8) frames CC/9742: C3 Set vehicle/entity's event speed to fast CC/9743: 82 Move vehicle/entity down 1 tile CC/9744: 9D Move vehicle/entity right 8 tiles CC/9745: 80 Move vehicle/entity up 1 tile CC/9746: 09 Do vehicle/entity graphical action $09 (kneeling) CC/9747: FF End queue CC/9748: 10 Begin action queue for character $10 (NPC $10), 8 bytes long (Wait until complete) CC/974A: 95 Move vehicle/entity right 6 tiles CC/974B: CE Turn vehicle/entity down CC/974C: E0 Pause for 4 * 6 (24) frames CC/974E: 8A Move vehicle/entity down 3 tiles CC/974F: 8D Move vehicle/entity right 4 tiles CC/9750: CD Turn vehicle/entity right CC/9751: FF End queue CC/9752: 94 Pause for 60 units CC/9753: B0 Execute the following commands until $B1 2 times CC/9755: 10 Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete) CC/9757: CE Turn vehicle/entity down CC/9758: E0 Pause for 4 * 1 (4) frames CC/975A: CF Turn vehicle/entity left CC/975B: E0 Pause for 4 * 4 (16) frames CC/975D: FF End queue CC/975E: 10 Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete) CC/9760: CE Turn vehicle/entity down CC/9761: E0 Pause for 4 * 1 (4) frames CC/9763: CD Turn vehicle/entity right CC/9764: E0 Pause for 4 * 4 (16) frames CC/9766: FF End queue CC/9767: B1 End block of repeating commands CC/9768: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/976A: CE Turn vehicle/entity down CC/976B: FF End queue CC/976C: B5 Pause for 15 * 6 (90) units CC/976E: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CC/9770: C2 Set vehicle/entity's event speed to normal CC/9771: 8F Move vehicle/entity left 4 tiles CC/9772: FF End queue CC/9773: 42 Hide object $10 CC/9775: 45 Refresh objects CC/9776: 3A Enable player to move while event commands execute CC/9777: D2 Set event bit $1E80($137) [$1EA6, bit 7] CC/9779: 3A Enable player to move while event commands execute CC/977A: FE Return CC/977B: C0 If ($1E80($138) [$1EA7, bit 0] is set), branch to $CC984A CC/9781: C0 If ($1E80($07B) [$1E8F, bit 3] is set), branch to $CA5EB3 (simply returns) CC/9787: C0 If ($1E80($137) [$1EA6, bit 7] is clear), branch to $CA5EB3 (simply returns) CC/978D: B0 Execute the following commands until $B1 3 times CC/978F: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/9791: 1F Do vehicle/entity graphical action $1F CC/9792: FF End queue CC/9793: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/9795: CE Turn vehicle/entity down CC/9796: FF End queue CC/9797: B1 End block of repeating commands CC/9798: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/979A: CC Turn vehicle/entity up CC/979B: FF End queue CC/979C: 3D Create object $12 CC/979E: 41 Show object $12 CC/97A0: 45 Refresh objects CC/97A1: 38 Hold screen CC/97A2: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CC/97A4: C4 Set vehicle/entity's event speed to faster CC/97A5: 9C Move vehicle/entity up 8 tiles CC/97A6: 84 Move vehicle/entity up 2 tiles CC/97A7: FF End queue CC/97A8: 92 Pause for 30 units CC/97A9: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CC/97AB: 82 Move vehicle/entity down 1 tile CC/97AC: FF End queue CC/97AD: 92 Pause for 30 units CC/97AE: 4B Display dialogue message $0556, wait for button press (At bottom of screen) SOLDIER: Returner scum! CC/97B1: 92 Pause for 30 units CC/97B2: 3D Create object $11 CC/97B4: 3D Create object $15 CC/97B6: 41 Show object $11 CC/97B8: 41 Show object $15 CC/97BA: 45 Refresh objects CC/97BB: 44 Place character $13 (NPC $13) on vehicle $40 (Magitek Armor) (Character is not shown) CC/97BE: 44 Place character $14 (NPC $14) on vehicle $40 (Magitek Armor) (Character is not shown) CC/97C1: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CC/97C3: C1 Set vehicle/entity's event speed to slow CC/97C4: C7 Set vehicle/entity to stay still when moving CC/97C5: C8 Set object layering priority to 2 (low nibble 2) CC/97C7: FF End queue CC/97C8: 15 Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete) CC/97CA: C1 Set vehicle/entity's event speed to slow CC/97CB: C7 Set vehicle/entity to stay still when moving CC/97CC: C8 Set object layering priority to 2 (low nibble 2) CC/97CE: FF End queue CC/97CF: 11 Begin action queue for character $11 (NPC $11), 4 bytes long CC/97D1: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/97D2: DD Make vehicle/entity jump (high) CC/97D3: 83 Move vehicle/entity left 1 tile CC/97D4: FF End queue CC/97D5: 15 Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete) CC/97D7: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/97D8: DD Make vehicle/entity jump (high) CC/97D9: 81 Move vehicle/entity right 1 tile CC/97DA: FF End queue CC/97DB: 11 Begin action queue for character $11 (NPC $11), 4 bytes long CC/97DD: C6 Set vehicle/entity to walk when moving CC/97DE: C3 Set vehicle/entity's event speed to fast CC/97DF: CE Turn vehicle/entity down CC/97E0: FF End queue CC/97E1: 15 Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete) CC/97E3: C6 Set vehicle/entity to walk when moving CC/97E4: C3 Set vehicle/entity's event speed to fast CC/97E5: CE Turn vehicle/entity down CC/97E6: FF End queue CC/97E7: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CC/97E9: 82 Move vehicle/entity down 1 tile CC/97EA: FF End queue CC/97EB: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/97ED: 82 Move vehicle/entity down 1 tile CC/97EE: FF End queue CC/97EF: 92 Pause for 30 units CC/97F0: 11 Begin action queue for character $11 (NPC $11), 7 bytes long CC/97F2: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/97F3: C7 Set vehicle/entity to stay still when moving CC/97F4: DD Make vehicle/entity jump (high) CC/97F5: 86 Move vehicle/entity down 2 tiles CC/97F6: C4 Set vehicle/entity's event speed to faster CC/97F7: 86 Move vehicle/entity down 2 tiles CC/97F8: FF End queue CC/97F9: 15 Begin action queue for character $15 (NPC $15), 7 bytes long (Wait until complete) CC/97FB: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/97FC: C7 Set vehicle/entity to stay still when moving CC/97FD: DD Make vehicle/entity jump (high) CC/97FE: 86 Move vehicle/entity down 2 tiles CC/97FF: C4 Set vehicle/entity's event speed to faster CC/9800: 86 Move vehicle/entity down 2 tiles CC/9801: FF End queue CC/9802: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CC/9804: 09 Do vehicle/entity graphical action $09 (kneeling) CC/9805: FF End queue CC/9806: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/9808: 49 Do vehicle/entity graphical action $09, flipped horizontally CC/9809: FF End queue CC/980A: 92 Pause for 30 units CC/980B: 11 Begin action queue for character $11 (NPC $11), 4 bytes long CC/980D: C6 Set vehicle/entity to walk when moving CC/980E: C2 Set vehicle/entity's event speed to normal CC/980F: 83 Move vehicle/entity left 1 tile CC/9810: FF End queue CC/9811: 15 Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete) CC/9813: C6 Set vehicle/entity to walk when moving CC/9814: C2 Set vehicle/entity's event speed to normal CC/9815: 81 Move vehicle/entity right 1 tile CC/9816: FF End queue CC/9817: 92 Pause for 30 units CC/9818: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CC/981A: 10 Do vehicle/entity graphical action $10 CC/981B: FF End queue CC/981C: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/981E: 50 Do vehicle/entity graphical action $10, flipped horizontally CC/981F: FF End queue CC/9820: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/9822: CC Turn vehicle/entity up CC/9823: FF End queue CC/9824: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/9826: C2 Set vehicle/entity's event speed to normal CC/9827: 9E Move vehicle/entity down 8 tiles CC/9828: FF End queue CC/9829: 4D Invoke battle, enemy set $4B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/982C: B2 Call subroutine $CA5EA9 CC/9830: 6B Load map $00F2 (Vector, outdoors, intact (before the Esper attack)) instantly, (upper bits $0000), place party at (29, 0), facing up CC/9836: 39 Free screen CC/9837: 59 Unfade screen at speed $08 CC/9839: 5C Pause execution until fade in or fade out is complete CC/983A: B5 Pause for 15 * 6 (90) units CC/983C: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/983E: C1 Set vehicle/entity's event speed to slow CC/983F: 86 Move vehicle/entity down 2 tiles CC/9840: A2 Move vehicle/entity left/down 1x1 tiles CC/9841: 09 Do vehicle/entity graphical action $09 (kneeling) CC/9842: C2 Set vehicle/entity's event speed to normal CC/9843: FF End queue CC/9844: 3A Enable player to move while event commands execute CC/9845: D3 Clear event bit $1E80($137) [$1EA6, bit 7] CC/9847: D2 Set event bit $1E80($138) [$1EA7, bit 0] CC/9849: FE Return CC/984A: C0 If ($1E80($138) [$1EA7, bit 0] is clear), branch to $CA5EB3 (simply returns) CC/9850: C0 If ($1E80($07B) [$1E8F, bit 3] is set), branch to $CA5EB3 (simply returns) CC/9856: B2 Call subroutine $CC9798 CC/985A: FE Return CC/985B: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/985D: F0 Play song 0 (Silence), (high bit clear), full volume CC/985F: 6B Load map $0017 (Narshe, mountaintop (WoB / "Long ago, the War of the Magi...")) instantly, (upper bits $2000), place party at (18, 25), facing down CC/9865: 38 Hold screen CC/9866: 30 Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete) CC/9868: C4 Set vehicle/entity's event speed to faster CC/9869: 9C Move vehicle/entity up 8 tiles CC/986A: 9C Move vehicle/entity up 8 tiles CC/986B: 84 Move vehicle/entity up 2 tiles CC/986C: FF End queue CC/986D: 48 Display dialogue message $0006, continue executing commands (Show text only) Long ago, the War of the Magi reduced the world to a scorched wasteland, and magic simply ceased to exist. CC/9870: 42 Hide object $31 CC/9872: 45 Refresh objects CC/9873: 30 Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete) CC/9875: C1 Set vehicle/entity's event speed to slow CC/9876: FF End queue CC/9877: 92 Pause for 30 units CC/9878: F0 Play song 3 (Opening Theme #2), (high bit clear), full volume CC/987A: 92 Pause for 30 units CC/987B: 59 Unfade screen at speed $02 CC/987D: 30 Begin action queue for character $30 (Camera), 4 bytes long CC/987F: 9E Move vehicle/entity down 8 tiles CC/9880: 9E Move vehicle/entity down 8 tiles CC/9881: 86 Move vehicle/entity down 2 tiles CC/9882: FF End queue CC/9883: B5 Pause for 15 * 36 (540) units CC/9885: 5A Fade screen at speed $08 CC/9887: 35 Pause execution until action queue for object $30 (Camera) is complete CC/9889: DC Set event bit $1E80($62A) [$1F45, bit 2] CC/988B: 6B Load map $0014 (Narshe, lower town (WoB)) instantly, (upper bits $2000), place party at (38, 54), facing down CC/9891: 42 Hide object $31 CC/9893: 45 Refresh objects CC/9894: 38 Hold screen CC/9895: 30 Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete) CC/9897: C1 Set vehicle/entity's event speed to slow CC/9898: FF End queue CC/9899: 48 Display dialogue message $0007, continue executing commands (Show text only) 1000 years have passed… Iron, gunpowder, and steam engines have been rediscovered, and high technology reigns… CC/989C: B5 Pause for 15 * 6 (90) units CC/989E: 59 Unfade screen at speed $02 CC/98A0: 30 Begin action queue for character $30 (Camera), 4 bytes long CC/98A2: 9C Move vehicle/entity up 8 tiles CC/98A3: 9C Move vehicle/entity up 8 tiles CC/98A4: 9C Move vehicle/entity up 8 tiles CC/98A5: FF End queue CC/98A6: 27 Begin action queue for character $27 (NPC $27), 6 bytes long CC/98A8: 86 Move vehicle/entity down 2 tiles CC/98A9: A1 Move vehicle/entity right/down 1x1 tiles CC/98AA: 8A Move vehicle/entity down 3 tiles CC/98AB: A2 Move vehicle/entity left/down 1x1 tiles CC/98AC: 86 Move vehicle/entity down 2 tiles CC/98AD: FF End queue CC/98AE: 28 Begin action queue for character $28 (NPC $28), 2 bytes long CC/98B0: 9E Move vehicle/entity down 8 tiles CC/98B1: FF End queue CC/98B2: B5 Pause for 15 * 49 (735) units CC/98B4: 5A Fade screen at speed $08 CC/98B6: 35 Pause execution until action queue for object $30 (Camera) is complete CC/98B8: 6B Load map $00F4 (Imperial Castle, outdoors, rooftop (including prologue and flashbacks)) instantly, (upper bits $2000), place party at (7, 27), facing down CC/98BE: 42 Hide object $31 CC/98C0: 45 Refresh objects CC/98C1: 38 Hold screen CC/98C2: 30 Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete) CC/98C4: C1 Set vehicle/entity's event speed to slow CC/98C5: FF End queue CC/98C6: 48 Display dialogue message $0008, continue executing commands (Show text only) But there are some who would enslave the world by reviving the dread destructive force known as “magic.” CC/98C9: 95 Pause for 120 units CC/98CA: 59 Unfade screen at speed $02 CC/98CC: 30 Begin action queue for character $30 (Camera), 14 bytes long CC/98CE: 9C Move vehicle/entity up 8 tiles CC/98CF: 88 Move vehicle/entity up 3 tiles CC/98D0: A0 Move vehicle/entity right/up 1x1 tiles CC/98D1: A0 Move vehicle/entity right/up 1x1 tiles CC/98D2: A0 Move vehicle/entity right/up 1x1 tiles CC/98D3: A0 Move vehicle/entity right/up 1x1 tiles CC/98D4: A0 Move vehicle/entity right/up 1x1 tiles CC/98D5: A0 Move vehicle/entity right/up 1x1 tiles CC/98D6: A0 Move vehicle/entity right/up 1x1 tiles CC/98D7: A0 Move vehicle/entity right/up 1x1 tiles CC/98D8: 89 Move vehicle/entity right 3 tiles CC/98D9: 9E Move vehicle/entity down 8 tiles CC/98DA: 96 Move vehicle/entity down 6 tiles CC/98DB: FF End queue CC/98DC: B5 Pause for 15 * 27 (405) units CC/98DE: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CC/98E0: 9E Move vehicle/entity down 8 tiles CC/98E1: 9E Move vehicle/entity down 8 tiles CC/98E2: 86 Move vehicle/entity down 2 tiles CC/98E3: FF End queue CC/98E4: B5 Pause for 15 * 48 (720) units CC/98E6: 5A Fade screen at speed $08 CC/98E8: 35 Pause execution until action queue for object $30 (Camera) is complete CC/98EA: DD Clear event bit $1E80($62A) [$1F45, bit 2] CC/98EC: 6B Load map $0012 (Narshe, mountaintop (Terra / Vicks / Wedge in Magitek armor)) instantly, (upper bits $0000), place party at (11, 7), facing up CC/98F2: 42 Hide object $31 CC/98F4: 45 Refresh objects CC/98F5: 38 Hold screen CC/98F6: 30 Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete) CC/98F8: C1 Set vehicle/entity's event speed to slow CC/98F9: FF End queue CC/98FA: 48 Display dialogue message $0009, continue executing commands (Show text only) Can it be that those in power are on the verge of repeating a senseless and deadly mistake? CC/98FD: 95 Pause for 120 units CC/98FE: 59 Unfade screen at speed $02 CC/9900: B5 Pause for 15 * 20 (300) units CC/9902: 30 Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete) CC/9904: 92 Move vehicle/entity down 5 tiles CC/9905: FF End queue CC/9906: 5C Pause execution until fade in or fade out is complete CC/9907: B5 Pause for 15 * 40 (600) units CC/9909: F1 Fade in song 57 (Wind) (high bit clear) with transition time 160 CC/990C: B5 Pause for 15 * 16 (240) units CC/990E: 3D Create object $00 CC/9910: 3D Create object $0E CC/9912: 3D Create object $0F CC/9914: 45 Refresh objects CC/9915: 0E Begin action queue for character $0E (Actor in stot 14), 4 bytes long (Wait until complete) CC/9917: D5 Set vehicle/entity's position to (12, 21) CC/991A: FF End queue CC/991B: 3C Set up the party as follows: $0E (Actor in stot 14), $0F (Actor in stot 15), $00 (Actor in stot 0), $FF () CC/9920: 0F Begin action queue for character $0F (Actor in stot 15), 4 bytes long (Wait until complete) CC/9922: D5 Set vehicle/entity's position to (10, 21) CC/9925: FF End queue CC/9926: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CC/9928: D5 Set vehicle/entity's position to (11, 23) CC/992B: FF End queue CC/992C: 41 Show object $00 CC/992E: 41 Show object $0E CC/9930: 41 Show object $0F CC/9932: 45 Refresh objects CC/9933: 78 Enable ability to pass through other objects for object $00 (TERRA ) CC/9935: 78 Enable ability to pass through other objects for object $0E (Actor in stot 14) CC/9937: 78 Enable ability to pass through other objects for object $0F (Actor in stot 15) CC/9939: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete) CC/993B: CC Turn vehicle/entity up CC/993C: C2 Set vehicle/entity's event speed to normal CC/993D: FF End queue CC/993E: 0E Begin action queue for character $0E (Actor in stot 14), 3 bytes long (Wait until complete) CC/9940: CC Turn vehicle/entity up CC/9941: C2 Set vehicle/entity's event speed to normal CC/9942: FF End queue CC/9943: 0F Begin action queue for character $0F (Actor in stot 15), 3 bytes long (Wait until complete) CC/9945: CC Turn vehicle/entity up CC/9946: C2 Set vehicle/entity's event speed to normal CC/9947: FF End queue CC/9948: 44 Place character $00 (Actor in stot 0) on vehicle $40 (Magitek Armor) (Character is shown) CC/994B: 44 Place character $0E (Actor in stot 14) on vehicle $40 (Magitek Armor) (Character is shown) CC/994E: 44 Place character $0F (Actor in stot 15) on vehicle $40 (Magitek Armor) (Character is shown) CC/9951: 0F Begin action queue for character $0F (Actor in stot 15), 7 bytes long CC/9953: E0 Pause for 4 * 4 (16) frames CC/9955: 90 Move vehicle/entity up 5 tiles CC/9956: C1 Set vehicle/entity's event speed to slow CC/9957: 84 Move vehicle/entity up 2 tiles CC/9958: CF Turn vehicle/entity left CC/9959: FF End queue CC/995A: 00 Begin action queue for character $00 (Actor in stot 0), 9 bytes long CC/995C: E0 Pause for 4 * 4 (16) frames CC/995E: 94 Move vehicle/entity up 6 tiles CC/995F: C1 Set vehicle/entity's event speed to slow CC/9960: A0 Move vehicle/entity right/up 1x1 tiles CC/9961: 80 Move vehicle/entity up 1 tile CC/9962: 84 Move vehicle/entity up 2 tiles CC/9963: CF Turn vehicle/entity left CC/9964: FF End queue CC/9965: 0E Begin action queue for character $0E (Actor in stot 14), 9 bytes long CC/9967: E0 Pause for 4 * 4 (16) frames CC/9969: 9C Move vehicle/entity up 8 tiles CC/996A: C1 Set vehicle/entity's event speed to slow CC/996B: 80 Move vehicle/entity up 1 tile CC/996C: 83 Move vehicle/entity left 1 tile CC/996D: E0 Pause for 4 * 16 (64) frames CC/996F: FF End queue CC/9970: B0 Execute the following commands until $B1 6 times CC/9972: F4 Play sound effect 153 CC/9974: 91 Pause for 15 units CC/9975: B1 End block of repeating commands CC/9976: B0 Execute the following commands until $B1 4 times CC/9978: F4 Play sound effect 153 CC/997A: 92 Pause for 30 units CC/997B: B1 End block of repeating commands CC/997C: F4 Play sound effect 153 CC/997E: 93 Pause for 45 units CC/997F: F4 Play sound effect 153 CC/9981: 35 Pause execution until action queue for object $0E (Actor in stot 14) is complete CC/9983: 94 Pause for 60 units CC/9984: 39 Free screen CC/9985: 0E Begin action queue for character $0E (Actor in stot 14), 5 bytes long CC/9987: C2 Set vehicle/entity's event speed to normal CC/9988: 83 Move vehicle/entity left 1 tile CC/9989: C1 Set vehicle/entity's event speed to slow CC/998A: 83 Move vehicle/entity left 1 tile CC/998B: FF End queue CC/998C: F4 Play sound effect 153 CC/998E: 93 Pause for 45 units CC/998F: F4 Play sound effect 153 CC/9991: 35 Pause execution until action queue for object $0E (Actor in stot 14) is complete CC/9993: B5 Pause for 15 * 6 (90) units CC/9995: 38 Hold screen CC/9996: 4B Display dialogue message $0001, wait for button press VICKS: There's the town… WEDGE: Hard to believe an Esper's been found intact there, 1000 years after the War of the Magi… CC/9999: 94 Pause for 60 units CC/999A: 0F Begin action queue for character $0F (Actor in stot 15), 3 bytes long CC/999C: C1 Set vehicle/entity's event speed to slow CC/999D: 83 Move vehicle/entity left 1 tile CC/999E: FF End queue CC/999F: F4 Play sound effect 153 CC/99A1: 91 Pause for 15 units CC/99A2: F4 Play sound effect 153 CC/99A4: 35 Pause execution until action queue for object $0F (Actor in stot 15) is complete CC/99A6: 94 Pause for 60 units CC/99A7: 4B Display dialogue message $0002, wait for button press VICKS: Think it's still alive? WEDGE: Probably… …judging from the urgency of our orders. CC/99AA: 0E Begin action queue for character $0E (Actor in stot 14), 5 bytes long (Wait until complete) CC/99AC: CE Turn vehicle/entity down CC/99AD: E0 Pause for 4 * 1 (4) frames CC/99AF: CD Turn vehicle/entity right CC/99B0: FF End queue CC/99B1: 92 Pause for 30 units CC/99B2: 0F Begin action queue for character $0F (Actor in stot 15), 5 bytes long (Wait until complete) CC/99B4: CE Turn vehicle/entity down CC/99B5: E0 Pause for 4 * 1 (4) frames CC/99B7: CD Turn vehicle/entity right CC/99B8: FF End queue CC/99B9: 94 Pause for 60 units CC/99BA: 0F Begin action queue for character $0F (Actor in stot 15), 2 bytes long CC/99BC: 85 Move vehicle/entity right 2 tiles CC/99BD: FF End queue CC/99BE: F4 Play sound effect 153 CC/99C0: 92 Pause for 30 units CC/99C1: F4 Play sound effect 153 CC/99C3: 92 Pause for 30 units CC/99C4: F4 Play sound effect 153 CC/99C6: 35 Pause execution until action queue for object $0F (Actor in stot 15) is complete CC/99C8: 92 Pause for 30 units CC/99C9: 4B Display dialogue message $0003, wait for button press VICKS: And this woman, this…sorcerer. Why's she here? I heard she fried 50 of our Magitek Armored soldiers in under 3 minutes. CC/99CC: 94 Pause for 60 units CC/99CD: 0E Begin action queue for character $0E (Actor in stot 14), 2 bytes long CC/99CF: 81 Move vehicle/entity right 1 tile CC/99D0: FF End queue CC/99D1: F4 Play sound effect 153 CC/99D3: 35 Pause execution until action queue for object $0E (Actor in stot 14) is complete CC/99D5: 92 Pause for 30 units CC/99D6: 4B Display dialogue message $0004, wait for button press WEDGE: Not to worry. The Slave Crown on her head robs her of all conscious thought. She'll follow orders. CC/99D9: 94 Pause for 60 units CC/99DA: 0E Begin action queue for character $0E (Actor in stot 14), 9 bytes long CC/99DC: C2 Set vehicle/entity's event speed to normal CC/99DD: CE Turn vehicle/entity down CC/99DE: E0 Pause for 4 * 1 (4) frames CC/99E0: A2 Move vehicle/entity left/down 1x1 tiles CC/99E1: 8A Move vehicle/entity down 3 tiles CC/99E2: C1 Set vehicle/entity's event speed to slow CC/99E3: 82 Move vehicle/entity down 1 tile CC/99E4: FF End queue CC/99E5: B0 Execute the following commands until $B1 4 times CC/99E7: F4 Play sound effect 153 CC/99E9: 91 Pause for 15 units CC/99EA: B1 End block of repeating commands CC/99EB: 92 Pause for 30 units CC/99EC: F4 Play sound effect 153 CC/99EE: 35 Pause execution until action queue for object $0E (Actor in stot 14) is complete CC/99F0: 92 Pause for 30 units CC/99F1: 4B Display dialogue message $0005, wait for button press WEDGE: We'll approach from the east. Move out! CC/99F4: 92 Pause for 30 units CC/99F5: 0F Begin action queue for character $0F (Actor in stot 15), 2 bytes long (Wait until complete) CC/99F7: CE Turn vehicle/entity down CC/99F8: FF End queue CC/99F9: 92 Pause for 30 units CC/99FA: 0F Begin action queue for character $0F (Actor in stot 15), 5 bytes long CC/99FC: C2 Set vehicle/entity's event speed to normal CC/99FD: 86 Move vehicle/entity down 2 tiles CC/99FE: A1 Move vehicle/entity right/down 1x1 tiles CC/99FF: 8E Move vehicle/entity down 4 tiles CC/9A00: FF End queue CC/9A01: 0E Begin action queue for character $0E (Actor in stot 14), 6 bytes long CC/9A03: E0 Pause for 4 * 3 (12) frames CC/9A05: 86 Move vehicle/entity down 2 tiles CC/9A06: C2 Set vehicle/entity's event speed to normal CC/9A07: 8A Move vehicle/entity down 3 tiles CC/9A08: FF End queue CC/9A09: 00 Begin action queue for character $00 (Actor in stot 0), 8 bytes long CC/9A0B: C2 Set vehicle/entity's event speed to normal CC/9A0C: 83 Move vehicle/entity left 1 tile CC/9A0D: CE Turn vehicle/entity down CC/9A0E: E0 Pause for 4 * 1 (4) frames CC/9A10: 9E Move vehicle/entity down 8 tiles CC/9A11: 86 Move vehicle/entity down 2 tiles CC/9A12: FF End queue CC/9A13: F4 Play sound effect 153 CC/9A15: F4 Play sound effect 153 CC/9A17: B0 Execute the following commands until $B1 14 times CC/9A19: F4 Play sound effect 153 CC/9A1B: 91 Pause for 15 units CC/9A1C: B1 End block of repeating commands CC/9A1D: F6 Subcommand $82: Change volume of currently playing sound effect to $80, transition time 32 CC/9A21: F4 Play sound effect 153 CC/9A23: 91 Pause for 15 units CC/9A24: F4 Play sound effect 153 CC/9A26: 91 Pause for 15 units CC/9A27: F6 Subcommand $82: Change volume of currently playing sound effect to $40, transition time 32 CC/9A2B: F4 Play sound effect 153 CC/9A2D: 91 Pause for 15 units CC/9A2E: F4 Play sound effect 153 CC/9A30: 91 Pause for 15 units CC/9A31: F6 Subcommand $82: Change volume of currently playing sound effect to $10, transition time 16 CC/9A35: F4 Play sound effect 153 CC/9A37: 91 Pause for 15 units CC/9A38: F4 Play sound effect 153 CC/9A3A: 35 Pause execution until action queue for object $00 (Actor in stot 0) is complete CC/9A3C: 42 Hide object $00 CC/9A3E: 42 Hide object $0E CC/9A40: 42 Hide object $0F CC/9A42: 45 Refresh objects CC/9A43: F2 Fade out current song with transition time 160 CC/9A45: 5A Fade screen at speed $02 CC/9A47: 5C Pause execution until fade in or fade out is complete CC/9A48: 95 Pause for 120 units CC/9A49: 39 Free screen CC/9A4A: F6 Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0 CC/9A4E: FE Return CC/9A4F: 6B Load map $0013 (Narshe, lower town (Magitek attack / guards seek Terra / party files out)) instantly, (upper bits $0000), place party at (38, 58), facing up CC/9A55: 92 Pause for 30 units CC/9A56: F1 Fade in song 57 (Wind) (high bit clear) with transition time 160 CC/9A59: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/9A5B: F6 Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0 CC/9A5F: 92 Pause for 30 units CC/9A60: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/9A62: D7 Center screen on vehicle/entity CC/9A63: FF End queue CC/9A64: 3C Set up the party as follows: $00 (Actor in stot 0), $0E (Actor in stot 14), $0F (Actor in stot 15), $FF () CC/9A69: 41 Show object $00 CC/9A6B: 0E Begin action queue for character $0E (Actor in stot 14), 5 bytes long (Wait until complete) CC/9A6D: D5 Set vehicle/entity's position to (37, 60) CC/9A70: C2 Set vehicle/entity's event speed to normal CC/9A71: FF End queue CC/9A72: 0F Begin action queue for character $0F (Actor in stot 15), 5 bytes long (Wait until complete) CC/9A74: D5 Set vehicle/entity's position to (39, 60) CC/9A77: C2 Set vehicle/entity's event speed to normal CC/9A78: FF End queue CC/9A79: 41 Show object $0E CC/9A7B: 41 Show object $0F CC/9A7D: 45 Refresh objects CC/9A7E: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/9A80: CC Turn vehicle/entity up CC/9A81: FF End queue CC/9A82: 0E Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete) CC/9A84: CC Turn vehicle/entity up CC/9A85: FF End queue CC/9A86: 0F Begin action queue for character $0F (Actor in stot 15), 2 bytes long CC/9A88: CC Turn vehicle/entity up CC/9A89: FF End queue CC/9A8A: 44 Place character $00 (Actor in stot 0) on vehicle $40 (Magitek Armor) (Character is shown) CC/9A8D: 44 Place character $0E (Actor in stot 14) on vehicle $40 (Magitek Armor) (Character is shown) CC/9A90: 44 Place character $0F (Actor in stot 15) on vehicle $40 (Magitek Armor) (Character is shown) CC/9A93: 84 Give 3000 GP to party CC/9A96: 39 Free screen CC/9A97: 59 Unfade screen at speed $04 CC/9A99: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CC/9A9B: 9C Move vehicle/entity up 8 tiles CC/9A9C: FF End queue CC/9A9D: 0F Begin action queue for character $0F (Actor in stot 15), 4 bytes long CC/9A9F: 94 Move vehicle/entity up 6 tiles CC/9AA0: 81 Move vehicle/entity right 1 tile CC/9AA1: 80 Move vehicle/entity up 1 tile CC/9AA2: FF End queue CC/9AA3: 0E Begin action queue for character $0E (Actor in stot 14), 8 bytes long (Wait until complete) CC/9AA5: 88 Move vehicle/entity up 3 tiles CC/9AA6: CF Turn vehicle/entity left CC/9AA7: E0 Pause for 4 * 10 (40) frames CC/9AA9: 88 Move vehicle/entity up 3 tiles CC/9AAA: 81 Move vehicle/entity right 1 tile CC/9AAB: CC Turn vehicle/entity up CC/9AAC: FF End queue CC/9AAD: 0F Begin action queue for character $0F (Actor in stot 15), 4 bytes long (Wait until complete) CC/9AAF: E0 Pause for 4 * 8 (32) frames CC/9AB1: CF Turn vehicle/entity left CC/9AB2: FF End queue CC/9AB3: 4B Display dialogue message $000B, wait for button press WEDGE: Let's put her on point. No sense taking any risks. Forward! CC/9AB6: 78 Enable ability to pass through other objects for object $0E (Actor in stot 14) CC/9AB8: 78 Enable ability to pass through other objects for object $0F (Actor in stot 15) CC/9ABA: 0E Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete) CC/9ABC: 80 Move vehicle/entity up 1 tile CC/9ABD: FF End queue CC/9ABE: 0E Begin action queue for character $0E (Actor in stot 14), 3 bytes long CC/9AC0: 88 Move vehicle/entity up 3 tiles CC/9AC1: D1 Make vehicle/entity disappear CC/9AC2: FF End queue CC/9AC3: 0F Begin action queue for character $0F (Actor in stot 15), 4 bytes long (Wait until complete) CC/9AC5: 87 Move vehicle/entity left 2 tiles CC/9AC6: 88 Move vehicle/entity up 3 tiles CC/9AC7: D1 Make vehicle/entity disappear CC/9AC8: FF End queue CC/9AC9: 45 Refresh objects CC/9ACA: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/9ACC: 80 Move vehicle/entity up 1 tile CC/9ACD: FF End queue CC/9ACE: 36 Disable ability to pass through other objects for object $0E (Actor in stot 14) CC/9AD0: 36 Disable ability to pass through other objects for object $0F (Actor in stot 15) CC/9AD2: D2 Set event bit $1E80($1C1) [$1EB8, bit 1] CC/9AD4: FE Return CC/9AD5: B0 Execute the following commands until $B1 20 times CC/9AD7: 50 Tint screen (cumulative) with color $27 CC/9AD9: B1 End block of repeating commands CC/9ADA: B0 Execute the following commands until $B1 20 times CC/9ADC: 50 Tint screen (cumulative) with color $67 CC/9ADE: B1 End block of repeating commands CC/9ADF: FE Return CC/9AE0: B0 Execute the following commands until $B1 20 times CC/9AE2: 50 Tint screen (cumulative) with color $33 CC/9AE4: B1 End block of repeating commands CC/9AE5: B0 Execute the following commands until $B1 20 times CC/9AE7: 50 Tint screen (cumulative) with color $73 CC/9AE9: B1 End block of repeating commands CC/9AEA: FE Return CC/9AEB: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/9AF1: C0 If ($1E80($133) [$1EA6, bit 3] is clear), branch to $CC9B01 CC/9AF7: F4 Play sound effect 209 CC/9AF9: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CC/9AFB: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/9AFD: D2 Set event bit $1E80($1BF) [$1EB7, bit 7] CC/9AFF: 3A Enable player to move while event commands execute CC/9B00: FE Return CC/9B01: F4 Play sound effect 209 CC/9B03: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CC/9B05: 94 Pause for 60 units CC/9B06: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/9B08: D2 Set event bit $1E80($133) [$1EA6, bit 3] CC/9B0A: D2 Set event bit $1E80($1BF) [$1EB7, bit 7] CC/9B0C: 4B Display dialogue message $000A, wait for button press An eerie glow surrounds you. Want info about Save Points? ^ Yes ^ No CC/9B0F: B6 Indexed branch based on prior dialogue selection [$CC9B18, $CA5EB3] CC/9B16: 3A Enable player to move while event commands execute CC/9B17: FE Return CC/9B18: 4B Display dialogue message $06D4, wait for button press At Save Points you can use a “Sleeping Bag” or “Tent”, and also save a game. If you should perish, you'll automatically be able to play from your last save. Though any GP, treasures, etc. you found will have to be found again, your Level and Exp. data will be retained. You can save a game anywhere on the world map. CC/9B1B: 3A Enable player to move while event commands execute CC/9B1C: FE Return CC/9B1D: 78 Enable ability to pass through other objects for object $0E (Actor in stot 14) CC/9B1F: 78 Enable ability to pass through other objects for object $0F (Actor in stot 15) CC/9B21: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/9B23: D7 Center screen on vehicle/entity CC/9B24: FF End queue CC/9B25: 3C Set up the party as follows: $00 (Actor in stot 0), $FF (), $FF (), $FF () CC/9B2A: 41 Show object $00 CC/9B2C: 45 Refresh objects CC/9B2D: 3D Create object $0E CC/9B2F: 3D Create object $0F CC/9B31: 0E Begin action queue for character $0E (Actor in stot 14), 6 bytes long (Wait until complete) CC/9B33: D5 Set vehicle/entity's position to (38, 50) CC/9B36: CE Turn vehicle/entity down CC/9B37: C2 Set vehicle/entity's event speed to normal CC/9B38: FF End queue CC/9B39: 0F Begin action queue for character $0F (Actor in stot 15), 6 bytes long (Wait until complete) CC/9B3B: D5 Set vehicle/entity's position to (38, 50) CC/9B3E: CE Turn vehicle/entity down CC/9B3F: C2 Set vehicle/entity's event speed to normal CC/9B40: FF End queue CC/9B41: 41 Show object $0E CC/9B43: 41 Show object $0F CC/9B45: 45 Refresh objects CC/9B46: 0E Begin action queue for character $0E (Actor in stot 14), 3 bytes long CC/9B48: 86 Move vehicle/entity down 2 tiles CC/9B49: CC Turn vehicle/entity up CC/9B4A: FF End queue CC/9B4B: 0F Begin action queue for character $0F (Actor in stot 15), 7 bytes long (Wait until complete) CC/9B4D: 82 Move vehicle/entity down 1 tile CC/9B4E: 85 Move vehicle/entity right 2 tiles CC/9B4F: CE Turn vehicle/entity down CC/9B50: E0 Pause for 4 * 2 (8) frames CC/9B52: CF Turn vehicle/entity left CC/9B53: FF End queue CC/9B54: 4B Display dialogue message $000C, wait for button press WEDGE: The Esper's gotta be in here. Move out! CC/9B57: 0E Begin action queue for character $0E (Actor in stot 14), 3 bytes long CC/9B59: 84 Move vehicle/entity up 2 tiles CC/9B5A: D1 Make vehicle/entity disappear CC/9B5B: FF End queue CC/9B5C: 0F Begin action queue for character $0F (Actor in stot 15), 4 bytes long (Wait until complete) CC/9B5E: 87 Move vehicle/entity left 2 tiles CC/9B5F: 80 Move vehicle/entity up 1 tile CC/9B60: D1 Make vehicle/entity disappear CC/9B61: FF End queue CC/9B62: 00 Begin action queue for character $00 (Actor in stot 0), 8 bytes long (Wait until complete) CC/9B64: CD Turn vehicle/entity right CC/9B65: E0 Pause for 4 * 2 (8) frames CC/9B67: CC Turn vehicle/entity up CC/9B68: E0 Pause for 4 * 6 (24) frames CC/9B6A: 80 Move vehicle/entity up 1 tile CC/9B6B: FF End queue CC/9B6C: 36 Disable ability to pass through other objects for object $0E (Actor in stot 14) CC/9B6E: 36 Disable ability to pass through other objects for object $0F (Actor in stot 15) CC/9B70: FE Return CC/9B71: C0 If ($1E80($128) [$1EA5, bit 0] is set), branch to $CA5EB3 (simply returns) CC/9B77: 3D Create object $10 CC/9B79: 3D Create object $11 CC/9B7B: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/9B7D: D5 Set vehicle/entity's position to (37, 32) CC/9B80: FF End queue CC/9B81: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CC/9B83: D5 Set vehicle/entity's position to (39, 32) CC/9B86: FF End queue CC/9B87: 41 Show object $10 CC/9B89: 41 Show object $11 CC/9B8B: 45 Refresh objects CC/9B8C: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CC/9B8E: 8A Move vehicle/entity down 3 tiles CC/9B8F: FF End queue CC/9B90: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/9B92: 8A Move vehicle/entity down 3 tiles CC/9B93: FF End queue CC/9B94: 4B Display dialogue message $000D, wait for button press (At bottom of screen) GUARD: Imperial Magitek Armor? Not even Narshe's safe anymore! CC/9B97: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CC/9B99: 8A Move vehicle/entity down 3 tiles CC/9B9A: CD Turn vehicle/entity right CC/9B9B: FF End queue CC/9B9C: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CC/9B9E: 8A Move vehicle/entity down 3 tiles CC/9B9F: CF Turn vehicle/entity left CC/9BA0: FF End queue CC/9BA1: 4D Invoke battle, enemy set $01, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/9BA4: B2 Call subroutine $CA5EA9 CC/9BA8: 42 Hide object $10 CC/9BAA: 42 Hide object $11 CC/9BAC: 45 Refresh objects CC/9BAD: 96 Restore screen from fade CC/9BAE: 5C Pause execution until fade in or fade out is complete CC/9BAF: D2 Set event bit $1E80($128) [$1EA5, bit 0] CC/9BB1: 3A Enable player to move while event commands execute CC/9BB2: FE Return CC/9BB3: C0 If ($1E80($129) [$1EA5, bit 1] is set), branch to $CA5EB3 (simply returns) CC/9BB9: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/9BBB: CD Turn vehicle/entity right CC/9BBC: FF End queue CC/9BBD: 3D Create object $10 CC/9BBF: 3D Create object $12 CC/9BC1: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CC/9BC3: D5 Set vehicle/entity's position to (46, 30) CC/9BC6: CE Turn vehicle/entity down CC/9BC7: FF End queue CC/9BC8: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CC/9BCA: D5 Set vehicle/entity's position to (46, 31) CC/9BCD: CE Turn vehicle/entity down CC/9BCE: FF End queue CC/9BCF: 41 Show object $10 CC/9BD1: 41 Show object $12 CC/9BD3: 45 Refresh objects CC/9BD4: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CC/9BD6: 8E Move vehicle/entity down 4 tiles CC/9BD7: FF End queue CC/9BD8: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CC/9BDA: 8E Move vehicle/entity down 4 tiles CC/9BDB: FF End queue CC/9BDC: 4B Display dialogue message $000E, wait for button press (At bottom of screen) GUARD: Machine-riding, self-important swine! Take this! CC/9BDF: 12 Begin action queue for character $12 (NPC $12), 6 bytes long (Wait until complete) CC/9BE1: 82 Move vehicle/entity down 1 tile CC/9BE2: A2 Move vehicle/entity left/down 1x1 tiles CC/9BE3: 83 Move vehicle/entity left 1 tile CC/9BE4: 86 Move vehicle/entity down 2 tiles CC/9BE5: CF Turn vehicle/entity left CC/9BE6: FF End queue CC/9BE7: 92 Pause for 30 units CC/9BE8: F4 Play sound effect 151 CC/9BEA: 91 Pause for 15 units CC/9BEB: F4 Play sound effect 151 CC/9BED: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CC/9BEF: 87 Move vehicle/entity left 2 tiles CC/9BF0: FF End queue CC/9BF1: 4D Invoke battle, enemy set $00, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/9BF4: B2 Call subroutine $CA5EA9 CC/9BF8: 42 Hide object $12 CC/9BFA: 45 Refresh objects CC/9BFB: 96 Restore screen from fade CC/9BFC: 5C Pause execution until fade in or fade out is complete CC/9BFD: 92 Pause for 30 units CC/9BFE: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CC/9C00: 8C Move vehicle/entity up 4 tiles CC/9C01: D1 Make vehicle/entity disappear CC/9C02: FF End queue CC/9C03: 45 Refresh objects CC/9C04: D2 Set event bit $1E80($129) [$1EA5, bit 1] CC/9C06: 3A Enable player to move while event commands execute CC/9C07: FE Return CC/9C08: C0 If ($1E80($12A) [$1EA5, bit 2] is set), branch to $CA5EB3 (simply returns) CC/9C0E: 3D Create object $10 CC/9C10: 3D Create object $11 CC/9C12: 3D Create object $12 CC/9C14: 3D Create object $13 CC/9C16: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CC/9C18: D5 Set vehicle/entity's position to (44, 19) CC/9C1B: CE Turn vehicle/entity down CC/9C1C: FF End queue CC/9C1D: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CC/9C1F: D5 Set vehicle/entity's position to (45, 19) CC/9C22: CE Turn vehicle/entity down CC/9C23: FF End queue CC/9C24: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CC/9C26: D5 Set vehicle/entity's position to (44, 20) CC/9C29: CE Turn vehicle/entity down CC/9C2A: FF End queue CC/9C2B: 13 Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete) CC/9C2D: D5 Set vehicle/entity's position to (45, 20) CC/9C30: CE Turn vehicle/entity down CC/9C31: FF End queue CC/9C32: 41 Show object $10 CC/9C34: 41 Show object $11 CC/9C36: 41 Show object $12 CC/9C38: 41 Show object $13 CC/9C3A: 45 Refresh objects CC/9C3B: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/9C3D: CD Turn vehicle/entity right CC/9C3E: FF End queue CC/9C3F: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CC/9C41: 96 Move vehicle/entity down 6 tiles CC/9C42: 83 Move vehicle/entity left 1 tile CC/9C43: FF End queue CC/9C44: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CC/9C46: 8E Move vehicle/entity down 4 tiles CC/9C47: A2 Move vehicle/entity left/down 1x1 tiles CC/9C48: 83 Move vehicle/entity left 1 tile CC/9C49: FF End queue CC/9C4A: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CC/9C4C: 9A Move vehicle/entity down 7 tiles CC/9C4D: CF Turn vehicle/entity left CC/9C4E: FF End queue CC/9C4F: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CC/9C51: 96 Move vehicle/entity down 6 tiles CC/9C52: 83 Move vehicle/entity left 1 tile CC/9C53: FF End queue CC/9C54: 4B Display dialogue message $000F, wait for button press GUARD: Narshe's freedom depends on us! CC/9C57: 92 Pause for 30 units CC/9C58: F4 Play sound effect 151 CC/9C5A: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CC/9C5C: 8F Move vehicle/entity left 4 tiles CC/9C5D: FF End queue CC/9C5E: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CC/9C60: 8F Move vehicle/entity left 4 tiles CC/9C61: FF End queue CC/9C62: 4D Invoke battle, enemy set $02, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/9C65: B2 Call subroutine $CA5EA9 CC/9C69: 42 Hide object $12 CC/9C6B: 42 Hide object $13 CC/9C6D: 45 Refresh objects CC/9C6E: 96 Restore screen from fade CC/9C6F: 5C Pause execution until fade in or fade out is complete CC/9C70: 92 Pause for 30 units CC/9C71: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CC/9C73: 83 Move vehicle/entity left 1 tile CC/9C74: FF End queue CC/9C75: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/9C77: 83 Move vehicle/entity left 1 tile CC/9C78: FF End queue CC/9C79: 92 Pause for 30 units CC/9C7A: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CC/9C7C: 8F Move vehicle/entity left 4 tiles CC/9C7D: FF End queue CC/9C7E: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/9C80: 8F Move vehicle/entity left 4 tiles CC/9C81: FF End queue CC/9C82: 4D Invoke battle, enemy set $01, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/9C85: B2 Call subroutine $CA5EA9 CC/9C89: 42 Hide object $10 CC/9C8B: 42 Hide object $11 CC/9C8D: 45 Refresh objects CC/9C8E: 96 Restore screen from fade CC/9C8F: 5C Pause execution until fade in or fade out is complete CC/9C90: D2 Set event bit $1E80($12A) [$1EA5, bit 2] CC/9C92: 3A Enable player to move while event commands execute CC/9C93: FE Return CC/9C94: C0 If ($1E80($130) [$1EA6, bit 0] is set), branch to $CA5EB3 (simply returns) CC/9C9A: 3D Create object $10 CC/9C9C: 3D Create object $11 CC/9C9E: 3D Create object $12 CC/9CA0: 3D Create object $13 CC/9CA2: 10 Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete) CC/9CA4: D5 Set vehicle/entity's position to (38, 9) CC/9CA7: CE Turn vehicle/entity down CC/9CA8: C3 Set vehicle/entity's event speed to fast CC/9CA9: FF End queue CC/9CAA: 12 Begin action queue for character $12 (NPC $12), 6 bytes long (Wait until complete) CC/9CAC: D5 Set vehicle/entity's position to (38, 10) CC/9CAF: CE Turn vehicle/entity down CC/9CB0: C3 Set vehicle/entity's event speed to fast CC/9CB1: FF End queue CC/9CB2: 13 Begin action queue for character $13 (NPC $13), 6 bytes long (Wait until complete) CC/9CB4: D5 Set vehicle/entity's position to (38, 24) CC/9CB7: CC Turn vehicle/entity up CC/9CB8: C3 Set vehicle/entity's event speed to fast CC/9CB9: FF End queue CC/9CBA: 11 Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete) CC/9CBC: D5 Set vehicle/entity's position to (38, 25) CC/9CBF: CC Turn vehicle/entity up CC/9CC0: C3 Set vehicle/entity's event speed to fast CC/9CC1: FF End queue CC/9CC2: 41 Show object $10 CC/9CC4: 41 Show object $11 CC/9CC6: 41 Show object $12 CC/9CC8: 41 Show object $13 CC/9CCA: 45 Refresh objects CC/9CCB: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CC/9CCD: 86 Move vehicle/entity down 2 tiles CC/9CCE: FF End queue CC/9CCF: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CC/9CD1: 86 Move vehicle/entity down 2 tiles CC/9CD2: FF End queue CC/9CD3: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CC/9CD5: 84 Move vehicle/entity up 2 tiles CC/9CD6: FF End queue CC/9CD7: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/9CD9: 84 Move vehicle/entity up 2 tiles CC/9CDA: FF End queue CC/9CDB: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/9CDD: CD Turn vehicle/entity right CC/9CDE: FF End queue CC/9CDF: 4B Display dialogue message $0012, wait for button press GUARD: We've got 'em trapped, now! CC/9CE2: F4 Play sound effect 151 CC/9CE4: 91 Pause for 15 units CC/9CE5: F4 Play sound effect 151 CC/9CE7: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CC/9CE9: 8A Move vehicle/entity down 3 tiles CC/9CEA: FF End queue CC/9CEB: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CC/9CED: 8A Move vehicle/entity down 3 tiles CC/9CEE: FF End queue CC/9CEF: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CC/9CF1: 88 Move vehicle/entity up 3 tiles CC/9CF2: FF End queue CC/9CF3: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/9CF5: 88 Move vehicle/entity up 3 tiles CC/9CF6: FF End queue CC/9CF7: 4D Invoke battle, enemy set $03, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/9CFA: B2 Call subroutine $CA5EA9 CC/9CFE: 42 Hide object $12 CC/9D00: 42 Hide object $13 CC/9D02: 42 Hide object $10 CC/9D04: 42 Hide object $11 CC/9D06: 45 Refresh objects CC/9D07: 96 Restore screen from fade CC/9D08: 5C Pause execution until fade in or fade out is complete CC/9D09: D2 Set event bit $1E80($130) [$1EA6, bit 0] CC/9D0B: 3A Enable player to move while event commands execute CC/9D0C: FE Return CC/9D0D: C0 If ($1E80($131) [$1EA6, bit 1] is set), branch to $CA5EB3 (simply returns) CC/9D13: 3D Create object $10 CC/9D15: 3D Create object $11 CC/9D17: 3D Create object $12 CC/9D19: 3D Create object $13 CC/9D1B: 45 Refresh objects CC/9D1C: 78 Enable ability to pass through other objects for object $10 (NPC $10) CC/9D1E: 78 Enable ability to pass through other objects for object $11 (NPC $11) CC/9D20: 78 Enable ability to pass through other objects for object $12 (NPC $12) CC/9D22: 78 Enable ability to pass through other objects for object $13 (NPC $13) CC/9D24: 12 Begin action queue for character $12 (NPC $12), 6 bytes long (Wait until complete) CC/9D26: D5 Set vehicle/entity's position to (29, 30) CC/9D29: CE Turn vehicle/entity down CC/9D2A: C3 Set vehicle/entity's event speed to fast CC/9D2B: FF End queue CC/9D2C: 13 Begin action queue for character $13 (NPC $13), 6 bytes long (Wait until complete) CC/9D2E: D5 Set vehicle/entity's position to (29, 29) CC/9D31: CE Turn vehicle/entity down CC/9D32: C3 Set vehicle/entity's event speed to fast CC/9D33: FF End queue CC/9D34: 10 Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete) CC/9D36: D5 Set vehicle/entity's position to (29, 28) CC/9D39: CE Turn vehicle/entity down CC/9D3A: C3 Set vehicle/entity's event speed to fast CC/9D3B: FF End queue CC/9D3C: 11 Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete) CC/9D3E: D5 Set vehicle/entity's position to (29, 27) CC/9D41: CE Turn vehicle/entity down CC/9D42: C3 Set vehicle/entity's event speed to fast CC/9D43: FF End queue CC/9D44: 41 Show object $10 CC/9D46: 41 Show object $11 CC/9D48: 41 Show object $12 CC/9D4A: 41 Show object $13 CC/9D4C: 45 Refresh objects CC/9D4D: 4B Display dialogue message $0013, wait for button press GUARD: We must defend the mines! CC/9D50: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/9D52: CC Turn vehicle/entity up CC/9D53: FF End queue CC/9D54: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CC/9D56: 8A Move vehicle/entity down 3 tiles CC/9D57: A1 Move vehicle/entity right/down 1x1 tiles CC/9D58: CE Turn vehicle/entity down CC/9D59: FF End queue CC/9D5A: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CC/9D5C: 92 Move vehicle/entity down 5 tiles CC/9D5D: FF End queue CC/9D5E: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CC/9D60: 8E Move vehicle/entity down 4 tiles CC/9D61: A1 Move vehicle/entity right/down 1x1 tiles CC/9D62: CE Turn vehicle/entity down CC/9D63: FF End queue CC/9D64: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/9D66: 96 Move vehicle/entity down 6 tiles CC/9D67: FF End queue CC/9D68: 93 Pause for 45 units CC/9D69: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CC/9D6B: C1 Set vehicle/entity's event speed to slow CC/9D6C: DD Make vehicle/entity jump (high) CC/9D6D: 82 Move vehicle/entity down 1 tile CC/9D6E: FF End queue CC/9D6F: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CC/9D71: C1 Set vehicle/entity's event speed to slow CC/9D72: DD Make vehicle/entity jump (high) CC/9D73: 82 Move vehicle/entity down 1 tile CC/9D74: FF End queue CC/9D75: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CC/9D77: C1 Set vehicle/entity's event speed to slow CC/9D78: DD Make vehicle/entity jump (high) CC/9D79: 82 Move vehicle/entity down 1 tile CC/9D7A: FF End queue CC/9D7B: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CC/9D7D: C1 Set vehicle/entity's event speed to slow CC/9D7E: DD Make vehicle/entity jump (high) CC/9D7F: 82 Move vehicle/entity down 1 tile CC/9D80: FF End queue CC/9D81: 4D Invoke battle, enemy set $04, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/9D84: B2 Call subroutine $CA5EA9 CC/9D88: 42 Hide object $12 CC/9D8A: 42 Hide object $13 CC/9D8C: 42 Hide object $10 CC/9D8E: 42 Hide object $11 CC/9D90: 45 Refresh objects CC/9D91: 96 Restore screen from fade CC/9D92: 5C Pause execution until fade in or fade out is complete CC/9D93: D2 Set event bit $1E80($131) [$1EA6, bit 1] CC/9D95: 3A Enable player to move while event commands execute CC/9D96: FE Return CC/9D97: C0 If ($1E80($12B) [$1EA5, bit 3] is set), branch to $CA5EB3 (simply returns) CC/9D9D: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/9D9F: 83 Move vehicle/entity left 1 tile CC/9DA0: CC Turn vehicle/entity up CC/9DA1: FF End queue CC/9DA2: B2 Call subroutine $CC9DB2 CC/9DA6: FE Return CC/9DA7: C0 If ($1E80($12B) [$1EA5, bit 3] is set), branch to $CA5EB3 (simply returns) CC/9DAD: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/9DAF: 81 Move vehicle/entity right 1 tile CC/9DB0: CC Turn vehicle/entity up CC/9DB1: FF End queue CC/9DB2: C0 If ($1E80($12B) [$1EA5, bit 3] is set), branch to $CA5EB3 (simply returns) CC/9DB8: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/9DBA: D7 Center screen on vehicle/entity CC/9DBB: FF End queue CC/9DBC: 3C Set up the party as follows: $00 (Actor in stot 0), $0E (Actor in stot 14), $0F (Actor in stot 15), $FF () CC/9DC1: 44 Place character $00 (Actor in stot 0) on vehicle $40 (Magitek Armor) (Character is shown) CC/9DC4: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/9DC6: CC Turn vehicle/entity up CC/9DC7: FF End queue CC/9DC8: 41 Show object $00 CC/9DCA: 3D Create object $0E CC/9DCC: 3D Create object $0F CC/9DCE: 78 Enable ability to pass through other objects for object $0E (Actor in stot 14) CC/9DD0: 78 Enable ability to pass through other objects for object $0F (Actor in stot 15) CC/9DD2: 0E Begin action queue for character $0E (Actor in stot 14), 6 bytes long (Wait until complete) CC/9DD4: D5 Set vehicle/entity's position to (31, 22) CC/9DD7: C2 Set vehicle/entity's event speed to normal CC/9DD8: CC Turn vehicle/entity up CC/9DD9: FF End queue CC/9DDA: 0F Begin action queue for character $0F (Actor in stot 15), 6 bytes long (Wait until complete) CC/9DDC: D5 Set vehicle/entity's position to (31, 22) CC/9DDF: C2 Set vehicle/entity's event speed to normal CC/9DE0: CC Turn vehicle/entity up CC/9DE1: FF End queue CC/9DE2: 44 Place character $0E (Actor in stot 14) on vehicle $40 (Magitek Armor) (Character is shown) CC/9DE5: 44 Place character $0F (Actor in stot 15) on vehicle $40 (Magitek Armor) (Character is shown) CC/9DE8: 41 Show object $0E CC/9DEA: 41 Show object $0F CC/9DEC: 45 Refresh objects CC/9DED: 0E Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete) CC/9DEF: 82 Move vehicle/entity down 1 tile CC/9DF0: FF End queue CC/9DF1: 0E Begin action queue for character $0E (Actor in stot 14), 4 bytes long CC/9DF3: 82 Move vehicle/entity down 1 tile CC/9DF4: 83 Move vehicle/entity left 1 tile CC/9DF5: CE Turn vehicle/entity down CC/9DF6: FF End queue CC/9DF7: 0F Begin action queue for character $0F (Actor in stot 15), 4 bytes long (Wait until complete) CC/9DF9: 86 Move vehicle/entity down 2 tiles CC/9DFA: 81 Move vehicle/entity right 1 tile CC/9DFB: CE Turn vehicle/entity down CC/9DFC: FF End queue CC/9DFD: 93 Pause for 45 units CC/9DFE: 0E Begin action queue for character $0E (Actor in stot 14), 2 bytes long CC/9E00: CD Turn vehicle/entity right CC/9E01: FF End queue CC/9E02: 0F Begin action queue for character $0F (Actor in stot 15), 2 bytes long CC/9E04: CF Turn vehicle/entity left CC/9E05: FF End queue CC/9E06: 92 Pause for 30 units CC/9E07: 4B Display dialogue message $0010, wait for button press WEDGE: According to our source, the frozen Esper was found in a new mine shaft. …Maybe this one… CC/9E0A: 94 Pause for 60 units CC/9E0B: 0E Begin action queue for character $0E (Actor in stot 14), 3 bytes long (Wait until complete) CC/9E0D: 81 Move vehicle/entity right 1 tile CC/9E0E: 80 Move vehicle/entity up 1 tile CC/9E0F: FF End queue CC/9E10: 0E Begin action queue for character $0E (Actor in stot 14), 3 bytes long CC/9E12: 80 Move vehicle/entity up 1 tile CC/9E13: D1 Make vehicle/entity disappear CC/9E14: FF End queue CC/9E15: 0F Begin action queue for character $0F (Actor in stot 15), 4 bytes long (Wait until complete) CC/9E17: 83 Move vehicle/entity left 1 tile CC/9E18: 84 Move vehicle/entity up 2 tiles CC/9E19: D1 Make vehicle/entity disappear CC/9E1A: FF End queue CC/9E1B: 45 Refresh objects CC/9E1C: 36 Disable ability to pass through other objects for object $0E (Actor in stot 14) CC/9E1E: 36 Disable ability to pass through other objects for object $0F (Actor in stot 15) CC/9E20: D2 Set event bit $1E80($12B) [$1EA5, bit 3] CC/9E22: FE Return CC/9E23: C0 If ($1E80($12C) [$1EA5, bit 4] is set), branch to $CA5EB3 (simply returns) CC/9E29: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/9E2B: CC Turn vehicle/entity up CC/9E2C: FF End queue CC/9E2D: 91 Pause for 15 units CC/9E2E: 0E Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete) CC/9E30: D7 Center screen on vehicle/entity CC/9E31: FF End queue CC/9E32: 3C Set up the party as follows: $0E (Actor in stot 14), $0F (Actor in stot 15), $00 (Actor in stot 0), $FF () CC/9E37: 44 Place character $0E (Actor in stot 14) on vehicle $40 (Magitek Armor) (Character is shown) CC/9E3A: 0E Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete) CC/9E3C: CC Turn vehicle/entity up CC/9E3D: FF End queue CC/9E3E: 41 Show object $0E CC/9E40: 3D Create object $0F CC/9E42: 78 Enable ability to pass through other objects for object $00 (TERRA ) CC/9E44: 78 Enable ability to pass through other objects for object $0F (Actor in stot 15) CC/9E46: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete) CC/9E48: D5 Set vehicle/entity's position to (42, 9) CC/9E4B: C2 Set vehicle/entity's event speed to normal CC/9E4C: CC Turn vehicle/entity up CC/9E4D: FF End queue CC/9E4E: 0F Begin action queue for character $0F (Actor in stot 15), 6 bytes long (Wait until complete) CC/9E50: D5 Set vehicle/entity's position to (42, 9) CC/9E53: C2 Set vehicle/entity's event speed to normal CC/9E54: CC Turn vehicle/entity up CC/9E55: FF End queue CC/9E56: 44 Place character $00 (Actor in stot 0) on vehicle $40 (Magitek Armor) (Character is shown) CC/9E59: 44 Place character $0F (Actor in stot 15) on vehicle $40 (Magitek Armor) (Character is shown) CC/9E5C: 41 Show object $00 CC/9E5E: 41 Show object $0F CC/9E60: 45 Refresh objects CC/9E61: 0F Begin action queue for character $0F (Actor in stot 15), 3 bytes long CC/9E63: 82 Move vehicle/entity down 1 tile CC/9E64: CC Turn vehicle/entity up CC/9E65: FF End queue CC/9E66: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete) CC/9E68: 86 Move vehicle/entity down 2 tiles CC/9E69: 87 Move vehicle/entity left 2 tiles CC/9E6A: CE Turn vehicle/entity down CC/9E6B: E0 Pause for 4 * 2 (8) frames CC/9E6D: CD Turn vehicle/entity right CC/9E6E: FF End queue CC/9E6F: 93 Pause for 45 units CC/9E70: 0E Begin action queue for character $0E (Actor in stot 14), 5 bytes long (Wait until complete) CC/9E72: CD Turn vehicle/entity right CC/9E73: E0 Pause for 4 * 2 (8) frames CC/9E75: CE Turn vehicle/entity down CC/9E76: FF End queue CC/9E77: 92 Pause for 30 units CC/9E78: 4B Display dialogue message $0011, wait for button press VICKS: I'll handle this. Stand back! CC/9E7B: 0E Begin action queue for character $0E (Actor in stot 14), 5 bytes long CC/9E7D: CD Turn vehicle/entity right CC/9E7E: E0 Pause for 4 * 2 (8) frames CC/9E80: CC Turn vehicle/entity up CC/9E81: FF End queue CC/9E82: 0F Begin action queue for character $0F (Actor in stot 15), 4 bytes long CC/9E84: 8B Move vehicle/entity left 3 tiles CC/9E85: 82 Move vehicle/entity down 1 tile CC/9E86: CD Turn vehicle/entity right CC/9E87: FF End queue CC/9E88: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete) CC/9E8A: 83 Move vehicle/entity left 1 tile CC/9E8B: 86 Move vehicle/entity down 2 tiles CC/9E8C: CD Turn vehicle/entity right CC/9E8D: E0 Pause for 4 * 2 (8) frames CC/9E8F: CC Turn vehicle/entity up CC/9E90: FF End queue CC/9E91: 94 Pause for 60 units CC/9E92: 0E Begin action queue for character $0E (Actor in stot 14), 4 bytes long (Wait until complete) CC/9E94: C2 Set vehicle/entity's event speed to normal CC/9E95: 86 Move vehicle/entity down 2 tiles CC/9E96: CC Turn vehicle/entity up CC/9E97: FF End queue CC/9E98: B5 Pause for 15 * 6 (90) units CC/9E9A: 0E Begin action queue for character $0E (Actor in stot 14), 3 bytes long (Wait until complete) CC/9E9C: C3 Set vehicle/entity's event speed to fast CC/9E9D: 88 Move vehicle/entity up 3 tiles CC/9E9E: FF End queue CC/9E9F: 74 Replace current map's Layer 2 at (41, 5) with the following (4 x 3) chunk CC/9EA4: $11, $0D, $11, $11 CC/9EA8: $92, $11, $92, $92 CC/9EAC: $92, $92, $92, $92 CC/9EB0: 74 Replace current map's Layer 2 at (41, 69) with the following (3 x 3) chunk CC/9EB5: $1C, $87, $0C CC/9EB8: $87, $87, $1C CC/9EBB: $92, $92, $92 CC/9EBE: F4 Play sound effect 25 CC/9EC0: 75 Refresh map after alteration CC/9EC1: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/9EC3: 0F Begin action queue for character $0F (Actor in stot 15), 4 bytes long CC/9EC5: 80 Move vehicle/entity up 1 tile CC/9EC6: 89 Move vehicle/entity right 3 tiles CC/9EC7: 84 Move vehicle/entity up 2 tiles CC/9EC8: FF End queue CC/9EC9: 45 Refresh objects CC/9ECA: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CC/9ECC: 88 Move vehicle/entity up 3 tiles CC/9ECD: 89 Move vehicle/entity right 3 tiles CC/9ECE: 84 Move vehicle/entity up 2 tiles CC/9ECF: FF End queue CC/9ED0: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/9ED2: D7 Center screen on vehicle/entity CC/9ED3: FF End queue CC/9ED4: 3C Set up the party as follows: $00 (Actor in stot 0), $0E (Actor in stot 14), $0F (Actor in stot 15), $FF () CC/9ED9: 42 Hide object $0E CC/9EDB: 42 Hide object $0F CC/9EDD: 45 Refresh objects CC/9EDE: 36 Disable ability to pass through other objects for object $00 (Actor in stot 0) CC/9EE0: 36 Disable ability to pass through other objects for object $0F (Actor in stot 15) CC/9EE2: D2 Set event bit $1E80($12C) [$1EA5, bit 4] CC/9EE4: FE Return CC/9EE5: C0 If ($1E80($12C) [$1EA5, bit 4] is set), branch to $CA5EB3 (simply returns) CC/9EEB: 6A Load map $0029 (Narshe, Whelk cave (Magitek attack), secret entrance / north caves (WoB)) after fade out, (upper bits $0000), place party at (38, 33), facing up CC/9EF1: FE Return CC/9EF2: C0 If ($1E80($12C) [$1EA5, bit 4] is set), branch to $CC9F1A CC/9EF8: 73 Replace current map's Layer 1 at (41, 5) with the following (4 x 3) chunk, refresh immediately CC/9EFD: $1D, $0D, $0D, $96 CC/9F01: $92, $0C, $5B, $5B CC/9F05: $5B, $11, $11, $11 CC/9F09: 73 Replace current map's Layer 1 at (41, 69) with the following (4 x 3) chunk, refresh immediately CC/9F0E: $5F, $5F, $5F, $5F CC/9F12: $5F, $5F, $92, $92 CC/9F16: $92, $92, $92, $92 CC/9F1A: C0 If ($1E80($001) [$1E80, bit 1] is set), branch to $CA5EB3 (simply returns) CC/9F20: 44 Place character $00 (Actor in stot 0) on vehicle $40 (Magitek Armor) (Character is shown) CC/9F23: 44 Place character $0E (Actor in stot 14) on vehicle $40 (Magitek Armor) (Character is shown) CC/9F26: 44 Place character $0F (Actor in stot 15) on vehicle $40 (Magitek Armor) (Character is shown) CC/9F29: FE Return CC/9F2A: C0 If ($1E80($001) [$1E80, bit 1] is set), branch to $CA5EB3 (simply returns) CC/9F30: 6A Load map $0027 (Narshe, upper town (Magitek attack)) after fade out, (upper bits $2000), place party at (31, 22), facing down CC/9F36: FE Return CC/9F37: C0 If ($1E80($135) [$1EA6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/9F3D: 3D Create object $10 CC/9F3F: 41 Show object $10 CC/9F41: 45 Refresh objects CC/9F42: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CC/9F44: 82 Move vehicle/entity down 1 tile CC/9F45: FF End queue CC/9F46: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/9F48: C7 Set vehicle/entity to stay still when moving CC/9F49: 86 Move vehicle/entity down 2 tiles CC/9F4A: CC Turn vehicle/entity up CC/9F4B: FF End queue CC/9F4C: 92 Pause for 30 units CC/9F4D: 4B Display dialogue message $0B6E, wait for button press GUARD: We won't hand over the Esper!! CC/9F50: 92 Pause for 30 units CC/9F51: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/9F53: 80 Move vehicle/entity up 1 tile CC/9F54: FF End queue CC/9F55: 42 Hide object $10 CC/9F57: 45 Refresh objects CC/9F58: 4B Display dialogue message $0B6F, wait for button press GUARD: Whelk! Get them! CC/9F5B: D5 Clear event bit $1E80($2BC) [$1ED7, bit 4] CC/9F5D: 4D Invoke battle, enemy set $40, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/9F60: B2 Call subroutine $CA5EA9 CC/9F64: 96 Restore screen from fade CC/9F65: 5C Pause execution until fade in or fade out is complete CC/9F66: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/9F68: C6 Set vehicle/entity to walk when moving CC/9F69: FF End queue CC/9F6A: D2 Set event bit $1E80($135) [$1EA6, bit 5] CC/9F6C: FE Return CC/9F6D: C0 If ($1E80($001) [$1E80, bit 1] is set), branch to $CA5EB3 (simply returns) CC/9F73: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/9F75: D7 Center screen on vehicle/entity CC/9F76: FF End queue CC/9F77: 3C Set up the party as follows: $00 (Actor in stot 0), $0E (Actor in stot 14), $0F (Actor in stot 15), $FF () CC/9F7C: 44 Place character $00 (Actor in stot 0) on vehicle $40 (Magitek Armor) (Character is shown) CC/9F7F: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/9F81: CC Turn vehicle/entity up CC/9F82: FF End queue CC/9F83: 41 Show object $00 CC/9F85: 3D Create object $0E CC/9F87: 3D Create object $0F CC/9F89: 78 Enable ability to pass through other objects for object $0E (Actor in stot 14) CC/9F8B: 78 Enable ability to pass through other objects for object $0F (Actor in stot 15) CC/9F8D: 0E Begin action queue for character $0E (Actor in stot 14), 6 bytes long (Wait until complete) CC/9F8F: D5 Set vehicle/entity's position to (87, 12) CC/9F92: C2 Set vehicle/entity's event speed to normal CC/9F93: CC Turn vehicle/entity up CC/9F94: FF End queue CC/9F95: 0F Begin action queue for character $0F (Actor in stot 15), 6 bytes long (Wait until complete) CC/9F97: D5 Set vehicle/entity's position to (87, 12) CC/9F9A: C2 Set vehicle/entity's event speed to normal CC/9F9B: CC Turn vehicle/entity up CC/9F9C: FF End queue CC/9F9D: 44 Place character $0E (Actor in stot 14) on vehicle $40 (Magitek Armor) (Character is shown) CC/9FA0: 44 Place character $0F (Actor in stot 15) on vehicle $40 (Magitek Armor) (Character is shown) CC/9FA3: 41 Show object $0E CC/9FA5: 41 Show object $0F CC/9FA7: 45 Refresh objects CC/9FA8: 38 Hold screen CC/9FA9: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CC/9FAB: C7 Set vehicle/entity to stay still when moving CC/9FAC: 82 Move vehicle/entity down 1 tile CC/9FAD: C6 Set vehicle/entity to walk when moving CC/9FAE: CC Turn vehicle/entity up CC/9FAF: FF End queue CC/9FB0: 0E Begin action queue for character $0E (Actor in stot 14), 6 bytes long CC/9FB2: C7 Set vehicle/entity to stay still when moving CC/9FB3: 82 Move vehicle/entity down 1 tile CC/9FB4: C6 Set vehicle/entity to walk when moving CC/9FB5: 87 Move vehicle/entity left 2 tiles CC/9FB6: 80 Move vehicle/entity up 1 tile CC/9FB7: FF End queue CC/9FB8: 0F Begin action queue for character $0F (Actor in stot 15), 6 bytes long CC/9FBA: C7 Set vehicle/entity to stay still when moving CC/9FBB: 82 Move vehicle/entity down 1 tile CC/9FBC: C6 Set vehicle/entity to walk when moving CC/9FBD: 85 Move vehicle/entity right 2 tiles CC/9FBE: 80 Move vehicle/entity up 1 tile CC/9FBF: FF End queue CC/9FC0: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/9FC2: C1 Set vehicle/entity's event speed to slow CC/9FC3: 8C Move vehicle/entity up 4 tiles CC/9FC4: FF End queue CC/9FC5: 95 Pause for 120 units CC/9FC6: 4B Display dialogue message $0B6D, wait for button press (At bottom of screen) This is the frozen Esper… CC/9FC9: 94 Pause for 60 units CC/9FCA: F4 Play sound effect 103 CC/9FCC: B2 Call subroutine $CC9AD5 CC/9FD0: 92 Pause for 30 units CC/9FD1: 0E Begin action queue for character $0E (Actor in stot 14), 3 bytes long CC/9FD3: 81 Move vehicle/entity right 1 tile CC/9FD4: CC Turn vehicle/entity up CC/9FD5: FF End queue CC/9FD6: 0F Begin action queue for character $0F (Actor in stot 15), 3 bytes long (Wait until complete) CC/9FD8: 83 Move vehicle/entity left 1 tile CC/9FD9: CC Turn vehicle/entity up CC/9FDA: FF End queue CC/9FDB: 92 Pause for 30 units CC/9FDC: F4 Play sound effect 103 CC/9FDE: B2 Call subroutine $CC9AD5 CC/9FE2: 92 Pause for 30 units CC/9FE3: 54 End effects of commands for modifed color components and screen flashes CC/9FE4: F4 Play sound effect 103 CC/9FE6: B0 Execute the following commands until $B1 28 times CC/9FE8: 50 Tint screen (cumulative) with color $27 CC/9FEA: B1 End block of repeating commands CC/9FEB: 95 Pause for 120 units CC/9FEC: F0 Play song 0 (Silence), (high bit clear), full volume CC/9FEE: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/9FF0: 91 Pause for 15 units CC/9FF1: 4D Invoke battle, enemy set $4D, background $3F (Default for this area), (mosaic effect disabled), (swoosh sound enabled) CC/9FF4: 36 Disable ability to pass through other objects for object $0E (Actor in stot 14) CC/9FF6: 36 Disable ability to pass through other objects for object $0F (Actor in stot 15) CC/9FF8: 88 Remove the following status ailments from character $0E (Actor in stot 14): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/9FFC: 88 Remove the following status ailments from character $0F (Actor in stot 15): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/A000: 88 Remove the following status ailments from character $00 (Actor in stot 0): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/A004: 8B For character $00 (Actor in stot 0), take HP and set to maximum CC/A007: 8C For character $00 (Actor in stot 0), take MP and set to maximum CC/A00A: 80 Add item $F6 ( Sleeping Bag) to inventory CC/A00C: 80 Add item $F6 ( Sleeping Bag) to inventory CC/A00E: D3 Clear event bit $1E80($1C1) [$1EB8, bit 1] CC/A010: 44 Place character $00 (Actor in stot 0) on vehicle $00 (No vehicle) (Character is not shown) CC/A013: 44 Place character $0E (Actor in stot 14) on vehicle $00 (No vehicle) (Character is not shown) CC/A016: 44 Place character $0F (Actor in stot 15) on vehicle $00 (No vehicle) (Character is not shown) CC/A019: 42 Hide object $0E CC/A01B: 42 Hide object $0F CC/A01D: 45 Refresh objects CC/A01E: 3F Remove character $0E (Actor in stot 14) from the party CC/A021: 3F Remove character $0F (Actor in stot 15) from the party CC/A024: 3E Delete object $0E CC/A026: 3E Delete object $0F CC/A028: 45 Refresh objects CC/A029: B2 Call subroutine $CACB95 CC/A02D: 3B Position character in a "ready-to-go" stance CC/A02E: 39 Free screen CC/A02F: 6B Load map $001E (Narshe, all non-shop buildings except classroom (always)) instantly, (upper bits $3400), place party at (61, 29), facing left CC/A035: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete) CC/A037: CF Turn vehicle/entity left CC/A038: C2 Set vehicle/entity's event speed to normal CC/A039: FF End queue CC/A03A: 3D Create object $11 CC/A03C: 41 Show object $11 CC/A03E: 45 Refresh objects CC/A03F: 95 Pause for 120 units CC/A040: 59 Unfade screen at speed $01 CC/A042: 5C Pause execution until fade in or fade out is complete CC/A043: F1 Fade in song 5 (Awakening) (high bit clear) with transition time 128 CC/A046: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/A048: 84 Move vehicle/entity up 2 tiles CC/A049: FF End queue CC/A04A: F4 Play sound effect 44 CC/A04C: 73 Replace current map's Layer 1 at (66, 33) with the following (2 x 1) chunk, refresh immediately CC/A051: $04, $14 CC/A053: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CC/A055: 94 Move vehicle/entity up 6 tiles CC/A056: 87 Move vehicle/entity left 2 tiles CC/A057: FF End queue CC/A058: FE Return CC/A059: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/A05B: C1 Set vehicle/entity's event speed to slow CC/A05C: A2 Move vehicle/entity left/down 1x1 tiles CC/A05D: CD Turn vehicle/entity right CC/A05E: FF End queue CC/A05F: FE Return CC/A060: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/A062: C1 Set vehicle/entity's event speed to slow CC/A063: A3 Move vehicle/entity left/up 1x1 tiles CC/A064: CD Turn vehicle/entity right CC/A065: FF End queue CC/A066: FE Return CC/A067: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/A069: C1 Set vehicle/entity's event speed to slow CC/A06A: A2 Move vehicle/entity left/down 1x1 tiles CC/A06B: A3 Move vehicle/entity left/up 1x1 tiles CC/A06C: CD Turn vehicle/entity right CC/A06D: FF End queue CC/A06E: FE Return CC/A06F: B2 Call subroutine $CACA64 (set CaseWord bit based on facing: 0:down, 1:left, 2:up, 3:right) CC/A073: BE If $02 is in the current CaseWord, jump to subroutine $CCA059; else If $00 is in the current CaseWord, jump to subroutine $CCA060; else If $03 is in the current CaseWord, jump to subroutine $CCA067 CC/A07E: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/A080: CF Turn vehicle/entity left CC/A081: FF End queue CC/A082: C0 If ($1E80($001) [$1E80, bit 1] is set), branch to $CCA274 CC/A088: 8B For character $31 (Party Character 0), take HP and set to maximum CC/A08B: 8B For character $32 (Party Character 1), take HP and set to maximum CC/A08E: 8B For character $33 (Party Character 2), take HP and set to maximum CC/A091: 8B For character $34 (Party Character 3), take HP and set to maximum CC/A094: 78 Enable ability to pass through other objects for object $11 (NPC $11) CC/A096: 4B Display dialogue message $0015, wait for button press GIRL: Where am I…? CC/A099: 92 Pause for 30 units CC/A09A: 62 Mosaic screen, speed 15 CC/A09C: 92 Pause for 30 units CC/A09D: 4B Display dialogue message $0016, wait for button press OLD MAN: Whoa! And I only just removed the crown! GIRL: …head…hurts… CC/A0A0: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/A0A2: 09 Do vehicle/entity graphical action $09 (kneeling) CC/A0A3: FF End queue CC/A0A4: 92 Pause for 30 units CC/A0A5: B0 Execute the following commands until $B1 3 times CC/A0A7: 62 Mosaic screen, speed 15 CC/A0A9: 92 Pause for 30 units CC/A0AA: B1 End block of repeating commands CC/A0AB: 92 Pause for 30 units CC/A0AC: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CC/A0AE: 8D Move vehicle/entity right 4 tiles CC/A0AF: CE Turn vehicle/entity down CC/A0B0: E0 Pause for 4 * 8 (32) frames CC/A0B2: FF End queue CC/A0B3: 3D Create object $14 CC/A0B5: 41 Show object $14 CC/A0B7: 45 Refresh objects CC/A0B8: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CC/A0BA: CF Turn vehicle/entity left CC/A0BB: FF End queue CC/A0BC: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CC/A0BE: A3 Move vehicle/entity left/up 1x1 tiles CC/A0BF: E0 Pause for 4 * 4 (16) frames CC/A0C1: FF End queue CC/A0C2: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CC/A0C4: 83 Move vehicle/entity left 1 tile CC/A0C5: FF End queue CC/A0C6: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/A0C8: 83 Move vehicle/entity left 1 tile CC/A0C9: FF End queue CC/A0CA: 94 Pause for 60 units CC/A0CB: 4B Display dialogue message $0017, wait for button press OLD MAN: Easy! This is a Slave Crown. The others had complete control over you while you were wearing it. CC/A0CE: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete) CC/A0D0: 01 Do vehicle/entity graphical action $01 CC/A0D1: E0 Pause for 4 * 8 (32) frames CC/A0D3: 20 Do vehicle/entity graphical action $20 CC/A0D4: E0 Pause for 4 * 8 (32) frames CC/A0D6: FF End queue CC/A0D7: 4B Display dialogue message $0018, wait for button press GIRL: I can't remember a thing… OLD MAN: Don't worry. It'll all come back to you…in time, that is. ……… CC/A0DA: 95 Pause for 120 units CC/A0DB: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CC/A0DD: 01 Do vehicle/entity graphical action $01 CC/A0DE: E0 Pause for 4 * 8 (32) frames CC/A0E0: FF End queue CC/A0E1: B0 Execute the following commands until $B1 3 times CC/A0E3: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CC/A0E5: 23 Do vehicle/entity graphical action $23 CC/A0E6: E0 Pause for 4 * 1 (4) frames CC/A0E8: FF End queue CC/A0E9: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CC/A0EB: 63 Do vehicle/entity graphical action $23, flipped horizontally CC/A0EC: E0 Pause for 4 * 1 (4) frames CC/A0EE: FF End queue CC/A0EF: B1 End block of repeating commands CC/A0F0: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CC/A0F2: 01 Do vehicle/entity graphical action $01 CC/A0F3: E0 Pause for 4 * 4 (16) frames CC/A0F5: 20 Do vehicle/entity graphical action $20 CC/A0F6: FF End queue CC/A0F7: 94 Pause for 60 units CC/A0F8: 42 Hide object $11 CC/A0FA: 42 Hide object $14 CC/A0FC: 45 Refresh objects CC/A0FD: B2 Call subroutine $CAD00F CC/A101: 4B Display dialogue message $001F, wait for button press (Show text only) (At bottom of screen) A mysterious young woman, controlled by the Empire, and born with the gift of magic…… CC/A104: 92 Pause for 30 units CC/A105: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/A107: CE Turn vehicle/entity down CC/A108: FF End queue CC/A109: 92 Pause for 30 units CC/A10A: 97 Fade screen to black CC/A10B: 5C Pause execution until fade in or fade out is complete CC/A10C: 7F Change character $00's name to $00 (TERRA ) CC/A10F: 98 Invoke name change screen for character $00 (Actor in stot 0) CC/A111: 3D Create object $11 CC/A113: 11 Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete) CC/A115: D5 Set vehicle/entity's position to (66, 29) CC/A118: C3 Set vehicle/entity's event speed to fast CC/A119: CF Turn vehicle/entity left CC/A11A: FF End queue CC/A11B: 41 Show object $11 CC/A11D: 45 Refresh objects CC/A11E: 96 Restore screen from fade CC/A11F: 5C Pause execution until fade in or fade out is complete CC/A120: B2 Call subroutine $CAD015 CC/A124: 92 Pause for 30 units CC/A125: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete) CC/A127: CD Turn vehicle/entity right CC/A128: C2 Set vehicle/entity's event speed to normal CC/A129: FF End queue CC/A12A: 92 Pause for 30 units CC/A12B: 4B Display dialogue message $0019, wait for button press My name… …is…TERRA… OLD MAN: Impressive! I've never heard of anyone recovering this fast…! CC/A12E: 94 Pause for 60 units CC/A12F: 5A Fade screen at speed $08 CC/A131: 5C Pause execution until fade in or fade out is complete CC/A132: 6B Load map $0013 (Narshe, lower town (Magitek attack / guards seek Terra / party files out)) instantly, (upper bits $3400), place party at (50, 15), facing left CC/A138: 42 Hide object $00 CC/A13A: 59 Unfade screen at speed $08 CC/A13C: 5C Pause execution until fade in or fade out is complete CC/A13D: B5 Pause for 15 * 6 (90) units CC/A13F: 3D Create object $12 CC/A141: 3D Create object $13 CC/A143: 3D Create object $10 CC/A145: 3D Create object $11 CC/A147: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CC/A149: D5 Set vehicle/entity's position to (50, 22) CC/A14C: CC Turn vehicle/entity up CC/A14D: FF End queue CC/A14E: 13 Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete) CC/A150: D5 Set vehicle/entity's position to (50, 23) CC/A153: CC Turn vehicle/entity up CC/A154: FF End queue CC/A155: 41 Show object $12 CC/A157: 41 Show object $13 CC/A159: 45 Refresh objects CC/A15A: 12 Begin action queue for character $12 (NPC $12), 15 bytes long CC/A15C: C3 Set vehicle/entity's event speed to fast CC/A15D: 98 Move vehicle/entity up 7 tiles CC/A15E: DC Make vehicle/entity jump (low) CC/A15F: CC Turn vehicle/entity up CC/A160: E0 Pause for 4 * 1 (4) frames CC/A162: DC Make vehicle/entity jump (low) CC/A163: CC Turn vehicle/entity up CC/A164: E0 Pause for 4 * 1 (4) frames CC/A166: DC Make vehicle/entity jump (low) CC/A167: CC Turn vehicle/entity up CC/A168: E0 Pause for 4 * 1 (4) frames CC/A16A: FF End queue CC/A16B: 13 Begin action queue for character $13 (NPC $13), 29 bytes long CC/A16D: C3 Set vehicle/entity's event speed to fast CC/A16E: 8C Move vehicle/entity up 4 tiles CC/A16F: 85 Move vehicle/entity right 2 tiles CC/A170: 82 Move vehicle/entity down 1 tile CC/A171: E0 Pause for 4 * 4 (16) frames CC/A173: CC Turn vehicle/entity up CC/A174: E0 Pause for 4 * 2 (8) frames CC/A176: 84 Move vehicle/entity up 2 tiles CC/A177: 83 Move vehicle/entity left 1 tile CC/A178: CC Turn vehicle/entity up CC/A179: DC Make vehicle/entity jump (low) CC/A17A: CC Turn vehicle/entity up CC/A17B: E0 Pause for 4 * 1 (4) frames CC/A17D: DC Make vehicle/entity jump (low) CC/A17E: CC Turn vehicle/entity up CC/A17F: E0 Pause for 4 * 1 (4) frames CC/A181: DC Make vehicle/entity jump (low) CC/A182: CC Turn vehicle/entity up CC/A183: E0 Pause for 4 * 1 (4) frames CC/A185: DC Make vehicle/entity jump (low) CC/A186: CC Turn vehicle/entity up CC/A187: E0 Pause for 4 * 4 (16) frames CC/A189: FF End queue CC/A18A: 94 Pause for 60 units CC/A18B: F4 Play sound effect 151 CC/A18D: 91 Pause for 15 units CC/A18E: F4 Play sound effect 151 CC/A190: 94 Pause for 60 units CC/A191: F4 Play sound effect 151 CC/A193: 91 Pause for 15 units CC/A194: F4 Play sound effect 151 CC/A196: 91 Pause for 15 units CC/A197: F4 Play sound effect 151 CC/A199: 35 Pause execution until action queue for object $13 (NPC $13) is complete CC/A19B: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CC/A19D: D5 Set vehicle/entity's position to (50, 22) CC/A1A0: CC Turn vehicle/entity up CC/A1A1: FF End queue CC/A1A2: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CC/A1A4: D5 Set vehicle/entity's position to (50, 23) CC/A1A7: CC Turn vehicle/entity up CC/A1A8: FF End queue CC/A1A9: 41 Show object $10 CC/A1AB: 41 Show object $11 CC/A1AD: 45 Refresh objects CC/A1AE: 78 Enable ability to pass through other objects for object $10 (NPC $10) CC/A1B0: 78 Enable ability to pass through other objects for object $11 (NPC $11) CC/A1B2: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CC/A1B4: C2 Set vehicle/entity's event speed to normal CC/A1B5: 94 Move vehicle/entity up 6 tiles CC/A1B6: A3 Move vehicle/entity left/up 1x1 tiles CC/A1B7: 80 Move vehicle/entity up 1 tile CC/A1B8: FF End queue CC/A1B9: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CC/A1BB: C2 Set vehicle/entity's event speed to normal CC/A1BC: 98 Move vehicle/entity up 7 tiles CC/A1BD: E0 Pause for 4 * 4 (16) frames CC/A1BF: FF End queue CC/A1C0: F4 Play sound effect 230 CC/A1C2: 91 Pause for 15 units CC/A1C3: F4 Play sound effect 230 CC/A1C5: 91 Pause for 15 units CC/A1C6: F4 Play sound effect 230 CC/A1C8: 4B Display dialogue message $001A, wait for button press SOLDIER: Open up! Give us back the girl and the Empire's Magitek Armor!! CC/A1CB: 36 Disable ability to pass through other objects for object $10 (NPC $10) CC/A1CD: 36 Disable ability to pass through other objects for object $11 (NPC $11) CC/A1CF: 6A Load map $001E (Narshe, all non-shop buildings except classroom (always)) after fade out, (upper bits $3400), place party at (63, 29), facing left CC/A1D5: B2 Call subroutine $CACB95 CC/A1D9: 3B Position character in a "ready-to-go" stance CC/A1DA: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete) CC/A1DC: CD Turn vehicle/entity right CC/A1DD: C2 Set vehicle/entity's event speed to normal CC/A1DE: FF End queue CC/A1DF: 3D Create object $11 CC/A1E1: 11 Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete) CC/A1E3: D5 Set vehicle/entity's position to (66, 29) CC/A1E6: C3 Set vehicle/entity's event speed to fast CC/A1E7: CF Turn vehicle/entity left CC/A1E8: FF End queue CC/A1E9: 41 Show object $11 CC/A1EB: 45 Refresh objects CC/A1EC: 96 Restore screen from fade CC/A1ED: 5C Pause execution until fade in or fade out is complete CC/A1EE: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/A1F0: 8E Move vehicle/entity down 4 tiles CC/A1F1: FF End queue CC/A1F2: F4 Play sound effect 44 CC/A1F4: 73 Replace current map's Layer 1 at (66, 33) with the following (2 x 1) chunk, refresh immediately CC/A1F9: $04, $14 CC/A1FB: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CC/A1FD: 86 Move vehicle/entity down 2 tiles CC/A1FE: A2 Move vehicle/entity left/down 1x1 tiles CC/A1FF: FF End queue CC/A200: 38 Hold screen CC/A201: 30 Begin action queue for character $30 (Camera), 6 bytes long CC/A203: C2 Set vehicle/entity's event speed to normal CC/A204: A2 Move vehicle/entity left/down 1x1 tiles CC/A205: A2 Move vehicle/entity left/down 1x1 tiles CC/A206: A2 Move vehicle/entity left/down 1x1 tiles CC/A207: A2 Move vehicle/entity left/down 1x1 tiles CC/A208: FF End queue CC/A209: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/A20B: 97 Move vehicle/entity left 6 tiles CC/A20C: FF End queue CC/A20D: F4 Play sound effect 230 CC/A20F: 91 Pause for 15 units CC/A210: F4 Play sound effect 230 CC/A212: 91 Pause for 15 units CC/A213: F4 Play sound effect 230 CC/A215: 4B Display dialogue message $001B, wait for button press SOLDIER: Open this door! We want that girl! She's an officer of the Empire! CC/A218: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CC/A21A: 89 Move vehicle/entity right 3 tiles CC/A21B: 96 Move vehicle/entity down 6 tiles CC/A21C: A2 Move vehicle/entity left/down 1x1 tiles CC/A21D: 83 Move vehicle/entity left 1 tile CC/A21E: FF End queue CC/A21F: 4B Display dialogue message $001C, wait for button press TERRA: Empire…? Magitek Armor…? CC/A222: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/A224: 8D Move vehicle/entity right 4 tiles CC/A225: FF End queue CC/A226: 4B Display dialogue message $001D, wait for button press OLD MAN: Look, I have to get you out of here! I don't have time to explain! CC/A229: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CC/A22B: CE Turn vehicle/entity down CC/A22C: E0 Pause for 4 * 2 (8) frames CC/A22E: CD Turn vehicle/entity right CC/A22F: FF End queue CC/A230: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CC/A232: A1 Move vehicle/entity right/down 1x1 tiles CC/A233: 85 Move vehicle/entity right 2 tiles CC/A234: 80 Move vehicle/entity up 1 tile CC/A235: CF Turn vehicle/entity left CC/A236: FF End queue CC/A237: 30 Begin action queue for character $30 (Camera), 7 bytes long (Wait until complete) CC/A239: A1 Move vehicle/entity right/down 1x1 tiles CC/A23A: A1 Move vehicle/entity right/down 1x1 tiles CC/A23B: A1 Move vehicle/entity right/down 1x1 tiles CC/A23C: 85 Move vehicle/entity right 2 tiles CC/A23D: E0 Pause for 4 * 4 (16) frames CC/A23F: FF End queue CC/A240: 39 Free screen CC/A241: 4B Display dialogue message $001E, wait for button press OLD MAN: Over here! CC/A244: 3A Enable player to move while event commands execute CC/A245: 92 Pause for 30 units CC/A246: 11 Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete) CC/A248: C2 Set vehicle/entity's event speed to normal CC/A249: 98 Move vehicle/entity up 7 tiles CC/A24A: A0 Move vehicle/entity right/up 1x1 tiles CC/A24B: 81 Move vehicle/entity right 1 tile CC/A24C: CF Turn vehicle/entity left CC/A24D: FF End queue CC/A24E: DD Clear event bit $1E80($605) [$1F40, bit 5] CC/A250: DD Clear event bit $1E80($606) [$1F40, bit 6] CC/A252: DC Set event bit $1E80($608) [$1F41, bit 0] CC/A254: 42 Hide object $12 CC/A256: 45 Refresh objects CC/A257: D0 Set event bit $1E80($001) [$1E80, bit 1] CC/A259: 36 Disable ability to pass through other objects for object $11 (NPC $11) CC/A25B: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/A25D: FE Return CC/A25E: C0 If ($1E80($001) [$1E80, bit 1] is set), branch to $CCA268 CC/A264: 4B Display dialogue message $0014, wait for button press Locked. CC/A267: FE Return CC/A268: F4 Play sound effect 230 CC/A26A: 91 Pause for 15 units CC/A26B: F4 Play sound effect 230 CC/A26D: 91 Pause for 15 units CC/A26E: F4 Play sound effect 230 CC/A270: 4B Display dialogue message $001B, wait for button press SOLDIER: Open this door! We want that girl! She's an officer of the Empire! CC/A273: FE Return CC/A274: 4B Display dialogue message $0021, wait for button press OLD MAN: Make your way out through the mines! I'll keep these brutes occupied! CC/A277: FE Return CC/A278: FE Return CC/A279: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA5EB3 (simply returns) CC/A27F: C0 If ($1E80($12D) [$1EA5, bit 5] is set), branch to $CA5EB3 (simply returns) CC/A285: 3D Create object $1D CC/A287: 3D Create object $1E CC/A289: 3D Create object $1F CC/A28B: 3D Create object $20 CC/A28D: 41 Show object $1D CC/A28F: 41 Show object $1E CC/A291: 41 Show object $1F CC/A293: 41 Show object $20 CC/A295: 45 Refresh objects CC/A296: 4B Display dialogue message $0023, wait for button press She's up there! CC/A299: 20 Begin action queue for character $20 (NPC $20), 4 bytes long CC/A29B: 8E Move vehicle/entity down 4 tiles CC/A29C: A2 Move vehicle/entity left/down 1x1 tiles CC/A29D: CE Turn vehicle/entity down CC/A29E: FF End queue CC/A29F: 1F Begin action queue for character $1F (NPC $1F), 4 bytes long CC/A2A1: 8A Move vehicle/entity down 3 tiles CC/A2A2: A1 Move vehicle/entity right/down 1x1 tiles CC/A2A3: CE Turn vehicle/entity down CC/A2A4: FF End queue CC/A2A5: 1D Begin action queue for character $1D (NPC $1D), 4 bytes long CC/A2A7: 88 Move vehicle/entity up 3 tiles CC/A2A8: A3 Move vehicle/entity left/up 1x1 tiles CC/A2A9: CC Turn vehicle/entity up CC/A2AA: FF End queue CC/A2AB: 1E Begin action queue for character $1E (NPC $1E), 4 bytes long (Wait until complete) CC/A2AD: 8C Move vehicle/entity up 4 tiles CC/A2AE: A0 Move vehicle/entity right/up 1x1 tiles CC/A2AF: CC Turn vehicle/entity up CC/A2B0: FF End queue CC/A2B1: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/A2B3: CE Turn vehicle/entity down CC/A2B4: FF End queue CC/A2B5: 91 Pause for 15 units CC/A2B6: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/A2B8: CC Turn vehicle/entity up CC/A2B9: FF End queue CC/A2BA: 91 Pause for 15 units CC/A2BB: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/A2BD: CE Turn vehicle/entity down CC/A2BE: FF End queue CC/A2BF: 94 Pause for 60 units CC/A2C0: 78 Enable ability to pass through other objects for object $1D (NPC $1D) CC/A2C2: 20 Begin action queue for character $20 (NPC $20), 2 bytes long CC/A2C4: 90 Move vehicle/entity up 5 tiles CC/A2C5: FF End queue CC/A2C6: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long CC/A2C8: 92 Move vehicle/entity down 5 tiles CC/A2C9: FF End queue CC/A2CA: 1E Begin action queue for character $1E (NPC $1E), 2 bytes long CC/A2CC: 92 Move vehicle/entity down 5 tiles CC/A2CD: FF End queue CC/A2CE: 1F Begin action queue for character $1F (NPC $1F), 3 bytes long (Wait until complete) CC/A2D0: DC Make vehicle/entity jump (low) CC/A2D1: 94 Move vehicle/entity up 6 tiles CC/A2D2: FF End queue CC/A2D3: 42 Hide object $1D CC/A2D5: 42 Hide object $1E CC/A2D7: 42 Hide object $1F CC/A2D9: 42 Hide object $20 CC/A2DB: 45 Refresh objects CC/A2DC: 36 Disable ability to pass through other objects for object $1D (NPC $1D) CC/A2DE: D2 Set event bit $1E80($12D) [$1EA5, bit 5] CC/A2E0: DD Clear event bit $1E80($606) [$1F40, bit 6] CC/A2E2: DD Clear event bit $1E80($688) [$1F51, bit 0] CC/A2E4: FE Return CC/A2E5: C0 If ($1E80($12E) [$1EA5, bit 6] is set), branch to $CA5EB3 (simply returns) CC/A2EB: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete) CC/A2ED: C2 Set vehicle/entity's event speed to normal CC/A2EE: 84 Move vehicle/entity up 2 tiles CC/A2EF: FF End queue CC/A2F0: 4B Display dialogue message $0022, wait for button press (At bottom of screen) Got her! CC/A2F3: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CC/A2F5: CF Turn vehicle/entity left CC/A2F6: E0 Pause for 4 * 1 (4) frames CC/A2F8: CE Turn vehicle/entity down CC/A2F9: FF End queue CC/A2FA: 3D Create object $10 CC/A2FC: 3D Create object $11 CC/A2FE: 41 Show object $10 CC/A300: 41 Show object $11 CC/A302: 45 Refresh objects CC/A303: 78 Enable ability to pass through other objects for object $10 (NPC $10) CC/A305: 78 Enable ability to pass through other objects for object $11 (NPC $11) CC/A307: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CC/A309: C3 Set vehicle/entity's event speed to fast CC/A30A: 88 Move vehicle/entity up 3 tiles CC/A30B: A3 Move vehicle/entity left/up 1x1 tiles CC/A30C: A3 Move vehicle/entity left/up 1x1 tiles CC/A30D: 83 Move vehicle/entity left 1 tile CC/A30E: CC Turn vehicle/entity up CC/A30F: FF End queue CC/A310: 11 Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete) CC/A312: C3 Set vehicle/entity's event speed to fast CC/A313: 8C Move vehicle/entity up 4 tiles CC/A314: A3 Move vehicle/entity left/up 1x1 tiles CC/A315: A3 Move vehicle/entity left/up 1x1 tiles CC/A316: CC Turn vehicle/entity up CC/A317: E0 Pause for 4 * 1 (4) frames CC/A319: FF End queue CC/A31A: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CC/A31C: A3 Move vehicle/entity left/up 1x1 tiles CC/A31D: CC Turn vehicle/entity up CC/A31E: FF End queue CC/A31F: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CC/A321: C3 Set vehicle/entity's event speed to fast CC/A322: 80 Move vehicle/entity up 1 tile CC/A323: CE Turn vehicle/entity down CC/A324: FF End queue CC/A325: 11 Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete) CC/A327: 80 Move vehicle/entity up 1 tile CC/A328: 83 Move vehicle/entity left 1 tile CC/A329: CC Turn vehicle/entity up CC/A32A: E0 Pause for 4 * 1 (4) frames CC/A32C: FF End queue CC/A32D: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete) CC/A32F: C3 Set vehicle/entity's event speed to fast CC/A330: 8B Move vehicle/entity left 3 tiles CC/A331: FF End queue CC/A332: 3D Create object $12 CC/A334: 3D Create object $13 CC/A336: 41 Show object $12 CC/A338: 41 Show object $13 CC/A33A: 45 Refresh objects CC/A33B: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CC/A33D: C3 Set vehicle/entity's event speed to fast CC/A33E: 84 Move vehicle/entity up 2 tiles CC/A33F: A0 Move vehicle/entity right/up 1x1 tiles CC/A340: FF End queue CC/A341: 13 Begin action queue for character $13 (NPC $13), 4 bytes long (Wait until complete) CC/A343: C3 Set vehicle/entity's event speed to fast CC/A344: 88 Move vehicle/entity up 3 tiles CC/A345: 81 Move vehicle/entity right 1 tile CC/A346: FF End queue CC/A347: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CC/A349: 81 Move vehicle/entity right 1 tile CC/A34A: FF End queue CC/A34B: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CC/A34D: 81 Move vehicle/entity right 1 tile CC/A34E: FF End queue CC/A34F: 00 Begin action queue for character $00 (Actor in stot 0), 9 bytes long (Wait until complete) CC/A351: E0 Pause for 4 * 1 (4) frames CC/A353: 85 Move vehicle/entity right 2 tiles CC/A354: CF Turn vehicle/entity left CC/A355: E0 Pause for 4 * 1 (4) frames CC/A357: 80 Move vehicle/entity up 1 tile CC/A358: CE Turn vehicle/entity down CC/A359: FF End queue CC/A35A: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CC/A35C: 80 Move vehicle/entity up 1 tile CC/A35D: FF End queue CC/A35E: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CC/A360: 80 Move vehicle/entity up 1 tile CC/A361: FF End queue CC/A362: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete) CC/A364: 80 Move vehicle/entity up 1 tile CC/A365: CE Turn vehicle/entity down CC/A366: FF End queue CC/A367: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CC/A369: 85 Move vehicle/entity right 2 tiles CC/A36A: FF End queue CC/A36B: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CC/A36D: E0 Pause for 4 * 1 (4) frames CC/A36F: 85 Move vehicle/entity right 2 tiles CC/A370: FF End queue CC/A371: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CC/A373: E0 Pause for 4 * 2 (8) frames CC/A375: 81 Move vehicle/entity right 1 tile CC/A376: CF Turn vehicle/entity left CC/A377: FF End queue CC/A378: 92 Pause for 30 units CC/A379: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CC/A37B: 80 Move vehicle/entity up 1 tile CC/A37C: FF End queue CC/A37D: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CC/A37F: 80 Move vehicle/entity up 1 tile CC/A380: FF End queue CC/A381: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CC/A383: 80 Move vehicle/entity up 1 tile CC/A384: CD Turn vehicle/entity right CC/A385: FF End queue CC/A386: 13 Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete) CC/A388: 80 Move vehicle/entity up 1 tile CC/A389: CD Turn vehicle/entity right CC/A38A: FF End queue CC/A38B: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/A38D: CE Turn vehicle/entity down CC/A38E: FF End queue CC/A38F: 92 Pause for 30 units CC/A390: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete) CC/A392: A0 Move vehicle/entity right/up 1x1 tiles CC/A393: CE Turn vehicle/entity down CC/A394: FF End queue CC/A395: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/A397: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/A399: 1F Do vehicle/entity graphical action $1F CC/A39A: FF End queue CC/A39B: 74 Replace current map's Layer 2 at (55, 5) with the following (3 x 3) chunk CC/A3A0: $94, $27, $27 CC/A3A3: $92, $01, $01 CC/A3A6: $96, $7C, $33 CC/A3A9: 74 Replace current map's Layer 2 at (55, 69) with the following (3 x 3) chunk CC/A3AE: $A4, $DE, $DE CC/A3B1: $92, $A4, $B2 CC/A3B4: $92, $92, $92 CC/A3B7: 75 Refresh map after alteration CC/A3B8: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/A3BA: F4 Play sound effect 240 CC/A3BC: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete) CC/A3BE: C4 Set vehicle/entity's event speed to faster CC/A3BF: C7 Set vehicle/entity to stay still when moving CC/A3C0: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/A3C1: 82 Move vehicle/entity down 1 tile CC/A3C2: C6 Set vehicle/entity to walk when moving CC/A3C3: FF End queue CC/A3C4: 42 Hide object $00 CC/A3C6: 45 Refresh objects CC/A3C7: 5A Fade screen at speed $04 CC/A3C9: 38 Hold screen CC/A3CA: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CC/A3CC: 80 Move vehicle/entity up 1 tile CC/A3CD: CD Turn vehicle/entity right CC/A3CE: FF End queue CC/A3CF: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CC/A3D1: 84 Move vehicle/entity up 2 tiles CC/A3D2: CD Turn vehicle/entity right CC/A3D3: FF End queue CC/A3D4: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CC/A3D6: A0 Move vehicle/entity right/up 1x1 tiles CC/A3D7: CD Turn vehicle/entity right CC/A3D8: FF End queue CC/A3D9: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CC/A3DB: A0 Move vehicle/entity right/up 1x1 tiles CC/A3DC: CD Turn vehicle/entity right CC/A3DD: FF End queue CC/A3DE: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/A3E0: C3 Set vehicle/entity's event speed to fast CC/A3E1: 9E Move vehicle/entity down 8 tiles CC/A3E2: FF End queue CC/A3E3: 5C Pause execution until fade in or fade out is complete CC/A3E4: 39 Free screen CC/A3E5: 36 Disable ability to pass through other objects for object $10 (NPC $10) CC/A3E7: 36 Disable ability to pass through other objects for object $11 (NPC $11) CC/A3E9: 42 Hide object $10 CC/A3EB: 42 Hide object $11 CC/A3ED: 42 Hide object $12 CC/A3EF: 42 Hide object $13 CC/A3F1: 45 Refresh objects CC/A3F2: 92 Pause for 30 units CC/A3F3: 6B Load map $0033 (Narshe, moogle 3-party battle area (WoB)) instantly, (upper bits $2000), place party at (14, 11), facing down CC/A3F9: 38 Hold screen CC/A3FA: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CC/A3FC: C3 Set vehicle/entity's event speed to fast CC/A3FD: D5 Set vehicle/entity's position to (14, 4) CC/A400: FF End queue CC/A401: 59 Unfade screen at speed $02 CC/A403: 41 Show object $00 CC/A405: 45 Refresh objects CC/A406: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete) CC/A408: 28 Do vehicle/entity graphical action $28 CC/A409: C7 Set vehicle/entity to stay still when moving CC/A40A: C8 Set object layering priority to 2 (low nibble 2) CC/A40C: 9A Move vehicle/entity down 7 tiles CC/A40D: FF End queue CC/A40E: 5C Pause execution until fade in or fade out is complete CC/A40F: 95 Pause for 120 units CC/A410: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CC/A412: C6 Set vehicle/entity to walk when moving CC/A413: 09 Do vehicle/entity graphical action $09 (kneeling) CC/A414: C8 Set object layering priority to 3 (low nibble 3) CC/A416: FF End queue CC/A417: 94 Pause for 60 units CC/A418: 39 Free screen CC/A419: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete) CC/A41B: C1 Set vehicle/entity's event speed to slow CC/A41C: 82 Move vehicle/entity down 1 tile CC/A41D: FF End queue CC/A41E: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/A420: 09 Do vehicle/entity graphical action $09 (kneeling) CC/A421: FF End queue CC/A422: 95 Pause for 120 units CC/A423: 62 Mosaic screen, speed 15 CC/A425: 94 Pause for 60 units CC/A426: 62 Mosaic screen, speed 15 CC/A428: 94 Pause for 60 units CC/A429: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/A42B: 28 Do vehicle/entity graphical action $28 CC/A42C: FF End queue CC/A42D: 92 Pause for 30 units CC/A42E: 62 Mosaic screen, speed 1 CC/A430: 94 Pause for 60 units CC/A431: F2 Fade out current song with transition time 160 CC/A433: 5A Fade screen at speed $02 CC/A435: 5C Pause execution until fade in or fade out is complete CC/A436: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/A438: F0 Play song 0 (Silence), (high bit clear), full volume CC/A43A: 6B Load map $00FA (Imperial Castle, most rooms (including Terra's flashback)) instantly, (upper bits $2000), place party at (112, 49), facing down CC/A440: 42 Hide object $31 CC/A442: 45 Refresh objects CC/A443: 38 Hold screen CC/A444: F1 Fade in song 27 (The Empire Gestahl) (high bit clear) with transition time 64 CC/A447: 61 Colorize color range [$04, $77] to color $03 CC/A44B: 61 Colorize color range [$80, $FF] to color $03 CC/A44F: 3D Create object $1D CC/A451: 3D Create object $1A CC/A453: 1A Begin action queue for character $1A (NPC $1A), 6 bytes long (Wait until complete) CC/A455: D5 Set vehicle/entity's position to (112, 49) CC/A458: CC Turn vehicle/entity up CC/A459: C2 Set vehicle/entity's event speed to normal CC/A45A: FF End queue CC/A45B: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete) CC/A45D: 20 Do vehicle/entity graphical action $20 CC/A45E: FF End queue CC/A45F: 41 Show object $1D CC/A461: 41 Show object $1A CC/A463: 45 Refresh objects CC/A464: 59 Unfade screen at speed $04 CC/A466: 5C Pause execution until fade in or fade out is complete CC/A467: 4B Display dialogue message $0024, wait for button press (Show text only) KEFKA: My sweet little magic user…! Uweee, he, he! With this Slave Crown I'll practically OWN you!! CC/A46A: 92 Pause for 30 units CC/A46B: 1A Begin action queue for character $1A (NPC $1A), 6 bytes long (Wait until complete) CC/A46D: 86 Move vehicle/entity down 2 tiles CC/A46E: 85 Move vehicle/entity right 2 tiles CC/A46F: 8A Move vehicle/entity down 3 tiles CC/A470: 87 Move vehicle/entity left 2 tiles CC/A471: CC Turn vehicle/entity up CC/A472: FF End queue CC/A473: 94 Pause for 60 units CC/A474: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CC/A476: 80 Move vehicle/entity up 1 tile CC/A477: FF End queue CC/A478: 92 Pause for 30 units CC/A479: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CC/A47B: 17 Do vehicle/entity graphical action $17 CC/A47C: FF End queue CC/A47D: 95 Pause for 120 units CC/A47E: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CC/A480: CC Turn vehicle/entity up CC/A481: FF End queue CC/A482: 94 Pause for 60 units CC/A483: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CC/A485: 94 Pause for 60 units CC/A486: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete) CC/A488: CE Turn vehicle/entity down CC/A489: FF End queue CC/A48A: 94 Pause for 60 units CC/A48B: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete) CC/A48D: 21 Do vehicle/entity graphical action $21 CC/A48E: E0 Pause for 4 * 2 (8) frames CC/A490: CC Turn vehicle/entity up CC/A491: FF End queue CC/A492: 94 Pause for 60 units CC/A493: 1D Begin action queue for character $1D (NPC $1D), 5 bytes long (Wait until complete) CC/A495: 20 Do vehicle/entity graphical action $20 CC/A496: E0 Pause for 4 * 1 (4) frames CC/A498: CE Turn vehicle/entity down CC/A499: FF End queue CC/A49A: B5 Pause for 15 * 6 (90) units CC/A49C: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete) CC/A49E: CD Turn vehicle/entity right CC/A49F: E0 Pause for 4 * 1 (4) frames CC/A4A1: CE Turn vehicle/entity down CC/A4A2: FF End queue CC/A4A3: 92 Pause for 30 units CC/A4A4: 1A Begin action queue for character $1A (NPC $1A), 8 bytes long CC/A4A6: 1D Do vehicle/entity graphical action $1D CC/A4A7: E0 Pause for 4 * 1 (4) frames CC/A4A9: 1E Do vehicle/entity graphical action $1E CC/A4AA: E0 Pause for 4 * 1 (4) frames CC/A4AC: FC Branch 6 bytes backwards ($CCA4A6) CC/A4AE: B5 Pause for 15 * 12 (180) units CC/A4B0: 5A Fade screen at speed $04 CC/A4B2: 5C Pause execution until fade in or fade out is complete CC/A4B3: 6B Load map $0005 (Darkness (Mog explains 3-party battles / various narration)) instantly, (upper bits $3000), place party at (8, 7), facing left CC/A4B9: 42 Hide object $31 CC/A4BB: 45 Refresh objects CC/A4BC: 96 Restore screen from fade CC/A4BD: 5C Pause execution until fade in or fade out is complete CC/A4BE: 7F Change character $0F's name to $29 (KEFKA ) CC/A4C1: 40 Assign properties $29 to character $0F (Actor in stot 15) CC/A4C4: 3D Create object $0F CC/A4C6: 37 Assign graphics $15 to object $0F (Actor in stot 15) CC/A4C9: 43 Assign palette $03 to character $0F (Actor in stot 15) CC/A4CC: 3F Assign character $0F (Actor in stot 15) to party 1 CC/A4CF: 45 Refresh objects CC/A4D0: 89 Inflict the following status ailments on character $00 (Actor in stot 0): M-Tek CC/A4D4: 4D Invoke battle, enemy set $73, background $3F (Default for this area), (mosaic effect disabled), (swoosh sound enabled) CC/A4D7: 88 Remove the following status ailments from character $00 (Actor in stot 0): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/A4DB: F0 Play song 27 (The Empire Gestahl), (high bit clear), full volume CC/A4DD: 3F Remove character $0F (Actor in stot 15) from the party CC/A4E0: 45 Refresh objects CC/A4E1: 3E Delete object $0F CC/A4E3: 45 Refresh objects CC/A4E4: 97 Fade screen to black CC/A4E5: 5C Pause execution until fade in or fade out is complete CC/A4E6: DC Set event bit $1E80($62C) [$1F45, bit 4] CC/A4E8: 6B Load map $00F4 (Imperial Castle, outdoors, rooftop (including prologue and flashbacks)) instantly, (upper bits $2000), place party at (18, 7), facing down CC/A4EE: 42 Hide object $31 CC/A4F0: 45 Refresh objects CC/A4F1: 38 Hold screen CC/A4F2: 3D Create object $10 CC/A4F4: 10 Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete) CC/A4F6: D5 Set vehicle/entity's position to (16, 14) CC/A4F9: CE Turn vehicle/entity down CC/A4FA: C2 Set vehicle/entity's event speed to normal CC/A4FB: FF End queue CC/A4FC: 41 Show object $10 CC/A4FE: 45 Refresh objects CC/A4FF: 61 Colorize color range [$04, $77] to color $03 CC/A503: 61 Colorize color range [$80, $FF] to color $03 CC/A507: 59 Unfade screen at speed $04 CC/A509: 5C Pause execution until fade in or fade out is complete CC/A50A: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CC/A50C: C1 Set vehicle/entity's event speed to slow CC/A50D: 9E Move vehicle/entity down 8 tiles CC/A50E: 86 Move vehicle/entity down 2 tiles CC/A50F: FF End queue CC/A510: 92 Pause for 30 units CC/A511: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/A513: 82 Move vehicle/entity down 1 tile CC/A514: FF End queue CC/A515: 92 Pause for 30 units CC/A516: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/A518: 2A Do vehicle/entity graphical action $2A CC/A519: FF End queue CC/A51A: 92 Pause for 30 units CC/A51B: 4B Display dialogue message $0026, wait for button press (Show text only) GESTAHL: We stand on the brink of a major breakthrough! In the days to come, we'll witness a total revival of magic! GESTAHL: It is our destiny, and ours alone, to take this mystic force and claim what is rightfully ours! CC/A51E: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/A520: CE Turn vehicle/entity down CC/A521: FF End queue CC/A522: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CC/A524: 86 Move vehicle/entity down 2 tiles CC/A525: FF End queue CC/A526: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CC/A528: A1 Move vehicle/entity right/down 1x1 tiles CC/A529: 82 Move vehicle/entity down 1 tile CC/A52A: FF End queue CC/A52B: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CC/A52D: A1 Move vehicle/entity right/down 1x1 tiles CC/A52E: 82 Move vehicle/entity down 1 tile CC/A52F: E0 Pause for 4 * 2 (8) frames CC/A531: FF End queue CC/A532: 92 Pause for 30 units CC/A533: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/A535: 2A Do vehicle/entity graphical action $2A CC/A536: FF End queue CC/A537: 92 Pause for 30 units CC/A538: 48 Display dialogue message $0028, continue executing commands (Show text only) GESTAHL: With our new-found power, nothing can stand in our way! Hurrah!!! Long live Emperor Gestahl!!! CC/A53B: 12 Begin action queue for character $12 (NPC $12), 9 bytes long CC/A53D: 19 Do vehicle/entity graphical action $19 CC/A53E: E0 Pause for 4 * 4 (16) frames CC/A540: CE Turn vehicle/entity down CC/A541: E0 Pause for 4 * 4 (16) frames CC/A543: FC Branch 6 bytes backwards ($CCA53D) CC/A545: FF End queue CC/A546: 10 Begin action queue for character $10 (NPC $10), 9 bytes long CC/A548: 19 Do vehicle/entity graphical action $19 CC/A549: E0 Pause for 4 * 4 (16) frames CC/A54B: CE Turn vehicle/entity down CC/A54C: E0 Pause for 4 * 4 (16) frames CC/A54E: FC Branch 6 bytes backwards ($CCA548) CC/A550: FF End queue CC/A551: 13 Begin action queue for character $13 (NPC $13), 9 bytes long CC/A553: 19 Do vehicle/entity graphical action $19 CC/A554: E0 Pause for 4 * 4 (16) frames CC/A556: CE Turn vehicle/entity down CC/A557: E0 Pause for 4 * 4 (16) frames CC/A559: FC Branch 6 bytes backwards ($CCA553) CC/A55B: FF End queue CC/A55C: 16 Begin action queue for character $16 (NPC $16), 9 bytes long CC/A55E: 1B Do vehicle/entity graphical action $1B CC/A55F: E0 Pause for 4 * 4 (16) frames CC/A561: CC Turn vehicle/entity up CC/A562: E0 Pause for 4 * 4 (16) frames CC/A564: FC Branch 6 bytes backwards ($CCA55E) CC/A566: FF End queue CC/A567: 17 Begin action queue for character $17 (NPC $17), 9 bytes long CC/A569: 1B Do vehicle/entity graphical action $1B CC/A56A: E0 Pause for 4 * 4 (16) frames CC/A56C: CC Turn vehicle/entity up CC/A56D: E0 Pause for 4 * 4 (16) frames CC/A56F: FC Branch 6 bytes backwards ($CCA569) CC/A571: FF End queue CC/A572: 18 Begin action queue for character $18 (NPC $18), 9 bytes long CC/A574: 1B Do vehicle/entity graphical action $1B CC/A575: E0 Pause for 4 * 4 (16) frames CC/A577: CC Turn vehicle/entity up CC/A578: E0 Pause for 4 * 4 (16) frames CC/A57A: FC Branch 6 bytes backwards ($CCA574) CC/A57C: FF End queue CC/A57D: 19 Begin action queue for character $19 (NPC $19), 9 bytes long CC/A57F: 1B Do vehicle/entity graphical action $1B CC/A580: E0 Pause for 4 * 4 (16) frames CC/A582: CC Turn vehicle/entity up CC/A583: E0 Pause for 4 * 4 (16) frames CC/A585: FC Branch 6 bytes backwards ($CCA57F) CC/A587: FF End queue CC/A588: 1A Begin action queue for character $1A (NPC $1A), 9 bytes long CC/A58A: 1B Do vehicle/entity graphical action $1B CC/A58B: E0 Pause for 4 * 4 (16) frames CC/A58D: CC Turn vehicle/entity up CC/A58E: E0 Pause for 4 * 4 (16) frames CC/A590: FC Branch 6 bytes backwards ($CCA58A) CC/A592: FF End queue CC/A593: 1B Begin action queue for character $1B (NPC $1B), 9 bytes long CC/A595: 1B Do vehicle/entity graphical action $1B CC/A596: E0 Pause for 4 * 4 (16) frames CC/A598: CC Turn vehicle/entity up CC/A599: E0 Pause for 4 * 4 (16) frames CC/A59B: FC Branch 6 bytes backwards ($CCA595) CC/A59D: FF End queue CC/A59E: 1C Begin action queue for character $1C (NPC $1C), 9 bytes long CC/A5A0: 1B Do vehicle/entity graphical action $1B CC/A5A1: E0 Pause for 4 * 4 (16) frames CC/A5A3: CC Turn vehicle/entity up CC/A5A4: E0 Pause for 4 * 4 (16) frames CC/A5A6: FC Branch 6 bytes backwards ($CCA5A0) CC/A5A8: FF End queue CC/A5A9: 1D Begin action queue for character $1D (NPC $1D), 9 bytes long CC/A5AB: 1B Do vehicle/entity graphical action $1B CC/A5AC: E0 Pause for 4 * 4 (16) frames CC/A5AE: CC Turn vehicle/entity up CC/A5AF: E0 Pause for 4 * 4 (16) frames CC/A5B1: FC Branch 6 bytes backwards ($CCA5AB) CC/A5B3: FF End queue CC/A5B4: 1E Begin action queue for character $1E (NPC $1E), 9 bytes long CC/A5B6: 1B Do vehicle/entity graphical action $1B CC/A5B7: E0 Pause for 4 * 4 (16) frames CC/A5B9: CC Turn vehicle/entity up CC/A5BA: E0 Pause for 4 * 4 (16) frames CC/A5BC: FC Branch 6 bytes backwards ($CCA5B6) CC/A5BE: FF End queue CC/A5BF: 1F Begin action queue for character $1F (NPC $1F), 9 bytes long CC/A5C1: 1B Do vehicle/entity graphical action $1B CC/A5C2: E0 Pause for 4 * 4 (16) frames CC/A5C4: CC Turn vehicle/entity up CC/A5C5: E0 Pause for 4 * 4 (16) frames CC/A5C7: FC Branch 6 bytes backwards ($CCA5C1) CC/A5C9: FF End queue CC/A5CA: 20 Begin action queue for character $20 (NPC $20), 9 bytes long CC/A5CC: 1B Do vehicle/entity graphical action $1B CC/A5CD: E0 Pause for 4 * 4 (16) frames CC/A5CF: CC Turn vehicle/entity up CC/A5D0: E0 Pause for 4 * 4 (16) frames CC/A5D2: FC Branch 6 bytes backwards ($CCA5CC) CC/A5D4: FF End queue CC/A5D5: 21 Begin action queue for character $21 (NPC $21), 9 bytes long CC/A5D7: 1B Do vehicle/entity graphical action $1B CC/A5D8: E0 Pause for 4 * 4 (16) frames CC/A5DA: CC Turn vehicle/entity up CC/A5DB: E0 Pause for 4 * 4 (16) frames CC/A5DD: FC Branch 6 bytes backwards ($CCA5D7) CC/A5DF: FF End queue CC/A5E0: 22 Begin action queue for character $22 (NPC $22), 9 bytes long CC/A5E2: 1B Do vehicle/entity graphical action $1B CC/A5E3: E0 Pause for 4 * 4 (16) frames CC/A5E5: CC Turn vehicle/entity up CC/A5E6: E0 Pause for 4 * 4 (16) frames CC/A5E8: FC Branch 6 bytes backwards ($CCA5E2) CC/A5EA: FF End queue CC/A5EB: 23 Begin action queue for character $23 (NPC $23), 9 bytes long CC/A5ED: 1B Do vehicle/entity graphical action $1B CC/A5EE: E0 Pause for 4 * 4 (16) frames CC/A5F0: CC Turn vehicle/entity up CC/A5F1: E0 Pause for 4 * 4 (16) frames CC/A5F3: FC Branch 6 bytes backwards ($CCA5ED) CC/A5F5: FF End queue CC/A5F6: 49 If dialogue window is up, wait for keypress then dismiss CC/A5F7: B5 Pause for 15 * 16 (240) units CC/A5F9: F2 Fade out current song with transition time 160 CC/A5FB: 5A Fade screen at speed $02 CC/A5FD: 5C Pause execution until fade in or fade out is complete CC/A5FE: 39 Free screen CC/A5FF: DD Clear event bit $1E80($62C) [$1F45, bit 4] CC/A601: 6B Load map $0033 (Narshe, moogle 3-party battle area (WoB)) instantly, (upper bits $2000), place party at (14, 12), facing down CC/A607: 41 Show object $00 CC/A609: 45 Refresh objects CC/A60A: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CC/A60C: C8 Set object layering priority to 0 (low nibble 0) CC/A60E: 28 Do vehicle/entity graphical action $28 CC/A60F: FF End queue CC/A610: 59 Unfade screen at speed $02 CC/A612: 5C Pause execution until fade in or fade out is complete CC/A613: B5 Pause for 15 * 16 (240) units CC/A615: 5A Fade screen at speed $04 CC/A617: 5C Pause execution until fade in or fade out is complete CC/A618: F0 Play song 0 (Silence), (high bit clear), full volume CC/A61A: 95 Pause for 120 units CC/A61B: 6B Load map $001E (Narshe, all non-shop buildings except classroom (always)) instantly, (upper bits $2000), place party at (64, 33), facing down CC/A621: 40 Assign properties $01 to character $01 (Actor in stot 1) CC/A624: 3D Create object $01 CC/A626: 37 Assign graphics $01 to object $01 (Actor in stot 1) CC/A629: 43 Assign palette $01 to character $01 (Actor in stot 1) CC/A62C: 45 Refresh objects CC/A62D: D4 Set event bit $1E80($2E1) [$1EDC, bit 1] CC/A62F: D4 Set event bit $1E80($2F1) [$1EDE, bit 1] CC/A631: 3F Assign character $01 (Actor in stot 1) to party 1 CC/A634: 3F Remove character $00 (Actor in stot 0) from the party CC/A637: 3F Remove character $0E (Actor in stot 14) from the party CC/A63A: 3F Remove character $0F (Actor in stot 15) from the party CC/A63D: 45 Refresh objects CC/A63E: 3E Delete object $00 CC/A640: 45 Refresh objects CC/A641: 44 Place character $01 (Actor in stot 1) on vehicle $00 (No vehicle) (Character is not shown) CC/A644: B2 Call subroutine $CACB95 CC/A648: 3B Position character in a "ready-to-go" stance CC/A649: 42 Hide object $00 CC/A64B: 45 Refresh objects CC/A64C: B2 Call subroutine $CCE499 (heals all HP/MP/Statuses except Dog Block) CC/A650: 38 Hold screen CC/A651: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete) CC/A653: D5 Set vehicle/entity's position to (67, 25) CC/A656: C2 Set vehicle/entity's event speed to normal CC/A657: CE Turn vehicle/entity down CC/A658: FF End queue CC/A659: 3D Create object $11 CC/A65B: 11 Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete) CC/A65D: D5 Set vehicle/entity's position to (61, 36) CC/A660: C2 Set vehicle/entity's event speed to normal CC/A661: CC Turn vehicle/entity up CC/A662: FF End queue CC/A663: 41 Show object $11 CC/A665: 42 Hide object $12 CC/A667: 45 Refresh objects CC/A668: 59 Unfade screen at speed $04 CC/A66A: 5C Pause execution until fade in or fade out is complete CC/A66B: B5 Pause for 15 * 6 (90) units CC/A66D: F4 Play sound effect 44 CC/A66F: 73 Replace current map's Layer 1 at (67, 26) with the following (2 x 1) chunk, refresh immediately CC/A674: $04, $14 CC/A676: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CC/A678: 8E Move vehicle/entity down 4 tiles CC/A679: A2 Move vehicle/entity left/down 1x1 tiles CC/A67A: 8A Move vehicle/entity down 3 tiles CC/A67B: FF End queue CC/A67C: F4 Play sound effect 44 CC/A67E: 73 Replace current map's Layer 1 at (66, 33) with the following (2 x 1) chunk, refresh immediately CC/A683: $04, $14 CC/A685: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CC/A687: CD Turn vehicle/entity right CC/A688: FF End queue CC/A689: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/A68B: 8A Move vehicle/entity down 3 tiles CC/A68C: CF Turn vehicle/entity left CC/A68D: FF End queue CC/A68E: 92 Pause for 30 units CC/A68F: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/A691: 81 Move vehicle/entity right 1 tile CC/A692: FF End queue CC/A693: 4B Display dialogue message $0029, wait for button press OLD MAN: Took you long enough! How goes the robbing and plundering trade? CC/A696: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/A698: 1F Do vehicle/entity graphical action $1F CC/A699: FF End queue CC/A69A: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/A69C: 01 Do vehicle/entity graphical action $01 CC/A69D: FF End queue CC/A69E: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/A6A0: 1F Do vehicle/entity graphical action $1F CC/A6A1: FF End queue CC/A6A2: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/A6A4: 01 Do vehicle/entity graphical action $01 CC/A6A5: FF End queue CC/A6A6: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/A6A8: 1F Do vehicle/entity graphical action $1F CC/A6A9: FF End queue CC/A6AA: 92 Pause for 30 units CC/A6AB: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/A6AD: D4 Set event bit $1E80($2BC) [$1ED7, bit 4] CC/A6AF: F0 Play song 13 (Locke), (high bit clear), full volume CC/A6B1: 42 Hide object $11 CC/A6B3: 45 Refresh objects CC/A6B4: B2 Call subroutine $CAD00F CC/A6B8: 38 Hold screen CC/A6B9: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CC/A6BB: C1 Set vehicle/entity's event speed to slow CC/A6BC: A1 Move vehicle/entity right/down 1x1 tiles CC/A6BD: A1 Move vehicle/entity right/down 1x1 tiles CC/A6BE: FF End queue CC/A6BF: 4B Display dialogue message $0030, wait for button press (Show text only) (At bottom of screen) Treasure hunter and trail-worn traveler, searching the world over for relics of the past… CC/A6C2: 92 Pause for 30 units CC/A6C3: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/A6C5: CE Turn vehicle/entity down CC/A6C6: FF End queue CC/A6C7: 92 Pause for 30 units CC/A6C8: 97 Fade screen to black CC/A6C9: 5C Pause execution until fade in or fade out is complete CC/A6CA: 7F Change character $01's name to $01 (LOCKE ) CC/A6CD: 98 Invoke name change screen for character $01 (Actor in stot 1) CC/A6CF: 3D Create object $11 CC/A6D1: 11 Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete) CC/A6D3: D5 Set vehicle/entity's position to (62, 36) CC/A6D6: C2 Set vehicle/entity's event speed to normal CC/A6D7: CD Turn vehicle/entity right CC/A6D8: FF End queue CC/A6D9: 41 Show object $11 CC/A6DB: 42 Hide object $12 CC/A6DD: 45 Refresh objects CC/A6DE: 96 Restore screen from fade CC/A6DF: 5C Pause execution until fade in or fade out is complete CC/A6E0: B2 Call subroutine $CAD015 CC/A6E4: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/A6E6: CF Turn vehicle/entity left CC/A6E7: FF End queue CC/A6E8: 45 Refresh objects CC/A6E9: 92 Pause for 30 units CC/A6EA: 4B Display dialogue message $002A, wait for button press LOCKE: I PREFER the term treasure hunting! OLD MAN: Ha! Semantic nonsense! LOCKE: There's a HUGE difference! CC/A6ED: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CC/A6EF: CE Turn vehicle/entity down CC/A6F0: E0 Pause for 4 * 2 (8) frames CC/A6F2: FF End queue CC/A6F3: B0 Execute the following commands until $B1 4 times CC/A6F5: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CC/A6F7: 24 Do vehicle/entity graphical action $24 CC/A6F8: E0 Pause for 4 * 1 (4) frames CC/A6FA: FF End queue CC/A6FB: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CC/A6FD: 25 Do vehicle/entity graphical action $25 CC/A6FE: E0 Pause for 4 * 1 (4) frames CC/A700: FF End queue CC/A701: B1 End block of repeating commands CC/A702: 92 Pause for 30 units CC/A703: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/A705: CE Turn vehicle/entity down CC/A706: FF End queue CC/A707: 92 Pause for 30 units CC/A708: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/A70A: 83 Move vehicle/entity left 1 tile CC/A70B: FF End queue CC/A70C: 4B Display dialogue message $002B, wait for button press LOCKE: Anyway, were you the one who sent for me? OLD MAN: Yeah. There's a girl I'd like you to meet. CC/A70F: 92 Pause for 30 units CC/A710: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CC/A712: C3 Set vehicle/entity's event speed to fast CC/A713: 87 Move vehicle/entity left 2 tiles CC/A714: C2 Set vehicle/entity's event speed to normal CC/A715: FF End queue CC/A716: 92 Pause for 30 units CC/A717: 4B Display dialogue message $002C, wait for button press LOCKE: ……!? This better not have anything to do with that Magitek-riding, imperial…witch!!! CC/A71A: 92 Pause for 30 units CC/A71B: 11 Begin action queue for character $11 (NPC $11), 9 bytes long (Wait until complete) CC/A71D: 83 Move vehicle/entity left 1 tile CC/A71E: CE Turn vehicle/entity down CC/A71F: E0 Pause for 4 * 2 (8) frames CC/A721: 2D Do vehicle/entity graphical action $2D CC/A722: E0 Pause for 4 * 2 (8) frames CC/A724: CE Turn vehicle/entity down CC/A725: FF End queue CC/A726: 92 Pause for 30 units CC/A727: 4B Display dialogue message $002D, wait for button press OLD MAN: Imperial troops are pursuing her even as we speak. This town is no match for the Empire. Our independence can only be assured if we join forces with the Returners, an underground resistance movement. That girl wasn't responsible for her actions. We must get her to understand our dilemma! CC/A72A: 92 Pause for 30 units CC/A72B: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/A72D: 2D Do vehicle/entity graphical action $2D CC/A72E: FF End queue CC/A72F: 92 Pause for 30 units CC/A730: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/A732: A1 Move vehicle/entity right/down 1x1 tiles CC/A733: CE Turn vehicle/entity down CC/A734: FF End queue CC/A735: 91 Pause for 15 units CC/A736: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CC/A738: 20 Do vehicle/entity graphical action $20 CC/A739: E0 Pause for 4 * 2 (8) frames CC/A73B: CE Turn vehicle/entity down CC/A73C: FF End queue CC/A73D: 92 Pause for 30 units CC/A73E: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/A740: CF Turn vehicle/entity left CC/A741: FF End queue CC/A742: 4B Display dialogue message $002E, wait for button press LOCKE: All right… I think we'd better help her… CC/A745: 92 Pause for 30 units CC/A746: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CC/A748: 82 Move vehicle/entity down 1 tile CC/A749: CD Turn vehicle/entity right CC/A74A: FF End queue CC/A74B: 92 Pause for 30 units CC/A74C: 4B Display dialogue message $002F, wait for button press OLD MAN: Agreed. Make your way first to Figaro, and talk to the king. CC/A74F: 39 Free screen CC/A750: 5A Fade screen at speed $04 CC/A752: 5C Pause execution until fade in or fade out is complete CC/A753: B5 Pause for 15 * 6 (90) units CC/A755: 6B Load map $0033 (Narshe, moogle 3-party battle area (WoB)) instantly, (upper bits $2000), place party at (14, 11), facing down CC/A75B: 3D Create object $00 CC/A75D: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CC/A75F: D5 Set vehicle/entity's position to (14, 12) CC/A762: FF End queue CC/A763: 41 Show object $00 CC/A765: 45 Refresh objects CC/A766: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/A768: 28 Do vehicle/entity graphical action $28 CC/A769: FF End queue CC/A76A: 38 Hold screen CC/A76B: 01 Begin action queue for character $01 (Actor in stot 1), 8 bytes long (Wait until complete) CC/A76D: D5 Set vehicle/entity's position to (13, 2) CC/A770: C3 Set vehicle/entity's event speed to fast CC/A771: CE Turn vehicle/entity down CC/A772: C8 Set object layering priority to 2 (low nibble 2) CC/A774: FF End queue CC/A775: 59 Unfade screen at speed $02 CC/A777: 5C Pause execution until fade in or fade out is complete CC/A778: 95 Pause for 120 units CC/A779: F4 Play sound effect 186 CC/A77B: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete) CC/A77D: 19 Do vehicle/entity graphical action $19 CC/A77E: C7 Set vehicle/entity to stay still when moving CC/A77F: 9E Move vehicle/entity down 8 tiles CC/A780: C6 Set vehicle/entity to walk when moving CC/A781: 09 Do vehicle/entity graphical action $09 (kneeling) CC/A782: FF End queue CC/A783: F4 Play sound effect 181 CC/A785: 93 Pause for 45 units CC/A786: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete) CC/A788: C2 Set vehicle/entity's event speed to normal CC/A789: CE Turn vehicle/entity down CC/A78A: C8 Set object layering priority to 0 (low nibble 0) CC/A78C: CE Turn vehicle/entity down CC/A78D: FF End queue CC/A78E: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/A790: CE Turn vehicle/entity down CC/A791: FF End queue CC/A792: 92 Pause for 30 units CC/A793: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/A795: 86 Move vehicle/entity down 2 tiles CC/A796: CD Turn vehicle/entity right CC/A797: FF End queue CC/A798: 92 Pause for 30 units CC/A799: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/A79B: 62 Do vehicle/entity graphical action $22, flipped horizontally CC/A79C: FF End queue CC/A79D: B5 Pause for 15 * 6 (90) units CC/A79F: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/A7A1: CE Turn vehicle/entity down CC/A7A2: FF End queue CC/A7A3: 94 Pause for 60 units CC/A7A4: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/A7A6: 13 Do vehicle/entity graphical action $13 CC/A7A7: FF End queue CC/A7A8: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/A7AA: CE Turn vehicle/entity down CC/A7AB: FF End queue CC/A7AC: 92 Pause for 30 units CC/A7AD: B0 Execute the following commands until $B1 3 times CC/A7AF: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/A7B1: 13 Do vehicle/entity graphical action $13 CC/A7B2: FF End queue CC/A7B3: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/A7B5: CE Turn vehicle/entity down CC/A7B6: FF End queue CC/A7B7: B1 End block of repeating commands CC/A7B8: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CC/A7BA: C3 Set vehicle/entity's event speed to fast CC/A7BB: 82 Move vehicle/entity down 1 tile CC/A7BC: 81 Move vehicle/entity right 1 tile CC/A7BD: 82 Move vehicle/entity down 1 tile CC/A7BE: FF End queue CC/A7BF: 38 Hold screen CC/A7C0: 30 Begin action queue for character $30 (Camera), 6 bytes long (Wait until complete) CC/A7C2: C4 Set vehicle/entity's event speed to faster CC/A7C3: 9E Move vehicle/entity down 8 tiles CC/A7C4: 9E Move vehicle/entity down 8 tiles CC/A7C5: 9E Move vehicle/entity down 8 tiles CC/A7C6: 82 Move vehicle/entity down 1 tile CC/A7C7: FF End queue CC/A7C8: 3D Create object $12 CC/A7CA: 3D Create object $13 CC/A7CC: 3D Create object $14 CC/A7CE: 3D Create object $15 CC/A7D0: 3D Create object $16 CC/A7D2: 3D Create object $17 CC/A7D4: 3D Create object $18 CC/A7D6: 45 Refresh objects CC/A7D7: 12 Begin action queue for character $12 (NPC $12), 6 bytes long (Wait until complete) CC/A7D9: D5 Set vehicle/entity's position to (20, 34) CC/A7DC: CE Turn vehicle/entity down CC/A7DD: C2 Set vehicle/entity's event speed to normal CC/A7DE: FF End queue CC/A7DF: 41 Show object $12 CC/A7E1: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CC/A7E3: 92 Move vehicle/entity down 5 tiles CC/A7E4: A2 Move vehicle/entity left/down 1x1 tiles CC/A7E5: 8F Move vehicle/entity left 4 tiles CC/A7E6: CC Turn vehicle/entity up CC/A7E7: FF End queue CC/A7E8: 92 Pause for 30 units CC/A7E9: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CC/A7EB: C3 Set vehicle/entity's event speed to fast CC/A7EC: 94 Move vehicle/entity up 6 tiles CC/A7ED: FF End queue CC/A7EE: 4B Display dialogue message $0031, wait for button press (At bottom of screen) GUARD: Now we gotcha! CC/A7F1: 13 Begin action queue for character $13 (NPC $13), 6 bytes long (Wait until complete) CC/A7F3: D5 Set vehicle/entity's position to (20, 33) CC/A7F6: CE Turn vehicle/entity down CC/A7F7: C3 Set vehicle/entity's event speed to fast CC/A7F8: FF End queue CC/A7F9: 14 Begin action queue for character $14 (NPC $14), 6 bytes long (Wait until complete) CC/A7FB: D5 Set vehicle/entity's position to (21, 33) CC/A7FE: CE Turn vehicle/entity down CC/A7FF: C3 Set vehicle/entity's event speed to fast CC/A800: FF End queue CC/A801: 15 Begin action queue for character $15 (NPC $15), 6 bytes long (Wait until complete) CC/A803: D5 Set vehicle/entity's position to (22, 33) CC/A806: CE Turn vehicle/entity down CC/A807: C3 Set vehicle/entity's event speed to fast CC/A808: FF End queue CC/A809: 16 Begin action queue for character $16 (NPC $16), 6 bytes long (Wait until complete) CC/A80B: D5 Set vehicle/entity's position to (23, 33) CC/A80E: CE Turn vehicle/entity down CC/A80F: C3 Set vehicle/entity's event speed to fast CC/A810: FF End queue CC/A811: 17 Begin action queue for character $17 (NPC $17), 6 bytes long (Wait until complete) CC/A813: D5 Set vehicle/entity's position to (24, 33) CC/A816: CE Turn vehicle/entity down CC/A817: C3 Set vehicle/entity's event speed to fast CC/A818: FF End queue CC/A819: 18 Begin action queue for character $18 (NPC $18), 6 bytes long (Wait until complete) CC/A81B: D5 Set vehicle/entity's position to (25, 33) CC/A81E: CE Turn vehicle/entity down CC/A81F: C3 Set vehicle/entity's event speed to fast CC/A820: FF End queue CC/A821: 41 Show object $13 CC/A823: 41 Show object $14 CC/A825: 41 Show object $15 CC/A827: 41 Show object $16 CC/A829: 41 Show object $17 CC/A82B: 41 Show object $18 CC/A82D: 45 Refresh objects CC/A82E: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CC/A830: 9A Move vehicle/entity down 7 tiles CC/A831: 8F Move vehicle/entity left 4 tiles CC/A832: A3 Move vehicle/entity left/up 1x1 tiles CC/A833: 80 Move vehicle/entity up 1 tile CC/A834: FF End queue CC/A835: 14 Begin action queue for character $14 (NPC $14), 7 bytes long CC/A837: 83 Move vehicle/entity left 1 tile CC/A838: 9A Move vehicle/entity down 7 tiles CC/A839: 8F Move vehicle/entity left 4 tiles CC/A83A: A3 Move vehicle/entity left/up 1x1 tiles CC/A83B: 83 Move vehicle/entity left 1 tile CC/A83C: CC Turn vehicle/entity up CC/A83D: FF End queue CC/A83E: 15 Begin action queue for character $15 (NPC $15), 6 bytes long CC/A840: 87 Move vehicle/entity left 2 tiles CC/A841: 9A Move vehicle/entity down 7 tiles CC/A842: 8F Move vehicle/entity left 4 tiles CC/A843: A3 Move vehicle/entity left/up 1x1 tiles CC/A844: CC Turn vehicle/entity up CC/A845: FF End queue CC/A846: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CC/A848: 8B Move vehicle/entity left 3 tiles CC/A849: 9A Move vehicle/entity down 7 tiles CC/A84A: 8F Move vehicle/entity left 4 tiles CC/A84B: 80 Move vehicle/entity up 1 tile CC/A84C: FF End queue CC/A84D: 17 Begin action queue for character $17 (NPC $17), 7 bytes long (Wait until complete) CC/A84F: 8F Move vehicle/entity left 4 tiles CC/A850: 9A Move vehicle/entity down 7 tiles CC/A851: 93 Move vehicle/entity left 5 tiles CC/A852: CC Turn vehicle/entity up CC/A853: E0 Pause for 4 * 4 (16) frames CC/A855: FF End queue CC/A856: 30 Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete) CC/A858: C4 Set vehicle/entity's event speed to faster CC/A859: 9C Move vehicle/entity up 8 tiles CC/A85A: 9C Move vehicle/entity up 8 tiles CC/A85B: 94 Move vehicle/entity up 6 tiles CC/A85C: FF End queue CC/A85D: 39 Free screen CC/A85E: 92 Pause for 30 units CC/A85F: 4B Display dialogue message $0032, wait for button press LOCKE: Wonderful… There's a whole bunch of 'em… CC/A862: B5 Pause for 15 * 6 (90) units CC/A864: 4B Display dialogue message $0033, wait for button press (Show text only) Kupo… CC/A867: 92 Pause for 30 units CC/A868: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CC/A86A: CD Turn vehicle/entity right CC/A86B: E0 Pause for 4 * 1 (4) frames CC/A86D: CC Turn vehicle/entity up CC/A86E: FF End queue CC/A86F: 92 Pause for 30 units CC/A870: 3D Create object $10 CC/A872: 3D Create object $11 CC/A874: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/A876: D5 Set vehicle/entity's position to (14, 7) CC/A879: FF End queue CC/A87A: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CC/A87C: D5 Set vehicle/entity's position to (14, 7) CC/A87F: FF End queue CC/A880: 78 Enable ability to pass through other objects for object $10 (NPC $10) CC/A882: 78 Enable ability to pass through other objects for object $11 (NPC $11) CC/A884: 41 Show object $10 CC/A886: 41 Show object $11 CC/A888: 45 Refresh objects CC/A889: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/A88B: 82 Move vehicle/entity down 1 tile CC/A88C: FF End queue CC/A88D: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CC/A88F: 82 Move vehicle/entity down 1 tile CC/A890: DC Make vehicle/entity jump (low) CC/A891: A2 Move vehicle/entity left/down 1x1 tiles CC/A892: 82 Move vehicle/entity down 1 tile CC/A893: FF End queue CC/A894: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CC/A896: 86 Move vehicle/entity down 2 tiles CC/A897: DC Make vehicle/entity jump (low) CC/A898: A1 Move vehicle/entity right/down 1x1 tiles CC/A899: 82 Move vehicle/entity down 1 tile CC/A89A: FF End queue CC/A89B: 92 Pause for 30 units CC/A89C: 10 Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete) CC/A89E: 82 Move vehicle/entity down 1 tile CC/A89F: CD Turn vehicle/entity right CC/A8A0: E0 Pause for 4 * 1 (4) frames CC/A8A2: 62 Do vehicle/entity graphical action $22, flipped horizontally CC/A8A3: FF End queue CC/A8A4: 92 Pause for 30 units CC/A8A5: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CC/A8A7: 82 Move vehicle/entity down 1 tile CC/A8A8: CF Turn vehicle/entity left CC/A8A9: FF End queue CC/A8AA: 92 Pause for 30 units CC/A8AB: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CC/A8AD: A2 Move vehicle/entity left/down 1x1 tiles CC/A8AE: E0 Pause for 4 * 2 (8) frames CC/A8B0: 19 Do vehicle/entity graphical action $19 CC/A8B1: FF End queue CC/A8B2: 92 Pause for 30 units CC/A8B3: 4B Display dialogue message $0034, wait for button press (At bottom of screen) LOCKE: Moogles…! Are you saying you want to help me? CC/A8B6: 92 Pause for 30 units CC/A8B7: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CC/A8B9: CE Turn vehicle/entity down CC/A8BA: FF End queue CC/A8BB: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/A8BD: CE Turn vehicle/entity down CC/A8BE: FF End queue CC/A8BF: 94 Pause for 60 units CC/A8C0: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CC/A8C2: 20 Do vehicle/entity graphical action $20 CC/A8C3: FF End queue CC/A8C4: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/A8C6: 20 Do vehicle/entity graphical action $20 CC/A8C7: FF End queue CC/A8C8: 91 Pause for 15 units CC/A8C9: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CC/A8CB: CE Turn vehicle/entity down CC/A8CC: FF End queue CC/A8CD: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/A8CF: CE Turn vehicle/entity down CC/A8D0: FF End queue CC/A8D1: 94 Pause for 60 units CC/A8D2: 48 Display dialogue message $0035, continue executing commands (At bottom of screen) Kupo!!! CC/A8D5: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CC/A8D7: DD Make vehicle/entity jump (high) CC/A8D8: CD Turn vehicle/entity right CC/A8D9: FF End queue CC/A8DA: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/A8DC: CC Turn vehicle/entity up CC/A8DD: FF End queue CC/A8DE: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/A8E0: CF Turn vehicle/entity left CC/A8E1: FF End queue CC/A8E2: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/A8E4: CE Turn vehicle/entity down CC/A8E5: FF End queue CC/A8E6: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/A8E8: 19 Do vehicle/entity graphical action $19 CC/A8E9: FF End queue CC/A8EA: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CC/A8EC: DD Make vehicle/entity jump (high) CC/A8ED: CD Turn vehicle/entity right CC/A8EE: FF End queue CC/A8EF: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/A8F1: CC Turn vehicle/entity up CC/A8F2: FF End queue CC/A8F3: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/A8F5: CF Turn vehicle/entity left CC/A8F6: FF End queue CC/A8F7: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/A8F9: CE Turn vehicle/entity down CC/A8FA: FF End queue CC/A8FB: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/A8FD: 19 Do vehicle/entity graphical action $19 CC/A8FE: FF End queue CC/A8FF: 92 Pause for 30 units CC/A900: 36 Disable ability to pass through other objects for object $10 (NPC $10) CC/A902: 36 Disable ability to pass through other objects for object $11 (NPC $11) CC/A904: 49 If dialogue window is up, wait for keypress then dismiss CC/A905: 6A Load map $0005 (Darkness (Mog explains 3-party battles / various narration)) after fade out, (upper bits $3000), place party at (8, 7), facing left CC/A90B: 42 Hide object $31 CC/A90D: 42 Hide object $00 CC/A90F: 45 Refresh objects CC/A910: 3D Create object $10 CC/A912: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CC/A914: D5 Set vehicle/entity's position to (16, 7) CC/A917: C2 Set vehicle/entity's event speed to normal CC/A918: FF End queue CC/A919: 41 Show object $10 CC/A91B: 45 Refresh objects CC/A91C: 96 Restore screen from fade CC/A91D: 5C Pause execution until fade in or fade out is complete CC/A91E: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/A920: C3 Set vehicle/entity's event speed to fast CC/A921: 9F Move vehicle/entity left 8 tiles CC/A922: CE Turn vehicle/entity down CC/A923: FF End queue CC/A924: 92 Pause for 30 units CC/A925: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CC/A927: 20 Do vehicle/entity graphical action $20 CC/A928: E0 Pause for 4 * 3 (12) frames CC/A92A: CE Turn vehicle/entity down CC/A92B: FF End queue CC/A92C: 92 Pause for 30 units CC/A92D: 4B Display dialogue message $0036, wait for button press MOOGLE: Use us to save TERRA from the guards! Need more information? ^ Yes ^ No CC/A930: B6 Indexed branch based on prior dialogue selection [$CCA938, $CCA93D] CC/A937: FE Return CC/A938: 4B Display dialogue message $0037, wait for button press You'll fight using 3 different groups. Press the Y Button to switch between them. Your job is to defeat the commander of the guards before his men reach TERRA. Save her, or else… CC/A93B: 97 Fade screen to black CC/A93C: 5C Pause execution until fade in or fade out is complete CC/A93D: 7F Change character $0A's name to $0A (MOG ) CC/A940: 40 Assign properties $0A to character $0A (Actor in stot 10) CC/A943: 3D Create object $0A CC/A945: 37 Assign graphics $0A to object $0A (Actor in stot 10) CC/A948: 43 Assign palette $05 to character $0A (Actor in stot 10) CC/A94B: 7F Change character $02's name to $12 (KUPEK ) CC/A94E: 40 Assign properties $12 to character $02 (Actor in stot 2) CC/A951: 3D Create object $02 CC/A953: 37 Assign graphics $0A to object $02 (Actor in stot 2) CC/A956: 43 Assign palette $05 to character $02 (Actor in stot 2) CC/A959: 7F Change character $03's name to $13 (KUPOP ) CC/A95C: 40 Assign properties $13 to character $03 (Actor in stot 3) CC/A95F: 3D Create object $03 CC/A961: 37 Assign graphics $0A to object $03 (Actor in stot 3) CC/A964: 43 Assign palette $05 to character $03 (Actor in stot 3) CC/A967: 7F Change character $04's name to $14 (KUMAMA) CC/A96A: 40 Assign properties $14 to character $04 (Actor in stot 4) CC/A96D: 3D Create object $04 CC/A96F: 37 Assign graphics $0A to object $04 (Actor in stot 4) CC/A972: 43 Assign palette $05 to character $04 (Actor in stot 4) CC/A975: 7F Change character $05's name to $15 (KUKU ) CC/A978: 40 Assign properties $15 to character $05 (Actor in stot 5) CC/A97B: 3D Create object $05 CC/A97D: 37 Assign graphics $0A to object $05 (Actor in stot 5) CC/A980: 43 Assign palette $05 to character $05 (Actor in stot 5) CC/A983: 7F Change character $06's name to $16 (KUTAN ) CC/A986: 40 Assign properties $16 to character $06 (Actor in stot 6) CC/A989: 3D Create object $06 CC/A98B: 37 Assign graphics $0A to object $06 (Actor in stot 6) CC/A98E: 43 Assign palette $05 to character $06 (Actor in stot 6) CC/A991: 7F Change character $07's name to $17 (KUPAN ) CC/A994: 40 Assign properties $17 to character $07 (Actor in stot 7) CC/A997: 3D Create object $07 CC/A999: 37 Assign graphics $0A to object $07 (Actor in stot 7) CC/A99C: 43 Assign palette $05 to character $07 (Actor in stot 7) CC/A99F: 7F Change character $08's name to $18 (KUSHU ) CC/A9A2: 40 Assign properties $18 to character $08 (Actor in stot 8) CC/A9A5: 3D Create object $08 CC/A9A7: 37 Assign graphics $0A to object $08 (Actor in stot 8) CC/A9AA: 43 Assign palette $05 to character $08 (Actor in stot 8) CC/A9AD: 7F Change character $09's name to $19 (KURIN ) CC/A9B0: 40 Assign properties $19 to character $09 (Actor in stot 9) CC/A9B3: 3D Create object $09 CC/A9B5: 37 Assign graphics $0A to object $09 (Actor in stot 9) CC/A9B8: 43 Assign palette $05 to character $09 (Actor in stot 9) CC/A9BB: 7F Change character $0B's name to $1A (KURU ) CC/A9BE: 40 Assign properties $1A to character $0B (Actor in stot 11) CC/A9C1: 3D Create object $0B CC/A9C3: 37 Assign graphics $0A to object $0B (Actor in stot 11) CC/A9C6: 43 Assign palette $05 to character $0B (Actor in stot 11) CC/A9C9: 7F Change character $0C's name to $1B (KAMOG ) CC/A9CC: 40 Assign properties $1B to character $0C (Actor in stot 12) CC/A9CF: 3D Create object $0C CC/A9D1: 37 Assign graphics $0A to object $0C (Actor in stot 12) CC/A9D4: 43 Assign palette $05 to character $0C (Actor in stot 12) CC/A9D7: 3F Assign character $01 (Actor in stot 1) to party 1 CC/A9DA: 3F Remove character $0E (Actor in stot 14) from the party CC/A9DD: 3F Remove character $0F (Actor in stot 15) from the party CC/A9E0: 3F Remove character $00 (Actor in stot 0) from the party CC/A9E3: 3F Assign character $02 (Actor in stot 2) to party 1 CC/A9E6: 3F Assign character $03 (Actor in stot 3) to party 1 CC/A9E9: 3F Assign character $04 (Actor in stot 4) to party 1 CC/A9EC: 3F Assign character $0A (Actor in stot 10) to party 2 CC/A9EF: 3F Assign character $05 (Actor in stot 5) to party 2 CC/A9F2: 3F Assign character $06 (Actor in stot 6) to party 2 CC/A9F5: 3F Assign character $07 (Actor in stot 7) to party 2 CC/A9F8: 3F Assign character $08 (Actor in stot 8) to party 3 CC/A9FB: 3F Assign character $09 (Actor in stot 9) to party 3 CC/A9FE: 3F Assign character $0B (Actor in stot 11) to party 3 CC/AA01: 3F Assign character $0C (Actor in stot 12) to party 3 CC/AA04: 45 Refresh objects CC/AA05: DD Clear event bit $1E80($609) [$1F41, bit 1] CC/AA07: DC Set event bit $1E80($631) [$1F46, bit 1] CC/AA09: DC Set event bit $1E80($60A) [$1F41, bit 2] CC/AA0B: DC Set event bit $1E80($60B) [$1F41, bit 3] CC/AA0D: DC Set event bit $1E80($60C) [$1F41, bit 4] CC/AA0F: DC Set event bit $1E80($60D) [$1F41, bit 5] CC/AA11: DC Set event bit $1E80($60E) [$1F41, bit 6] CC/AA13: DC Set event bit $1E80($60F) [$1F41, bit 7] CC/AA15: DC Set event bit $1E80($610) [$1F42, bit 0] CC/AA17: D2 Set event bit $1E80($12F) [$1EA5, bit 7] CC/AA19: 6B Load map $0033 (Narshe, moogle 3-party battle area (WoB)) instantly, (upper bits $2000), place party at (14, 13), facing down CC/AA1F: 79 Place party 1 on map $0033 (Narshe, moogle 3-party battle area (WoB)) CC/AA23: 79 Place party 2 on map $0033 (Narshe, moogle 3-party battle area (WoB)) CC/AA27: 79 Place party 3 on map $0033 (Narshe, moogle 3-party battle area (WoB)) CC/AA2B: 45 Refresh objects CC/AA2C: 46 Make party 1 the current party CC/AA2E: 45 Refresh objects CC/AA2F: 47 Make character in slot 0 the lead character CC/AA30: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/AA32: D5 Set vehicle/entity's position to (14, 14) CC/AA35: CE Turn vehicle/entity down CC/AA36: FF End queue CC/AA37: 41 Show object $31 CC/AA39: 47 Make character in slot 0 the lead character CC/AA3A: 46 Make party 2 the current party CC/AA3C: 45 Refresh objects CC/AA3D: 47 Make character in slot 0 the lead character CC/AA3E: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/AA40: D5 Set vehicle/entity's position to (13, 13) CC/AA43: CE Turn vehicle/entity down CC/AA44: C2 Set vehicle/entity's event speed to normal CC/AA45: FF End queue CC/AA46: 41 Show object $31 CC/AA48: 47 Make character in slot 0 the lead character CC/AA49: 46 Make party 3 the current party CC/AA4B: 45 Refresh objects CC/AA4C: 47 Make character in slot 0 the lead character CC/AA4D: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/AA4F: D5 Set vehicle/entity's position to (15, 13) CC/AA52: CE Turn vehicle/entity down CC/AA53: C2 Set vehicle/entity's event speed to normal CC/AA54: FF End queue CC/AA55: 41 Show object $31 CC/AA57: 47 Make character in slot 0 the lead character CC/AA58: 46 Make party 1 the current party CC/AA5A: 45 Refresh objects CC/AA5B: 47 Make character in slot 0 the lead character CC/AA5C: 7A Change event address for object $01 to address $CA5EB3 CC/AA61: 7A Change event address for object $0A to address $CA5EB3 CC/AA66: 7A Change event address for object $02 to address $CA5EB3 CC/AA6B: 7A Change event address for object $03 to address $CA5EB3 CC/AA70: 7A Change event address for object $04 to address $CA5EB3 CC/AA75: 7A Change event address for object $05 to address $CA5EB3 CC/AA7A: 7A Change event address for object $06 to address $CA5EB3 CC/AA7F: 7A Change event address for object $07 to address $CA5EB3 CC/AA84: 7A Change event address for object $08 to address $CA5EB3 CC/AA89: 7A Change event address for object $09 to address $CA5EB3 CC/AA8E: 7A Change event address for object $0B to address $CA5EB3 CC/AA93: 7A Change event address for object $0C to address $CA5EB3 CC/AA98: 82 Store party 1 as backup party (in $055D) CC/AA99: D2 Set event bit $1E80($1CE) [$1EB9, bit 6] (Enables party switching with the Y button) CC/AA9B: D2 Set event bit $1E80($1CA) [$1EB9, bit 2] CC/AA9D: D2 Set event bit $1E80($1C1) [$1EB8, bit 1] CC/AA9F: 7C Enable activation of event for object $13 (NPC $13) if it comes into contact with any party CC/AAA1: 7C Enable activation of event for object $14 (NPC $14) if it comes into contact with any party CC/AAA3: 7C Enable activation of event for object $15 (NPC $15) if it comes into contact with any party CC/AAA5: 7C Enable activation of event for object $16 (NPC $16) if it comes into contact with any party CC/AAA7: 7C Enable activation of event for object $17 (NPC $17) if it comes into contact with any party CC/AAA9: 7C Enable activation of event for object $18 (NPC $18) if it comes into contact with any party CC/AAAB: D2 Set event bit $1E80($12E) [$1EA5, bit 6] CC/AAAD: D0 Set event bit $1E80($003) [$1E80, bit 3] CC/AAAF: 96 Restore screen from fade CC/AAB0: 5C Pause execution until fade in or fade out is complete CC/AAB1: 3A Enable player to move while event commands execute CC/AAB2: FE Return CC/AAB3: 47 Make character in slot 0 the lead character CC/AAB4: FE Return CC/AAB5: 48 Display dialogue message $0038, continue executing commands TERRA: Unh… CC/AAB8: FE Return CC/AAB9: FE Return CC/AABA: 8B For character $31 (Party Character 0), take HP and add 1 CC/AABD: 8B For character $32 (Party Character 1), take HP and add 1 CC/AAC0: 8B For character $33 (Party Character 2), take HP and add 1 CC/AAC3: 8B For character $34 (Party Character 3), take HP and add 1 CC/AAC6: 88 Remove the following status ailments from character $31 (Party Character 0): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/AACA: 88 Remove the following status ailments from character $32 (Party Character 1): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/AACE: 88 Remove the following status ailments from character $33 (Party Character 2): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/AAD2: 88 Remove the following status ailments from character $34 (Party Character 3): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/AAD6: 7E Move characters to (14, 11) CC/AAD9: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/AADB: 28 Do vehicle/entity graphical action $28 CC/AADC: FF End queue CC/AADD: 7B Restore backup party (in $055D) to active status CC/AADE: FE Return CC/AADF: 4C Center screen on party and invoke battle, enemy set $05, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/AAE2: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCAAEC CC/AAE7: B2 Call subroutine $CCAABA CC/AAEB: FE Return CC/AAEC: 96 Restore screen from fade CC/AAED: 5C Pause execution until fade in or fade out is complete CC/AAEE: F4 Play sound effect 45 CC/AAF0: 42 Hide object $13 CC/AAF2: 45 Refresh objects CC/AAF3: DD Clear event bit $1E80($60A) [$1F41, bit 2] CC/AAF5: 7B Restore backup party (in $055D) to active status CC/AAF6: FE Return CC/AAF7: 4C Center screen on party and invoke battle, enemy set $05, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/AAFA: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCAB04 CC/AAFF: B2 Call subroutine $CCAABA CC/AB03: FE Return CC/AB04: 96 Restore screen from fade CC/AB05: 5C Pause execution until fade in or fade out is complete CC/AB06: F4 Play sound effect 45 CC/AB08: 42 Hide object $14 CC/AB0A: 45 Refresh objects CC/AB0B: DD Clear event bit $1E80($60B) [$1F41, bit 3] CC/AB0D: 7B Restore backup party (in $055D) to active status CC/AB0E: FE Return CC/AB0F: 4C Center screen on party and invoke battle, enemy set $05, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/AB12: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCAB1C CC/AB17: B2 Call subroutine $CCAABA CC/AB1B: FE Return CC/AB1C: 96 Restore screen from fade CC/AB1D: 5C Pause execution until fade in or fade out is complete CC/AB1E: F4 Play sound effect 45 CC/AB20: 42 Hide object $15 CC/AB22: 45 Refresh objects CC/AB23: DD Clear event bit $1E80($60C) [$1F41, bit 4] CC/AB25: 7B Restore backup party (in $055D) to active status CC/AB26: FE Return CC/AB27: 4C Center screen on party and invoke battle, enemy set $05, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/AB2A: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCAB34 CC/AB2F: B2 Call subroutine $CCAABA CC/AB33: FE Return CC/AB34: 96 Restore screen from fade CC/AB35: 5C Pause execution until fade in or fade out is complete CC/AB36: F4 Play sound effect 45 CC/AB38: 42 Hide object $16 CC/AB3A: 45 Refresh objects CC/AB3B: DD Clear event bit $1E80($60D) [$1F41, bit 5] CC/AB3D: 7B Restore backup party (in $055D) to active status CC/AB3E: FE Return CC/AB3F: 4C Center screen on party and invoke battle, enemy set $05, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/AB42: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCAB4C CC/AB47: B2 Call subroutine $CCAABA CC/AB4B: FE Return CC/AB4C: 96 Restore screen from fade CC/AB4D: 5C Pause execution until fade in or fade out is complete CC/AB4E: F4 Play sound effect 45 CC/AB50: 42 Hide object $17 CC/AB52: 45 Refresh objects CC/AB53: DD Clear event bit $1E80($60E) [$1F41, bit 6] CC/AB55: 7B Restore backup party (in $055D) to active status CC/AB56: FE Return CC/AB57: 4C Center screen on party and invoke battle, enemy set $05, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/AB5A: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCAB64 CC/AB5F: B2 Call subroutine $CCAABA CC/AB63: FE Return CC/AB64: 96 Restore screen from fade CC/AB65: 5C Pause execution until fade in or fade out is complete CC/AB66: F4 Play sound effect 45 CC/AB68: 42 Hide object $18 CC/AB6A: 45 Refresh objects CC/AB6B: DD Clear event bit $1E80($60F) [$1F41, bit 7] CC/AB6D: 7B Restore backup party (in $055D) to active status CC/AB6E: FE Return CC/AB6F: C0 If ($1E80($12F) [$1EA5, bit 7] is clear), branch to $CA5EB3 (simply returns) CC/AB75: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CC/AB7B: 13 Begin action queue for character $13 (NPC $13), 92 bytes long CC/AB7D: C0 Set vehicle/entity's event speed to slowest CC/AB7E: 88 Move vehicle/entity up 3 tiles CC/AB7F: 81 Move vehicle/entity right 1 tile CC/AB80: E0 Pause for 4 * 1 (4) frames CC/AB82: 81 Move vehicle/entity right 1 tile CC/AB83: E0 Pause for 4 * 1 (4) frames CC/AB85: 81 Move vehicle/entity right 1 tile CC/AB86: E0 Pause for 4 * 1 (4) frames CC/AB88: 81 Move vehicle/entity right 1 tile CC/AB89: E0 Pause for 4 * 1 (4) frames CC/AB8B: 80 Move vehicle/entity up 1 tile CC/AB8C: E0 Pause for 4 * 1 (4) frames CC/AB8E: 80 Move vehicle/entity up 1 tile CC/AB8F: E0 Pause for 4 * 1 (4) frames CC/AB91: 80 Move vehicle/entity up 1 tile CC/AB92: E0 Pause for 4 * 1 (4) frames CC/AB94: 80 Move vehicle/entity up 1 tile CC/AB95: E0 Pause for 4 * 1 (4) frames CC/AB97: 81 Move vehicle/entity right 1 tile CC/AB98: E0 Pause for 4 * 1 (4) frames CC/AB9A: 81 Move vehicle/entity right 1 tile CC/AB9B: E0 Pause for 4 * 1 (4) frames CC/AB9D: 80 Move vehicle/entity up 1 tile CC/AB9E: E0 Pause for 4 * 1 (4) frames CC/ABA0: 80 Move vehicle/entity up 1 tile CC/ABA1: E0 Pause for 4 * 1 (4) frames CC/ABA3: 80 Move vehicle/entity up 1 tile CC/ABA4: E0 Pause for 4 * 1 (4) frames CC/ABA6: 80 Move vehicle/entity up 1 tile CC/ABA7: E0 Pause for 4 * 1 (4) frames CC/ABA9: 83 Move vehicle/entity left 1 tile CC/ABAA: E0 Pause for 4 * 1 (4) frames CC/ABAC: 80 Move vehicle/entity up 1 tile CC/ABAD: E0 Pause for 4 * 1 (4) frames CC/ABAF: 80 Move vehicle/entity up 1 tile CC/ABB0: E0 Pause for 4 * 1 (4) frames CC/ABB2: 80 Move vehicle/entity up 1 tile CC/ABB3: E0 Pause for 4 * 1 (4) frames CC/ABB5: 80 Move vehicle/entity up 1 tile CC/ABB6: E0 Pause for 4 * 1 (4) frames CC/ABB8: 80 Move vehicle/entity up 1 tile CC/ABB9: E0 Pause for 4 * 1 (4) frames CC/ABBB: 83 Move vehicle/entity left 1 tile CC/ABBC: E0 Pause for 4 * 1 (4) frames CC/ABBE: 83 Move vehicle/entity left 1 tile CC/ABBF: E0 Pause for 4 * 1 (4) frames CC/ABC1: 83 Move vehicle/entity left 1 tile CC/ABC2: E0 Pause for 4 * 1 (4) frames CC/ABC4: 83 Move vehicle/entity left 1 tile CC/ABC5: E0 Pause for 4 * 1 (4) frames CC/ABC7: 83 Move vehicle/entity left 1 tile CC/ABC8: E0 Pause for 4 * 1 (4) frames CC/ABCA: 80 Move vehicle/entity up 1 tile CC/ABCB: E0 Pause for 4 * 1 (4) frames CC/ABCD: 80 Move vehicle/entity up 1 tile CC/ABCE: E0 Pause for 4 * 1 (4) frames CC/ABD0: 83 Move vehicle/entity left 1 tile CC/ABD1: E0 Pause for 4 * 1 (4) frames CC/ABD3: 88 Move vehicle/entity up 3 tiles CC/ABD4: F9 Branch out of queue to $CCCB82 CC/ABD8: FF End queue CC/ABD9: 14 Begin action queue for character $14 (NPC $14), 82 bytes long CC/ABDB: C0 Set vehicle/entity's event speed to slowest CC/ABDC: E0 Pause for 4 * 32 (128) frames CC/ABDE: 8C Move vehicle/entity up 4 tiles CC/ABDF: 81 Move vehicle/entity right 1 tile CC/ABE0: E0 Pause for 4 * 1 (4) frames CC/ABE2: 81 Move vehicle/entity right 1 tile CC/ABE3: E0 Pause for 4 * 1 (4) frames CC/ABE5: 81 Move vehicle/entity right 1 tile CC/ABE6: E0 Pause for 4 * 1 (4) frames CC/ABE8: 81 Move vehicle/entity right 1 tile CC/ABE9: E0 Pause for 4 * 1 (4) frames CC/ABEB: 80 Move vehicle/entity up 1 tile CC/ABEC: E0 Pause for 4 * 1 (4) frames CC/ABEE: 80 Move vehicle/entity up 1 tile CC/ABEF: E0 Pause for 4 * 1 (4) frames CC/ABF1: 80 Move vehicle/entity up 1 tile CC/ABF2: E0 Pause for 4 * 1 (4) frames CC/ABF4: 80 Move vehicle/entity up 1 tile CC/ABF5: E0 Pause for 4 * 1 (4) frames CC/ABF7: 83 Move vehicle/entity left 1 tile CC/ABF8: E0 Pause for 4 * 1 (4) frames CC/ABFA: 83 Move vehicle/entity left 1 tile CC/ABFB: E0 Pause for 4 * 1 (4) frames CC/ABFD: 80 Move vehicle/entity up 1 tile CC/ABFE: E0 Pause for 4 * 1 (4) frames CC/AC00: 80 Move vehicle/entity up 1 tile CC/AC01: E0 Pause for 4 * 1 (4) frames CC/AC03: 80 Move vehicle/entity up 1 tile CC/AC04: E0 Pause for 4 * 1 (4) frames CC/AC06: 80 Move vehicle/entity up 1 tile CC/AC07: E0 Pause for 4 * 1 (4) frames CC/AC09: 83 Move vehicle/entity left 1 tile CC/AC0A: E0 Pause for 4 * 1 (4) frames CC/AC0C: 83 Move vehicle/entity left 1 tile CC/AC0D: E0 Pause for 4 * 1 (4) frames CC/AC0F: 80 Move vehicle/entity up 1 tile CC/AC10: E0 Pause for 4 * 1 (4) frames CC/AC12: 80 Move vehicle/entity up 1 tile CC/AC13: E0 Pause for 4 * 1 (4) frames CC/AC15: 80 Move vehicle/entity up 1 tile CC/AC16: E0 Pause for 4 * 1 (4) frames CC/AC18: 80 Move vehicle/entity up 1 tile CC/AC19: E0 Pause for 4 * 1 (4) frames CC/AC1B: 80 Move vehicle/entity up 1 tile CC/AC1C: E0 Pause for 4 * 1 (4) frames CC/AC1E: 80 Move vehicle/entity up 1 tile CC/AC1F: E0 Pause for 4 * 1 (4) frames CC/AC21: 80 Move vehicle/entity up 1 tile CC/AC22: E0 Pause for 4 * 1 (4) frames CC/AC24: 83 Move vehicle/entity left 1 tile CC/AC25: E0 Pause for 4 * 1 (4) frames CC/AC27: 88 Move vehicle/entity up 3 tiles CC/AC28: F9 Branch out of queue to $CCCB82 CC/AC2C: FF End queue CC/AC2D: 15 Begin action queue for character $15 (NPC $15), 88 bytes long CC/AC2F: C0 Set vehicle/entity's event speed to slowest CC/AC30: E0 Pause for 4 * 64 (256) frames CC/AC32: 90 Move vehicle/entity up 5 tiles CC/AC33: 83 Move vehicle/entity left 1 tile CC/AC34: E0 Pause for 4 * 1 (4) frames CC/AC36: 83 Move vehicle/entity left 1 tile CC/AC37: E0 Pause for 4 * 1 (4) frames CC/AC39: 83 Move vehicle/entity left 1 tile CC/AC3A: E0 Pause for 4 * 1 (4) frames CC/AC3C: 80 Move vehicle/entity up 1 tile CC/AC3D: E0 Pause for 4 * 1 (4) frames CC/AC3F: 80 Move vehicle/entity up 1 tile CC/AC40: E0 Pause for 4 * 1 (4) frames CC/AC42: 80 Move vehicle/entity up 1 tile CC/AC43: E0 Pause for 4 * 1 (4) frames CC/AC45: 80 Move vehicle/entity up 1 tile CC/AC46: E0 Pause for 4 * 1 (4) frames CC/AC48: 81 Move vehicle/entity right 1 tile CC/AC49: E0 Pause for 4 * 1 (4) frames CC/AC4B: 81 Move vehicle/entity right 1 tile CC/AC4C: E0 Pause for 4 * 1 (4) frames CC/AC4E: 81 Move vehicle/entity right 1 tile CC/AC4F: E0 Pause for 4 * 1 (4) frames CC/AC51: 81 Move vehicle/entity right 1 tile CC/AC52: E0 Pause for 4 * 1 (4) frames CC/AC54: 81 Move vehicle/entity right 1 tile CC/AC55: E0 Pause for 4 * 1 (4) frames CC/AC57: 80 Move vehicle/entity up 1 tile CC/AC58: E0 Pause for 4 * 1 (4) frames CC/AC5A: 80 Move vehicle/entity up 1 tile CC/AC5B: E0 Pause for 4 * 1 (4) frames CC/AC5D: 80 Move vehicle/entity up 1 tile CC/AC5E: E0 Pause for 4 * 1 (4) frames CC/AC60: 80 Move vehicle/entity up 1 tile CC/AC61: E0 Pause for 4 * 1 (4) frames CC/AC63: 83 Move vehicle/entity left 1 tile CC/AC64: E0 Pause for 4 * 1 (4) frames CC/AC66: 83 Move vehicle/entity left 1 tile CC/AC67: E0 Pause for 4 * 1 (4) frames CC/AC69: 80 Move vehicle/entity up 1 tile CC/AC6A: E0 Pause for 4 * 1 (4) frames CC/AC6C: 80 Move vehicle/entity up 1 tile CC/AC6D: E0 Pause for 4 * 1 (4) frames CC/AC6F: 80 Move vehicle/entity up 1 tile CC/AC70: E0 Pause for 4 * 1 (4) frames CC/AC72: 80 Move vehicle/entity up 1 tile CC/AC73: E0 Pause for 4 * 1 (4) frames CC/AC75: 80 Move vehicle/entity up 1 tile CC/AC76: E0 Pause for 4 * 1 (4) frames CC/AC78: 80 Move vehicle/entity up 1 tile CC/AC79: E0 Pause for 4 * 1 (4) frames CC/AC7B: 80 Move vehicle/entity up 1 tile CC/AC7C: E0 Pause for 4 * 1 (4) frames CC/AC7E: 83 Move vehicle/entity left 1 tile CC/AC7F: E0 Pause for 4 * 1 (4) frames CC/AC81: 88 Move vehicle/entity up 3 tiles CC/AC82: F9 Branch out of queue to $CCCB82 CC/AC86: FF End queue CC/AC87: 16 Begin action queue for character $16 (NPC $16), 88 bytes long CC/AC89: C0 Set vehicle/entity's event speed to slowest CC/AC8A: E0 Pause for 4 * 128 (512) frames CC/AC8C: 94 Move vehicle/entity up 6 tiles CC/AC8D: 83 Move vehicle/entity left 1 tile CC/AC8E: E0 Pause for 4 * 1 (4) frames CC/AC90: 83 Move vehicle/entity left 1 tile CC/AC91: E0 Pause for 4 * 1 (4) frames CC/AC93: 83 Move vehicle/entity left 1 tile CC/AC94: E0 Pause for 4 * 1 (4) frames CC/AC96: 80 Move vehicle/entity up 1 tile CC/AC97: E0 Pause for 4 * 1 (4) frames CC/AC99: 80 Move vehicle/entity up 1 tile CC/AC9A: E0 Pause for 4 * 1 (4) frames CC/AC9C: 80 Move vehicle/entity up 1 tile CC/AC9D: E0 Pause for 4 * 1 (4) frames CC/AC9F: 80 Move vehicle/entity up 1 tile CC/ACA0: E0 Pause for 4 * 1 (4) frames CC/ACA2: 80 Move vehicle/entity up 1 tile CC/ACA3: E0 Pause for 4 * 1 (4) frames CC/ACA5: 80 Move vehicle/entity up 1 tile CC/ACA6: E0 Pause for 4 * 1 (4) frames CC/ACA8: 83 Move vehicle/entity left 1 tile CC/ACA9: E0 Pause for 4 * 1 (4) frames CC/ACAB: 80 Move vehicle/entity up 1 tile CC/ACAC: E0 Pause for 4 * 1 (4) frames CC/ACAE: 83 Move vehicle/entity left 1 tile CC/ACAF: E0 Pause for 4 * 1 (4) frames CC/ACB1: 80 Move vehicle/entity up 1 tile CC/ACB2: E0 Pause for 4 * 1 (4) frames CC/ACB4: 80 Move vehicle/entity up 1 tile CC/ACB5: E0 Pause for 4 * 1 (4) frames CC/ACB7: 80 Move vehicle/entity up 1 tile CC/ACB8: E0 Pause for 4 * 1 (4) frames CC/ACBA: 80 Move vehicle/entity up 1 tile CC/ACBB: E0 Pause for 4 * 1 (4) frames CC/ACBD: 80 Move vehicle/entity up 1 tile CC/ACBE: E0 Pause for 4 * 1 (4) frames CC/ACC0: 81 Move vehicle/entity right 1 tile CC/ACC1: E0 Pause for 4 * 1 (4) frames CC/ACC3: 81 Move vehicle/entity right 1 tile CC/ACC4: E0 Pause for 4 * 1 (4) frames CC/ACC6: 81 Move vehicle/entity right 1 tile CC/ACC7: E0 Pause for 4 * 1 (4) frames CC/ACC9: 81 Move vehicle/entity right 1 tile CC/ACCA: E0 Pause for 4 * 1 (4) frames CC/ACCC: 81 Move vehicle/entity right 1 tile CC/ACCD: E0 Pause for 4 * 1 (4) frames CC/ACCF: 80 Move vehicle/entity up 1 tile CC/ACD0: E0 Pause for 4 * 1 (4) frames CC/ACD2: 80 Move vehicle/entity up 1 tile CC/ACD3: E0 Pause for 4 * 1 (4) frames CC/ACD5: 80 Move vehicle/entity up 1 tile CC/ACD6: E0 Pause for 4 * 1 (4) frames CC/ACD8: 83 Move vehicle/entity left 1 tile CC/ACD9: E0 Pause for 4 * 1 (4) frames CC/ACDB: 88 Move vehicle/entity up 3 tiles CC/ACDC: F9 Branch out of queue to $CCCB82 CC/ACE0: FF End queue CC/ACE1: 17 Begin action queue for character $17 (NPC $17), 100 bytes long CC/ACE3: C0 Set vehicle/entity's event speed to slowest CC/ACE4: E0 Pause for 4 * 192 (768) frames CC/ACE6: 98 Move vehicle/entity up 7 tiles CC/ACE7: 83 Move vehicle/entity left 1 tile CC/ACE8: E0 Pause for 4 * 1 (4) frames CC/ACEA: 83 Move vehicle/entity left 1 tile CC/ACEB: E0 Pause for 4 * 1 (4) frames CC/ACED: 83 Move vehicle/entity left 1 tile CC/ACEE: E0 Pause for 4 * 1 (4) frames CC/ACF0: 80 Move vehicle/entity up 1 tile CC/ACF1: E0 Pause for 4 * 1 (4) frames CC/ACF3: 80 Move vehicle/entity up 1 tile CC/ACF4: E0 Pause for 4 * 1 (4) frames CC/ACF6: 80 Move vehicle/entity up 1 tile CC/ACF7: E0 Pause for 4 * 1 (4) frames CC/ACF9: 83 Move vehicle/entity left 1 tile CC/ACFA: E0 Pause for 4 * 1 (4) frames CC/ACFC: 83 Move vehicle/entity left 1 tile CC/ACFD: E0 Pause for 4 * 1 (4) frames CC/ACFF: 83 Move vehicle/entity left 1 tile CC/AD00: E0 Pause for 4 * 1 (4) frames CC/AD02: 83 Move vehicle/entity left 1 tile CC/AD03: E0 Pause for 4 * 1 (4) frames CC/AD05: 80 Move vehicle/entity up 1 tile CC/AD06: E0 Pause for 4 * 1 (4) frames CC/AD08: 80 Move vehicle/entity up 1 tile CC/AD09: E0 Pause for 4 * 1 (4) frames CC/AD0B: 80 Move vehicle/entity up 1 tile CC/AD0C: E0 Pause for 4 * 1 (4) frames CC/AD0E: 80 Move vehicle/entity up 1 tile CC/AD0F: E0 Pause for 4 * 1 (4) frames CC/AD11: 81 Move vehicle/entity right 1 tile CC/AD12: E0 Pause for 4 * 1 (4) frames CC/AD14: 80 Move vehicle/entity up 1 tile CC/AD15: E0 Pause for 4 * 1 (4) frames CC/AD17: 81 Move vehicle/entity right 1 tile CC/AD18: E0 Pause for 4 * 1 (4) frames CC/AD1A: 80 Move vehicle/entity up 1 tile CC/AD1B: E0 Pause for 4 * 1 (4) frames CC/AD1D: 80 Move vehicle/entity up 1 tile CC/AD1E: E0 Pause for 4 * 1 (4) frames CC/AD20: 80 Move vehicle/entity up 1 tile CC/AD21: E0 Pause for 4 * 1 (4) frames CC/AD23: 80 Move vehicle/entity up 1 tile CC/AD24: E0 Pause for 4 * 1 (4) frames CC/AD26: 81 Move vehicle/entity right 1 tile CC/AD27: E0 Pause for 4 * 1 (4) frames CC/AD29: 81 Move vehicle/entity right 1 tile CC/AD2A: E0 Pause for 4 * 1 (4) frames CC/AD2C: 81 Move vehicle/entity right 1 tile CC/AD2D: E0 Pause for 4 * 1 (4) frames CC/AD2F: 81 Move vehicle/entity right 1 tile CC/AD30: E0 Pause for 4 * 1 (4) frames CC/AD32: 81 Move vehicle/entity right 1 tile CC/AD33: E0 Pause for 4 * 1 (4) frames CC/AD35: 80 Move vehicle/entity up 1 tile CC/AD36: E0 Pause for 4 * 1 (4) frames CC/AD38: 80 Move vehicle/entity up 1 tile CC/AD39: E0 Pause for 4 * 1 (4) frames CC/AD3B: 80 Move vehicle/entity up 1 tile CC/AD3C: E0 Pause for 4 * 1 (4) frames CC/AD3E: 83 Move vehicle/entity left 1 tile CC/AD3F: E0 Pause for 4 * 1 (4) frames CC/AD41: 88 Move vehicle/entity up 3 tiles CC/AD42: F9 Branch out of queue to $CCCB82 CC/AD46: FF End queue CC/AD47: 18 Begin action queue for character $18 (NPC $18), 94 bytes long CC/AD49: C0 Set vehicle/entity's event speed to slowest CC/AD4A: E0 Pause for 4 * 240 (960) frames CC/AD4C: 9C Move vehicle/entity up 8 tiles CC/AD4D: 81 Move vehicle/entity right 1 tile CC/AD4E: E0 Pause for 4 * 1 (4) frames CC/AD50: 81 Move vehicle/entity right 1 tile CC/AD51: E0 Pause for 4 * 1 (4) frames CC/AD53: 81 Move vehicle/entity right 1 tile CC/AD54: E0 Pause for 4 * 1 (4) frames CC/AD56: 81 Move vehicle/entity right 1 tile CC/AD57: E0 Pause for 4 * 1 (4) frames CC/AD59: 80 Move vehicle/entity up 1 tile CC/AD5A: E0 Pause for 4 * 1 (4) frames CC/AD5C: 80 Move vehicle/entity up 1 tile CC/AD5D: E0 Pause for 4 * 1 (4) frames CC/AD5F: 80 Move vehicle/entity up 1 tile CC/AD60: E0 Pause for 4 * 1 (4) frames CC/AD62: 80 Move vehicle/entity up 1 tile CC/AD63: E0 Pause for 4 * 1 (4) frames CC/AD65: 81 Move vehicle/entity right 1 tile CC/AD66: E0 Pause for 4 * 1 (4) frames CC/AD68: 81 Move vehicle/entity right 1 tile CC/AD69: E0 Pause for 4 * 1 (4) frames CC/AD6B: 80 Move vehicle/entity up 1 tile CC/AD6C: E0 Pause for 4 * 1 (4) frames CC/AD6E: 80 Move vehicle/entity up 1 tile CC/AD6F: E0 Pause for 4 * 1 (4) frames CC/AD71: 80 Move vehicle/entity up 1 tile CC/AD72: E0 Pause for 4 * 1 (4) frames CC/AD74: 80 Move vehicle/entity up 1 tile CC/AD75: E0 Pause for 4 * 1 (4) frames CC/AD77: 83 Move vehicle/entity left 1 tile CC/AD78: E0 Pause for 4 * 1 (4) frames CC/AD7A: 80 Move vehicle/entity up 1 tile CC/AD7B: E0 Pause for 4 * 1 (4) frames CC/AD7D: 80 Move vehicle/entity up 1 tile CC/AD7E: E0 Pause for 4 * 1 (4) frames CC/AD80: 80 Move vehicle/entity up 1 tile CC/AD81: E0 Pause for 4 * 1 (4) frames CC/AD83: 80 Move vehicle/entity up 1 tile CC/AD84: E0 Pause for 4 * 1 (4) frames CC/AD86: 80 Move vehicle/entity up 1 tile CC/AD87: E0 Pause for 4 * 1 (4) frames CC/AD89: 83 Move vehicle/entity left 1 tile CC/AD8A: E0 Pause for 4 * 1 (4) frames CC/AD8C: 83 Move vehicle/entity left 1 tile CC/AD8D: E0 Pause for 4 * 1 (4) frames CC/AD8F: 83 Move vehicle/entity left 1 tile CC/AD90: E0 Pause for 4 * 1 (4) frames CC/AD92: 83 Move vehicle/entity left 1 tile CC/AD93: E0 Pause for 4 * 1 (4) frames CC/AD95: 83 Move vehicle/entity left 1 tile CC/AD96: E0 Pause for 4 * 1 (4) frames CC/AD98: 80 Move vehicle/entity up 1 tile CC/AD99: E0 Pause for 4 * 1 (4) frames CC/AD9B: 80 Move vehicle/entity up 1 tile CC/AD9C: E0 Pause for 4 * 1 (4) frames CC/AD9E: 83 Move vehicle/entity left 1 tile CC/AD9F: E0 Pause for 4 * 1 (4) frames CC/ADA1: 88 Move vehicle/entity up 3 tiles CC/ADA2: F9 Branch out of queue to $CCCB82 CC/ADA6: FF End queue CC/ADA7: FE Return CC/ADA8: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/ADAA: D5 Clear event bit $1E80($2BC) [$1ED7, bit 4] CC/ADAC: 4D Invoke battle, enemy set $06, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/ADAF: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCADBF CC/ADB4: F0 Play song 13 (Locke), (high bit clear), full volume CC/ADB6: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/ADB8: D4 Set event bit $1E80($2BC) [$1ED7, bit 4] CC/ADBA: B2 Call subroutine $CCAABA CC/ADBE: FE Return CC/ADBF: 42 Hide object $12 CC/ADC1: 42 Hide object $13 CC/ADC3: 42 Hide object $14 CC/ADC5: 42 Hide object $15 CC/ADC7: 42 Hide object $16 CC/ADC9: 42 Hide object $17 CC/ADCB: 42 Hide object $18 CC/ADCD: 42 Hide object $19 CC/ADCF: 42 Hide object $1A CC/ADD1: 45 Refresh objects CC/ADD2: 96 Restore screen from fade CC/ADD3: 5C Pause execution until fade in or fade out is complete CC/ADD4: DD Clear event bit $1E80($631) [$1F46, bit 1] CC/ADD6: DD Clear event bit $1E80($60A) [$1F41, bit 2] CC/ADD8: DD Clear event bit $1E80($60B) [$1F41, bit 3] CC/ADDA: DD Clear event bit $1E80($60C) [$1F41, bit 4] CC/ADDC: DD Clear event bit $1E80($60D) [$1F41, bit 5] CC/ADDE: DD Clear event bit $1E80($60E) [$1F41, bit 6] CC/ADE0: DD Clear event bit $1E80($60F) [$1F41, bit 7] CC/ADE2: DD Clear event bit $1E80($610) [$1F42, bit 0] CC/ADE4: 38 Hold screen CC/ADE5: 5A Fade screen at speed $02 CC/ADE7: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/ADE9: C1 Set vehicle/entity's event speed to slow CC/ADEA: 94 Move vehicle/entity up 6 tiles CC/ADEB: FF End queue CC/ADEC: 5C Pause execution until fade in or fade out is complete CC/ADED: 6B Load map $0033 (Narshe, moogle 3-party battle area (WoB)) instantly, (upper bits $2000), place party at (14, 11), facing down CC/ADF3: 46 Make party 2 the current party CC/ADF5: 45 Refresh objects CC/ADF6: 42 Hide object $31 CC/ADF8: 45 Refresh objects CC/ADF9: 46 Make party 3 the current party CC/ADFB: 45 Refresh objects CC/ADFC: 42 Hide object $31 CC/ADFE: 45 Refresh objects CC/ADFF: 46 Make party 1 the current party CC/AE01: 45 Refresh objects CC/AE02: 3D Create object $01 CC/AE04: 3D Create object $00 CC/AE06: 3F Remove character $02 (Actor in stot 2) from the party CC/AE09: 3F Remove character $03 (Actor in stot 3) from the party CC/AE0C: 3F Remove character $04 (Actor in stot 4) from the party CC/AE0F: 3F Assign character $00 (Actor in stot 0) to party 1 CC/AE12: 3F Remove character $0A (Actor in stot 10) from the party CC/AE15: 3F Remove character $05 (Actor in stot 5) from the party CC/AE18: 3F Remove character $06 (Actor in stot 6) from the party CC/AE1B: 3F Remove character $07 (Actor in stot 7) from the party CC/AE1E: 3F Remove character $08 (Actor in stot 8) from the party CC/AE21: 3F Remove character $09 (Actor in stot 9) from the party CC/AE24: 3F Remove character $0B (Actor in stot 11) from the party CC/AE27: 3F Remove character $0C (Actor in stot 12) from the party CC/AE2A: 45 Refresh objects CC/AE2B: 3E Delete object $0A CC/AE2D: 3E Delete object $02 CC/AE2F: 3E Delete object $03 CC/AE31: 3E Delete object $04 CC/AE33: 3E Delete object $05 CC/AE35: 3E Delete object $06 CC/AE37: 3E Delete object $07 CC/AE39: 3E Delete object $08 CC/AE3B: 3E Delete object $09 CC/AE3D: 3E Delete object $0B CC/AE3F: 3E Delete object $0C CC/AE41: 45 Refresh objects CC/AE42: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/AE44: D7 Center screen on vehicle/entity CC/AE45: FF End queue CC/AE46: 3C Set up the party as follows: $01 (Actor in stot 1), $FF (), $FF (), $FF () CC/AE4B: 38 Hold screen CC/AE4C: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete) CC/AE4E: D5 Set vehicle/entity's position to (13, 12) CC/AE51: C3 Set vehicle/entity's event speed to fast CC/AE52: CD Turn vehicle/entity right CC/AE53: FF End queue CC/AE54: 41 Show object $01 CC/AE56: 45 Refresh objects CC/AE57: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CC/AE59: D5 Set vehicle/entity's position to (14, 12) CC/AE5C: FF End queue CC/AE5D: 41 Show object $00 CC/AE5F: 45 Refresh objects CC/AE60: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/AE62: 28 Do vehicle/entity graphical action $28 CC/AE63: FF End queue CC/AE64: 59 Unfade screen at speed $08 CC/AE66: 5C Pause execution until fade in or fade out is complete CC/AE67: 92 Pause for 30 units CC/AE68: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/AE6A: 62 Do vehicle/entity graphical action $22, flipped horizontally CC/AE6B: FF End queue CC/AE6C: 94 Pause for 60 units CC/AE6D: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CC/AE6F: CD Turn vehicle/entity right CC/AE70: E0 Pause for 4 * 2 (8) frames CC/AE72: CE Turn vehicle/entity down CC/AE73: FF End queue CC/AE74: 94 Pause for 60 units CC/AE75: 4B Display dialogue message $0039, wait for button press LOCKE: Thanks, Moogles! We're in your debt! CC/AE78: 92 Pause for 30 units CC/AE79: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CC/AE7B: 20 Do vehicle/entity graphical action $20 CC/AE7C: E0 Pause for 4 * 2 (8) frames CC/AE7E: CE Turn vehicle/entity down CC/AE7F: FF End queue CC/AE80: 94 Pause for 60 units CC/AE81: 78 Enable ability to pass through other objects for object $01 (LOCKE ) CC/AE83: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CC/AE85: 80 Move vehicle/entity up 1 tile CC/AE86: 81 Move vehicle/entity right 1 tile CC/AE87: CE Turn vehicle/entity down CC/AE88: FF End queue CC/AE89: 91 Pause for 15 units CC/AE8A: 38 Hold screen CC/AE8B: 78 Enable ability to pass through other objects for object $00 (TERRA ) CC/AE8D: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CC/AE8F: C7 Set vehicle/entity to stay still when moving CC/AE90: 80 Move vehicle/entity up 1 tile CC/AE91: C6 Set vehicle/entity to walk when moving CC/AE92: FF End queue CC/AE93: 42 Hide object $00 CC/AE95: 45 Refresh objects CC/AE96: 39 Free screen CC/AE97: 36 Disable ability to pass through other objects for object $01 (Actor in stot 1) CC/AE99: 36 Disable ability to pass through other objects for object $00 (Actor in stot 0) CC/AE9B: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/AE9D: 8C Move vehicle/entity up 4 tiles CC/AE9E: FF End queue CC/AE9F: 97 Fade screen to black CC/AEA0: 5C Pause execution until fade in or fade out is complete CC/AEA1: D3 Clear event bit $1E80($1CE) [$1EB9, bit 6] (Disables party switching with the Y button) CC/AEA3: D3 Clear event bit $1E80($1CA) [$1EB9, bit 2] CC/AEA5: D3 Clear event bit $1E80($1C1) [$1EB8, bit 1] CC/AEA7: 6B Load map $0029 (Narshe, Whelk cave (Magitek attack), secret entrance / north caves (WoB)) instantly, (upper bits $3000), place party at (21, 9), facing left CC/AEAD: 42 Hide object $00 CC/AEAF: 45 Refresh objects CC/AEB0: 3D Create object $01 CC/AEB2: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/AEB4: D7 Center screen on vehicle/entity CC/AEB5: FF End queue CC/AEB6: 3C Set up the party as follows: $01 (Actor in stot 1), $FF (), $FF (), $FF () CC/AEBB: 39 Free screen CC/AEBC: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/AEBE: C3 Set vehicle/entity's event speed to fast CC/AEBF: CF Turn vehicle/entity left CC/AEC0: FF End queue CC/AEC1: 41 Show object $01 CC/AEC3: 45 Refresh objects CC/AEC4: 96 Restore screen from fade CC/AEC5: 5C Pause execution until fade in or fade out is complete CC/AEC6: 01 Begin action queue for character $01 (Actor in stot 1), 19 bytes long (Wait until complete) CC/AEC8: 8B Move vehicle/entity left 3 tiles CC/AEC9: 82 Move vehicle/entity down 1 tile CC/AECA: A2 Move vehicle/entity left/down 1x1 tiles CC/AECB: 86 Move vehicle/entity down 2 tiles CC/AECC: DC Make vehicle/entity jump (low) CC/AECD: 92 Move vehicle/entity down 5 tiles CC/AECE: 83 Move vehicle/entity left 1 tile CC/AECF: 92 Move vehicle/entity down 5 tiles CC/AED0: 83 Move vehicle/entity left 1 tile CC/AED1: 82 Move vehicle/entity down 1 tile CC/AED2: 83 Move vehicle/entity left 1 tile CC/AED3: 86 Move vehicle/entity down 2 tiles CC/AED4: 87 Move vehicle/entity left 2 tiles CC/AED5: 8A Move vehicle/entity down 3 tiles CC/AED6: 83 Move vehicle/entity left 1 tile CC/AED7: 86 Move vehicle/entity down 2 tiles CC/AED8: 93 Move vehicle/entity left 5 tiles CC/AED9: CD Turn vehicle/entity right CC/AEDA: FF End queue CC/AEDB: 94 Pause for 60 units CC/AEDC: 3D Create object $00 CC/AEDE: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete) CC/AEE0: D5 Set vehicle/entity's position to (6, 31) CC/AEE3: 28 Do vehicle/entity graphical action $28 CC/AEE4: C1 Set vehicle/entity's event speed to slow CC/AEE5: FF End queue CC/AEE6: 41 Show object $00 CC/AEE8: 45 Refresh objects CC/AEE9: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete) CC/AEEB: C7 Set vehicle/entity to stay still when moving CC/AEEC: 81 Move vehicle/entity right 1 tile CC/AEED: FF End queue CC/AEEE: 94 Pause for 60 units CC/AEEF: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/AEF1: 49 Do vehicle/entity graphical action $09, flipped horizontally CC/AEF2: FF End queue CC/AEF3: 95 Pause for 120 units CC/AEF4: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/AEF6: CD Turn vehicle/entity right CC/AEF7: FF End queue CC/AEF8: 94 Pause for 60 units CC/AEF9: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CC/AEFB: C2 Set vehicle/entity's event speed to normal CC/AEFC: 83 Move vehicle/entity left 1 tile CC/AEFD: 84 Move vehicle/entity up 2 tiles CC/AEFE: FF End queue CC/AEFF: 94 Pause for 60 units CC/AF00: 4B Display dialogue message $003A, wait for button press LOCKE: I think this switch'll… CC/AF03: 92 Pause for 30 units CC/AF04: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/AF06: 17 Do vehicle/entity graphical action $17 CC/AF07: FF End queue CC/AF08: 92 Pause for 30 units CC/AF09: F4 Play sound effect 150 CC/AF0B: 6A Load map $0014 (Narshe, lower town (WoB)) after fade out, (upper bits $2000), place party at (15, 55), facing down CC/AF11: 42 Hide object $31 CC/AF13: 45 Refresh objects CC/AF14: 96 Restore screen from fade CC/AF15: 5C Pause execution until fade in or fade out is complete CC/AF16: 94 Pause for 60 units CC/AF17: B2 Call subroutine $CCB1E7 CC/AF1B: F4 Play sound effect 187 CC/AF1D: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/AF1F: 94 Pause for 60 units CC/AF20: 6A Load map $0029 (Narshe, Whelk cave (Magitek attack), secret entrance / north caves (WoB)) after fade out, (upper bits $2000), place party at (5, 29), facing down CC/AF26: 38 Hold screen CC/AF27: 3D Create object $01 CC/AF29: 3D Create object $00 CC/AF2B: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete) CC/AF2D: D5 Set vehicle/entity's position to (7, 31) CC/AF30: 28 Do vehicle/entity graphical action $28 CC/AF31: C2 Set vehicle/entity's event speed to normal CC/AF32: FF End queue CC/AF33: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete) CC/AF35: D5 Set vehicle/entity's position to (5, 29) CC/AF38: 17 Do vehicle/entity graphical action $17 CC/AF39: C2 Set vehicle/entity's event speed to normal CC/AF3A: FF End queue CC/AF3B: 41 Show object $00 CC/AF3D: 41 Show object $01 CC/AF3F: 45 Refresh objects CC/AF40: 96 Restore screen from fade CC/AF41: 5C Pause execution until fade in or fade out is complete CC/AF42: 92 Pause for 30 units CC/AF43: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/AF45: CC Turn vehicle/entity up CC/AF46: FF End queue CC/AF47: 92 Pause for 30 units CC/AF48: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/AF4A: 09 Do vehicle/entity graphical action $09 (kneeling) CC/AF4B: FF End queue CC/AF4C: B5 Pause for 15 * 6 (90) units CC/AF4E: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/AF50: CE Turn vehicle/entity down CC/AF51: FF End queue CC/AF52: 91 Pause for 15 units CC/AF53: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/AF55: 86 Move vehicle/entity down 2 tiles CC/AF56: 81 Move vehicle/entity right 1 tile CC/AF57: FF End queue CC/AF58: 4B Display dialogue message $003B, wait for button press LOCKE: Eh? You back with us now?! CC/AF5B: 92 Pause for 30 units CC/AF5C: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/AF5E: 22 Do vehicle/entity graphical action $22 CC/AF5F: FF End queue CC/AF60: 94 Pause for 60 units CC/AF61: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/AF63: CF Turn vehicle/entity left CC/AF64: FF End queue CC/AF65: 4B Display dialogue message $003C, wait for button press TERRA: You…saved me? LOCKE: Save your thanks for the Moogles! CC/AF68: 92 Pause for 30 units CC/AF69: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/AF6B: 09 Do vehicle/entity graphical action $09 (kneeling) CC/AF6C: FF End queue CC/AF6D: 4B Display dialogue message $003D, wait for button press TERRA: Uhh…I can't remember anything…past or present… CC/AF70: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/AF72: 1F Do vehicle/entity graphical action $1F CC/AF73: FF End queue CC/AF74: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/AF76: CE Turn vehicle/entity down CC/AF77: FF End queue CC/AF78: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/AF7A: 1F Do vehicle/entity graphical action $1F CC/AF7B: FF End queue CC/AF7C: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/AF7E: CE Turn vehicle/entity down CC/AF7F: FF End queue CC/AF80: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/AF82: 1F Do vehicle/entity graphical action $1F CC/AF83: FF End queue CC/AF84: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/AF86: CE Turn vehicle/entity down CC/AF87: FF End queue CC/AF88: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/AF8A: 1F Do vehicle/entity graphical action $1F CC/AF8B: FF End queue CC/AF8C: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/AF8E: CE Turn vehicle/entity down CC/AF8F: FF End queue CC/AF90: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/AF92: CD Turn vehicle/entity right CC/AF93: FF End queue CC/AF94: 4B Display dialogue message $003E, wait for button press LOCKE: You have amnesia?! CC/AF97: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/AF99: 20 Do vehicle/entity graphical action $20 CC/AF9A: FF End queue CC/AF9B: 94 Pause for 60 units CC/AF9C: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/AF9E: CE Turn vehicle/entity down CC/AF9F: FF End queue CC/AFA0: 92 Pause for 30 units CC/AFA1: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/AFA3: CF Turn vehicle/entity left CC/AFA4: FF End queue CC/AFA5: 94 Pause for 60 units CC/AFA6: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CC/AFA8: 22 Do vehicle/entity graphical action $22 CC/AFA9: E0 Pause for 4 * 2 (8) frames CC/AFAB: CF Turn vehicle/entity left CC/AFAC: FF End queue CC/AFAD: 91 Pause for 15 units CC/AFAE: 4B Display dialogue message $003F, wait for button press TERRA: A man said my memory would come back… LOCKE: Give it time. You're safe with me! I give you my word! TERRA: ??? LOCKE: I won't leave you until your memory returns!! By the way, this secret entrance might be useful some day. Don't forget about it! CC/AFB1: 94 Pause for 60 units CC/AFB2: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/AFB4: 15 Do vehicle/entity graphical action $15 CC/AFB5: FF End queue CC/AFB6: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/AFB8: CF Turn vehicle/entity left CC/AFB9: FF End queue CC/AFBA: 92 Pause for 30 units CC/AFBB: B0 Execute the following commands until $B1 4 times CC/AFBD: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/AFBF: 15 Do vehicle/entity graphical action $15 CC/AFC0: FF End queue CC/AFC1: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/AFC3: CF Turn vehicle/entity left CC/AFC4: FF End queue CC/AFC5: B1 End block of repeating commands CC/AFC6: 92 Pause for 30 units CC/AFC7: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/AFC9: 4A Do vehicle/entity graphical action $0A, flipped horizontally CC/AFCA: FF End queue CC/AFCB: 94 Pause for 60 units CC/AFCC: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/AFCE: CD Turn vehicle/entity right CC/AFCF: FF End queue CC/AFD0: 94 Pause for 60 units CC/AFD1: 78 Enable ability to pass through other objects for object $01 (LOCKE ) CC/AFD3: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CC/AFD5: C6 Set vehicle/entity to walk when moving CC/AFD6: 81 Move vehicle/entity right 1 tile CC/AFD7: C8 Set object layering priority to 0 (low nibble 0) CC/AFD9: FF End queue CC/AFDA: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CC/AFDC: C6 Set vehicle/entity to walk when moving CC/AFDD: C8 Set object layering priority to 0 (low nibble 0) CC/AFDF: FF End queue CC/AFE0: 42 Hide object $00 CC/AFE2: 45 Refresh objects CC/AFE3: 3C Set up the party as follows: $01 (Actor in stot 1), $00 (Actor in stot 0), $FF (), $FF () CC/AFE8: 39 Free screen CC/AFE9: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/AFEB: 8A Move vehicle/entity down 3 tiles CC/AFEC: FF End queue CC/AFED: 97 Fade screen to black CC/AFEE: 42 Hide object $01 CC/AFF0: 45 Refresh objects CC/AFF1: 6B Load map $0014 (Narshe, lower town (WoB)) instantly, (upper bits $2000), place party at (15, 56), facing down CC/AFF7: 47 Make character in slot 0 the lead character CC/AFF8: 42 Hide object $31 CC/AFFA: 45 Refresh objects CC/AFFB: B2 Call subroutine $CCB1E7 CC/AFFF: 59 Unfade screen at speed $08 CC/B001: 5C Pause execution until fade in or fade out is complete CC/B002: 92 Pause for 30 units CC/B003: 41 Show object $31 CC/B005: 45 Refresh objects CC/B006: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/B008: 86 Move vehicle/entity down 2 tiles CC/B009: FF End queue CC/B00A: 92 Pause for 30 units CC/B00B: 74 Replace current map's Layer 2 at (14, 54) with the following (3 x 3) chunk CC/B010: $E4, $B1, $B2 CC/B013: $F5, $E4, $E1 CC/B016: $D1, $C2, $D2 CC/B019: 74 Replace current map's Layer 2 at (14, 118) with the following (3 x 3) chunk CC/B01E: $DB, $F0, $F0 CC/B021: $DB, $DB, $DB CC/B024: $DB, $FB, $F0 CC/B027: 75 Refresh map after alteration CC/B028: F4 Play sound effect 187 CC/B02A: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/B02C: 94 Pause for 60 units CC/B02D: D2 Set event bit $1E80($12F) [$1EA5, bit 7] CC/B02F: 8B For character $00 (Actor in stot 0), take HP and set to maximum CC/B032: 8B For character $01 (Actor in stot 1), take HP and set to maximum CC/B035: 8B For character $0A (Actor in stot 10), take HP and set to maximum CC/B038: 88 Remove the following status ailments from character $00 (Actor in stot 0): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/B03C: 88 Remove the following status ailments from character $01 (Actor in stot 1): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/B040: 88 Remove the following status ailments from character $0A (Actor in stot 10): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/B044: 36 Disable ability to pass through other objects for object $01 (Actor in stot 1) CC/B046: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CC/B048: C3 Set vehicle/entity's event speed to fast CC/B049: 86 Move vehicle/entity down 2 tiles CC/B04A: 9D Move vehicle/entity right 8 tiles CC/B04B: 9D Move vehicle/entity right 8 tiles CC/B04C: 99 Move vehicle/entity right 7 tiles CC/B04D: CE Turn vehicle/entity down CC/B04E: C2 Set vehicle/entity's event speed to normal CC/B04F: FF End queue CC/B050: 3A Enable player to move while event commands execute CC/B051: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/B053: FE Return CC/B054: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA5EB3 (simply returns) CC/B05A: C0 If ($1E80($003) [$1E80, bit 3] is clear), branch to $CA5EB3 (simply returns) CC/B060: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/B062: 81 Move vehicle/entity right 1 tile CC/B063: CC Turn vehicle/entity up CC/B064: FF End queue CC/B065: B2 Call subroutine $CCB07B CC/B069: FE Return CC/B06A: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA5EB3 (simply returns) CC/B070: C0 If ($1E80($003) [$1E80, bit 3] is clear), branch to $CA5EB3 (simply returns) CC/B076: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/B078: 83 Move vehicle/entity left 1 tile CC/B079: CC Turn vehicle/entity up CC/B07A: FF End queue CC/B07B: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA5EB3 (simply returns) CC/B081: C0 If ($1E80($003) [$1E80, bit 3] is clear), branch to $CA5EB3 (simply returns) CC/B087: 38 Hold screen CC/B088: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CC/B08A: C3 Set vehicle/entity's event speed to fast CC/B08B: 9C Move vehicle/entity up 8 tiles CC/B08C: 80 Move vehicle/entity up 1 tile CC/B08D: FF End queue CC/B08E: 3D Create object $16 CC/B090: 45 Refresh objects CC/B091: 78 Enable ability to pass through other objects for object $16 (NPC $16) CC/B093: B2 Call subroutine $CB2E34 CC/B097: 16 Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete) CC/B099: D5 Set vehicle/entity's position to (39, 32) CC/B09C: FF End queue CC/B09D: 41 Show object $16 CC/B09F: 16 Begin action queue for character $16 (NPC $16), 5 bytes long (Wait until complete) CC/B0A1: C3 Set vehicle/entity's event speed to fast CC/B0A2: 9A Move vehicle/entity down 7 tiles CC/B0A3: A2 Move vehicle/entity left/down 1x1 tiles CC/B0A4: CE Turn vehicle/entity down CC/B0A5: FF End queue CC/B0A6: 4B Display dialogue message $0B6B, wait for button press Eh?…… Who CC/B0A9: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CC/B0AB: C3 Set vehicle/entity's event speed to fast CC/B0AC: 9E Move vehicle/entity down 8 tiles CC/B0AD: 82 Move vehicle/entity down 1 tile CC/B0AE: FF End queue CC/B0AF: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/B0B1: 1F Do vehicle/entity graphical action $1F CC/B0B2: FF End queue CC/B0B3: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/B0B5: CE Turn vehicle/entity down CC/B0B6: FF End queue CC/B0B7: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/B0B9: 1F Do vehicle/entity graphical action $1F CC/B0BA: FF End queue CC/B0BB: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/B0BD: CE Turn vehicle/entity down CC/B0BE: FF End queue CC/B0BF: 39 Free screen CC/B0C0: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/B0C2: C3 Set vehicle/entity's event speed to fast CC/B0C3: 81 Move vehicle/entity right 1 tile CC/B0C4: 86 Move vehicle/entity down 2 tiles CC/B0C5: 81 Move vehicle/entity right 1 tile CC/B0C6: CE Turn vehicle/entity down CC/B0C7: FF End queue CC/B0C8: 93 Pause for 45 units CC/B0C9: C0 If ($1E80($004) [$1E80, bit 4] is set), branch to $CCB10B CC/B0CF: B2 Call subroutine $CAC6AC CC/B0D3: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CC/B0D5: C2 Set vehicle/entity's event speed to normal CC/B0D6: 82 Move vehicle/entity down 1 tile CC/B0D7: CC Turn vehicle/entity up CC/B0D8: FF End queue CC/B0D9: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CC/B0DB: C2 Set vehicle/entity's event speed to normal CC/B0DC: 81 Move vehicle/entity right 1 tile CC/B0DD: CF Turn vehicle/entity left CC/B0DE: FF End queue CC/B0DF: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CC/B0E1: C2 Set vehicle/entity's event speed to normal CC/B0E2: A1 Move vehicle/entity right/down 1x1 tiles CC/B0E3: CC Turn vehicle/entity up CC/B0E4: FF End queue CC/B0E5: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/B0E7: C2 Set vehicle/entity's event speed to normal CC/B0E8: CE Turn vehicle/entity down CC/B0E9: E0 Pause for 4 * 6 (24) frames CC/B0EB: FF End queue CC/B0EC: 4B Display dialogue message $0B6C, wait for button press LOCKE: This is the pits. We'd better hightail it southward, to Figaro. CC/B0EF: 92 Pause for 30 units CC/B0F0: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CC/B0F2: C2 Set vehicle/entity's event speed to normal CC/B0F3: 80 Move vehicle/entity up 1 tile CC/B0F4: FF End queue CC/B0F5: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CC/B0F7: C2 Set vehicle/entity's event speed to normal CC/B0F8: 83 Move vehicle/entity left 1 tile CC/B0F9: FF End queue CC/B0FA: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CC/B0FC: C2 Set vehicle/entity's event speed to normal CC/B0FD: A3 Move vehicle/entity left/up 1x1 tiles CC/B0FE: FF End queue CC/B0FF: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/B101: C2 Set vehicle/entity's event speed to normal CC/B102: CE Turn vehicle/entity down CC/B103: E0 Pause for 4 * 6 (24) frames CC/B105: FF End queue CC/B106: B2 Call subroutine $CACB95 CC/B10A: 3B Position character in a "ready-to-go" stance CC/B10B: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/B10D: CE Turn vehicle/entity down CC/B10E: FF End queue CC/B10F: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/B111: 13 Do vehicle/entity graphical action $13 CC/B112: FF End queue CC/B113: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/B115: CE Turn vehicle/entity down CC/B116: FF End queue CC/B117: 92 Pause for 30 units CC/B118: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/B11A: 13 Do vehicle/entity graphical action $13 CC/B11B: FF End queue CC/B11C: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/B11E: CE Turn vehicle/entity down CC/B11F: FF End queue CC/B120: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/B122: 13 Do vehicle/entity graphical action $13 CC/B123: FF End queue CC/B124: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/B126: CE Turn vehicle/entity down CC/B127: FF End queue CC/B128: 42 Hide object $16 CC/B12A: 45 Refresh objects CC/B12B: 36 Disable ability to pass through other objects for object $16 (NPC $16) CC/B12D: B2 Call subroutine $CB2E2B CC/B131: 3A Enable player to move while event commands execute CC/B132: FE Return CC/B133: C3 If ($1E80($1F0) [$1EBE, bit 0] is set) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($020) [$1E84, bit 0] is clear), branch to $CCB154 CC/B13F: C1 If ($1E80($076) [$1E8E, bit 6] is set) or ($1E80($06B) [$1E8D, bit 3] is clear), branch to $CCB148 CC/B147: FE Return CC/B148: B2 Call subroutine $CCB1E7 CC/B14C: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/B14E: F4 Play sound effect 187 CC/B150: 92 Pause for 30 units CC/B151: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CC/B153: FE Return CC/B154: C3 If ($1E80($019) [$1E83, bit 1] is clear) or ($1E80($1F0) [$1EBE, bit 0] is set) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CC/B160: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CC/B162: D7 Center screen on vehicle/entity CC/B163: C2 Set vehicle/entity's event speed to normal CC/B164: FF End queue CC/B165: 0E Begin action queue for character $0E (Actor in stot 14), 3 bytes long (Wait until complete) CC/B167: D7 Center screen on vehicle/entity CC/B168: C2 Set vehicle/entity's event speed to normal CC/B169: FF End queue CC/B16A: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete) CC/B16C: D7 Center screen on vehicle/entity CC/B16D: C2 Set vehicle/entity's event speed to normal CC/B16E: FF End queue CC/B16F: 3C Set up the party as follows: $04 (Actor in stot 4), $00 (Actor in stot 0), $0E (Actor in stot 14), $FF () CC/B174: 41 Show object $00 CC/B176: 41 Show object $04 CC/B178: 41 Show object $0E CC/B17A: 45 Refresh objects CC/B17B: 78 Enable ability to pass through other objects for object $00 (TERRA ) CC/B17D: 78 Enable ability to pass through other objects for object $0E (Actor in stot 14) CC/B17F: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CC/B181: CC Turn vehicle/entity up CC/B182: FF End queue CC/B183: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long CC/B185: 82 Move vehicle/entity down 1 tile CC/B186: CC Turn vehicle/entity up CC/B187: FF End queue CC/B188: 0E Begin action queue for character $0E (Actor in stot 14), 5 bytes long (Wait until complete) CC/B18A: C8 Set object layering priority to 2 (low nibble 2) CC/B18C: A2 Move vehicle/entity left/down 1x1 tiles CC/B18D: CC Turn vehicle/entity up CC/B18E: FF End queue CC/B18F: 92 Pause for 30 units CC/B190: 4B Display dialogue message $01AA, wait for button press TERRA: When LOCKE first helped me, he fiddled with somethihg right around here. CC/B193: 0E Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete) CC/B195: CD Turn vehicle/entity right CC/B196: FF End queue CC/B197: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CC/B199: CE Turn vehicle/entity down CC/B19A: FF End queue CC/B19B: 92 Pause for 30 units CC/B19C: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CC/B19E: 20 Do vehicle/entity graphical action $20 CC/B19F: E0 Pause for 4 * 2 (8) frames CC/B1A1: CE Turn vehicle/entity down CC/B1A2: FF End queue CC/B1A3: 92 Pause for 30 units CC/B1A4: 4B Display dialogue message $01AB, wait for button press EDGAR: Knowing him there's probably some secret switch in this rock wall… CC/B1A7: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CC/B1A9: CD Turn vehicle/entity right CC/B1AA: FF End queue CC/B1AB: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CC/B1AD: CC Turn vehicle/entity up CC/B1AE: FF End queue CC/B1AF: 92 Pause for 30 units CC/B1B0: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CC/B1B2: 1C Do vehicle/entity graphical action $1C CC/B1B3: E0 Pause for 4 * 1 (4) frames CC/B1B5: 1B Do vehicle/entity graphical action $1B CC/B1B6: FF End queue CC/B1B7: 92 Pause for 30 units CC/B1B8: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CC/B1BA: 1C Do vehicle/entity graphical action $1C CC/B1BB: E0 Pause for 4 * 1 (4) frames CC/B1BD: 1B Do vehicle/entity graphical action $1B CC/B1BE: FF End queue CC/B1BF: 92 Pause for 30 units CC/B1C0: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CC/B1C2: CC Turn vehicle/entity up CC/B1C3: FF End queue CC/B1C4: 92 Pause for 30 units CC/B1C5: B2 Call subroutine $CCB1E7 CC/B1C9: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/B1CB: F4 Play sound effect 187 CC/B1CD: 92 Pause for 30 units CC/B1CE: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CC/B1D0: 80 Move vehicle/entity up 1 tile CC/B1D1: FF End queue CC/B1D2: 0E Begin action queue for character $0E (Actor in stot 14), 4 bytes long (Wait until complete) CC/B1D4: A0 Move vehicle/entity right/up 1x1 tiles CC/B1D5: C8 Set object layering priority to 0 (low nibble 0) CC/B1D7: FF End queue CC/B1D8: B2 Call subroutine $CACB95 CC/B1DC: 36 Disable ability to pass through other objects for object $00 (Actor in stot 0) CC/B1DE: 36 Disable ability to pass through other objects for object $0E (Actor in stot 14) CC/B1E0: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CC/B1E2: D0 Set event bit $1E80($020) [$1E84, bit 0] CC/B1E4: DD Clear event bit $1E80($608) [$1F41, bit 0] CC/B1E6: FE Return CC/B1E7: 74 Replace current map's Layer 2 at (14, 54) with the following (3 x 3) chunk CC/B1EC: $F6, $F7, $D2 CC/B1EF: $52, $00, $F8 CC/B1F2: $62, $00, $61 CC/B1F5: 74 Replace current map's Layer 2 at (14, 118) with the following (3 x 3) chunk CC/B1FA: $DB, $DB, $01 CC/B1FD: $DB, $DB, $DB CC/B200: $DB, $FB, $F0 CC/B203: 75 Refresh map after alteration CC/B204: FE Return CC/B205: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA5EB3 (simply returns) CC/B20B: C1 If ($1E80($019) [$1E83, bit 1] is clear) or ($1E80($01F) [$1E83, bit 7] is set), branch to $CCB35C CC/B213: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/B215: 81 Move vehicle/entity right 1 tile CC/B216: CC Turn vehicle/entity up CC/B217: FF End queue CC/B218: B2 Call subroutine $CCB230 CC/B21C: FE Return CC/B21D: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA5EB3 (simply returns) CC/B223: C1 If ($1E80($019) [$1E83, bit 1] is clear) or ($1E80($01F) [$1E83, bit 7] is set), branch to $CCB370 CC/B22B: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/B22D: 83 Move vehicle/entity left 1 tile CC/B22E: CC Turn vehicle/entity up CC/B22F: FF End queue CC/B230: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA5EB3 (simply returns) CC/B236: C1 If ($1E80($019) [$1E83, bit 1] is clear) or ($1E80($01F) [$1E83, bit 7] is set), branch to $CCB37F CC/B23E: 3D Create object $1D CC/B240: 3D Create object $1E CC/B242: 3D Create object $1F CC/B244: 1D Begin action queue for character $1D (NPC $1D), 6 bytes long (Wait until complete) CC/B246: D5 Set vehicle/entity's position to (37, 46) CC/B249: CE Turn vehicle/entity down CC/B24A: C2 Set vehicle/entity's event speed to normal CC/B24B: FF End queue CC/B24C: 1E Begin action queue for character $1E (NPC $1E), 6 bytes long (Wait until complete) CC/B24E: D5 Set vehicle/entity's position to (38, 46) CC/B251: CE Turn vehicle/entity down CC/B252: C2 Set vehicle/entity's event speed to normal CC/B253: FF End queue CC/B254: 1F Begin action queue for character $1F (NPC $1F), 6 bytes long (Wait until complete) CC/B256: D5 Set vehicle/entity's position to (39, 46) CC/B259: CE Turn vehicle/entity down CC/B25A: C2 Set vehicle/entity's event speed to normal CC/B25B: FF End queue CC/B25C: 41 Show object $1D CC/B25E: 41 Show object $1E CC/B260: 41 Show object $1F CC/B262: 45 Refresh objects CC/B263: 78 Enable ability to pass through other objects for object $1D (NPC $1D) CC/B265: 78 Enable ability to pass through other objects for object $1E (NPC $1E) CC/B267: 78 Enable ability to pass through other objects for object $1F (NPC $1F) CC/B269: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long CC/B26B: 82 Move vehicle/entity down 1 tile CC/B26C: FF End queue CC/B26D: 1E Begin action queue for character $1E (NPC $1E), 2 bytes long CC/B26F: 86 Move vehicle/entity down 2 tiles CC/B270: FF End queue CC/B271: 1F Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete) CC/B273: 82 Move vehicle/entity down 1 tile CC/B274: FF End queue CC/B275: 4B Display dialogue message $01A0, wait for button press (At bottom of screen) Hey, lady…didn't you just bust in here wearing Magitek armor? CC/B278: 47 Make character in slot 0 the lead character CC/B279: 42 Hide object $31 CC/B27B: 41 Show object $00 CC/B27D: 41 Show object $04 CC/B27F: 41 Show object $0E CC/B281: 45 Refresh objects CC/B282: 38 Hold screen CC/B283: 78 Enable ability to pass through other objects for object $00 (TERRA ) CC/B285: 78 Enable ability to pass through other objects for object $04 (EDGAR ) CC/B287: 78 Enable ability to pass through other objects for object $0E (Actor in stot 14) CC/B289: 0E Begin action queue for character $0E (Actor in stot 14), 3 bytes long CC/B28B: C2 Set vehicle/entity's event speed to normal CC/B28C: CC Turn vehicle/entity up CC/B28D: FF End queue CC/B28E: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long CC/B290: C2 Set vehicle/entity's event speed to normal CC/B291: 81 Move vehicle/entity right 1 tile CC/B292: CC Turn vehicle/entity up CC/B293: FF End queue CC/B294: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CC/B296: C2 Set vehicle/entity's event speed to normal CC/B297: 83 Move vehicle/entity left 1 tile CC/B298: CC Turn vehicle/entity up CC/B299: FF End queue CC/B29A: 94 Pause for 60 units CC/B29B: 0E Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete) CC/B29D: 80 Move vehicle/entity up 1 tile CC/B29E: FF End queue CC/B29F: 92 Pause for 30 units CC/B2A0: 4B Display dialogue message $01A1, wait for button press (At bottom of screen) BANON: Wait a sec! CC/B2A3: 92 Pause for 30 units CC/B2A4: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long CC/B2A6: 82 Move vehicle/entity down 1 tile CC/B2A7: FF End queue CC/B2A8: 1F Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete) CC/B2AA: 82 Move vehicle/entity down 1 tile CC/B2AB: FF End queue CC/B2AC: 92 Pause for 30 units CC/B2AD: 4B Display dialogue message $01A2, wait for button press (At bottom of screen) Get out of here! If you don't… CC/B2B0: 92 Pause for 30 units CC/B2B1: F4 Play sound effect 230 CC/B2B3: 0E Begin action queue for character $0E (Actor in stot 14), 6 bytes long (Wait until complete) CC/B2B5: C7 Set vehicle/entity to stay still when moving CC/B2B6: 0B Do vehicle/entity graphical action $0B CC/B2B7: C4 Set vehicle/entity's event speed to faster CC/B2B8: 96 Move vehicle/entity down 6 tiles CC/B2B9: C2 Set vehicle/entity's event speed to normal CC/B2BA: FF End queue CC/B2BB: 94 Pause for 60 units CC/B2BC: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CC/B2BE: 83 Move vehicle/entity left 1 tile CC/B2BF: 80 Move vehicle/entity up 1 tile CC/B2C0: FF End queue CC/B2C1: 92 Pause for 30 units CC/B2C2: 4B Display dialogue message $01A3, wait for button press (At bottom of screen) EDGAR: Hold on. I'm King EDGAR of Figaro… GUARD: Liar!!! CC/B2C5: 92 Pause for 30 units CC/B2C6: F4 Play sound effect 230 CC/B2C8: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CC/B2CA: C7 Set vehicle/entity to stay still when moving CC/B2CB: 0B Do vehicle/entity graphical action $0B CC/B2CC: C4 Set vehicle/entity's event speed to faster CC/B2CD: 92 Move vehicle/entity down 5 tiles CC/B2CE: C2 Set vehicle/entity's event speed to normal CC/B2CF: FF End queue CC/B2D0: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CC/B2D2: A1 Move vehicle/entity right/down 1x1 tiles CC/B2D3: A1 Move vehicle/entity right/down 1x1 tiles CC/B2D4: 86 Move vehicle/entity down 2 tiles CC/B2D5: CF Turn vehicle/entity left CC/B2D6: FF End queue CC/B2D7: 92 Pause for 30 units CC/B2D8: 0E Begin action queue for character $0E (Actor in stot 14), 3 bytes long (Wait until complete) CC/B2DA: C6 Set vehicle/entity to walk when moving CC/B2DB: CC Turn vehicle/entity up CC/B2DC: FF End queue CC/B2DD: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CC/B2DF: C6 Set vehicle/entity to walk when moving CC/B2E0: CE Turn vehicle/entity down CC/B2E1: FF End queue CC/B2E2: 92 Pause for 30 units CC/B2E3: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CC/B2E5: CD Turn vehicle/entity right CC/B2E6: E0 Pause for 4 * 4 (16) frames CC/B2E8: CE Turn vehicle/entity down CC/B2E9: FF End queue CC/B2EA: 92 Pause for 30 units CC/B2EB: 4B Display dialogue message $01A4, wait for button press BANON: Aye yai yai… EDGAR: That kind of attitude is deadly! He won't even listen! TERRA: It's all my fault… CC/B2EE: 92 Pause for 30 units CC/B2EF: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/B2F1: 22 Do vehicle/entity graphical action $22 CC/B2F2: FF End queue CC/B2F3: 92 Pause for 30 units CC/B2F4: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CC/B2F6: CD Turn vehicle/entity right CC/B2F7: FF End queue CC/B2F8: 0E Begin action queue for character $0E (Actor in stot 14), 3 bytes long (Wait until complete) CC/B2FA: 81 Move vehicle/entity right 1 tile CC/B2FB: CC Turn vehicle/entity up CC/B2FC: FF End queue CC/B2FD: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long CC/B2FF: 88 Move vehicle/entity up 3 tiles CC/B300: FF End queue CC/B301: 1E Begin action queue for character $1E (NPC $1E), 2 bytes long CC/B303: 88 Move vehicle/entity up 3 tiles CC/B304: FF End queue CC/B305: 1F Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete) CC/B307: 88 Move vehicle/entity up 3 tiles CC/B308: FF End queue CC/B309: 42 Hide object $1D CC/B30B: 42 Hide object $1E CC/B30D: 42 Hide object $1F CC/B30F: 45 Refresh objects CC/B310: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CC/B312: 80 Move vehicle/entity up 1 tile CC/B313: 81 Move vehicle/entity right 1 tile CC/B314: CE Turn vehicle/entity down CC/B315: FF End queue CC/B316: 92 Pause for 30 units CC/B317: B0 Execute the following commands until $B1 2 times CC/B319: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CC/B31B: 23 Do vehicle/entity graphical action $23 CC/B31C: E0 Pause for 4 * 1 (4) frames CC/B31E: FF End queue CC/B31F: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CC/B321: 63 Do vehicle/entity graphical action $23, flipped horizontally CC/B322: E0 Pause for 4 * 1 (4) frames CC/B324: FF End queue CC/B325: B1 End block of repeating commands CC/B326: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CC/B328: CE Turn vehicle/entity down CC/B329: FF End queue CC/B32A: 94 Pause for 60 units CC/B32B: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CC/B32D: CF Turn vehicle/entity left CC/B32E: E0 Pause for 4 * 4 (16) frames CC/B330: CC Turn vehicle/entity up CC/B331: FF End queue CC/B332: 92 Pause for 30 units CC/B333: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long CC/B335: 80 Move vehicle/entity up 1 tile CC/B336: CE Turn vehicle/entity down CC/B337: FF End queue CC/B338: 0E Begin action queue for character $0E (Actor in stot 14), 3 bytes long CC/B33A: 84 Move vehicle/entity up 2 tiles CC/B33B: CE Turn vehicle/entity down CC/B33C: FF End queue CC/B33D: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CC/B33F: C2 Set vehicle/entity's event speed to normal CC/B340: A1 Move vehicle/entity right/down 1x1 tiles CC/B341: 82 Move vehicle/entity down 1 tile CC/B342: FF End queue CC/B343: 3C Set up the party as follows: $04 (Actor in stot 4), $FF (), $FF (), $FF () CC/B348: B2 Call subroutine $CACB95 CC/B34C: 39 Free screen CC/B34D: 36 Disable ability to pass through other objects for object $1D (NPC $1D) CC/B34F: 36 Disable ability to pass through other objects for object $1E (NPC $1E) CC/B351: 36 Disable ability to pass through other objects for object $1F (NPC $1F) CC/B353: 36 Disable ability to pass through other objects for object $00 (Actor in stot 0) CC/B355: 36 Disable ability to pass through other objects for object $04 (Actor in stot 4) CC/B357: 36 Disable ability to pass through other objects for object $0E (Actor in stot 14) CC/B359: D0 Set event bit $1E80($01F) [$1E83, bit 7] CC/B35B: FE Return CC/B35C: C2 If ($1E80($019) [$1E83, bit 1] is clear) or ($1E80($01F) [$1E83, bit 7] is clear) or ($1E80($021) [$1E84, bit 1] is set), branch to $CA5EB3 (simply returns) CC/B366: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/B368: 81 Move vehicle/entity right 1 tile CC/B369: CC Turn vehicle/entity up CC/B36A: FF End queue CC/B36B: B2 Call subroutine $CCB37F CC/B36F: FE Return CC/B370: C2 If ($1E80($019) [$1E83, bit 1] is clear) or ($1E80($01F) [$1E83, bit 7] is clear) or ($1E80($021) [$1E84, bit 1] is set), branch to $CA5EB3 (simply returns) CC/B37A: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/B37C: 83 Move vehicle/entity left 1 tile CC/B37D: CC Turn vehicle/entity up CC/B37E: FF End queue CC/B37F: C2 If ($1E80($019) [$1E83, bit 1] is clear) or ($1E80($01F) [$1E83, bit 7] is clear) or ($1E80($021) [$1E84, bit 1] is set), branch to $CA5EB3 (simply returns) CC/B389: 3D Create object $1D CC/B38B: 3D Create object $1E CC/B38D: 3D Create object $1F CC/B38F: 1D Begin action queue for character $1D (NPC $1D), 6 bytes long (Wait until complete) CC/B391: D5 Set vehicle/entity's position to (37, 46) CC/B394: CE Turn vehicle/entity down CC/B395: C2 Set vehicle/entity's event speed to normal CC/B396: FF End queue CC/B397: 1E Begin action queue for character $1E (NPC $1E), 6 bytes long (Wait until complete) CC/B399: D5 Set vehicle/entity's position to (38, 46) CC/B39C: CE Turn vehicle/entity down CC/B39D: C2 Set vehicle/entity's event speed to normal CC/B39E: FF End queue CC/B39F: 1F Begin action queue for character $1F (NPC $1F), 6 bytes long (Wait until complete) CC/B3A1: D5 Set vehicle/entity's position to (39, 46) CC/B3A4: CE Turn vehicle/entity down CC/B3A5: C2 Set vehicle/entity's event speed to normal CC/B3A6: FF End queue CC/B3A7: 41 Show object $1D CC/B3A9: 41 Show object $1E CC/B3AB: 41 Show object $1F CC/B3AD: 45 Refresh objects CC/B3AE: 78 Enable ability to pass through other objects for object $1D (NPC $1D) CC/B3B0: 78 Enable ability to pass through other objects for object $1E (NPC $1E) CC/B3B2: 78 Enable ability to pass through other objects for object $1F (NPC $1F) CC/B3B4: 1D Begin action queue for character $1D (NPC $1D), 3 bytes long CC/B3B6: 8E Move vehicle/entity down 4 tiles CC/B3B7: CD Turn vehicle/entity right CC/B3B8: FF End queue CC/B3B9: 1E Begin action queue for character $1E (NPC $1E), 2 bytes long CC/B3BB: 8A Move vehicle/entity down 3 tiles CC/B3BC: FF End queue CC/B3BD: 1F Begin action queue for character $1F (NPC $1F), 3 bytes long (Wait until complete) CC/B3BF: 8E Move vehicle/entity down 4 tiles CC/B3C0: CF Turn vehicle/entity left CC/B3C1: FF End queue CC/B3C2: 4B Display dialogue message $01A2, wait for button press Get out of here! If you don't… CC/B3C5: 92 Pause for 30 units CC/B3C6: 38 Hold screen CC/B3C7: F4 Play sound effect 230 CC/B3C9: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/B3CB: C7 Set vehicle/entity to stay still when moving CC/B3CC: 0B Do vehicle/entity graphical action $0B CC/B3CD: FF End queue CC/B3CE: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/B3D0: C4 Set vehicle/entity's event speed to faster CC/B3D1: 92 Move vehicle/entity down 5 tiles CC/B3D2: FF End queue CC/B3D3: 94 Pause for 60 units CC/B3D4: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/B3D6: C6 Set vehicle/entity to walk when moving CC/B3D7: CE Turn vehicle/entity down CC/B3D8: FF End queue CC/B3D9: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long CC/B3DB: 8C Move vehicle/entity up 4 tiles CC/B3DC: FF End queue CC/B3DD: 1E Begin action queue for character $1E (NPC $1E), 2 bytes long CC/B3DF: 88 Move vehicle/entity up 3 tiles CC/B3E0: FF End queue CC/B3E1: 1F Begin action queue for character $1F (NPC $1F), 2 bytes long CC/B3E3: 8C Move vehicle/entity up 4 tiles CC/B3E4: FF End queue CC/B3E5: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/B3E7: C2 Set vehicle/entity's event speed to normal CC/B3E8: 92 Move vehicle/entity down 5 tiles CC/B3E9: FF End queue CC/B3EA: 36 Disable ability to pass through other objects for object $1D (NPC $1D) CC/B3EC: 36 Disable ability to pass through other objects for object $1E (NPC $1E) CC/B3EE: 36 Disable ability to pass through other objects for object $1F (NPC $1F) CC/B3F0: 42 Hide object $1D CC/B3F2: 42 Hide object $1E CC/B3F4: 42 Hide object $1F CC/B3F6: 45 Refresh objects CC/B3F7: 39 Free screen CC/B3F8: 3A Enable player to move while event commands execute CC/B3F9: FE Return CC/B3FA: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA5EB3 (simply returns) CC/B400: C1 If ($1E80($019) [$1E83, bit 1] is clear) or ($1E80($021) [$1E84, bit 1] is set), branch to $CA5EB3 (simply returns) CC/B408: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/B40A: C2 Set vehicle/entity's event speed to normal CC/B40B: 82 Move vehicle/entity down 1 tile CC/B40C: CF Turn vehicle/entity left CC/B40D: FF End queue CC/B40E: 3D Create object $11 CC/B410: 11 Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete) CC/B412: D5 Set vehicle/entity's position to (55, 31) CC/B415: C2 Set vehicle/entity's event speed to normal CC/B416: CC Turn vehicle/entity up CC/B417: FF End queue CC/B418: 41 Show object $11 CC/B41A: 45 Refresh objects CC/B41B: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CC/B41D: C3 Set vehicle/entity's event speed to fast CC/B41E: A1 Move vehicle/entity right/down 1x1 tiles CC/B41F: A1 Move vehicle/entity right/down 1x1 tiles CC/B420: A1 Move vehicle/entity right/down 1x1 tiles CC/B421: FF End queue CC/B422: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CC/B424: 86 Move vehicle/entity down 2 tiles CC/B425: 89 Move vehicle/entity right 3 tiles CC/B426: C2 Set vehicle/entity's event speed to normal CC/B427: FF End queue CC/B428: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/B42A: 83 Move vehicle/entity left 1 tile CC/B42B: FF End queue CC/B42C: B2 Call subroutine $CAC6AC CC/B430: 38 Hold screen CC/B431: 78 Enable ability to pass through other objects for object $00 (TERRA ) CC/B433: 78 Enable ability to pass through other objects for object $04 (EDGAR ) CC/B435: 78 Enable ability to pass through other objects for object $0E (Actor in stot 14) CC/B437: 0E Begin action queue for character $0E (Actor in stot 14), 3 bytes long CC/B439: C2 Set vehicle/entity's event speed to normal CC/B43A: CF Turn vehicle/entity left CC/B43B: FF End queue CC/B43C: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long CC/B43E: C2 Set vehicle/entity's event speed to normal CC/B43F: 82 Move vehicle/entity down 1 tile CC/B440: CF Turn vehicle/entity left CC/B441: FF End queue CC/B442: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CC/B444: C2 Set vehicle/entity's event speed to normal CC/B445: 86 Move vehicle/entity down 2 tiles CC/B446: CF Turn vehicle/entity left CC/B447: FF End queue CC/B448: 4B Display dialogue message $01A5, wait for button press ARVIS: Banon! King EDGAR! …and TERRA!!! CC/B44B: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/B44D: 85 Move vehicle/entity right 2 tiles CC/B44E: FF End queue CC/B44F: 92 Pause for 30 units CC/B450: 0E Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete) CC/B452: 83 Move vehicle/entity left 1 tile CC/B453: FF End queue CC/B454: 92 Pause for 30 units CC/B455: 4B Display dialogue message $01A6, wait for button press BANON: Arvis! What's happening here in Narshe? ARVIS: The town's neutral. I've tried to get the people to side with the Returners, but… Anyway, why on earth have you come here? CC/B458: 94 Pause for 60 units CC/B459: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CC/B45B: 87 Move vehicle/entity left 2 tiles CC/B45C: CC Turn vehicle/entity up CC/B45D: FF End queue CC/B45E: 94 Pause for 60 units CC/B45F: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/B461: CE Turn vehicle/entity down CC/B462: FF End queue CC/B463: 92 Pause for 30 units CC/B464: 4B Display dialogue message $01A7, wait for button press EDGAR: First, how are your people doing? ARVIS: They all went…slightly berserk when the Esper was discovered. CC/B467: 92 Pause for 30 units CC/B468: 0E Begin action queue for character $0E (Actor in stot 14), 4 bytes long (Wait until complete) CC/B46A: 85 Move vehicle/entity right 2 tiles CC/B46B: 86 Move vehicle/entity down 2 tiles CC/B46C: CF Turn vehicle/entity left CC/B46D: FF End queue CC/B46E: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CC/B470: CE Turn vehicle/entity down CC/B471: E0 Pause for 4 * 1 (4) frames CC/B473: CD Turn vehicle/entity right CC/B474: FF End queue CC/B475: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CC/B477: A0 Move vehicle/entity right/up 1x1 tiles CC/B478: CE Turn vehicle/entity down CC/B479: E0 Pause for 4 * 8 (32) frames CC/B47B: FF End queue CC/B47C: 0E Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete) CC/B47E: 0A Do vehicle/entity graphical action $0A CC/B47F: FF End queue CC/B480: 94 Pause for 60 units CC/B481: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/B483: 55 Do vehicle/entity graphical action $15, flipped horizontally CC/B484: FF End queue CC/B485: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/B487: CD Turn vehicle/entity right CC/B488: FF End queue CC/B489: 91 Pause for 15 units CC/B48A: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/B48C: 55 Do vehicle/entity graphical action $15, flipped horizontally CC/B48D: FF End queue CC/B48E: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/B490: CD Turn vehicle/entity right CC/B491: FF End queue CC/B492: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/B494: 55 Do vehicle/entity graphical action $15, flipped horizontally CC/B495: FF End queue CC/B496: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/B498: CD Turn vehicle/entity right CC/B499: FF End queue CC/B49A: 92 Pause for 30 units CC/B49B: 4B Display dialogue message $01A8, wait for button press BANON: We believe this young woman is our only hope of reaching out to that Esper. ARVIS: My people are dying to know what the Esper looks like. Maybe TERRA can help restore some order to our town…? CC/B49E: 92 Pause for 30 units CC/B49F: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CC/B4A1: 81 Move vehicle/entity right 1 tile CC/B4A2: FF End queue CC/B4A3: 91 Pause for 15 units CC/B4A4: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CC/B4A6: 62 Do vehicle/entity graphical action $22, flipped horizontally CC/B4A7: FF End queue CC/B4A8: B5 Pause for 15 * 6 (90) units CC/B4AA: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CC/B4AC: CD Turn vehicle/entity right CC/B4AD: FF End queue CC/B4AE: 94 Pause for 60 units CC/B4AF: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CC/B4B1: CE Turn vehicle/entity down CC/B4B2: FF End queue CC/B4B3: 94 Pause for 60 units CC/B4B4: 4B Display dialogue message $01A9, wait for button press EDGAR: That Esper is either going to save us…or dig us an early grave… CC/B4B7: 94 Pause for 60 units CC/B4B8: 36 Disable ability to pass through other objects for object $00 (Actor in stot 0) CC/B4BA: 36 Disable ability to pass through other objects for object $04 (Actor in stot 4) CC/B4BC: 36 Disable ability to pass through other objects for object $0E (Actor in stot 14) CC/B4BE: 5A Fade screen at speed $04 CC/B4C0: 5C Pause execution until fade in or fade out is complete CC/B4C1: D0 Set event bit $1E80($021) [$1E84, bit 1] CC/B4C3: DD Clear event bit $1E80($629) [$1F45, bit 1] CC/B4C5: 42 Hide object $31 CC/B4C7: 42 Hide object $32 CC/B4C9: 42 Hide object $33 CC/B4CB: 42 Hide object $34 CC/B4CD: 45 Refresh objects CC/B4CE: 39 Free screen CC/B4CF: D7 Clear event bit $1E80($32B) [$1EE5, bit 3] CC/B4D1: D7 Clear event bit $1E80($32C) [$1EE5, bit 4] CC/B4D3: D7 Clear event bit $1E80($32D) [$1EE5, bit 5] CC/B4D5: B2 Call subroutine $CAAD4C CC/B4D9: FE Return CC/B4DA: 6A Load map $001E (Narshe, all non-shop buildings except classroom (always)) after fade out, (upper bits $2000), place party at (108, 17), facing down CC/B4E0: F6 Subcommand $80: Set volume of currently playing song and sound effects to $FF, transistion time 1 CC/B4E4: F0 Play song 23 (The Mines of Narshe), (high bit clear), full volume CC/B4E6: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/B4E8: D4 Set event bit $1E80($2BC) [$1ED7, bit 4] CC/B4EA: 3E Delete object $0D CC/B4EC: 3D Create object $00 CC/B4EE: 3D Create object $04 CC/B4F0: 3D Create object $0E CC/B4F2: 3D Create object $05 CC/B4F4: 3D Create object $02 CC/B4F6: 3D Create object $0B CC/B4F8: 3D Create object $01 CC/B4FA: 3D Create object $06 CC/B4FC: 45 Refresh objects CC/B4FD: 3F Assign character $00 (Actor in stot 0) to party 1 CC/B500: 3F Remove character $0D (Actor in stot 13) from the party CC/B503: 45 Refresh objects CC/B504: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/B506: D7 Center screen on vehicle/entity CC/B507: FF End queue CC/B508: 3C Set up the party as follows: $00 (Actor in stot 0), $FF (), $FF (), $FF () CC/B50D: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete) CC/B50F: D5 Set vehicle/entity's position to (108, 20) CC/B512: C2 Set vehicle/entity's event speed to normal CC/B513: CC Turn vehicle/entity up CC/B514: FF End queue CC/B515: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CC/B517: D5 Set vehicle/entity's position to (108, 19) CC/B51A: C2 Set vehicle/entity's event speed to normal CC/B51B: CC Turn vehicle/entity up CC/B51C: FF End queue CC/B51D: 0E Begin action queue for character $0E (Actor in stot 14), 6 bytes long (Wait until complete) CC/B51F: D5 Set vehicle/entity's position to (107, 19) CC/B522: C2 Set vehicle/entity's event speed to normal CC/B523: CC Turn vehicle/entity up CC/B524: FF End queue CC/B525: 41 Show object $00 CC/B527: 41 Show object $04 CC/B529: 41 Show object $0E CC/B52B: 45 Refresh objects CC/B52C: B2 Call subroutine $CCE499 (heals all HP/MP/Statuses except Dog Block) CC/B530: 3D Create object $11 CC/B532: 3D Create object $15 CC/B534: 3D Create object $16 CC/B536: 3D Create object $17 CC/B538: 3D Create object $18 CC/B53A: 3D Create object $19 CC/B53C: 45 Refresh objects CC/B53D: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CC/B53F: D5 Set vehicle/entity's position to (109, 19) CC/B542: CC Turn vehicle/entity up CC/B543: FF End queue CC/B544: 41 Show object $11 CC/B546: 41 Show object $15 CC/B548: 41 Show object $16 CC/B54A: 41 Show object $17 CC/B54C: 41 Show object $18 CC/B54E: 41 Show object $19 CC/B550: 59 Unfade screen at speed $04 CC/B552: 5C Pause execution until fade in or fade out is complete CC/B553: 95 Pause for 120 units CC/B554: 15 Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete) CC/B556: 2C Do vehicle/entity graphical action $2C CC/B557: E0 Pause for 4 * 2 (8) frames CC/B559: CE Turn vehicle/entity down CC/B55A: FF End queue CC/B55B: 92 Pause for 30 units CC/B55C: 4B Display dialogue message $0345, wait for button press ELDER: I understand all of it… Except… How can WE be encouraging bloodshed? ARVIS: I never said…that! ELDER: Something like it. CC/B55F: 0E Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete) CC/B561: 87 Move vehicle/entity left 2 tiles CC/B562: FF End queue CC/B563: 92 Pause for 30 units CC/B564: 4B Display dialogue message $0346, wait for button press BANON: Ha! He's right you know! CC/B567: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/B569: CF Turn vehicle/entity left CC/B56A: FF End queue CC/B56B: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CC/B56D: CF Turn vehicle/entity left CC/B56E: FF End queue CC/B56F: 11 Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete) CC/B571: 82 Move vehicle/entity down 1 tile CC/B572: A2 Move vehicle/entity left/down 1x1 tiles CC/B573: A3 Move vehicle/entity left/up 1x1 tiles CC/B574: 87 Move vehicle/entity left 2 tiles CC/B575: CC Turn vehicle/entity up CC/B576: FF End queue CC/B577: 92 Pause for 30 units CC/B578: 4B Display dialogue message $0347, wait for button press ARVIS: Banon! BANON: Our blood will spill because of you. CC/B57B: 0E Begin action queue for character $0E (Actor in stot 14), 4 bytes long (Wait until complete) CC/B57D: 85 Move vehicle/entity right 2 tiles CC/B57E: A0 Move vehicle/entity right/up 1x1 tiles CC/B57F: CC Turn vehicle/entity up CC/B580: FF End queue CC/B581: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/B583: CC Turn vehicle/entity up CC/B584: FF End queue CC/B585: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CC/B587: CC Turn vehicle/entity up CC/B588: FF End queue CC/B589: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CC/B58B: 80 Move vehicle/entity up 1 tile CC/B58C: CD Turn vehicle/entity right CC/B58D: FF End queue CC/B58E: 92 Pause for 30 units CC/B58F: 4B Display dialogue message $0348, wait for button press BANON: Emperor Gestahl's racing to acquire Magitek power. He's set his sights on the Esper that was found here! The increased use of magitek power'll surely lead to global destruction… CC/B592: 92 Pause for 30 units CC/B593: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/B595: 2C Do vehicle/entity graphical action $2C CC/B596: FF End queue CC/B597: 95 Pause for 120 units CC/B598: 4B Display dialogue message $0349, wait for button press ELDER: The War of the Magi… CC/B59B: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CC/B59D: CD Turn vehicle/entity right CC/B59E: FF End queue CC/B59F: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CC/B5A1: CF Turn vehicle/entity left CC/B5A2: FF End queue CC/B5A3: 92 Pause for 30 units CC/B5A4: 4B Display dialogue message $034A, wait for button press The mythical battle that set mankind back a thousand years… Can this really be happening? ELDER: People will never learn… CC/B5A7: 95 Pause for 120 units CC/B5A8: F4 Play sound effect 44 CC/B5AA: 92 Pause for 30 units CC/B5AB: 4B Display dialogue message $0365, wait for button press SABIN: Brother! CC/B5AE: 92 Pause for 30 units CC/B5AF: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CC/B5B1: CD Turn vehicle/entity right CC/B5B2: FF End queue CC/B5B3: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CC/B5B5: CD Turn vehicle/entity right CC/B5B6: FF End queue CC/B5B7: 0E Begin action queue for character $0E (Actor in stot 14), 2 bytes long CC/B5B9: CD Turn vehicle/entity right CC/B5BA: FF End queue CC/B5BB: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/B5BD: CD Turn vehicle/entity right CC/B5BE: FF End queue CC/B5BF: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete) CC/B5C1: D5 Set vehicle/entity's position to (110, 25) CC/B5C4: C2 Set vehicle/entity's event speed to normal CC/B5C5: CC Turn vehicle/entity up CC/B5C6: FF End queue CC/B5C7: 02 Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete) CC/B5C9: D5 Set vehicle/entity's position to (110, 26) CC/B5CC: C2 Set vehicle/entity's event speed to normal CC/B5CD: CC Turn vehicle/entity up CC/B5CE: FF End queue CC/B5CF: 0B Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete) CC/B5D1: D5 Set vehicle/entity's position to (110, 27) CC/B5D4: C2 Set vehicle/entity's event speed to normal CC/B5D5: CC Turn vehicle/entity up CC/B5D6: FF End queue CC/B5D7: 41 Show object $05 CC/B5D9: 41 Show object $02 CC/B5DB: 41 Show object $0B CC/B5DD: 45 Refresh objects CC/B5DE: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long CC/B5E0: 94 Move vehicle/entity up 6 tiles CC/B5E1: CF Turn vehicle/entity left CC/B5E2: FF End queue CC/B5E3: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long CC/B5E5: 94 Move vehicle/entity up 6 tiles CC/B5E6: CF Turn vehicle/entity left CC/B5E7: FF End queue CC/B5E8: 0B Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete) CC/B5EA: 94 Move vehicle/entity up 6 tiles CC/B5EB: CF Turn vehicle/entity left CC/B5EC: FF End queue CC/B5ED: 92 Pause for 30 units CC/B5EE: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CC/B5F0: 81 Move vehicle/entity right 1 tile CC/B5F1: FF End queue CC/B5F2: 92 Pause for 30 units CC/B5F3: 4B Display dialogue message $0366, wait for button press EDGAR: SABIN! You're all right! CC/B5F6: 92 Pause for 30 units CC/B5F7: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CC/B5F9: 22 Do vehicle/entity graphical action $22 CC/B5FA: E0 Pause for 4 * 2 (8) frames CC/B5FC: CF Turn vehicle/entity left CC/B5FD: FF End queue CC/B5FE: 92 Pause for 30 units CC/B5FF: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CC/B601: CE Turn vehicle/entity down CC/B602: FF End queue CC/B603: 92 Pause for 30 units CC/B604: 4B Display dialogue message $0367, wait for button press EDGAR: Who's with you? CC/B607: 92 Pause for 30 units CC/B608: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete) CC/B60A: 80 Move vehicle/entity up 1 tile CC/B60B: CE Turn vehicle/entity down CC/B60C: FF End queue CC/B60D: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long CC/B60F: 80 Move vehicle/entity up 1 tile CC/B610: CF Turn vehicle/entity left CC/B611: FF End queue CC/B612: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CC/B614: CD Turn vehicle/entity right CC/B615: FF End queue CC/B616: 0B Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete) CC/B618: 80 Move vehicle/entity up 1 tile CC/B619: CF Turn vehicle/entity left CC/B61A: FF End queue CC/B61B: 92 Pause for 30 units CC/B61C: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete) CC/B61E: 22 Do vehicle/entity graphical action $22 CC/B61F: E0 Pause for 4 * 6 (24) frames CC/B621: CF Turn vehicle/entity left CC/B622: FF End queue CC/B623: 4B Display dialogue message $034B, wait for button press CYAN: I'm CYAN, retainer to the lord of Doma! CC/B626: 92 Pause for 30 units CC/B627: 0B Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete) CC/B629: DD Make vehicle/entity jump (high) CC/B62A: CE Turn vehicle/entity down CC/B62B: FF End queue CC/B62C: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CC/B62E: 1D Do vehicle/entity graphical action $1D CC/B62F: FF End queue CC/B630: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CC/B632: 1E Do vehicle/entity graphical action $1E CC/B633: FF End queue CC/B634: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CC/B636: CF Turn vehicle/entity left CC/B637: FF End queue CC/B638: 92 Pause for 30 units CC/B639: 4B Display dialogue message $034C, wait for button press GAU: GAU…GAU! CC/B63C: 94 Pause for 60 units CC/B63D: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CC/B63F: 20 Do vehicle/entity graphical action $20 CC/B640: FF End queue CC/B641: 93 Pause for 45 units CC/B642: 4B Display dialogue message $034D, wait for button press SABIN: The people of Doma were wiped out by the Empire… CC/B645: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CC/B647: 22 Do vehicle/entity graphical action $22 CC/B648: FF End queue CC/B649: B5 Pause for 15 * 6 (90) units CC/B64B: 4B Display dialogue message $034E, wait for button press CYAN: Kefka poisoned…everyone… CC/B64E: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/B650: CE Turn vehicle/entity down CC/B651: FF End queue CC/B652: 92 Pause for 30 units CC/B653: 4B Display dialogue message $034F, wait for button press ELDER: Barbaric! CC/B656: 0E Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete) CC/B658: 80 Move vehicle/entity up 1 tile CC/B659: FF End queue CC/B65A: 92 Pause for 30 units CC/B65B: 4B Display dialogue message $0350, wait for button press BANON: Elder! ELDER: But…that was only because Doma was collaborating with the Returners! If we make that mistake… CC/B65E: 92 Pause for 30 units CC/B65F: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/B661: 2C Do vehicle/entity graphical action $2C CC/B662: FF End queue CC/B663: 95 Pause for 120 units CC/B664: F4 Play sound effect 44 CC/B666: 92 Pause for 30 units CC/B667: 4B Display dialogue message $0351, wait for button press LOCKE: That's nonsense!! CC/B66A: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CC/B66C: CE Turn vehicle/entity down CC/B66D: FF End queue CC/B66E: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CC/B670: CE Turn vehicle/entity down CC/B671: FF End queue CC/B672: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CC/B674: CE Turn vehicle/entity down CC/B675: FF End queue CC/B676: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CC/B678: CE Turn vehicle/entity down CC/B679: FF End queue CC/B67A: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CC/B67C: CE Turn vehicle/entity down CC/B67D: FF End queue CC/B67E: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long CC/B680: CE Turn vehicle/entity down CC/B681: FF End queue CC/B682: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CC/B684: CE Turn vehicle/entity down CC/B685: FF End queue CC/B686: 0E Begin action queue for character $0E (Actor in stot 14), 2 bytes long CC/B688: CE Turn vehicle/entity down CC/B689: FF End queue CC/B68A: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CC/B68C: 85 Move vehicle/entity right 2 tiles CC/B68D: CE Turn vehicle/entity down CC/B68E: E0 Pause for 4 * 2 (8) frames CC/B690: FF End queue CC/B691: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete) CC/B693: D5 Set vehicle/entity's position to (110, 25) CC/B696: C2 Set vehicle/entity's event speed to normal CC/B697: CC Turn vehicle/entity up CC/B698: FF End queue CC/B699: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete) CC/B69B: D5 Set vehicle/entity's position to (110, 26) CC/B69E: C2 Set vehicle/entity's event speed to normal CC/B69F: CC Turn vehicle/entity up CC/B6A0: FF End queue CC/B6A1: 41 Show object $01 CC/B6A3: 41 Show object $06 CC/B6A5: 45 Refresh objects CC/B6A6: 38 Hold screen CC/B6A7: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CC/B6A9: 88 Move vehicle/entity up 3 tiles CC/B6AA: A3 Move vehicle/entity left/up 1x1 tiles CC/B6AB: CC Turn vehicle/entity up CC/B6AC: FF End queue CC/B6AD: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CC/B6AF: 8C Move vehicle/entity up 4 tiles CC/B6B0: FF End queue CC/B6B1: 30 Begin action queue for character $30 (Camera), 7 bytes long (Wait until complete) CC/B6B3: C1 Set vehicle/entity's event speed to slow CC/B6B4: A1 Move vehicle/entity right/down 1x1 tiles CC/B6B5: A1 Move vehicle/entity right/down 1x1 tiles CC/B6B6: A1 Move vehicle/entity right/down 1x1 tiles CC/B6B7: E0 Pause for 4 * 6 (24) frames CC/B6B9: FF End queue CC/B6BA: 4B Display dialogue message $0352, wait for button press TERRA: LOCKE! LOCKE: The Empire's poised to attack Narshe right now! EDGAR: What?! CC/B6BD: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CC/B6BF: 1F Do vehicle/entity graphical action $1F CC/B6C0: FF End queue CC/B6C1: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CC/B6C3: 1F Do vehicle/entity graphical action $1F CC/B6C4: FF End queue CC/B6C5: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CC/B6C7: 1F Do vehicle/entity graphical action $1F CC/B6C8: FF End queue CC/B6C9: 0E Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete) CC/B6CB: 1F Do vehicle/entity graphical action $1F CC/B6CC: FF End queue CC/B6CD: 91 Pause for 15 units CC/B6CE: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CC/B6D0: CE Turn vehicle/entity down CC/B6D1: FF End queue CC/B6D2: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CC/B6D4: CE Turn vehicle/entity down CC/B6D5: FF End queue CC/B6D6: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CC/B6D8: CE Turn vehicle/entity down CC/B6D9: FF End queue CC/B6DA: 0E Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete) CC/B6DC: CE Turn vehicle/entity down CC/B6DD: FF End queue CC/B6DE: 0E Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete) CC/B6E0: 82 Move vehicle/entity down 1 tile CC/B6E1: FF End queue CC/B6E2: 92 Pause for 30 units CC/B6E3: 4B Display dialogue message $0353, wait for button press BANON: LOCKE. Where'd you hear that? LOCKE: CELES, here, was one of the Empire's generals… CC/B6E6: 92 Pause for 30 units CC/B6E7: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/B6E9: CD Turn vehicle/entity right CC/B6EA: FF End queue CC/B6EB: 92 Pause for 30 units CC/B6EC: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CC/B6EE: 1F Do vehicle/entity graphical action $1F CC/B6EF: FF End queue CC/B6F0: 4B Display dialogue message $0354, wait for button press CYAN: Grrr! I knew she seemed familiar. Sir GAU, out of my way! CC/B6F3: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CC/B6F5: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/B6F6: FF End queue CC/B6F7: 0B Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete) CC/B6F9: 1F Do vehicle/entity graphical action $1F CC/B6FA: C7 Set vehicle/entity to stay still when moving CC/B6FB: FF End queue CC/B6FC: 0B Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete) CC/B6FE: D5 Set vehicle/entity's position to (109, 20) CC/B701: FF End queue CC/B702: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CC/B704: 1F Do vehicle/entity graphical action $1F CC/B705: D5 Set vehicle/entity's position to (108, 19) CC/B708: FF End queue CC/B709: F4 Play sound effect 219 CC/B70B: 0B Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete) CC/B70D: C4 Set vehicle/entity's event speed to faster CC/B70E: 93 Move vehicle/entity left 5 tiles CC/B70F: FF End queue CC/B710: 0B Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete) CC/B712: C6 Set vehicle/entity to walk when moving CC/B713: CE Turn vehicle/entity down CC/B714: FF End queue CC/B715: B0 Execute the following commands until $B1 7 times CC/B717: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CC/B719: 23 Do vehicle/entity graphical action $23 CC/B71A: FF End queue CC/B71B: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CC/B71D: 63 Do vehicle/entity graphical action $23, flipped horizontally CC/B71E: FF End queue CC/B71F: B1 End block of repeating commands CC/B720: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CC/B722: CE Turn vehicle/entity down CC/B723: FF End queue CC/B724: 92 Pause for 30 units CC/B725: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CC/B727: CD Turn vehicle/entity right CC/B728: FF End queue CC/B729: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CC/B72B: CD Turn vehicle/entity right CC/B72C: FF End queue CC/B72D: 0E Begin action queue for character $0E (Actor in stot 14), 2 bytes long CC/B72F: CD Turn vehicle/entity right CC/B730: FF End queue CC/B731: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CC/B733: CD Turn vehicle/entity right CC/B734: FF End queue CC/B735: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CC/B737: 85 Move vehicle/entity right 2 tiles CC/B738: FF End queue CC/B739: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long CC/B73B: 82 Move vehicle/entity down 1 tile CC/B73C: CD Turn vehicle/entity right CC/B73D: FF End queue CC/B73E: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete) CC/B740: A0 Move vehicle/entity right/up 1x1 tiles CC/B741: A0 Move vehicle/entity right/up 1x1 tiles CC/B742: CF Turn vehicle/entity left CC/B743: E0 Pause for 4 * 8 (32) frames CC/B745: FF End queue CC/B746: 4B Display dialogue message $0355, wait for button press CYAN: This's General CELES! She torched Maranda! She's an Imperial spy! Now, stand aside! CC/B749: 01 Begin action queue for character $01 (Actor in stot 1), 7 bytes long (Wait until complete) CC/B74B: C3 Set vehicle/entity's event speed to fast CC/B74C: 81 Move vehicle/entity right 1 tile CC/B74D: A0 Move vehicle/entity right/up 1x1 tiles CC/B74E: CF Turn vehicle/entity left CC/B74F: 0E Do vehicle/entity graphical action $0E CC/B750: C2 Set vehicle/entity's event speed to normal CC/B751: FF End queue CC/B752: 92 Pause for 30 units CC/B753: 4B Display dialogue message $0356, wait for button press LOCKE: WAIT! CELES has joined the Returners! She's fighting with us, now! CYAN: But…! LOCKE: I promised I'd protect her. I WILL NOT back out on my word. CC/B756: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CC/B758: 82 Move vehicle/entity down 1 tile CC/B759: A1 Move vehicle/entity right/down 1x1 tiles CC/B75A: CD Turn vehicle/entity right CC/B75B: FF End queue CC/B75C: 92 Pause for 30 units CC/B75D: 4B Display dialogue message $0357, wait for button press EDGAR: LOCKE… Are you still thinking about… that? CC/B760: 92 Pause for 30 units CC/B761: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/B763: 20 Do vehicle/entity graphical action $20 CC/B764: FF End queue CC/B765: B5 Pause for 15 * 6 (90) units CC/B767: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/B769: 82 Move vehicle/entity down 1 tile CC/B76A: FF End queue CC/B76B: 92 Pause for 30 units CC/B76C: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/B76E: CD Turn vehicle/entity right CC/B76F: FF End queue CC/B770: 4B Display dialogue message $0358, wait for button press TERRA: I was also an Imperial soldier. CYAN: WHAT!! CC/B773: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CC/B775: 1F Do vehicle/entity graphical action $1F CC/B776: FF End queue CC/B777: 94 Pause for 60 units CC/B778: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CC/B77A: CF Turn vehicle/entity left CC/B77B: FF End queue CC/B77C: 92 Pause for 30 units CC/B77D: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CC/B77F: CF Turn vehicle/entity left CC/B780: FF End queue CC/B781: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CC/B783: CF Turn vehicle/entity left CC/B784: FF End queue CC/B785: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CC/B787: 83 Move vehicle/entity left 1 tile CC/B788: FF End queue CC/B789: 92 Pause for 30 units CC/B78A: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/B78C: 62 Do vehicle/entity graphical action $22, flipped horizontally CC/B78D: FF End queue CC/B78E: 94 Pause for 60 units CC/B78F: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CC/B791: 82 Move vehicle/entity down 1 tile CC/B792: FF End queue CC/B793: 92 Pause for 30 units CC/B794: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CC/B796: 20 Do vehicle/entity graphical action $20 CC/B797: FF End queue CC/B798: 94 Pause for 60 units CC/B799: 4B Display dialogue message $0359, wait for button press EDGAR: The Empire's evil. But not ALL of its citizens are! CC/B79C: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CC/B79E: CE Turn vehicle/entity down CC/B79F: FF End queue CC/B7A0: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CC/B7A2: CE Turn vehicle/entity down CC/B7A3: FF End queue CC/B7A4: 18 Begin action queue for character $18 (NPC $18), 2 bytes long CC/B7A6: CE Turn vehicle/entity down CC/B7A7: FF End queue CC/B7A8: 19 Begin action queue for character $19 (NPC $19), 2 bytes long CC/B7AA: CE Turn vehicle/entity down CC/B7AB: FF End queue CC/B7AC: 0E Begin action queue for character $0E (Actor in stot 14), 2 bytes long CC/B7AE: CE Turn vehicle/entity down CC/B7AF: FF End queue CC/B7B0: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CC/B7B2: CE Turn vehicle/entity down CC/B7B3: FF End queue CC/B7B4: 92 Pause for 30 units CC/B7B5: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CC/B7B7: CE Turn vehicle/entity down CC/B7B8: FF End queue CC/B7B9: 92 Pause for 30 units CC/B7BA: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CC/B7BC: CD Turn vehicle/entity right CC/B7BD: E0 Pause for 4 * 1 (4) frames CC/B7BF: CC Turn vehicle/entity up CC/B7C0: FF End queue CC/B7C1: 92 Pause for 30 units CC/B7C2: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete) CC/B7C4: 86 Move vehicle/entity down 2 tiles CC/B7C5: CF Turn vehicle/entity left CC/B7C6: FF End queue CC/B7C7: 92 Pause for 30 units CC/B7C8: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CC/B7CA: 10 Do vehicle/entity graphical action $10 CC/B7CB: FF End queue CC/B7CC: 92 Pause for 30 units CC/B7CD: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CC/B7CF: CD Turn vehicle/entity right CC/B7D0: FF End queue CC/B7D1: 94 Pause for 60 units CC/B7D2: 4B Display dialogue message $0368, wait for button press SABIN: Oh, this is… CC/B7D5: B5 Pause for 15 * 11 (165) units CC/B7D7: 3D Create object $1A CC/B7D9: 41 Show object $1A CC/B7DB: 45 Refresh objects CC/B7DC: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CC/B7DE: E0 Pause for 4 * 4 (16) frames CC/B7E0: 83 Move vehicle/entity left 1 tile CC/B7E1: CD Turn vehicle/entity right CC/B7E2: FF End queue CC/B7E3: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CC/B7E5: 8C Move vehicle/entity up 4 tiles CC/B7E6: FF End queue CC/B7E7: 4B Display dialogue message $035A, wait for button press Emergency!! The Empire cometh!! CC/B7EA: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CC/B7EC: 1F Do vehicle/entity graphical action $1F CC/B7ED: FF End queue CC/B7EE: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CC/B7F0: 1F Do vehicle/entity graphical action $1F CC/B7F1: FF End queue CC/B7F2: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CC/B7F4: 1F Do vehicle/entity graphical action $1F CC/B7F5: FF End queue CC/B7F6: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CC/B7F8: 1F Do vehicle/entity graphical action $1F CC/B7F9: FF End queue CC/B7FA: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CC/B7FC: 1F Do vehicle/entity graphical action $1F CC/B7FD: FF End queue CC/B7FE: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CC/B800: 1F Do vehicle/entity graphical action $1F CC/B801: FF End queue CC/B802: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long CC/B804: 1F Do vehicle/entity graphical action $1F CC/B805: FF End queue CC/B806: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CC/B808: CE Turn vehicle/entity down CC/B809: FF End queue CC/B80A: 0E Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete) CC/B80C: 1F Do vehicle/entity graphical action $1F CC/B80D: FF End queue CC/B80E: 94 Pause for 60 units CC/B80F: F2 Fade out current song with transition time 64 CC/B811: 5A Fade screen at speed $04 CC/B813: 5C Pause execution until fade in or fade out is complete CC/B814: B5 Pause for 15 * 6 (90) units CC/B816: DC Set event bit $1E80($611) [$1F42, bit 1] CC/B818: 6B Load map $0038 (Empty desert (fleeing on chocobos / Imperials en route to Narshe)) instantly, (upper bits $0000), place party at (16, 39), facing up CC/B81E: F1 Fade in song 28 (Troops March On) (high bit clear) with transition time 64 CC/B821: B5 Pause for 15 * 6 (90) units CC/B823: 42 Hide object $31 CC/B825: 42 Hide object $00 CC/B827: 42 Hide object $04 CC/B829: 42 Hide object $0E CC/B82B: 42 Hide object $05 CC/B82D: 42 Hide object $02 CC/B82F: 42 Hide object $0B CC/B831: 42 Hide object $01 CC/B833: 42 Hide object $06 CC/B835: 44 Place character $11 (NPC $11) on vehicle $40 (Magitek Armor) (Character is shown) CC/B838: 44 Place character $13 (NPC $13) on vehicle $40 (Magitek Armor) (Character is shown) CC/B83B: 44 Place character $15 (NPC $15) on vehicle $40 (Magitek Armor) (Character is shown) CC/B83E: 44 Place character $1C (NPC $1C) on vehicle $40 (Magitek Armor) (Character is shown) CC/B841: 59 Unfade screen at speed $04 CC/B843: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CC/B845: C2 Set vehicle/entity's event speed to normal CC/B846: 81 Move vehicle/entity right 1 tile CC/B847: FC Branch 1 bytes backwards ($CCB846) CC/B849: FF End queue CC/B84A: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CC/B84C: C2 Set vehicle/entity's event speed to normal CC/B84D: 81 Move vehicle/entity right 1 tile CC/B84E: FC Branch 1 bytes backwards ($CCB84D) CC/B850: FF End queue CC/B851: 12 Begin action queue for character $12 (NPC $12), 5 bytes long CC/B853: C2 Set vehicle/entity's event speed to normal CC/B854: 81 Move vehicle/entity right 1 tile CC/B855: FC Branch 1 bytes backwards ($CCB854) CC/B857: FF End queue CC/B858: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CC/B85A: C2 Set vehicle/entity's event speed to normal CC/B85B: 81 Move vehicle/entity right 1 tile CC/B85C: FC Branch 1 bytes backwards ($CCB85B) CC/B85E: FF End queue CC/B85F: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CC/B861: C2 Set vehicle/entity's event speed to normal CC/B862: 81 Move vehicle/entity right 1 tile CC/B863: FC Branch 1 bytes backwards ($CCB862) CC/B865: FF End queue CC/B866: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CC/B868: C2 Set vehicle/entity's event speed to normal CC/B869: 81 Move vehicle/entity right 1 tile CC/B86A: FC Branch 1 bytes backwards ($CCB869) CC/B86C: FF End queue CC/B86D: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CC/B86F: C2 Set vehicle/entity's event speed to normal CC/B870: 81 Move vehicle/entity right 1 tile CC/B871: FC Branch 1 bytes backwards ($CCB870) CC/B873: FF End queue CC/B874: 17 Begin action queue for character $17 (NPC $17), 5 bytes long CC/B876: C2 Set vehicle/entity's event speed to normal CC/B877: 81 Move vehicle/entity right 1 tile CC/B878: FC Branch 1 bytes backwards ($CCB877) CC/B87A: FF End queue CC/B87B: 18 Begin action queue for character $18 (NPC $18), 5 bytes long CC/B87D: C2 Set vehicle/entity's event speed to normal CC/B87E: 81 Move vehicle/entity right 1 tile CC/B87F: FC Branch 1 bytes backwards ($CCB87E) CC/B881: FF End queue CC/B882: 19 Begin action queue for character $19 (NPC $19), 5 bytes long CC/B884: C2 Set vehicle/entity's event speed to normal CC/B885: 81 Move vehicle/entity right 1 tile CC/B886: FC Branch 1 bytes backwards ($CCB885) CC/B888: FF End queue CC/B889: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long CC/B88B: C2 Set vehicle/entity's event speed to normal CC/B88C: 81 Move vehicle/entity right 1 tile CC/B88D: FC Branch 1 bytes backwards ($CCB88C) CC/B88F: FF End queue CC/B890: 1B Begin action queue for character $1B (NPC $1B), 5 bytes long CC/B892: C2 Set vehicle/entity's event speed to normal CC/B893: 81 Move vehicle/entity right 1 tile CC/B894: FC Branch 1 bytes backwards ($CCB893) CC/B896: FF End queue CC/B897: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long CC/B899: C2 Set vehicle/entity's event speed to normal CC/B89A: 81 Move vehicle/entity right 1 tile CC/B89B: FC Branch 1 bytes backwards ($CCB89A) CC/B89D: FF End queue CC/B89E: 30 Begin action queue for character $30 (Camera), 5 bytes long CC/B8A0: C2 Set vehicle/entity's event speed to normal CC/B8A1: 81 Move vehicle/entity right 1 tile CC/B8A2: FC Branch 1 bytes backwards ($CCB8A1) CC/B8A4: FF End queue CC/B8A5: 4B Display dialogue message $035B, wait for button press KEFKA: I don't care what you do here, JUST GET ME THAT ESPER!! CC/B8A8: B5 Pause for 15 * 6 (90) units CC/B8AA: 4B Display dialogue message $035C, wait for button press SOLDIER: Lord Kefka! There're civilians here…! KEFKA: Exterminate everyone! SOLDIER: But Narshe is neutral… KEFKA: Idiot!! CC/B8AD: 10 Begin action queue for character $10 (NPC $10), 10 bytes long CC/B8AF: C7 Set vehicle/entity to stay still when moving CC/B8B0: 1F Do vehicle/entity graphical action $1F CC/B8B1: DC Make vehicle/entity jump (low) CC/B8B2: 81 Move vehicle/entity right 1 tile CC/B8B3: 18 Do vehicle/entity graphical action $18 CC/B8B4: DC Make vehicle/entity jump (low) CC/B8B5: 81 Move vehicle/entity right 1 tile CC/B8B6: FC Branch 6 bytes backwards ($CCB8B0) CC/B8B8: FF End queue CC/B8B9: 4B Display dialogue message $035D, wait for button press KEFKA: Read my lips!! Dispose of any who oppose us! March! CC/B8BC: 94 Pause for 60 units CC/B8BD: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CC/B8BF: C6 Set vehicle/entity to walk when moving CC/B8C0: 81 Move vehicle/entity right 1 tile CC/B8C1: FC Branch 1 bytes backwards ($CCB8C0) CC/B8C3: FF End queue CC/B8C4: 95 Pause for 120 units CC/B8C5: 5A Fade screen at speed $02 CC/B8C7: 5C Pause execution until fade in or fade out is complete CC/B8C8: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CC/B8CA: 81 Move vehicle/entity right 1 tile CC/B8CB: FF End queue CC/B8CC: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CC/B8CE: 81 Move vehicle/entity right 1 tile CC/B8CF: FF End queue CC/B8D0: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CC/B8D2: 81 Move vehicle/entity right 1 tile CC/B8D3: FF End queue CC/B8D4: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CC/B8D6: 81 Move vehicle/entity right 1 tile CC/B8D7: FF End queue CC/B8D8: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CC/B8DA: 81 Move vehicle/entity right 1 tile CC/B8DB: FF End queue CC/B8DC: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CC/B8DE: 81 Move vehicle/entity right 1 tile CC/B8DF: FF End queue CC/B8E0: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CC/B8E2: 81 Move vehicle/entity right 1 tile CC/B8E3: FF End queue CC/B8E4: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CC/B8E6: 81 Move vehicle/entity right 1 tile CC/B8E7: FF End queue CC/B8E8: 18 Begin action queue for character $18 (NPC $18), 2 bytes long CC/B8EA: 81 Move vehicle/entity right 1 tile CC/B8EB: FF End queue CC/B8EC: 19 Begin action queue for character $19 (NPC $19), 2 bytes long CC/B8EE: 81 Move vehicle/entity right 1 tile CC/B8EF: FF End queue CC/B8F0: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long CC/B8F2: 81 Move vehicle/entity right 1 tile CC/B8F3: FF End queue CC/B8F4: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long CC/B8F6: 81 Move vehicle/entity right 1 tile CC/B8F7: FF End queue CC/B8F8: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long CC/B8FA: 81 Move vehicle/entity right 1 tile CC/B8FB: FF End queue CC/B8FC: 30 Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete) CC/B8FE: 81 Move vehicle/entity right 1 tile CC/B8FF: FF End queue CC/B900: 6B Load map $001E (Narshe, all non-shop buildings except classroom (always)) instantly, (upper bits $2000), place party at (108, 17), facing down CC/B906: DD Clear event bit $1E80($611) [$1F42, bit 1] CC/B908: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/B90A: D7 Center screen on vehicle/entity CC/B90B: FF End queue CC/B90C: 3C Set up the party as follows: $00 (Actor in stot 0), $FF (), $FF (), $FF () CC/B911: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete) CC/B913: D5 Set vehicle/entity's position to (111, 16) CC/B916: C2 Set vehicle/entity's event speed to normal CC/B917: CF Turn vehicle/entity left CC/B918: FF End queue CC/B919: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CC/B91B: D5 Set vehicle/entity's position to (108, 20) CC/B91E: C2 Set vehicle/entity's event speed to normal CC/B91F: CF Turn vehicle/entity left CC/B920: FF End queue CC/B921: 0E Begin action queue for character $0E (Actor in stot 14), 6 bytes long (Wait until complete) CC/B923: D5 Set vehicle/entity's position to (108, 18) CC/B926: C2 Set vehicle/entity's event speed to normal CC/B927: CF Turn vehicle/entity left CC/B928: FF End queue CC/B929: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete) CC/B92B: D5 Set vehicle/entity's position to (109, 18) CC/B92E: C2 Set vehicle/entity's event speed to normal CC/B92F: CF Turn vehicle/entity left CC/B930: FF End queue CC/B931: 02 Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete) CC/B933: D5 Set vehicle/entity's position to (109, 17) CC/B936: C2 Set vehicle/entity's event speed to normal CC/B937: CF Turn vehicle/entity left CC/B938: FF End queue CC/B939: 0B Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete) CC/B93B: D5 Set vehicle/entity's position to (110, 17) CC/B93E: C2 Set vehicle/entity's event speed to normal CC/B93F: CF Turn vehicle/entity left CC/B940: FF End queue CC/B941: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete) CC/B943: D5 Set vehicle/entity's position to (111, 18) CC/B946: C2 Set vehicle/entity's event speed to normal CC/B947: CF Turn vehicle/entity left CC/B948: FF End queue CC/B949: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete) CC/B94B: D5 Set vehicle/entity's position to (111, 19) CC/B94E: C2 Set vehicle/entity's event speed to normal CC/B94F: CF Turn vehicle/entity left CC/B950: FF End queue CC/B951: 3D Create object $00 CC/B953: 3D Create object $04 CC/B955: 3D Create object $0E CC/B957: 3D Create object $05 CC/B959: 3D Create object $02 CC/B95B: 3D Create object $0B CC/B95D: 3D Create object $01 CC/B95F: 3D Create object $06 CC/B961: 41 Show object $00 CC/B963: 41 Show object $04 CC/B965: 41 Show object $0E CC/B967: 41 Show object $05 CC/B969: 41 Show object $02 CC/B96B: 41 Show object $0B CC/B96D: 41 Show object $01 CC/B96F: 41 Show object $06 CC/B971: 45 Refresh objects CC/B972: 3D Create object $11 CC/B974: 3D Create object $15 CC/B976: 3D Create object $16 CC/B978: 3D Create object $17 CC/B97A: 3D Create object $18 CC/B97C: 3D Create object $19 CC/B97E: 3D Create object $1A CC/B980: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CC/B982: D5 Set vehicle/entity's position to (108, 17) CC/B985: CF Turn vehicle/entity left CC/B986: FF End queue CC/B987: 15 Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete) CC/B989: D5 Set vehicle/entity's position to (107, 18) CC/B98C: CD Turn vehicle/entity right CC/B98D: FF End queue CC/B98E: 16 Begin action queue for character $16 (NPC $16), 5 bytes long (Wait until complete) CC/B990: D5 Set vehicle/entity's position to (105, 17) CC/B993: CD Turn vehicle/entity right CC/B994: FF End queue CC/B995: 17 Begin action queue for character $17 (NPC $17), 5 bytes long (Wait until complete) CC/B997: D5 Set vehicle/entity's position to (105, 18) CC/B99A: CD Turn vehicle/entity right CC/B99B: FF End queue CC/B99C: 18 Begin action queue for character $18 (NPC $18), 5 bytes long (Wait until complete) CC/B99E: D5 Set vehicle/entity's position to (105, 19) CC/B9A1: CD Turn vehicle/entity right CC/B9A2: FF End queue CC/B9A3: 19 Begin action queue for character $19 (NPC $19), 5 bytes long (Wait until complete) CC/B9A5: D5 Set vehicle/entity's position to (106, 17) CC/B9A8: CD Turn vehicle/entity right CC/B9A9: FF End queue CC/B9AA: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete) CC/B9AC: D5 Set vehicle/entity's position to (106, 19) CC/B9AF: CD Turn vehicle/entity right CC/B9B0: FF End queue CC/B9B1: 41 Show object $11 CC/B9B3: 41 Show object $15 CC/B9B5: 41 Show object $16 CC/B9B7: 41 Show object $17 CC/B9B9: 41 Show object $18 CC/B9BB: 41 Show object $19 CC/B9BD: 41 Show object $1A CC/B9BF: 45 Refresh objects CC/B9C0: 59 Unfade screen at speed $08 CC/B9C2: 5C Pause execution until fade in or fade out is complete CC/B9C3: 4B Display dialogue message $035E, wait for button press ELDER: We really have no choice. Let's make ready for war! CC/B9C6: 0E Begin action queue for character $0E (Actor in stot 14), 5 bytes long (Wait until complete) CC/B9C8: 22 Do vehicle/entity graphical action $22 CC/B9C9: E0 Pause for 4 * 2 (8) frames CC/B9CB: CF Turn vehicle/entity left CC/B9CC: FF End queue CC/B9CD: 92 Pause for 30 units CC/B9CE: 4B Display dialogue message $035F, wait for button press BANON: They're after the Esper. ELDER: We moved it into the hills. CC/B9D1: 92 Pause for 30 units CC/B9D2: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CC/B9D4: A1 Move vehicle/entity right/down 1x1 tiles CC/B9D5: CC Turn vehicle/entity up CC/B9D6: FF End queue CC/B9D7: 92 Pause for 30 units CC/B9D8: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/B9DA: CE Turn vehicle/entity down CC/B9DB: FF End queue CC/B9DC: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CC/B9DE: CE Turn vehicle/entity down CC/B9DF: FF End queue CC/B9E0: 0E Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete) CC/B9E2: CE Turn vehicle/entity down CC/B9E3: FF End queue CC/B9E4: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CC/B9E6: CE Turn vehicle/entity down CC/B9E7: FF End queue CC/B9E8: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CC/B9EA: CE Turn vehicle/entity down CC/B9EB: FF End queue CC/B9EC: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CC/B9EE: CE Turn vehicle/entity down CC/B9EF: FF End queue CC/B9F0: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/B9F2: CE Turn vehicle/entity down CC/B9F3: FF End queue CC/B9F4: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CC/B9F6: CE Turn vehicle/entity down CC/B9F7: FF End queue CC/B9F8: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/B9FA: CE Turn vehicle/entity down CC/B9FB: FF End queue CC/B9FC: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CC/B9FE: CE Turn vehicle/entity down CC/B9FF: FF End queue CC/BA00: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CC/BA02: CE Turn vehicle/entity down CC/BA03: FF End queue CC/BA04: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CC/BA06: CE Turn vehicle/entity down CC/BA07: FF End queue CC/BA08: 18 Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete) CC/BA0A: CE Turn vehicle/entity down CC/BA0B: FF End queue CC/BA0C: 19 Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete) CC/BA0E: CE Turn vehicle/entity down CC/BA0F: FF End queue CC/BA10: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CC/BA12: CE Turn vehicle/entity down CC/BA13: FF End queue CC/BA14: 92 Pause for 30 units CC/BA15: 4B Display dialogue message $0360, wait for button press EDGAR: Then we're going up after it! CC/BA18: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CC/BA1A: 20 Do vehicle/entity graphical action $20 CC/BA1B: E0 Pause for 4 * 2 (8) frames CC/BA1D: CE Turn vehicle/entity down CC/BA1E: FF End queue CC/BA1F: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CC/BA21: 20 Do vehicle/entity graphical action $20 CC/BA22: E0 Pause for 4 * 2 (8) frames CC/BA24: CE Turn vehicle/entity down CC/BA25: FF End queue CC/BA26: 0E Begin action queue for character $0E (Actor in stot 14), 5 bytes long CC/BA28: 20 Do vehicle/entity graphical action $20 CC/BA29: E0 Pause for 4 * 2 (8) frames CC/BA2B: CE Turn vehicle/entity down CC/BA2C: FF End queue CC/BA2D: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long CC/BA2F: 20 Do vehicle/entity graphical action $20 CC/BA30: E0 Pause for 4 * 2 (8) frames CC/BA32: CE Turn vehicle/entity down CC/BA33: FF End queue CC/BA34: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long CC/BA36: 20 Do vehicle/entity graphical action $20 CC/BA37: E0 Pause for 4 * 2 (8) frames CC/BA39: CE Turn vehicle/entity down CC/BA3A: FF End queue CC/BA3B: 0B Begin action queue for character $0B (Actor in stot 11), 5 bytes long CC/BA3D: 20 Do vehicle/entity graphical action $20 CC/BA3E: E0 Pause for 4 * 2 (8) frames CC/BA40: CE Turn vehicle/entity down CC/BA41: FF End queue CC/BA42: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CC/BA44: 20 Do vehicle/entity graphical action $20 CC/BA45: E0 Pause for 4 * 2 (8) frames CC/BA47: CE Turn vehicle/entity down CC/BA48: FF End queue CC/BA49: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CC/BA4B: 20 Do vehicle/entity graphical action $20 CC/BA4C: E0 Pause for 4 * 2 (8) frames CC/BA4E: CE Turn vehicle/entity down CC/BA4F: FF End queue CC/BA50: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CC/BA52: 2D Do vehicle/entity graphical action $2D CC/BA53: E0 Pause for 4 * 2 (8) frames CC/BA55: CE Turn vehicle/entity down CC/BA56: FF End queue CC/BA57: 15 Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete) CC/BA59: 2C Do vehicle/entity graphical action $2C CC/BA5A: E0 Pause for 4 * 2 (8) frames CC/BA5C: CE Turn vehicle/entity down CC/BA5D: FF End queue CC/BA5E: 39 Free screen CC/BA5F: 6A Load map $0013 (Narshe, lower town (Magitek attack / guards seek Terra / party files out)) after fade out, (upper bits $2000), place party at (23, 20), facing down CC/BA65: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CC/BA67: D7 Center screen on vehicle/entity CC/BA68: C2 Set vehicle/entity's event speed to normal CC/BA69: CE Turn vehicle/entity down CC/BA6A: FF End queue CC/BA6B: 3C Set up the party as follows: $00 (Actor in stot 0), $FF (), $FF (), $FF () CC/BA70: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete) CC/BA72: D5 Set vehicle/entity's position to (23, 21) CC/BA75: C2 Set vehicle/entity's event speed to normal CC/BA76: CE Turn vehicle/entity down CC/BA77: FF End queue CC/BA78: 02 Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete) CC/BA7A: D5 Set vehicle/entity's position to (23, 22) CC/BA7D: C2 Set vehicle/entity's event speed to normal CC/BA7E: CE Turn vehicle/entity down CC/BA7F: FF End queue CC/BA80: 0B Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete) CC/BA82: D5 Set vehicle/entity's position to (23, 23) CC/BA85: C2 Set vehicle/entity's event speed to normal CC/BA86: CE Turn vehicle/entity down CC/BA87: FF End queue CC/BA88: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete) CC/BA8A: D5 Set vehicle/entity's position to (23, 24) CC/BA8D: C2 Set vehicle/entity's event speed to normal CC/BA8E: CE Turn vehicle/entity down CC/BA8F: FF End queue CC/BA90: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CC/BA92: D5 Set vehicle/entity's position to (23, 19) CC/BA95: C2 Set vehicle/entity's event speed to normal CC/BA96: CE Turn vehicle/entity down CC/BA97: FF End queue CC/BA98: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete) CC/BA9A: D5 Set vehicle/entity's position to (23, 18) CC/BA9D: C2 Set vehicle/entity's event speed to normal CC/BA9E: CE Turn vehicle/entity down CC/BA9F: FF End queue CC/BAA0: 41 Show object $00 CC/BAA2: 41 Show object $04 CC/BAA4: 41 Show object $05 CC/BAA6: 41 Show object $02 CC/BAA8: 41 Show object $0B CC/BAAA: 41 Show object $01 CC/BAAC: 41 Show object $06 CC/BAAE: 45 Refresh objects CC/BAAF: 78 Enable ability to pass through other objects for object $06 (CELES ) CC/BAB1: 78 Enable ability to pass through other objects for object $04 (EDGAR ) CC/BAB3: 78 Enable ability to pass through other objects for object $00 (TERRA ) CC/BAB5: 78 Enable ability to pass through other objects for object $05 (SABIN ) CC/BAB7: 78 Enable ability to pass through other objects for object $02 (CYAN ) CC/BAB9: 78 Enable ability to pass through other objects for object $0B (GAU ) CC/BABB: 78 Enable ability to pass through other objects for object $01 (LOCKE ) CC/BABD: 59 Unfade screen at speed $04 CC/BABF: 06 Begin action queue for character $06 (Actor in stot 6), 9 bytes long CC/BAC1: 9E Move vehicle/entity down 8 tiles CC/BAC2: 82 Move vehicle/entity down 1 tile CC/BAC3: 9D Move vehicle/entity right 8 tiles CC/BAC4: 80 Move vehicle/entity up 1 tile CC/BAC5: 99 Move vehicle/entity right 7 tiles CC/BAC6: 9C Move vehicle/entity up 8 tiles CC/BAC7: 9C Move vehicle/entity up 8 tiles CC/BAC8: 9C Move vehicle/entity up 8 tiles CC/BAC9: FF End queue CC/BACA: 04 Begin action queue for character $04 (Actor in stot 4), 9 bytes long CC/BACC: 9E Move vehicle/entity down 8 tiles CC/BACD: 81 Move vehicle/entity right 1 tile CC/BACE: 9D Move vehicle/entity right 8 tiles CC/BACF: 80 Move vehicle/entity up 1 tile CC/BAD0: 99 Move vehicle/entity right 7 tiles CC/BAD1: 9C Move vehicle/entity up 8 tiles CC/BAD2: 9C Move vehicle/entity up 8 tiles CC/BAD3: 9C Move vehicle/entity up 8 tiles CC/BAD4: FF End queue CC/BAD5: 00 Begin action queue for character $00 (Actor in stot 0), 8 bytes long CC/BAD7: 9A Move vehicle/entity down 7 tiles CC/BAD8: 9D Move vehicle/entity right 8 tiles CC/BAD9: 80 Move vehicle/entity up 1 tile CC/BADA: 99 Move vehicle/entity right 7 tiles CC/BADB: 9C Move vehicle/entity up 8 tiles CC/BADC: 9C Move vehicle/entity up 8 tiles CC/BADD: 9C Move vehicle/entity up 8 tiles CC/BADE: FF End queue CC/BADF: 05 Begin action queue for character $05 (Actor in stot 5), 8 bytes long CC/BAE1: 96 Move vehicle/entity down 6 tiles CC/BAE2: 9D Move vehicle/entity right 8 tiles CC/BAE3: 80 Move vehicle/entity up 1 tile CC/BAE4: 99 Move vehicle/entity right 7 tiles CC/BAE5: 9C Move vehicle/entity up 8 tiles CC/BAE6: 9C Move vehicle/entity up 8 tiles CC/BAE7: 9C Move vehicle/entity up 8 tiles CC/BAE8: FF End queue CC/BAE9: 02 Begin action queue for character $02 (Actor in stot 2), 8 bytes long CC/BAEB: 92 Move vehicle/entity down 5 tiles CC/BAEC: 9D Move vehicle/entity right 8 tiles CC/BAED: 80 Move vehicle/entity up 1 tile CC/BAEE: 99 Move vehicle/entity right 7 tiles CC/BAEF: 9C Move vehicle/entity up 8 tiles CC/BAF0: 9C Move vehicle/entity up 8 tiles CC/BAF1: 9C Move vehicle/entity up 8 tiles CC/BAF2: FF End queue CC/BAF3: 0B Begin action queue for character $0B (Actor in stot 11), 8 bytes long CC/BAF5: 8E Move vehicle/entity down 4 tiles CC/BAF6: 9D Move vehicle/entity right 8 tiles CC/BAF7: 80 Move vehicle/entity up 1 tile CC/BAF8: 99 Move vehicle/entity right 7 tiles CC/BAF9: 9C Move vehicle/entity up 8 tiles CC/BAFA: 9C Move vehicle/entity up 8 tiles CC/BAFB: 9C Move vehicle/entity up 8 tiles CC/BAFC: FF End queue CC/BAFD: 01 Begin action queue for character $01 (Actor in stot 1), 8 bytes long CC/BAFF: 8A Move vehicle/entity down 3 tiles CC/BB00: 9D Move vehicle/entity right 8 tiles CC/BB01: 80 Move vehicle/entity up 1 tile CC/BB02: 99 Move vehicle/entity right 7 tiles CC/BB03: 9C Move vehicle/entity up 8 tiles CC/BB04: 9C Move vehicle/entity up 8 tiles CC/BB05: 9C Move vehicle/entity up 8 tiles CC/BB06: FF End queue CC/BB07: B5 Pause for 15 * 6 (90) units CC/BB09: 4B Display dialogue message $0361, wait for button press EDGAR: LOCKE has a complicated past. I wouldn't go thinking he's fallen for you or something! CC/BB0C: 4B Display dialogue message $0362, wait for button press CELES: I'm a soldier, not some love-starved twit! EDGAR: Cold as ice…… CC/BB0F: 35 Pause execution until action queue for object $01 (Actor in stot 1) is complete CC/BB11: 6A Load map $0015 (Narshe, upper town (WoB)) after fade out, (upper bits $0000), place party at (21, 19), facing up CC/BB17: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CC/BB19: D7 Center screen on vehicle/entity CC/BB1A: C2 Set vehicle/entity's event speed to normal CC/BB1B: CE Turn vehicle/entity down CC/BB1C: FF End queue CC/BB1D: 3C Set up the party as follows: $00 (Actor in stot 0), $FF (), $FF (), $FF () CC/BB22: 38 Hold screen CC/BB23: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete) CC/BB25: D5 Set vehicle/entity's position to (21, 26) CC/BB28: C2 Set vehicle/entity's event speed to normal CC/BB29: CC Turn vehicle/entity up CC/BB2A: FF End queue CC/BB2B: 02 Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete) CC/BB2D: D5 Set vehicle/entity's position to (21, 27) CC/BB30: C2 Set vehicle/entity's event speed to normal CC/BB31: CC Turn vehicle/entity up CC/BB32: FF End queue CC/BB33: 0B Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete) CC/BB35: D5 Set vehicle/entity's position to (21, 28) CC/BB38: C2 Set vehicle/entity's event speed to normal CC/BB39: CC Turn vehicle/entity up CC/BB3A: FF End queue CC/BB3B: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete) CC/BB3D: D5 Set vehicle/entity's position to (21, 29) CC/BB40: C2 Set vehicle/entity's event speed to normal CC/BB41: CC Turn vehicle/entity up CC/BB42: FF End queue CC/BB43: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CC/BB45: D5 Set vehicle/entity's position to (21, 30) CC/BB48: C2 Set vehicle/entity's event speed to normal CC/BB49: CC Turn vehicle/entity up CC/BB4A: FF End queue CC/BB4B: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete) CC/BB4D: D5 Set vehicle/entity's position to (21, 31) CC/BB50: C2 Set vehicle/entity's event speed to normal CC/BB51: CC Turn vehicle/entity up CC/BB52: FF End queue CC/BB53: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete) CC/BB55: D5 Set vehicle/entity's position to (21, 32) CC/BB58: C2 Set vehicle/entity's event speed to normal CC/BB59: CC Turn vehicle/entity up CC/BB5A: FF End queue CC/BB5B: 41 Show object $00 CC/BB5D: 41 Show object $04 CC/BB5F: 41 Show object $05 CC/BB61: 41 Show object $02 CC/BB63: 41 Show object $0B CC/BB65: 41 Show object $01 CC/BB67: 41 Show object $06 CC/BB69: 45 Refresh objects CC/BB6A: 59 Unfade screen at speed $04 CC/BB6C: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long CC/BB6E: 9C Move vehicle/entity up 8 tiles CC/BB6F: 90 Move vehicle/entity up 5 tiles CC/BB70: 85 Move vehicle/entity right 2 tiles CC/BB71: 84 Move vehicle/entity up 2 tiles CC/BB72: FF End queue CC/BB73: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long CC/BB75: 9C Move vehicle/entity up 8 tiles CC/BB76: 94 Move vehicle/entity up 6 tiles CC/BB77: 81 Move vehicle/entity right 1 tile CC/BB78: 84 Move vehicle/entity up 2 tiles CC/BB79: FF End queue CC/BB7A: 0B Begin action queue for character $0B (Actor in stot 11), 4 bytes long CC/BB7C: 9C Move vehicle/entity up 8 tiles CC/BB7D: 98 Move vehicle/entity up 7 tiles CC/BB7E: 8C Move vehicle/entity up 4 tiles CC/BB7F: FF End queue CC/BB80: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CC/BB82: 9C Move vehicle/entity up 8 tiles CC/BB83: 98 Move vehicle/entity up 7 tiles CC/BB84: 81 Move vehicle/entity right 1 tile CC/BB85: 84 Move vehicle/entity up 2 tiles CC/BB86: FF End queue CC/BB87: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long CC/BB89: 9C Move vehicle/entity up 8 tiles CC/BB8A: 9C Move vehicle/entity up 8 tiles CC/BB8B: 84 Move vehicle/entity up 2 tiles CC/BB8C: FF End queue CC/BB8D: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long CC/BB8F: 9C Move vehicle/entity up 8 tiles CC/BB90: 8C Move vehicle/entity up 4 tiles CC/BB91: FF End queue CC/BB92: 06 Begin action queue for character $06 (Actor in stot 6), 9 bytes long (Wait until complete) CC/BB94: 9C Move vehicle/entity up 8 tiles CC/BB95: 8C Move vehicle/entity up 4 tiles CC/BB96: E0 Pause for 4 * 4 (16) frames CC/BB98: CD Turn vehicle/entity right CC/BB99: E0 Pause for 4 * 6 (24) frames CC/BB9B: CE Turn vehicle/entity down CC/BB9C: FF End queue CC/BB9D: 4B Display dialogue message $0363, wait for button press CELES: So, you were born with the power of magic!? Isn't it a lovely gift… TERRA: You…can use magic, too? CELES: When I was a baby I was artificially infused with magic, and raised as a Magitek Knight. TERRA: Have you…loved anyone? CELES: ??? What's that supposed to mean?! CC/BBA0: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CC/BBA2: 8C Move vehicle/entity up 4 tiles CC/BBA3: FF End queue CC/BBA4: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/BBA6: 84 Move vehicle/entity up 2 tiles CC/BBA7: FF End queue CC/BBA8: 6A Load map $0015 (Narshe, upper town (WoB)) after fade out, (upper bits $0000), place party at (34, 9), facing up CC/BBAE: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CC/BBB0: D7 Center screen on vehicle/entity CC/BBB1: C2 Set vehicle/entity's event speed to normal CC/BBB2: CE Turn vehicle/entity down CC/BBB3: FF End queue CC/BBB4: 3C Set up the party as follows: $00 (Actor in stot 0), $FF (), $FF (), $FF () CC/BBB9: 38 Hold screen CC/BBBA: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete) CC/BBBC: D5 Set vehicle/entity's position to (35, 6) CC/BBBF: C2 Set vehicle/entity's event speed to normal CC/BBC0: CC Turn vehicle/entity up CC/BBC1: FF End queue CC/BBC2: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CC/BBC4: D5 Set vehicle/entity's position to (34, 7) CC/BBC7: C2 Set vehicle/entity's event speed to normal CC/BBC8: CC Turn vehicle/entity up CC/BBC9: FF End queue CC/BBCA: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete) CC/BBCC: D5 Set vehicle/entity's position to (34, 8) CC/BBCF: C2 Set vehicle/entity's event speed to normal CC/BBD0: CC Turn vehicle/entity up CC/BBD1: FF End queue CC/BBD2: 0B Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete) CC/BBD4: D5 Set vehicle/entity's position to (34, 9) CC/BBD7: C2 Set vehicle/entity's event speed to normal CC/BBD8: CC Turn vehicle/entity up CC/BBD9: FF End queue CC/BBDA: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete) CC/BBDC: D5 Set vehicle/entity's position to (34, 10) CC/BBDF: C2 Set vehicle/entity's event speed to normal CC/BBE0: CC Turn vehicle/entity up CC/BBE1: FF End queue CC/BBE2: 02 Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete) CC/BBE4: D5 Set vehicle/entity's position to (33, 11) CC/BBE7: C2 Set vehicle/entity's event speed to normal CC/BBE8: CC Turn vehicle/entity up CC/BBE9: FF End queue CC/BBEA: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete) CC/BBEC: D5 Set vehicle/entity's position to (32, 11) CC/BBEF: C2 Set vehicle/entity's event speed to normal CC/BBF0: CC Turn vehicle/entity up CC/BBF1: FF End queue CC/BBF2: 41 Show object $00 CC/BBF4: 41 Show object $04 CC/BBF6: 41 Show object $05 CC/BBF8: 41 Show object $02 CC/BBFA: 41 Show object $0B CC/BBFC: 41 Show object $01 CC/BBFE: 41 Show object $06 CC/BC00: 45 Refresh objects CC/BC01: 59 Unfade screen at speed $04 CC/BC03: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CC/BC05: 8C Move vehicle/entity up 4 tiles CC/BC06: FF End queue CC/BC07: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CC/BC09: A0 Move vehicle/entity right/up 1x1 tiles CC/BC0A: 8C Move vehicle/entity up 4 tiles CC/BC0B: FF End queue CC/BC0C: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long CC/BC0E: 80 Move vehicle/entity up 1 tile CC/BC0F: A0 Move vehicle/entity right/up 1x1 tiles CC/BC10: 8C Move vehicle/entity up 4 tiles CC/BC11: FF End queue CC/BC12: 0B Begin action queue for character $0B (Actor in stot 11), 4 bytes long CC/BC14: 84 Move vehicle/entity up 2 tiles CC/BC15: A0 Move vehicle/entity right/up 1x1 tiles CC/BC16: 8C Move vehicle/entity up 4 tiles CC/BC17: FF End queue CC/BC18: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CC/BC1A: 88 Move vehicle/entity up 3 tiles CC/BC1B: A0 Move vehicle/entity right/up 1x1 tiles CC/BC1C: 8C Move vehicle/entity up 4 tiles CC/BC1D: FF End queue CC/BC1E: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long CC/BC20: 81 Move vehicle/entity right 1 tile CC/BC21: A0 Move vehicle/entity right/up 1x1 tiles CC/BC22: 80 Move vehicle/entity up 1 tile CC/BC23: FF End queue CC/BC24: 02 Begin action queue for character $02 (Actor in stot 2), 9 bytes long (Wait until complete) CC/BC26: A0 Move vehicle/entity right/up 1x1 tiles CC/BC27: 84 Move vehicle/entity up 2 tiles CC/BC28: E0 Pause for 4 * 8 (32) frames CC/BC2A: CD Turn vehicle/entity right CC/BC2B: E0 Pause for 4 * 2 (8) frames CC/BC2D: CE Turn vehicle/entity down CC/BC2E: FF End queue CC/BC2F: 92 Pause for 30 units CC/BC30: 4B Display dialogue message $0364, wait for button press CYAN: Don't think for a moment I trust you! CELES: Fine. Use your own eyes, then decide. CC/BC33: 92 Pause for 30 units CC/BC34: F2 Fade out current song with transition time 128 CC/BC36: 5A Fade screen at speed $04 CC/BC38: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long CC/BC3A: A0 Move vehicle/entity right/up 1x1 tiles CC/BC3B: 8C Move vehicle/entity up 4 tiles CC/BC3C: FF End queue CC/BC3D: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long CC/BC3F: 80 Move vehicle/entity up 1 tile CC/BC40: A0 Move vehicle/entity right/up 1x1 tiles CC/BC41: 88 Move vehicle/entity up 3 tiles CC/BC42: FF End queue CC/BC43: 5C Pause execution until fade in or fade out is complete CC/BC44: 42 Hide object $01 CC/BC46: 42 Hide object $04 CC/BC48: 42 Hide object $05 CC/BC4A: 42 Hide object $02 CC/BC4C: 42 Hide object $06 CC/BC4E: 42 Hide object $0B CC/BC50: 42 Hide object $0E CC/BC52: 3E Delete object $0E CC/BC54: 45 Refresh objects CC/BC55: 6B Load map $0016 (Narshe, hills maze (WoB)) instantly, (upper bits $2000), place party at (20, 9), facing down CC/BC5B: 3D Create object $00 CC/BC5D: 3F Assign character $00 (Actor in stot 0) to party 1 CC/BC60: 45 Refresh objects CC/BC61: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete) CC/BC63: D7 Center screen on vehicle/entity CC/BC64: CE Turn vehicle/entity down CC/BC65: FF End queue CC/BC66: 3C Set up the party as follows: $00 (Actor in stot 0), $FF (), $FF (), $FF () CC/BC6B: 41 Show object $00 CC/BC6D: 45 Refresh objects CC/BC6E: 39 Free screen CC/BC6F: 3F Remove character $01 (Actor in stot 1) from the party CC/BC72: 3F Remove character $04 (Actor in stot 4) from the party CC/BC75: 3F Remove character $05 (Actor in stot 5) from the party CC/BC78: 3F Remove character $02 (Actor in stot 2) from the party CC/BC7B: 3F Remove character $0B (Actor in stot 11) from the party CC/BC7E: 3F Remove character $06 (Actor in stot 6) from the party CC/BC81: 45 Refresh objects CC/BC82: D0 Set event bit $1E80($045) [$1E88, bit 5] CC/BC84: F1 Fade in song 57 (Wind) (high bit clear) with transition time 240 CC/BC87: 59 Unfade screen at speed $04 CC/BC89: 5C Pause execution until fade in or fade out is complete CC/BC8A: B2 Call subroutine $CCE499 (heals all HP/MP/Statuses except Dog Block) CC/BC8E: D2 Set event bit $1E80($1C1) [$1EB8, bit 1] CC/BC90: 36 Disable ability to pass through other objects for object $06 (Actor in stot 6) CC/BC92: 36 Disable ability to pass through other objects for object $04 (Actor in stot 4) CC/BC94: 36 Disable ability to pass through other objects for object $00 (Actor in stot 0) CC/BC96: 36 Disable ability to pass through other objects for object $05 (Actor in stot 5) CC/BC98: 36 Disable ability to pass through other objects for object $02 (Actor in stot 2) CC/BC9A: 36 Disable ability to pass through other objects for object $0B (Actor in stot 11) CC/BC9C: 36 Disable ability to pass through other objects for object $01 (Actor in stot 1) CC/BC9E: 3A Enable player to move while event commands execute CC/BC9F: FE Return CC/BCA0: D5 Clear event bit $1E80($2BC) [$1ED7, bit 4] CC/BCA2: 4D Invoke battle, enemy set $39, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/BCA5: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCBCB1 CC/BCAA: B2 Call subroutine $CCC8E7 CC/BCAE: D4 Set event bit $1E80($2BC) [$1ED7, bit 4] CC/BCB0: FE Return CC/BCB1: F2 Fade out current song with transition time 8 CC/BCB3: 96 Restore screen from fade CC/BCB4: 5C Pause execution until fade in or fade out is complete CC/BCB5: 4B Display dialogue message $0377, wait for button press KEFKA: Aack!! I won't forget this! CC/BCB8: B0 Execute the following commands until $B1 6 times CC/BCBA: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/BCBC: CE Turn vehicle/entity down CC/BCBD: FF End queue CC/BCBE: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/BCC0: CD Turn vehicle/entity right CC/BCC1: FF End queue CC/BCC2: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/BCC4: CC Turn vehicle/entity up CC/BCC5: FF End queue CC/BCC6: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/BCC8: CF Turn vehicle/entity left CC/BCC9: FF End queue CC/BCCA: B1 End block of repeating commands CC/BCCB: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/BCCD: CE Turn vehicle/entity down CC/BCCE: FF End queue CC/BCCF: F4 Play sound effect 45 CC/BCD1: 42 Hide object $10 CC/BCD3: 92 Pause for 30 units CC/BCD4: F4 Play sound effect 45 CC/BCD6: 42 Hide object $19 CC/BCD8: 42 Hide object $1A CC/BCDA: 42 Hide object $1B CC/BCDC: 42 Hide object $1C CC/BCDE: 42 Hide object $1D CC/BCE0: 42 Hide object $1E CC/BCE2: 42 Hide object $1F CC/BCE4: 42 Hide object $20 CC/BCE6: 42 Hide object $21 CC/BCE8: 42 Hide object $22 CC/BCEA: 42 Hide object $23 CC/BCEC: 42 Hide object $24 CC/BCEE: 45 Refresh objects CC/BCEF: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/BCF1: 0A Do vehicle/entity graphical action $0A CC/BCF2: FF End queue CC/BCF3: B5 Pause for 15 * 6 (90) units CC/BCF5: F0 Play song 0 (Silence), (high bit clear), full volume CC/BCF7: 4B Display dialogue message $0378, wait for button press EDGAR: Where's the Esper? LOCKE: Is it okay? CC/BCFA: 92 Pause for 30 units CC/BCFB: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/BCFD: CC Turn vehicle/entity up CC/BCFE: FF End queue CC/BCFF: B5 Pause for 15 * 6 (90) units CC/BD01: 5A Fade screen at speed $04 CC/BD03: 5C Pause execution until fade in or fade out is complete CC/BD04: 3D Create object $00 CC/BD06: 45 Refresh objects CC/BD07: 46 Make party 1 the current party CC/BD09: 45 Refresh objects CC/BD0A: B2 Call subroutine $CACB25 CC/BD0E: 3F Assign character $00 (Actor in stot 0) to party 1 CC/BD11: 3F Remove character $01 (Actor in stot 1) from the party CC/BD14: 3F Remove character $04 (Actor in stot 4) from the party CC/BD17: 3F Remove character $05 (Actor in stot 5) from the party CC/BD1A: 3F Remove character $02 (Actor in stot 2) from the party CC/BD1D: 3F Remove character $0B (Actor in stot 11) from the party CC/BD20: 3F Remove character $06 (Actor in stot 6) from the party CC/BD23: 45 Refresh objects CC/BD24: 47 Make character in slot 0 the lead character CC/BD25: B2 Call subroutine $CCE499 (heals all HP/MP/Statuses except Dog Block) CC/BD29: D3 Clear event bit $1E80($1CE) [$1EB9, bit 6] (Disables party switching with the Y button) CC/BD2B: D3 Clear event bit $1E80($1CA) [$1EB9, bit 2] CC/BD2D: D3 Clear event bit $1E80($1C1) [$1EB8, bit 1] CC/BD2F: 6B Load map $0017 (Narshe, mountaintop (WoB / "Long ago, the War of the Magi...")) instantly, (upper bits $0000), place party at (25, 25), facing up CC/BD35: 41 Show object $31 CC/BD37: 38 Hold screen CC/BD38: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete) CC/BD3A: D5 Set vehicle/entity's position to (9, 16) CC/BD3D: C2 Set vehicle/entity's event speed to normal CC/BD3E: CC Turn vehicle/entity up CC/BD3F: FF End queue CC/BD40: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete) CC/BD42: D5 Set vehicle/entity's position to (7, 13) CC/BD45: C2 Set vehicle/entity's event speed to normal CC/BD46: CD Turn vehicle/entity right CC/BD47: FF End queue CC/BD48: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CC/BD4A: D5 Set vehicle/entity's position to (8, 15) CC/BD4D: C2 Set vehicle/entity's event speed to normal CC/BD4E: CC Turn vehicle/entity up CC/BD4F: FF End queue CC/BD50: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete) CC/BD52: D5 Set vehicle/entity's position to (10, 15) CC/BD55: C2 Set vehicle/entity's event speed to normal CC/BD56: CC Turn vehicle/entity up CC/BD57: FF End queue CC/BD58: 02 Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete) CC/BD5A: D5 Set vehicle/entity's position to (11, 14) CC/BD5D: C2 Set vehicle/entity's event speed to normal CC/BD5E: CF Turn vehicle/entity left CC/BD5F: FF End queue CC/BD60: 0B Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete) CC/BD62: D5 Set vehicle/entity's position to (12, 13) CC/BD65: C2 Set vehicle/entity's event speed to normal CC/BD66: CF Turn vehicle/entity left CC/BD67: FF End queue CC/BD68: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete) CC/BD6A: D5 Set vehicle/entity's position to (6, 14) CC/BD6D: C2 Set vehicle/entity's event speed to normal CC/BD6E: CD Turn vehicle/entity right CC/BD6F: FF End queue CC/BD70: 41 Show object $00 CC/BD72: 41 Show object $01 CC/BD74: 41 Show object $04 CC/BD76: 41 Show object $05 CC/BD78: 41 Show object $02 CC/BD7A: 41 Show object $0B CC/BD7C: 41 Show object $06 CC/BD7E: F1 Fade in song 57 (Wind) (high bit clear) with transition time 160 CC/BD81: 59 Unfade screen at speed $02 CC/BD83: 30 Begin action queue for character $30 (Camera), 14 bytes long (Wait until complete) CC/BD85: C2 Set vehicle/entity's event speed to normal CC/BD86: 8F Move vehicle/entity left 4 tiles CC/BD87: A3 Move vehicle/entity left/up 1x1 tiles CC/BD88: A3 Move vehicle/entity left/up 1x1 tiles CC/BD89: A3 Move vehicle/entity left/up 1x1 tiles CC/BD8A: A3 Move vehicle/entity left/up 1x1 tiles CC/BD8B: A3 Move vehicle/entity left/up 1x1 tiles CC/BD8C: A3 Move vehicle/entity left/up 1x1 tiles CC/BD8D: A3 Move vehicle/entity left/up 1x1 tiles CC/BD8E: A3 Move vehicle/entity left/up 1x1 tiles CC/BD8F: A3 Move vehicle/entity left/up 1x1 tiles CC/BD90: A3 Move vehicle/entity left/up 1x1 tiles CC/BD91: A3 Move vehicle/entity left/up 1x1 tiles CC/BD92: FF End queue CC/BD93: 95 Pause for 120 units CC/BD94: 4B Display dialogue message $0379, wait for button press EDGAR: That was a close call! CYAN: Can it still be alive? SABIN: Impossible…right?! CC/BD97: 95 Pause for 120 units CC/BD98: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CC/BD9A: C7 Set vehicle/entity to stay still when moving CC/BD9B: 82 Move vehicle/entity down 1 tile CC/BD9C: C6 Set vehicle/entity to walk when moving CC/BD9D: FF End queue CC/BD9E: 04 Begin action queue for character $04 (Actor in stot 4), 11 bytes long CC/BDA0: CD Turn vehicle/entity right CC/BDA1: E0 Pause for 4 * 1 (4) frames CC/BDA3: CE Turn vehicle/entity down CC/BDA4: E0 Pause for 4 * 2 (8) frames CC/BDA6: C3 Set vehicle/entity's event speed to fast CC/BDA7: 86 Move vehicle/entity down 2 tiles CC/BDA8: CD Turn vehicle/entity right CC/BDA9: C2 Set vehicle/entity's event speed to normal CC/BDAA: FF End queue CC/BDAB: 05 Begin action queue for character $05 (Actor in stot 5), 11 bytes long CC/BDAD: CF Turn vehicle/entity left CC/BDAE: E0 Pause for 4 * 1 (4) frames CC/BDB0: CE Turn vehicle/entity down CC/BDB1: E0 Pause for 4 * 2 (8) frames CC/BDB3: C3 Set vehicle/entity's event speed to fast CC/BDB4: 86 Move vehicle/entity down 2 tiles CC/BDB5: CF Turn vehicle/entity left CC/BDB6: C2 Set vehicle/entity's event speed to normal CC/BDB7: FF End queue CC/BDB8: 01 Begin action queue for character $01 (Actor in stot 1), 9 bytes long (Wait until complete) CC/BDBA: CE Turn vehicle/entity down CC/BDBB: E0 Pause for 4 * 2 (8) frames CC/BDBD: A1 Move vehicle/entity right/down 1x1 tiles CC/BDBE: A1 Move vehicle/entity right/down 1x1 tiles CC/BDBF: CE Turn vehicle/entity down CC/BDC0: E0 Pause for 4 * 6 (24) frames CC/BDC2: FF End queue CC/BDC3: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CC/BDC5: CE Turn vehicle/entity down CC/BDC6: FF End queue CC/BDC7: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CC/BDC9: CE Turn vehicle/entity down CC/BDCA: FF End queue CC/BDCB: 4B Display dialogue message $037A, wait for button press LOCKE: TERRA!! What is it!? CC/BDCE: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/BDD0: 21 Do vehicle/entity graphical action $21 CC/BDD1: FF End queue CC/BDD2: B5 Pause for 15 * 6 (90) units CC/BDD4: F4 Play sound effect 103 CC/BDD6: B2 Call subroutine $CC9AD5 CC/BDDA: 92 Pause for 30 units CC/BDDB: F4 Play sound effect 245 CC/BDDD: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/BDDF: 01 Begin action queue for character $01 (Actor in stot 1), 11 bytes long CC/BDE1: C7 Set vehicle/entity to stay still when moving CC/BDE2: 0B Do vehicle/entity graphical action $0B CC/BDE3: C4 Set vehicle/entity's event speed to faster CC/BDE4: 8F Move vehicle/entity left 4 tiles CC/BDE5: E0 Pause for 4 * 1 (4) frames CC/BDE7: 17 Do vehicle/entity graphical action $17 CC/BDE8: C3 Set vehicle/entity's event speed to fast CC/BDE9: 82 Move vehicle/entity down 1 tile CC/BDEA: C2 Set vehicle/entity's event speed to normal CC/BDEB: FF End queue CC/BDEC: 35 Pause execution until action queue for object $01 (Actor in stot 1) is complete CC/BDEE: F4 Play sound effect 103 CC/BDF0: B2 Call subroutine $CC9AD5 CC/BDF4: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CC/BDF6: 82 Move vehicle/entity down 1 tile CC/BDF7: CF Turn vehicle/entity left CC/BDF8: FF End queue CC/BDF9: 94 Pause for 60 units CC/BDFA: 01 Begin action queue for character $01 (Actor in stot 1), 8 bytes long CC/BDFC: C6 Set vehicle/entity to walk when moving CC/BDFD: DC Make vehicle/entity jump (low) CC/BDFE: A0 Move vehicle/entity right/up 1x1 tiles CC/BDFF: CD Turn vehicle/entity right CC/BE00: E0 Pause for 4 * 2 (8) frames CC/BE02: CE Turn vehicle/entity down CC/BE03: FF End queue CC/BE04: 06 Begin action queue for character $06 (Actor in stot 6), 7 bytes long (Wait until complete) CC/BE06: C7 Set vehicle/entity to stay still when moving CC/BE07: 81 Move vehicle/entity right 1 tile CC/BE08: C6 Set vehicle/entity to walk when moving CC/BE09: E0 Pause for 4 * 8 (32) frames CC/BE0B: CE Turn vehicle/entity down CC/BE0C: FF End queue CC/BE0D: 91 Pause for 15 units CC/BE0E: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long CC/BE10: A2 Move vehicle/entity left/down 1x1 tiles CC/BE11: CE Turn vehicle/entity down CC/BE12: FF End queue CC/BE13: 0B Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete) CC/BE15: DC Make vehicle/entity jump (low) CC/BE16: A2 Move vehicle/entity left/down 1x1 tiles CC/BE17: CE Turn vehicle/entity down CC/BE18: FF End queue CC/BE19: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long CC/BE1B: A1 Move vehicle/entity right/down 1x1 tiles CC/BE1C: CD Turn vehicle/entity right CC/BE1D: FF End queue CC/BE1E: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/BE20: 89 Move vehicle/entity right 3 tiles CC/BE21: CE Turn vehicle/entity down CC/BE22: FF End queue CC/BE23: B5 Pause for 15 * 6 (90) units CC/BE25: F2 Fade out current song with transition time 64 CC/BE27: 4B Display dialogue message $037B, wait for button press TERRA: Nooo!! CC/BE2A: 94 Pause for 60 units CC/BE2B: F0 Play song 0 (Silence), (high bit clear), full volume CC/BE2D: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/BE2F: CC Turn vehicle/entity up CC/BE30: FF End queue CC/BE31: 94 Pause for 60 units CC/BE32: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/BE34: F4 Play sound effect 245 CC/BE36: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/BE38: 05 Begin action queue for character $05 (Actor in stot 5), 9 bytes long CC/BE3A: C7 Set vehicle/entity to stay still when moving CC/BE3B: 0B Do vehicle/entity graphical action $0B CC/BE3C: C4 Set vehicle/entity's event speed to faster CC/BE3D: DC Make vehicle/entity jump (low) CC/BE3E: A1 Move vehicle/entity right/down 1x1 tiles CC/BE3F: DC Make vehicle/entity jump (low) CC/BE40: A1 Move vehicle/entity right/down 1x1 tiles CC/BE41: 28 Do vehicle/entity graphical action $28 CC/BE42: FF End queue CC/BE43: 04 Begin action queue for character $04 (Actor in stot 4), 9 bytes long CC/BE45: C7 Set vehicle/entity to stay still when moving CC/BE46: 0B Do vehicle/entity graphical action $0B CC/BE47: C4 Set vehicle/entity's event speed to faster CC/BE48: DC Make vehicle/entity jump (low) CC/BE49: 87 Move vehicle/entity left 2 tiles CC/BE4A: C3 Set vehicle/entity's event speed to fast CC/BE4B: 82 Move vehicle/entity down 1 tile CC/BE4C: 17 Do vehicle/entity graphical action $17 CC/BE4D: FF End queue CC/BE4E: 0B Begin action queue for character $0B (Actor in stot 11), 11 bytes long CC/BE50: C8 Set object layering priority to 2 (low nibble 2) CC/BE52: C7 Set vehicle/entity to stay still when moving CC/BE53: 0B Do vehicle/entity graphical action $0B CC/BE54: C4 Set vehicle/entity's event speed to faster CC/BE55: DC Make vehicle/entity jump (low) CC/BE56: 85 Move vehicle/entity right 2 tiles CC/BE57: C3 Set vehicle/entity's event speed to fast CC/BE58: 82 Move vehicle/entity down 1 tile CC/BE59: 19 Do vehicle/entity graphical action $19 CC/BE5A: FF End queue CC/BE5B: 06 Begin action queue for character $06 (Actor in stot 6), 7 bytes long CC/BE5D: C7 Set vehicle/entity to stay still when moving CC/BE5E: 0B Do vehicle/entity graphical action $0B CC/BE5F: C4 Set vehicle/entity's event speed to faster CC/BE60: DC Make vehicle/entity jump (low) CC/BE61: 87 Move vehicle/entity left 2 tiles CC/BE62: 28 Do vehicle/entity graphical action $28 CC/BE63: FF End queue CC/BE64: 02 Begin action queue for character $02 (Actor in stot 2), 8 bytes long CC/BE66: C7 Set vehicle/entity to stay still when moving CC/BE67: 0B Do vehicle/entity graphical action $0B CC/BE68: C4 Set vehicle/entity's event speed to faster CC/BE69: DC Make vehicle/entity jump (low) CC/BE6A: A0 Move vehicle/entity right/up 1x1 tiles CC/BE6B: A0 Move vehicle/entity right/up 1x1 tiles CC/BE6C: 28 Do vehicle/entity graphical action $28 CC/BE6D: FF End queue CC/BE6E: 01 Begin action queue for character $01 (Actor in stot 1), 11 bytes long (Wait until complete) CC/BE70: C7 Set vehicle/entity to stay still when moving CC/BE71: 0B Do vehicle/entity graphical action $0B CC/BE72: C4 Set vehicle/entity's event speed to faster CC/BE73: DC Make vehicle/entity jump (low) CC/BE74: 8F Move vehicle/entity left 4 tiles CC/BE75: E0 Pause for 4 * 1 (4) frames CC/BE77: 17 Do vehicle/entity graphical action $17 CC/BE78: C3 Set vehicle/entity's event speed to fast CC/BE79: 82 Move vehicle/entity down 1 tile CC/BE7A: FF End queue CC/BE7B: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/BE7D: F4 Play sound effect 25 CC/BE7F: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CC/BE81: B5 Pause for 15 * 6 (90) units CC/BE83: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete) CC/BE85: C1 Set vehicle/entity's event speed to slow CC/BE86: 80 Move vehicle/entity up 1 tile CC/BE87: FF End queue CC/BE88: F4 Play sound effect 103 CC/BE8A: B2 Call subroutine $CC9AD5 CC/BE8E: 92 Pause for 30 units CC/BE8F: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete) CC/BE91: C1 Set vehicle/entity's event speed to slow CC/BE92: 80 Move vehicle/entity up 1 tile CC/BE93: FF End queue CC/BE94: F4 Play sound effect 103 CC/BE96: B2 Call subroutine $CC9AD5 CC/BE9A: 92 Pause for 30 units CC/BE9B: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete) CC/BE9D: C1 Set vehicle/entity's event speed to slow CC/BE9E: 80 Move vehicle/entity up 1 tile CC/BE9F: FF End queue CC/BEA0: F4 Play sound effect 103 CC/BEA2: B2 Call subroutine $CC9AD5 CC/BEA6: 94 Pause for 60 units CC/BEA7: 4B Display dialogue message $037C, wait for button press SABIN: TERRA 'n the Esper… EDGAR: There's…some kinda reaction! CC/BEAA: 39 Free screen CC/BEAB: F0 Play song 33 (Another World of Beasts), (high bit clear), full volume CC/BEAD: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/BEAF: 94 Pause for 60 units CC/BEB0: F4 Play sound effect 103 CC/BEB2: B2 Call subroutine $CC9AD5 CC/BEB6: 94 Pause for 60 units CC/BEB7: 4D Invoke battle, enemy set $4E, background $3F (Default for this area), (mosaic effect disabled), (swoosh sound enabled) CC/BEBA: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/BEBC: F2 Fade out current song with transition time 160 CC/BEBE: 92 Pause for 30 units CC/BEBF: 42 Hide object $00 CC/BEC1: 45 Refresh objects CC/BEC2: 3D Create object $11 CC/BEC4: 41 Show object $11 CC/BEC6: 45 Refresh objects CC/BEC7: 60 Change background layer $0E to palette $08 CC/BECA: 96 Restore screen from fade CC/BECB: 5C Pause execution until fade in or fade out is complete CC/BECC: B0 Execute the following commands until $B1 10 times CC/BECE: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/BED0: CF Turn vehicle/entity left CC/BED1: FF End queue CC/BED2: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/BED4: CE Turn vehicle/entity down CC/BED5: FF End queue CC/BED6: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/BED8: CD Turn vehicle/entity right CC/BED9: FF End queue CC/BEDA: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/BEDC: CC Turn vehicle/entity up CC/BEDD: FF End queue CC/BEDE: B1 End block of repeating commands CC/BEDF: F0 Play song 0 (Silence), (high bit clear), full volume CC/BEE1: 78 Enable ability to pass through other objects for object $11 (NPC $11) CC/BEE3: F4 Play sound effect 185 CC/BEE5: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CC/BEE7: C4 Set vehicle/entity's event speed to faster CC/BEE8: 98 Move vehicle/entity up 7 tiles CC/BEE9: FF End queue CC/BEEA: 35 Pause execution until action queue for object $11 (NPC $11) is complete CC/BEEC: B5 Pause for 15 * 6 (90) units CC/BEEE: 36 Disable ability to pass through other objects for object $11 (NPC $11) CC/BEF0: 60 Change background layer $0E to palette $06 CC/BEF3: 3D Create object $12 CC/BEF5: 41 Show object $12 CC/BEF7: 45 Refresh objects CC/BEF8: B5 Pause for 15 * 12 (180) units CC/BEFA: 12 Begin action queue for character $12 (NPC $12), 11 bytes long (Wait until complete) CC/BEFC: C2 Set vehicle/entity's event speed to normal CC/BEFD: A1 Move vehicle/entity right/down 1x1 tiles CC/BEFE: A1 Move vehicle/entity right/down 1x1 tiles CC/BEFF: A1 Move vehicle/entity right/down 1x1 tiles CC/BF00: C1 Set vehicle/entity's event speed to slow CC/BF01: A1 Move vehicle/entity right/down 1x1 tiles CC/BF02: A1 Move vehicle/entity right/down 1x1 tiles CC/BF03: 8E Move vehicle/entity down 4 tiles CC/BF04: A2 Move vehicle/entity left/down 1x1 tiles CC/BF05: 87 Move vehicle/entity left 2 tiles CC/BF06: FF End queue CC/BF07: 42 Hide object $12 CC/BF09: 45 Refresh objects CC/BF0A: 95 Pause for 120 units CC/BF0B: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CC/BF0D: D5 Set vehicle/entity's position to (4, 17) CC/BF10: FF End queue CC/BF11: 41 Show object $12 CC/BF13: 45 Refresh objects CC/BF14: 12 Begin action queue for character $12 (NPC $12), 12 bytes long (Wait until complete) CC/BF16: 83 Move vehicle/entity left 1 tile CC/BF17: E0 Pause for 4 * 4 (16) frames CC/BF19: C1 Set vehicle/entity's event speed to slow CC/BF1A: 80 Move vehicle/entity up 1 tile CC/BF1B: C2 Set vehicle/entity's event speed to normal CC/BF1C: 80 Move vehicle/entity up 1 tile CC/BF1D: C3 Set vehicle/entity's event speed to fast CC/BF1E: 84 Move vehicle/entity up 2 tiles CC/BF1F: C4 Set vehicle/entity's event speed to faster CC/BF20: 9C Move vehicle/entity up 8 tiles CC/BF21: FF End queue CC/BF22: 97 Fade screen to black CC/BF23: 5C Pause execution until fade in or fade out is complete CC/BF24: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CC/BF26: C6 Set vehicle/entity to walk when moving CC/BF27: C8 Set object layering priority to 0 (low nibble 0) CC/BF29: FF End queue CC/BF2A: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CC/BF2C: C6 Set vehicle/entity to walk when moving CC/BF2D: C8 Set object layering priority to 0 (low nibble 0) CC/BF2F: FF End queue CC/BF30: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CC/BF32: C6 Set vehicle/entity to walk when moving CC/BF33: C8 Set object layering priority to 0 (low nibble 0) CC/BF35: FF End queue CC/BF36: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CC/BF38: C6 Set vehicle/entity to walk when moving CC/BF39: C8 Set object layering priority to 0 (low nibble 0) CC/BF3B: FF End queue CC/BF3C: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete) CC/BF3E: C6 Set vehicle/entity to walk when moving CC/BF3F: C8 Set object layering priority to 0 (low nibble 0) CC/BF41: FF End queue CC/BF42: 02 Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete) CC/BF44: C6 Set vehicle/entity to walk when moving CC/BF45: C8 Set object layering priority to 0 (low nibble 0) CC/BF47: FF End queue CC/BF48: 0B Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete) CC/BF4A: C6 Set vehicle/entity to walk when moving CC/BF4B: C8 Set object layering priority to 0 (low nibble 0) CC/BF4D: FF End queue CC/BF4E: 95 Pause for 120 units CC/BF4F: D0 Set event bit $1E80($046) [$1E88, bit 6] CC/BF51: D2 Set event bit $1E80($139) [$1EA7, bit 1] CC/BF53: DD Clear event bit $1E80($612) [$1F42, bit 2] CC/BF55: DD Clear event bit $1E80($61D) [$1F43, bit 5] CC/BF57: DD Clear event bit $1E80($61E) [$1F43, bit 6] CC/BF59: DD Clear event bit $1E80($61F) [$1F43, bit 7] CC/BF5B: DD Clear event bit $1E80($620) [$1F44, bit 0] CC/BF5D: DD Clear event bit $1E80($621) [$1F44, bit 1] CC/BF5F: DD Clear event bit $1E80($622) [$1F44, bit 2] CC/BF61: DD Clear event bit $1E80($623) [$1F44, bit 3] CC/BF63: DD Clear event bit $1E80($624) [$1F44, bit 4] CC/BF65: DD Clear event bit $1E80($625) [$1F44, bit 5] CC/BF67: DD Clear event bit $1E80($626) [$1F44, bit 6] CC/BF69: DD Clear event bit $1E80($627) [$1F44, bit 7] CC/BF6B: DD Clear event bit $1E80($61C) [$1F43, bit 4] CC/BF6D: DD Clear event bit $1E80($628) [$1F45, bit 0] CC/BF6F: DD Clear event bit $1E80($606) [$1F40, bit 6] CC/BF71: DD Clear event bit $1E80($688) [$1F51, bit 0] CC/BF73: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/BF75: F0 Play song 57 (Wind), (high bit clear), full volume CC/BF77: 6B Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (84, 34), facing up, party is in the airship CC/BF7D: FD Change graphic to Esper Terra CC/BF7E: 29 Move vehicle as follows: (go up, turn right, double speed of turns), 88 units CC/BF80: 0C Move vehicle as follows: (turn right, move forward), 48 units CC/BF82: 4C Move vehicle as follows: (go down, turn right, move forward), 32 units CC/BF84: 2C Move vehicle as follows: (go up, turn right, move forward), 16 units CC/BF86: 24 Move vehicle as follows: (go up, move forward), 16 units CC/BF88: 34 Move vehicle as follows: (go up, turn left, move forward), 16 units CC/BF8A: 54 Move vehicle as follows: (go down, turn left, move forward), 16 units CC/BF8C: 49 Move vehicle as follows: (go down, turn right, double speed of turns), 36 units CC/BF8E: 40 Move vehicle as follows: (go down), 160 units CC/BF90: 24 Move vehicle as follows: (go up, move forward), 48 units CC/BF92: 34 Move vehicle as follows: (go up, turn left, move forward), 64 units CC/BF94: 54 Move vehicle as follows: (go down, turn left, move forward), 48 units CC/BF96: 49 Move vehicle as follows: (go down, turn right, double speed of turns), 96 units CC/BF98: 40 Move vehicle as follows: (go down), 128 units CC/BF9A: D9 Fade screen CC/BF9B: E0 Pause for 6 units CC/BF9D: D2 Load map $001E (Narshe, all non-shop buildings except classroom (always)), position (61, 29), mode $C0 CC/BFA3: F2 Fade out current song with transition time 8 CC/BFA5: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/BFA7: D5 Clear event bit $1E80($2BC) [$1ED7, bit 4] CC/BFA9: 39 Free screen CC/BFAA: 3D Create object $00 CC/BFAC: 3D Create object $01 CC/BFAE: 3D Create object $04 CC/BFB0: 3D Create object $05 CC/BFB2: 3D Create object $02 CC/BFB4: 3D Create object $0B CC/BFB6: 3D Create object $06 CC/BFB8: 3F Assign character $01 (Actor in stot 1) to party 1 CC/BFBB: 45 Refresh objects CC/BFBC: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/BFBE: D7 Center screen on vehicle/entity CC/BFBF: FF End queue CC/BFC0: 3C Set up the party as follows: $01 (Actor in stot 1), $FF (), $FF (), $FF () CC/BFC5: 41 Show object $01 CC/BFC7: 45 Refresh objects CC/BFC8: 3F Remove character $04 (Actor in stot 4) from the party CC/BFCB: 3F Remove character $06 (Actor in stot 6) from the party CC/BFCE: 3F Remove character $00 (Actor in stot 0) from the party CC/BFD1: 3F Remove character $05 (Actor in stot 5) from the party CC/BFD4: 3F Remove character $02 (Actor in stot 2) from the party CC/BFD7: 3F Remove character $0B (Actor in stot 11) from the party CC/BFDA: 45 Refresh objects CC/BFDB: 3E Delete object $00 CC/BFDD: 42 Hide object $00 CC/BFDF: 45 Refresh objects CC/BFE0: 8D Remove all equipment from character $00 (Actor in stot 0) CC/BFE2: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/BFE4: C2 Set vehicle/entity's event speed to normal CC/BFE5: CF Turn vehicle/entity left CC/BFE6: FF End queue CC/BFE7: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete) CC/BFE9: D5 Set vehicle/entity's position to (66, 31) CC/BFEC: C2 Set vehicle/entity's event speed to normal CC/BFED: CC Turn vehicle/entity up CC/BFEE: FF End queue CC/BFEF: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CC/BFF1: D5 Set vehicle/entity's position to (66, 37) CC/BFF4: C2 Set vehicle/entity's event speed to normal CC/BFF5: CC Turn vehicle/entity up CC/BFF6: FF End queue CC/BFF7: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete) CC/BFF9: D5 Set vehicle/entity's position to (63, 36) CC/BFFC: C2 Set vehicle/entity's event speed to normal CC/BFFD: CE Turn vehicle/entity down CC/BFFE: FF End queue CC/BFFF: 02 Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete) CC/C001: D5 Set vehicle/entity's position to (63, 37) CC/C004: C2 Set vehicle/entity's event speed to normal CC/C005: CC Turn vehicle/entity up CC/C006: FF End queue CC/C007: 0B Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete) CC/C009: D5 Set vehicle/entity's position to (61, 36) CC/C00C: C2 Set vehicle/entity's event speed to normal CC/C00D: CC Turn vehicle/entity up CC/C00E: FF End queue CC/C00F: 41 Show object $04 CC/C011: 41 Show object $05 CC/C013: 41 Show object $02 CC/C015: 41 Show object $0B CC/C017: 41 Show object $06 CC/C019: 45 Refresh objects CC/C01A: B2 Call subroutine $CCE499 (heals all HP/MP/Statuses except Dog Block) CC/C01E: B5 Pause for 15 * 10 (150) units CC/C020: F1 Fade in song 5 (Awakening) (high bit clear) with transition time 160 CC/C023: 59 Unfade screen at speed $02 CC/C025: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CC/C027: 84 Move vehicle/entity up 2 tiles CC/C028: 87 Move vehicle/entity left 2 tiles CC/C029: FF End queue CC/C02A: 5C Pause execution until fade in or fade out is complete CC/C02B: 92 Pause for 30 units CC/C02C: 4B Display dialogue message $037D, wait for button press LOCKE: Unhh… CELES: You're awake? CC/C02F: 94 Pause for 60 units CC/C030: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/C032: DC Make vehicle/entity jump (low) CC/C033: 85 Move vehicle/entity right 2 tiles CC/C034: FF End queue CC/C035: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/C037: CE Turn vehicle/entity down CC/C038: FF End queue CC/C039: 92 Pause for 30 units CC/C03A: B0 Execute the following commands until $B1 4 times CC/C03C: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/C03E: 23 Do vehicle/entity graphical action $23 CC/C03F: FF End queue CC/C040: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/C042: 63 Do vehicle/entity graphical action $23, flipped horizontally CC/C043: FF End queue CC/C044: B1 End block of repeating commands CC/C045: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/C047: CD Turn vehicle/entity right CC/C048: FF End queue CC/C049: 4B Display dialogue message $037E, wait for button press LOCKE: … Where's TERRA?! CC/C04C: 92 Pause for 30 units CC/C04D: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CC/C04F: 22 Do vehicle/entity graphical action $22 CC/C050: FF End queue CC/C051: 94 Pause for 60 units CC/C052: 4B Display dialogue message $037F, wait for button press CELES: She changed into a…something, and…took off. She looked like… CC/C055: 92 Pause for 30 units CC/C056: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CC/C058: 81 Move vehicle/entity right 1 tile CC/C059: CE Turn vehicle/entity down CC/C05A: FF End queue CC/C05B: B5 Pause for 15 * 6 (90) units CC/C05D: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CC/C05F: 20 Do vehicle/entity graphical action $20 CC/C060: FF End queue CC/C061: B5 Pause for 15 * 6 (90) units CC/C063: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CC/C065: CE Turn vehicle/entity down CC/C066: FF End queue CC/C067: 92 Pause for 30 units CC/C068: 4B Display dialogue message $0380, wait for button press CELES: She looked like… an Esper… CC/C06B: 01 Begin action queue for character $01 (Actor in stot 1), 7 bytes long (Wait until complete) CC/C06D: 55 Do vehicle/entity graphical action $15, flipped horizontally CC/C06E: E0 Pause for 4 * 1 (4) frames CC/C070: CD Turn vehicle/entity right CC/C071: E0 Pause for 4 * 2 (8) frames CC/C073: FF End queue CC/C074: 01 Begin action queue for character $01 (Actor in stot 1), 7 bytes long (Wait until complete) CC/C076: 55 Do vehicle/entity graphical action $15, flipped horizontally CC/C077: E0 Pause for 4 * 1 (4) frames CC/C079: CD Turn vehicle/entity right CC/C07A: E0 Pause for 4 * 1 (4) frames CC/C07C: FF End queue CC/C07D: 01 Begin action queue for character $01 (Actor in stot 1), 7 bytes long (Wait until complete) CC/C07F: 55 Do vehicle/entity graphical action $15, flipped horizontally CC/C080: E0 Pause for 4 * 1 (4) frames CC/C082: CD Turn vehicle/entity right CC/C083: E0 Pause for 4 * 4 (16) frames CC/C085: FF End queue CC/C086: 01 Begin action queue for character $01 (Actor in stot 1), 7 bytes long (Wait until complete) CC/C088: 55 Do vehicle/entity graphical action $15, flipped horizontally CC/C089: E0 Pause for 4 * 1 (4) frames CC/C08B: CD Turn vehicle/entity right CC/C08C: E0 Pause for 4 * 1 (4) frames CC/C08E: FF End queue CC/C08F: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CC/C091: 84 Move vehicle/entity up 2 tiles CC/C092: FF End queue CC/C093: F4 Play sound effect 44 CC/C095: 73 Replace current map's Layer 1 at (66, 33) with the following (2 x 1) chunk, refresh immediately CC/C09A: $04, $14 CC/C09C: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CC/C09E: 90 Move vehicle/entity up 5 tiles CC/C09F: 83 Move vehicle/entity left 1 tile CC/C0A0: A3 Move vehicle/entity left/up 1x1 tiles CC/C0A1: FF End queue CC/C0A2: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CC/C0A4: CF Turn vehicle/entity left CC/C0A5: FF End queue CC/C0A6: 4B Display dialogue message $0381, wait for button press EDGAR: LOCKE! You okay? CC/C0A9: 92 Pause for 30 units CC/C0AA: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CC/C0AC: 62 Do vehicle/entity graphical action $22, flipped horizontally CC/C0AD: E0 Pause for 4 * 2 (8) frames CC/C0AF: CD Turn vehicle/entity right CC/C0B0: FF End queue CC/C0B1: 92 Pause for 30 units CC/C0B2: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CC/C0B4: CE Turn vehicle/entity down CC/C0B5: E0 Pause for 4 * 2 (8) frames CC/C0B7: 23 Do vehicle/entity graphical action $23 CC/C0B8: FF End queue CC/C0B9: 94 Pause for 60 units CC/C0BA: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CC/C0BC: 63 Do vehicle/entity graphical action $23, flipped horizontally CC/C0BD: FF End queue CC/C0BE: 94 Pause for 60 units CC/C0BF: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CC/C0C1: 23 Do vehicle/entity graphical action $23 CC/C0C2: FF End queue CC/C0C3: 94 Pause for 60 units CC/C0C4: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CC/C0C6: CE Turn vehicle/entity down CC/C0C7: FF End queue CC/C0C8: 92 Pause for 30 units CC/C0C9: 4B Display dialogue message $0382, wait for button press EDGAR: Something happened to TERRA… There seems to be some connection between Espers and her… Anyway, we need to find her. Witnesses saw her screaming across the sky to the west. CC/C0CC: 92 Pause for 30 units CC/C0CD: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CC/C0CF: A1 Move vehicle/entity right/down 1x1 tiles CC/C0D0: 85 Move vehicle/entity right 2 tiles CC/C0D1: 86 Move vehicle/entity down 2 tiles CC/C0D2: FF End queue CC/C0D3: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CC/C0D5: 92 Move vehicle/entity down 5 tiles CC/C0D6: FF End queue CC/C0D7: 78 Enable ability to pass through other objects for object $06 (CELES ) CC/C0D9: 78 Enable ability to pass through other objects for object $04 (EDGAR ) CC/C0DB: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CC/C0DD: E0 Pause for 4 * 2 (8) frames CC/C0DF: 81 Move vehicle/entity right 1 tile CC/C0E0: 92 Move vehicle/entity down 5 tiles CC/C0E1: FF End queue CC/C0E2: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CC/C0E4: A1 Move vehicle/entity right/down 1x1 tiles CC/C0E5: 81 Move vehicle/entity right 1 tile CC/C0E6: 92 Move vehicle/entity down 5 tiles CC/C0E7: FF End queue CC/C0E8: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CC/C0EA: CD Turn vehicle/entity right CC/C0EB: FF End queue CC/C0EC: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CC/C0EE: CD Turn vehicle/entity right CC/C0EF: FF End queue CC/C0F0: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CC/C0F2: CD Turn vehicle/entity right CC/C0F3: FF End queue CC/C0F4: 93 Pause for 45 units CC/C0F5: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CC/C0F7: CD Turn vehicle/entity right CC/C0F8: E0 Pause for 4 * 1 (4) frames CC/C0FA: CC Turn vehicle/entity up CC/C0FB: FF End queue CC/C0FC: 92 Pause for 30 units CC/C0FD: 4B Display dialogue message $0383, wait for button press LOCKE: Let's go! I promised her I'd… CC/C100: 92 Pause for 30 units CC/C101: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CC/C103: 85 Move vehicle/entity right 2 tiles CC/C104: FF End queue CC/C105: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CC/C107: 85 Move vehicle/entity right 2 tiles CC/C108: FF End queue CC/C109: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CC/C10B: 82 Move vehicle/entity down 1 tile CC/C10C: FF End queue CC/C10D: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long CC/C10F: A1 Move vehicle/entity right/down 1x1 tiles CC/C110: 82 Move vehicle/entity down 1 tile CC/C111: FF End queue CC/C112: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CC/C114: 89 Move vehicle/entity right 3 tiles CC/C115: FF End queue CC/C116: 36 Disable ability to pass through other objects for object $06 (Actor in stot 6) CC/C118: 36 Disable ability to pass through other objects for object $04 (Actor in stot 4) CC/C11A: 92 Pause for 30 units CC/C11B: 4B Display dialogue message $0384, wait for button press CELES: LOCKE… EDGAR: Think, people! The Empire still wants that Esper. SABIN: Banon needs our help, too… CC/C11E: 92 Pause for 30 units CC/C11F: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/C121: 20 Do vehicle/entity graphical action $20 CC/C122: FF End queue CC/C123: 94 Pause for 60 units CC/C124: 4B Display dialogue message $0387, wait for button press CYAN: A former Imperial soldier… But we've no choice. We must help her! CC/C127: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CC/C129: CE Turn vehicle/entity down CC/C12A: FF End queue CC/C12B: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/C12D: CF Turn vehicle/entity left CC/C12E: FF End queue CC/C12F: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CC/C131: CF Turn vehicle/entity left CC/C132: FF End queue CC/C133: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CC/C135: CF Turn vehicle/entity left CC/C136: FF End queue CC/C137: 94 Pause for 60 units CC/C138: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CC/C13A: 20 Do vehicle/entity graphical action $20 CC/C13B: FF End queue CC/C13C: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CC/C13E: 22 Do vehicle/entity graphical action $22 CC/C13F: FF End queue CC/C140: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CC/C142: 22 Do vehicle/entity graphical action $22 CC/C143: FF End queue CC/C144: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long CC/C146: 62 Do vehicle/entity graphical action $22, flipped horizontally CC/C147: FF End queue CC/C148: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CC/C14A: 22 Do vehicle/entity graphical action $22 CC/C14B: FF End queue CC/C14C: 91 Pause for 15 units CC/C14D: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CC/C14F: CE Turn vehicle/entity down CC/C150: FF End queue CC/C151: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CC/C153: CF Turn vehicle/entity left CC/C154: FF End queue CC/C155: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CC/C157: CF Turn vehicle/entity left CC/C158: FF End queue CC/C159: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long CC/C15B: CD Turn vehicle/entity right CC/C15C: FF End queue CC/C15D: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CC/C15F: CF Turn vehicle/entity left CC/C160: FF End queue CC/C161: 94 Pause for 60 units CC/C162: 4B Display dialogue message $0385, wait for button press EDGAR: Let's split up. Those who aren't searching for TERRA will stay and guard Narshe. Figaro Castle can shuttle us to the western province. Then we'll make for Kohlingen or Jidoor. CC/C165: D4 Set event bit $1E80($2F1) [$1EDE, bit 1] CC/C167: D4 Set event bit $1E80($2F2) [$1EDE, bit 2] CC/C169: D4 Set event bit $1E80($2F4) [$1EDE, bit 4] CC/C16B: D4 Set event bit $1E80($2F5) [$1EDE, bit 5] CC/C16D: D4 Set event bit $1E80($2F6) [$1EDE, bit 6] CC/C16F: D4 Set event bit $1E80($2FB) [$1EDF, bit 3] CC/C171: D5 Clear event bit $1E80($2F0) [$1EDE, bit 0] CC/C173: D5 Clear event bit $1E80($2F3) [$1EDE, bit 3] CC/C175: D5 Clear event bit $1E80($2F7) [$1EDE, bit 7] CC/C177: D5 Clear event bit $1E80($2F8) [$1EDF, bit 0] CC/C179: D5 Clear event bit $1E80($2F9) [$1EDF, bit 1] CC/C17B: D5 Clear event bit $1E80($2FA) [$1EDF, bit 2] CC/C17D: D5 Clear event bit $1E80($2FC) [$1EDF, bit 4] CC/C17F: D5 Clear event bit $1E80($2FD) [$1EDF, bit 5] CC/C181: 97 Fade screen to black CC/C182: 5C Pause execution until fade in or fade out is complete CC/C183: 42 Hide object $01 CC/C185: 42 Hide object $06 CC/C187: 42 Hide object $02 CC/C189: 42 Hide object $04 CC/C18B: 42 Hide object $05 CC/C18D: 42 Hide object $0B CC/C18F: 45 Refresh objects CC/C190: B2 Call subroutine $CCC1B5 CC/C194: DC Set event bit $1E80($602) [$1F40, bit 2] CC/C196: 3D Create object $1B CC/C198: 3D Create object $1C CC/C19A: 3D Create object $10 CC/C19C: 41 Show object $1B CC/C19E: 41 Show object $1C CC/C1A0: 41 Show object $10 CC/C1A2: 45 Refresh objects CC/C1A3: D2 Set event bit $1E80($10B) [$1EA1, bit 3] CC/C1A5: D7 Clear event bit $1E80($31D) [$1EE3, bit 5] CC/C1A7: D0 Set event bit $1E80($048) [$1E89, bit 0] CC/C1A9: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/C1AB: 6C Set parent map to $0000 (World of Balance), parent coordinates to (84, 0), facing down CC/C1B1: 3A Enable player to move while event commands execute CC/C1B2: FE Return CC/C1B3: 97 Fade screen to black CC/C1B4: 5C Pause execution until fade in or fade out is complete CC/C1B5: 42 Hide object $31 CC/C1B7: 42 Hide object $32 CC/C1B9: 42 Hide object $33 CC/C1BB: 42 Hide object $34 CC/C1BD: 45 Refresh objects CC/C1BE: B2 Call subroutine $CACB9F CC/C1C2: 3B Position character in a "ready-to-go" stance CC/C1C3: DD Clear event bit $1E80($615) [$1F42, bit 5] CC/C1C5: DD Clear event bit $1E80($616) [$1F42, bit 6] CC/C1C7: DD Clear event bit $1E80($61A) [$1F43, bit 2] CC/C1C9: DD Clear event bit $1E80($617) [$1F42, bit 7] CC/C1CB: DD Clear event bit $1E80($618) [$1F43, bit 0] CC/C1CD: DD Clear event bit $1E80($619) [$1F43, bit 1] CC/C1CF: 42 Hide object $1D CC/C1D1: 42 Hide object $1E CC/C1D3: 42 Hide object $1F CC/C1D5: 42 Hide object $20 CC/C1D7: 42 Hide object $21 CC/C1D9: 42 Hide object $22 CC/C1DB: 45 Refresh objects CC/C1DC: DE Load CaseWord with the characters in the currently active party? CC/C1DD: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CCC1EA CC/C1E3: 3D Create object $1D CC/C1E5: 41 Show object $1D CC/C1E7: 45 Refresh objects CC/C1E8: DC Set event bit $1E80($615) [$1F42, bit 5] CC/C1EA: C0 If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CCC1F7 CC/C1F0: 3D Create object $1E CC/C1F2: 41 Show object $1E CC/C1F4: 45 Refresh objects CC/C1F5: DC Set event bit $1E80($616) [$1F42, bit 6] CC/C1F7: C0 If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CCC204 CC/C1FD: 3D Create object $1F CC/C1FF: 41 Show object $1F CC/C201: 45 Refresh objects CC/C202: DC Set event bit $1E80($61A) [$1F43, bit 2] CC/C204: C0 If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CCC211 CC/C20A: 3D Create object $20 CC/C20C: 41 Show object $20 CC/C20E: 45 Refresh objects CC/C20F: DC Set event bit $1E80($617) [$1F42, bit 7] CC/C211: C0 If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CCC21E CC/C217: 3D Create object $21 CC/C219: 41 Show object $21 CC/C21B: 45 Refresh objects CC/C21C: DC Set event bit $1E80($618) [$1F43, bit 0] CC/C21E: C0 If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CCC232 CC/C224: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/C225: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CCC232 CC/C22B: 3D Create object $22 CC/C22D: 41 Show object $22 CC/C22F: 45 Refresh objects CC/C230: DC Set event bit $1E80($619) [$1F43, bit 1] CC/C232: 6B Load map $001E (Narshe, all non-shop buildings except classroom (always)) instantly, (upper bits $2000), place party at (60, 37), facing down CC/C238: 47 Make character in slot 0 the lead character CC/C239: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/C23B: CE Turn vehicle/entity down CC/C23C: FF End queue CC/C23D: 59 Unfade screen at speed $08 CC/C23F: 5C Pause execution until fade in or fade out is complete CC/C240: FE Return CC/C241: 4B Display dialogue message $0386, wait for button press Change group members? ^ Yes ^ No CC/C244: B6 Indexed branch based on prior dialogue selection [$CCC24D, $CA5EB3] CC/C24B: 3A Enable player to move while event commands execute CC/C24C: FE Return CC/C24D: B2 Call subroutine $CCC1B3 CC/C251: 3A Enable player to move while event commands execute CC/C252: FE Return CC/C253: 4B Display dialogue message $0388, wait for button press LOCKE: I promised TERRA I'd…keep her safe… CC/C256: B2 Call subroutine $CCC241 CC/C25A: FE Return CC/C25B: 4B Display dialogue message $0389, wait for button press CELES: She ripped outta here! Looked just like…an Esper… CC/C25E: B2 Call subroutine $CCC241 CC/C262: FE Return CC/C263: C0 If ($1E80($054) [$1E8A, bit 4] is set), branch to $CCC29B CC/C269: 4B Display dialogue message $038A, wait for button press CYAN: We have to help her! CC/C26C: B2 Call subroutine $CCC241 CC/C270: FE Return CC/C271: C0 If ($1E80($054) [$1E8A, bit 4] is set), branch to $CCC2A3 CC/C277: 4B Display dialogue message $038B, wait for button press EDGAR: Find TERRA! CC/C27A: B2 Call subroutine $CCC241 CC/C27E: FE Return CC/C27F: C0 If ($1E80($054) [$1E8A, bit 4] is set), branch to $CCC2AB CC/C285: 4B Display dialogue message $038C, wait for button press SABIN: I'll watch over Narshe! Go quickly! CC/C288: B2 Call subroutine $CCC241 CC/C28C: FE Return CC/C28D: C0 If ($1E80($054) [$1E8A, bit 4] is set), branch to $CCC2B3 CC/C293: 4B Display dialogue message $038D, wait for button press GAU: GAU… GAU do his best! CC/C296: B2 Call subroutine $CCC241 CC/C29A: FE Return CC/C29B: 4B Display dialogue message $038E, wait for button press CYAN: Can we just march right into the Empire? CC/C29E: B2 Call subroutine $CCC2BB CC/C2A2: FE Return CC/C2A3: 4B Display dialogue message $038F, wait for button press EDGAR: The Empire's Magitek Research Facility… Could the secret lie therein? CC/C2A6: B2 Call subroutine $CCC2BB CC/C2AA: FE Return CC/C2AB: 4B Display dialogue message $0390, wait for button press SABIN: Leave Narshe to me! CC/C2AE: B2 Call subroutine $CCC2BB CC/C2B2: FE Return CC/C2B3: 4B Display dialogue message $0391, wait for button press GAU: GAU… GAU do his best! CC/C2B6: B2 Call subroutine $CCC2BB CC/C2BA: FE Return CC/C2BB: 4B Display dialogue message $0386, wait for button press Change group members? ^ Yes ^ No CC/C2BE: B6 Indexed branch based on prior dialogue selection [$CCC2C7, $CA5EB3] CC/C2C5: 3A Enable player to move while event commands execute CC/C2C6: FE Return CC/C2C7: B2 Call subroutine $CCC2CD CC/C2CB: 3A Enable player to move while event commands execute CC/C2CC: FE Return CC/C2CD: 97 Fade screen to black CC/C2CE: 5C Pause execution until fade in or fade out is complete CC/C2CF: 42 Hide object $31 CC/C2D1: 42 Hide object $32 CC/C2D3: 42 Hide object $33 CC/C2D5: 42 Hide object $34 CC/C2D7: 45 Refresh objects CC/C2D8: B2 Call subroutine $CACB25 CC/C2DC: 3F Assign character $01 (Actor in stot 1) to party 1 CC/C2DF: 3F Remove character $02 (Actor in stot 2) from the party CC/C2E2: 3F Remove character $04 (Actor in stot 4) from the party CC/C2E5: 3F Remove character $05 (Actor in stot 5) from the party CC/C2E8: 3F Remove character $0B (Actor in stot 11) from the party CC/C2EB: 3F Assign character $06 (Actor in stot 6) to party 1 CC/C2EE: 45 Refresh objects CC/C2EF: B2 Call subroutine $CACBAF CC/C2F3: 99 Invoke party selection screen (1 groups) (force characters: [$0042] (LOCKE ), (CELES )) CC/C2F7: 46 Make party 1 the current party CC/C2F9: 45 Refresh objects CC/C2FA: B2 Call subroutine $CACCA4 CC/C2FE: DD Clear event bit $1E80($61A) [$1F43, bit 2] CC/C300: DD Clear event bit $1E80($617) [$1F42, bit 7] CC/C302: DD Clear event bit $1E80($618) [$1F43, bit 0] CC/C304: DD Clear event bit $1E80($619) [$1F43, bit 1] CC/C306: 42 Hide object $1F CC/C308: 42 Hide object $20 CC/C30A: 42 Hide object $21 CC/C30C: 42 Hide object $22 CC/C30E: 45 Refresh objects CC/C30F: DE Load CaseWord with the characters in the currently active party? CC/C310: C0 If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CCC31D CC/C316: 3D Create object $1F CC/C318: 41 Show object $1F CC/C31A: 45 Refresh objects CC/C31B: DC Set event bit $1E80($61A) [$1F43, bit 2] CC/C31D: C0 If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CCC32A CC/C323: 3D Create object $20 CC/C325: 41 Show object $20 CC/C327: 45 Refresh objects CC/C328: DC Set event bit $1E80($617) [$1F42, bit 7] CC/C32A: C0 If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CCC337 CC/C330: 3D Create object $21 CC/C332: 41 Show object $21 CC/C334: 45 Refresh objects CC/C335: DC Set event bit $1E80($618) [$1F43, bit 0] CC/C337: C0 If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CCC34B CC/C33D: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CC/C33E: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CCC34B CC/C344: 3D Create object $22 CC/C346: 41 Show object $22 CC/C348: 45 Refresh objects CC/C349: DC Set event bit $1E80($619) [$1F43, bit 1] CC/C34B: 6B Load map $001E (Narshe, all non-shop buildings except classroom (always)) instantly, (upper bits $2000), place party at (60, 37), facing down CC/C351: 47 Make character in slot 0 the lead character CC/C352: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/C354: CE Turn vehicle/entity down CC/C355: FF End queue CC/C356: 59 Unfade screen at speed $08 CC/C358: 5C Pause execution until fade in or fade out is complete CC/C359: 3A Enable player to move while event commands execute CC/C35A: FE Return CC/C35B: 78 Enable ability to pass through other objects for object $11 (NPC $11) CC/C35D: 78 Enable ability to pass through other objects for object $12 (NPC $12) CC/C35F: 78 Enable ability to pass through other objects for object $15 (NPC $15) CC/C361: 78 Enable ability to pass through other objects for object $13 (NPC $13) CC/C363: 78 Enable ability to pass through other objects for object $16 (NPC $16) CC/C365: 78 Enable ability to pass through other objects for object $14 (NPC $14) CC/C367: 78 Enable ability to pass through other objects for object $17 (NPC $17) CC/C369: FE Return CC/C36A: 36 Disable ability to pass through other objects for object $11 (NPC $11) CC/C36C: 36 Disable ability to pass through other objects for object $12 (NPC $12) CC/C36E: 36 Disable ability to pass through other objects for object $15 (NPC $15) CC/C370: 36 Disable ability to pass through other objects for object $13 (NPC $13) CC/C372: 36 Disable ability to pass through other objects for object $16 (NPC $16) CC/C374: 36 Disable ability to pass through other objects for object $14 (NPC $14) CC/C376: 36 Disable ability to pass through other objects for object $17 (NPC $17) CC/C378: FE Return CC/C379: DE Load CaseWord with the characters in the currently active party? CC/C37A: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CCC38A CC/C380: 3D Create object $11 CC/C382: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CC/C384: D7 Center screen on vehicle/entity CC/C385: 82 Move vehicle/entity down 1 tile CC/C386: FF End queue CC/C387: 41 Show object $11 CC/C389: 45 Refresh objects CC/C38A: C0 If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CCC39A CC/C390: 3D Create object $12 CC/C392: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CC/C394: D7 Center screen on vehicle/entity CC/C395: 82 Move vehicle/entity down 1 tile CC/C396: FF End queue CC/C397: 41 Show object $12 CC/C399: 45 Refresh objects CC/C39A: C0 If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CCC3AA CC/C3A0: 3D Create object $13 CC/C3A2: 13 Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete) CC/C3A4: D7 Center screen on vehicle/entity CC/C3A5: 82 Move vehicle/entity down 1 tile CC/C3A6: FF End queue CC/C3A7: 41 Show object $13 CC/C3A9: 45 Refresh objects CC/C3AA: C0 If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CCC3BA CC/C3B0: 3D Create object $15 CC/C3B2: 15 Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete) CC/C3B4: D7 Center screen on vehicle/entity CC/C3B5: 82 Move vehicle/entity down 1 tile CC/C3B6: FF End queue CC/C3B7: 41 Show object $15 CC/C3B9: 45 Refresh objects CC/C3BA: C0 If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CCC3CA CC/C3C0: 3D Create object $16 CC/C3C2: 16 Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete) CC/C3C4: D7 Center screen on vehicle/entity CC/C3C5: 82 Move vehicle/entity down 1 tile CC/C3C6: FF End queue CC/C3C7: 41 Show object $16 CC/C3C9: 45 Refresh objects CC/C3CA: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CCC3DA CC/C3D0: 3D Create object $14 CC/C3D2: 14 Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete) CC/C3D4: D7 Center screen on vehicle/entity CC/C3D5: 82 Move vehicle/entity down 1 tile CC/C3D6: FF End queue CC/C3D7: 41 Show object $14 CC/C3D9: 45 Refresh objects CC/C3DA: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CCC3EA CC/C3E0: 3D Create object $17 CC/C3E2: 17 Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete) CC/C3E4: D7 Center screen on vehicle/entity CC/C3E5: 82 Move vehicle/entity down 1 tile CC/C3E6: FF End queue CC/C3E7: 41 Show object $17 CC/C3E9: 45 Refresh objects CC/C3EA: FE Return CC/C3EB: B2 Call subroutine $CCC35B CC/C3EF: B2 Call subroutine $CCC379 CC/C3F3: 42 Hide object $31 CC/C3F5: 45 Refresh objects CC/C3F6: 3D Create object $01 CC/C3F8: 3F Assign character $01 (Actor in stot 1) to party 1 CC/C3FB: 45 Refresh objects CC/C3FC: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CC/C3FE: D7 Center screen on vehicle/entity CC/C3FF: CE Turn vehicle/entity down CC/C400: FF End queue CC/C401: 3C Set up the party as follows: $01 (Actor in stot 1), $FF (), $FF (), $FF () CC/C406: 41 Show object $01 CC/C408: 45 Refresh objects CC/C409: 3F Remove character $04 (Actor in stot 4) from the party CC/C40C: 3F Remove character $06 (Actor in stot 6) from the party CC/C40F: 3F Remove character $00 (Actor in stot 0) from the party CC/C412: 3F Remove character $05 (Actor in stot 5) from the party CC/C415: 3F Remove character $02 (Actor in stot 2) from the party CC/C418: 3F Remove character $0B (Actor in stot 11) from the party CC/C41B: 45 Refresh objects CC/C41C: 42 Hide object $12 CC/C41E: 45 Refresh objects CC/C41F: B2 Call subroutine $CCC36A CC/C423: 3A Enable player to move while event commands execute CC/C424: FE Return CC/C425: B2 Call subroutine $CCC35B CC/C429: B2 Call subroutine $CCC379 CC/C42D: 42 Hide object $31 CC/C42F: 45 Refresh objects CC/C430: 3D Create object $04 CC/C432: 3F Assign character $04 (Actor in stot 4) to party 1 CC/C435: 45 Refresh objects CC/C436: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CC/C438: D7 Center screen on vehicle/entity CC/C439: CE Turn vehicle/entity down CC/C43A: FF End queue CC/C43B: 3C Set up the party as follows: $04 (Actor in stot 4), $FF (), $FF (), $FF () CC/C440: 41 Show object $04 CC/C442: 45 Refresh objects CC/C443: 3F Remove character $00 (Actor in stot 0) from the party CC/C446: 3F Remove character $06 (Actor in stot 6) from the party CC/C449: 3F Remove character $01 (Actor in stot 1) from the party CC/C44C: 3F Remove character $05 (Actor in stot 5) from the party CC/C44F: 3F Remove character $02 (Actor in stot 2) from the party CC/C452: 3F Remove character $0B (Actor in stot 11) from the party CC/C455: 45 Refresh objects CC/C456: 42 Hide object $15 CC/C458: 45 Refresh objects CC/C459: B2 Call subroutine $CCC36A CC/C45D: 3A Enable player to move while event commands execute CC/C45E: FE Return CC/C45F: B2 Call subroutine $CCC35B CC/C463: B2 Call subroutine $CCC379 CC/C467: 42 Hide object $31 CC/C469: 45 Refresh objects CC/C46A: 3D Create object $05 CC/C46C: 3F Assign character $05 (Actor in stot 5) to party 1 CC/C46F: 45 Refresh objects CC/C470: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete) CC/C472: D7 Center screen on vehicle/entity CC/C473: CE Turn vehicle/entity down CC/C474: FF End queue CC/C475: 3C Set up the party as follows: $05 (Actor in stot 5), $FF (), $FF (), $FF () CC/C47A: 41 Show object $05 CC/C47C: 45 Refresh objects CC/C47D: 3F Remove character $00 (Actor in stot 0) from the party CC/C480: 3F Remove character $06 (Actor in stot 6) from the party CC/C483: 3F Remove character $01 (Actor in stot 1) from the party CC/C486: 3F Remove character $04 (Actor in stot 4) from the party CC/C489: 3F Remove character $02 (Actor in stot 2) from the party CC/C48C: 3F Remove character $0B (Actor in stot 11) from the party CC/C48F: 45 Refresh objects CC/C490: 42 Hide object $16 CC/C492: 45 Refresh objects CC/C493: B2 Call subroutine $CCC36A CC/C497: 3A Enable player to move while event commands execute CC/C498: FE Return CC/C499: B2 Call subroutine $CCC35B CC/C49D: B2 Call subroutine $CCC379 CC/C4A1: 42 Hide object $31 CC/C4A3: 45 Refresh objects CC/C4A4: 3D Create object $02 CC/C4A6: 3F Assign character $02 (Actor in stot 2) to party 1 CC/C4A9: 45 Refresh objects CC/C4AA: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete) CC/C4AC: D7 Center screen on vehicle/entity CC/C4AD: CE Turn vehicle/entity down CC/C4AE: FF End queue CC/C4AF: 3C Set up the party as follows: $02 (Actor in stot 2), $FF (), $FF (), $FF () CC/C4B4: 41 Show object $02 CC/C4B6: 45 Refresh objects CC/C4B7: 3F Remove character $00 (Actor in stot 0) from the party CC/C4BA: 3F Remove character $06 (Actor in stot 6) from the party CC/C4BD: 3F Remove character $01 (Actor in stot 1) from the party CC/C4C0: 3F Remove character $05 (Actor in stot 5) from the party CC/C4C3: 3F Remove character $04 (Actor in stot 4) from the party CC/C4C6: 3F Remove character $0B (Actor in stot 11) from the party CC/C4C9: 45 Refresh objects CC/C4CA: 42 Hide object $14 CC/C4CC: 45 Refresh objects CC/C4CD: B2 Call subroutine $CCC36A CC/C4D1: 3A Enable player to move while event commands execute CC/C4D2: FE Return CC/C4D3: B2 Call subroutine $CCC35B CC/C4D7: B2 Call subroutine $CCC379 CC/C4DB: 42 Hide object $31 CC/C4DD: 45 Refresh objects CC/C4DE: 3D Create object $06 CC/C4E0: 3F Assign character $06 (Actor in stot 6) to party 1 CC/C4E3: 45 Refresh objects CC/C4E4: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CC/C4E6: D7 Center screen on vehicle/entity CC/C4E7: CE Turn vehicle/entity down CC/C4E8: FF End queue CC/C4E9: 3C Set up the party as follows: $06 (Actor in stot 6), $FF (), $FF (), $FF () CC/C4EE: 41 Show object $06 CC/C4F0: 45 Refresh objects CC/C4F1: 3F Remove character $00 (Actor in stot 0) from the party CC/C4F4: 3F Remove character $04 (Actor in stot 4) from the party CC/C4F7: 3F Remove character $01 (Actor in stot 1) from the party CC/C4FA: 3F Remove character $05 (Actor in stot 5) from the party CC/C4FD: 3F Remove character $02 (Actor in stot 2) from the party CC/C500: 3F Remove character $0B (Actor in stot 11) from the party CC/C503: 45 Refresh objects CC/C504: 42 Hide object $13 CC/C506: 45 Refresh objects CC/C507: B2 Call subroutine $CCC36A CC/C50B: 3A Enable player to move while event commands execute CC/C50C: FE Return CC/C50D: B2 Call subroutine $CCC35B CC/C511: B2 Call subroutine $CCC379 CC/C515: 42 Hide object $31 CC/C517: 45 Refresh objects CC/C518: 3D Create object $0B CC/C51A: 3F Assign character $0B (Actor in stot 11) to party 1 CC/C51D: 45 Refresh objects CC/C51E: 0B Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete) CC/C520: D7 Center screen on vehicle/entity CC/C521: CE Turn vehicle/entity down CC/C522: FF End queue CC/C523: 3C Set up the party as follows: $0B (Actor in stot 11), $FF (), $FF (), $FF () CC/C528: 41 Show object $0B CC/C52A: 45 Refresh objects CC/C52B: 3F Remove character $00 (Actor in stot 0) from the party CC/C52E: 3F Remove character $06 (Actor in stot 6) from the party CC/C531: 3F Remove character $01 (Actor in stot 1) from the party CC/C534: 3F Remove character $05 (Actor in stot 5) from the party CC/C537: 3F Remove character $02 (Actor in stot 2) from the party CC/C53A: 3F Remove character $04 (Actor in stot 4) from the party CC/C53D: 45 Refresh objects CC/C53E: 42 Hide object $17 CC/C540: 45 Refresh objects CC/C541: B2 Call subroutine $CCC36A CC/C545: 3A Enable player to move while event commands execute CC/C546: FE Return CC/C547: B2 Call subroutine $CCC35B CC/C54B: B2 Call subroutine $CCC379 CC/C54F: 42 Hide object $31 CC/C551: 45 Refresh objects CC/C552: 3D Create object $00 CC/C554: 3F Assign character $00 (Actor in stot 0) to party 1 CC/C557: 45 Refresh objects CC/C558: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete) CC/C55A: D7 Center screen on vehicle/entity CC/C55B: CE Turn vehicle/entity down CC/C55C: FF End queue CC/C55D: 3C Set up the party as follows: $00 (Actor in stot 0), $FF (), $FF (), $FF () CC/C562: 41 Show object $00 CC/C564: 45 Refresh objects CC/C565: 3F Remove character $04 (Actor in stot 4) from the party CC/C568: 3F Remove character $06 (Actor in stot 6) from the party CC/C56B: 3F Remove character $01 (Actor in stot 1) from the party CC/C56E: 3F Remove character $05 (Actor in stot 5) from the party CC/C571: 3F Remove character $02 (Actor in stot 2) from the party CC/C574: 3F Remove character $0B (Actor in stot 11) from the party CC/C577: 45 Refresh objects CC/C578: 42 Hide object $11 CC/C57A: 45 Refresh objects CC/C57B: B2 Call subroutine $CCC36A CC/C57F: 3A Enable player to move while event commands execute CC/C580: FE Return CC/C581: C0 If ($1E80($132) [$1EA6, bit 2] is set), branch to $CA5EB3 (simply returns) CC/C587: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/C58D: F4 Play sound effect 209 CC/C58F: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CC/C591: 42 Hide object $31 CC/C593: 45 Refresh objects CC/C594: 3D Create object $12 CC/C596: 3D Create object $13 CC/C598: 3D Create object $14 CC/C59A: 3D Create object $15 CC/C59C: 3D Create object $16 CC/C59E: 3D Create object $17 CC/C5A0: 41 Show object $12 CC/C5A2: 41 Show object $13 CC/C5A4: 41 Show object $14 CC/C5A6: 41 Show object $15 CC/C5A8: 41 Show object $16 CC/C5AA: 41 Show object $17 CC/C5AC: 42 Hide object $11 CC/C5AE: 45 Refresh objects CC/C5AF: 12 Begin action queue for character $12 (NPC $12), 5 bytes long CC/C5B1: D5 Set vehicle/entity's position to (18, 11) CC/C5B4: CE Turn vehicle/entity down CC/C5B5: FF End queue CC/C5B6: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CC/C5B8: D5 Set vehicle/entity's position to (19, 11) CC/C5BB: CE Turn vehicle/entity down CC/C5BC: FF End queue CC/C5BD: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CC/C5BF: D5 Set vehicle/entity's position to (20, 11) CC/C5C2: CE Turn vehicle/entity down CC/C5C3: FF End queue CC/C5C4: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CC/C5C6: D5 Set vehicle/entity's position to (21, 11) CC/C5C9: CE Turn vehicle/entity down CC/C5CA: FF End queue CC/C5CB: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CC/C5CD: D5 Set vehicle/entity's position to (22, 11) CC/C5D0: CE Turn vehicle/entity down CC/C5D1: FF End queue CC/C5D2: 17 Begin action queue for character $17 (NPC $17), 5 bytes long (Wait until complete) CC/C5D4: D5 Set vehicle/entity's position to (23, 11) CC/C5D7: CE Turn vehicle/entity down CC/C5D8: FF End queue CC/C5D9: 3D Create object $00 CC/C5DB: 3F Assign character $00 (Actor in stot 0) to party 1 CC/C5DE: 45 Refresh objects CC/C5DF: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete) CC/C5E1: D7 Center screen on vehicle/entity CC/C5E2: CE Turn vehicle/entity down CC/C5E3: FF End queue CC/C5E4: 3C Set up the party as follows: $00 (Actor in stot 0), $FF (), $FF (), $FF () CC/C5E9: 41 Show object $00 CC/C5EB: 45 Refresh objects CC/C5EC: 3F Remove character $04 (Actor in stot 4) from the party CC/C5EF: 3F Remove character $06 (Actor in stot 6) from the party CC/C5F2: 3F Remove character $01 (Actor in stot 1) from the party CC/C5F5: 3F Remove character $05 (Actor in stot 5) from the party CC/C5F8: 3F Remove character $02 (Actor in stot 2) from the party CC/C5FB: 3F Remove character $0B (Actor in stot 11) from the party CC/C5FE: 45 Refresh objects CC/C5FF: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/C601: D2 Set event bit $1E80($1BF) [$1EB7, bit 7] CC/C603: 3A Enable player to move while event commands execute CC/C604: FE Return CC/C605: 4B Display dialogue message $036A, wait for button press BANON: Prepared? ^ Yes ^ No CC/C608: B6 Indexed branch based on prior dialogue selection [$CCC611, $CA5EB3] CC/C60F: 3A Enable player to move while event commands execute CC/C610: FE Return CC/C611: 6A Load map $0005 (Darkness (Mog explains 3-party battles / various narration)) after fade out, (upper bits $3000), place party at (8, 7), facing left CC/C617: 42 Hide object $31 CC/C619: 45 Refresh objects CC/C61A: 3D Create object $10 CC/C61C: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CC/C61E: D5 Set vehicle/entity's position to (16, 7) CC/C621: C2 Set vehicle/entity's event speed to normal CC/C622: FF End queue CC/C623: 41 Show object $10 CC/C625: 45 Refresh objects CC/C626: 96 Restore screen from fade CC/C627: 5C Pause execution until fade in or fade out is complete CC/C628: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/C62A: C3 Set vehicle/entity's event speed to fast CC/C62B: 9F Move vehicle/entity left 8 tiles CC/C62C: CE Turn vehicle/entity down CC/C62D: FF End queue CC/C62E: 92 Pause for 30 units CC/C62F: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CC/C631: 20 Do vehicle/entity graphical action $20 CC/C632: E0 Pause for 4 * 3 (12) frames CC/C634: CE Turn vehicle/entity down CC/C635: FF End queue CC/C636: 92 Pause for 30 units CC/C637: 4B Display dialogue message $036D, wait for button press Save the Esper from Kefka! Need some info? ^ Yes ^ No CC/C63A: B6 Indexed branch based on prior dialogue selection [$CCC642, $CCC645] CC/C641: FE Return CC/C642: 4B Display dialogue message $036E, wait for button press You'll fight in 3 groups. Use the Y Button to switch between them. Defeat Kefka before his men reach Banon. Otherwise, you lose! CC/C645: D4 Set event bit $1E80($2F1) [$1EDE, bit 1] CC/C647: D4 Set event bit $1E80($2F2) [$1EDE, bit 2] CC/C649: D4 Set event bit $1E80($2F4) [$1EDE, bit 4] CC/C64B: D4 Set event bit $1E80($2F5) [$1EDE, bit 5] CC/C64D: D4 Set event bit $1E80($2F6) [$1EDE, bit 6] CC/C64F: D4 Set event bit $1E80($2FB) [$1EDF, bit 3] CC/C651: D4 Set event bit $1E80($2F0) [$1EDE, bit 0] CC/C653: D5 Clear event bit $1E80($2F3) [$1EDE, bit 3] CC/C655: D5 Clear event bit $1E80($2F7) [$1EDE, bit 7] CC/C657: D5 Clear event bit $1E80($2F8) [$1EDF, bit 0] CC/C659: D5 Clear event bit $1E80($2F9) [$1EDF, bit 1] CC/C65B: D5 Clear event bit $1E80($2FA) [$1EDF, bit 2] CC/C65D: D5 Clear event bit $1E80($2FC) [$1EDF, bit 4] CC/C65F: D5 Clear event bit $1E80($2FD) [$1EDF, bit 5] CC/C661: B2 Call subroutine $CACBAF CC/C665: 99 Invoke party selection screen (3 groups) (force characters: [$0000] () CC/C669: 46 Make party 1 the current party CC/C66B: B2 Call subroutine $CACCA4 CC/C66F: DD Clear event bit $1E80($61B) [$1F43, bit 3] CC/C671: DC Set event bit $1E80($628) [$1F45, bit 0] CC/C673: 6B Load map $0016 (Narshe, hills maze (WoB)) instantly, (upper bits $3000), place party at (20, 10), facing left CC/C679: 3D Create object $00 CC/C67B: 3D Create object $01 CC/C67D: 3D Create object $06 CC/C67F: 3D Create object $04 CC/C681: 3D Create object $05 CC/C683: 3D Create object $02 CC/C685: 3D Create object $0B CC/C687: 45 Refresh objects CC/C688: 79 Place party 1 on map $0016 (Narshe, hills maze (WoB)) CC/C68C: 79 Place party 2 on map $0016 (Narshe, hills maze (WoB)) CC/C690: 79 Place party 3 on map $0016 (Narshe, hills maze (WoB)) CC/C694: 45 Refresh objects CC/C695: 46 Make party 1 the current party CC/C697: 45 Refresh objects CC/C698: 47 Make character in slot 0 the lead character CC/C699: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/C69B: D5 Set vehicle/entity's position to (20, 10) CC/C69E: CE Turn vehicle/entity down CC/C69F: C2 Set vehicle/entity's event speed to normal CC/C6A0: FF End queue CC/C6A1: 41 Show object $31 CC/C6A3: 47 Make character in slot 0 the lead character CC/C6A4: 46 Make party 2 the current party CC/C6A6: 45 Refresh objects CC/C6A7: 47 Make character in slot 0 the lead character CC/C6A8: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/C6AA: D5 Set vehicle/entity's position to (18, 10) CC/C6AD: CE Turn vehicle/entity down CC/C6AE: C2 Set vehicle/entity's event speed to normal CC/C6AF: FF End queue CC/C6B0: 41 Show object $31 CC/C6B2: 47 Make character in slot 0 the lead character CC/C6B3: 46 Make party 3 the current party CC/C6B5: 45 Refresh objects CC/C6B6: 47 Make character in slot 0 the lead character CC/C6B7: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/C6B9: D5 Set vehicle/entity's position to (22, 10) CC/C6BC: CE Turn vehicle/entity down CC/C6BD: C2 Set vehicle/entity's event speed to normal CC/C6BE: FF End queue CC/C6BF: 41 Show object $31 CC/C6C1: 47 Make character in slot 0 the lead character CC/C6C2: 46 Make party 1 the current party CC/C6C4: 45 Refresh objects CC/C6C5: 47 Make character in slot 0 the lead character CC/C6C6: 7A Change event address for object $00 to address $CCC8AB CC/C6CB: 7A Change event address for object $01 to address $CCC8B3 CC/C6D0: 7A Change event address for object $04 to address $CCC8C3 CC/C6D5: 7A Change event address for object $05 to address $CCC8CB CC/C6DA: 7A Change event address for object $02 to address $CCC8D3 CC/C6DF: 7A Change event address for object $0B to address $CCC8DB CC/C6E4: 7A Change event address for object $06 to address $CCC8BB CC/C6E9: 59 Unfade screen at speed $04 CC/C6EB: 5C Pause execution until fade in or fade out is complete CC/C6EC: F2 Fade out current song with transition time 128 CC/C6EE: 4B Display dialogue message $0369, wait for button press BANON: They're coming! CC/C6F1: F0 Play song 26 (Save Them!), (high bit clear), full volume CC/C6F3: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/C6F5: D4 Set event bit $1E80($2BC) [$1ED7, bit 4] CC/C6F7: 92 Pause for 30 units CC/C6F8: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/C6FA: 0A Do vehicle/entity graphical action $0A CC/C6FB: FF End queue CC/C6FC: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CC/C6FE: 0A Do vehicle/entity graphical action $0A CC/C6FF: FF End queue CC/C700: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/C702: 0A Do vehicle/entity graphical action $0A CC/C703: FF End queue CC/C704: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CC/C706: 4A Do vehicle/entity graphical action $0A, flipped horizontally CC/C707: FF End queue CC/C708: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CC/C70A: 0A Do vehicle/entity graphical action $0A CC/C70B: FF End queue CC/C70C: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CC/C70E: 0A Do vehicle/entity graphical action $0A CC/C70F: FF End queue CC/C710: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CC/C712: 4A Do vehicle/entity graphical action $0A, flipped horizontally CC/C713: FF End queue CC/C714: 38 Hold screen CC/C715: 95 Pause for 120 units CC/C716: 30 Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete) CC/C718: C4 Set vehicle/entity's event speed to faster CC/C719: 9E Move vehicle/entity down 8 tiles CC/C71A: 9E Move vehicle/entity down 8 tiles CC/C71B: 96 Move vehicle/entity down 6 tiles CC/C71C: FF End queue CC/C71D: 92 Pause for 30 units CC/C71E: 3D Create object $10 CC/C720: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CC/C722: D5 Set vehicle/entity's position to (19, 39) CC/C725: C2 Set vehicle/entity's event speed to normal CC/C726: FF End queue CC/C727: 41 Show object $10 CC/C729: 45 Refresh objects CC/C72A: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CC/C72C: 84 Move vehicle/entity up 2 tiles CC/C72D: CC Turn vehicle/entity up CC/C72E: A0 Move vehicle/entity right/up 1x1 tiles CC/C72F: 88 Move vehicle/entity up 3 tiles CC/C730: FF End queue CC/C731: 92 Pause for 30 units CC/C732: 4B Display dialogue message $036B, wait for button press KEFKA: Oho!! It's General CELES, the traitor! How delightful! This'll be fun! CC/C735: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CC/C737: CD Turn vehicle/entity right CC/C738: E0 Pause for 4 * 1 (4) frames CC/C73A: CE Turn vehicle/entity down CC/C73B: FF End queue CC/C73C: F4 Play sound effect 205 CC/C73E: B0 Execute the following commands until $B1 12 times CC/C740: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/C742: 1D Do vehicle/entity graphical action $1D CC/C743: FF End queue CC/C744: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/C746: 1E Do vehicle/entity graphical action $1E CC/C747: FF End queue CC/C748: B1 End block of repeating commands CC/C749: 92 Pause for 30 units CC/C74A: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/C74C: CE Turn vehicle/entity down CC/C74D: FF End queue CC/C74E: 92 Pause for 30 units CC/C74F: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/C751: 1A Do vehicle/entity graphical action $1A CC/C752: FF End queue CC/C753: 3D Create object $19 CC/C755: 3D Create object $1A CC/C757: 3D Create object $1B CC/C759: 3D Create object $1C CC/C75B: 3D Create object $1D CC/C75D: 3D Create object $1E CC/C75F: 3D Create object $1F CC/C761: 3D Create object $20 CC/C763: 3D Create object $21 CC/C765: 3D Create object $22 CC/C767: 3D Create object $23 CC/C769: 3D Create object $24 CC/C76B: 19 Begin action queue for character $19 (NPC $19), 5 bytes long (Wait until complete) CC/C76D: D5 Set vehicle/entity's position to (19, 39) CC/C770: C3 Set vehicle/entity's event speed to fast CC/C771: FF End queue CC/C772: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete) CC/C774: D5 Set vehicle/entity's position to (19, 40) CC/C777: C3 Set vehicle/entity's event speed to fast CC/C778: FF End queue CC/C779: 1B Begin action queue for character $1B (NPC $1B), 5 bytes long (Wait until complete) CC/C77B: D5 Set vehicle/entity's position to (19, 41) CC/C77E: C3 Set vehicle/entity's event speed to fast CC/C77F: FF End queue CC/C780: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete) CC/C782: D5 Set vehicle/entity's position to (19, 42) CC/C785: C3 Set vehicle/entity's event speed to fast CC/C786: FF End queue CC/C787: 1D Begin action queue for character $1D (NPC $1D), 5 bytes long (Wait until complete) CC/C789: D5 Set vehicle/entity's position to (19, 43) CC/C78C: C3 Set vehicle/entity's event speed to fast CC/C78D: FF End queue CC/C78E: 1E Begin action queue for character $1E (NPC $1E), 5 bytes long (Wait until complete) CC/C790: D5 Set vehicle/entity's position to (19, 44) CC/C793: C3 Set vehicle/entity's event speed to fast CC/C794: FF End queue CC/C795: 1F Begin action queue for character $1F (NPC $1F), 5 bytes long (Wait until complete) CC/C797: D5 Set vehicle/entity's position to (19, 45) CC/C79A: C3 Set vehicle/entity's event speed to fast CC/C79B: FF End queue CC/C79C: 20 Begin action queue for character $20 (NPC $20), 5 bytes long (Wait until complete) CC/C79E: D5 Set vehicle/entity's position to (19, 46) CC/C7A1: C3 Set vehicle/entity's event speed to fast CC/C7A2: FF End queue CC/C7A3: 21 Begin action queue for character $21 (NPC $21), 5 bytes long (Wait until complete) CC/C7A5: D5 Set vehicle/entity's position to (19, 47) CC/C7A8: C3 Set vehicle/entity's event speed to fast CC/C7A9: FF End queue CC/C7AA: 22 Begin action queue for character $22 (NPC $22), 5 bytes long (Wait until complete) CC/C7AC: D5 Set vehicle/entity's position to (19, 48) CC/C7AF: C3 Set vehicle/entity's event speed to fast CC/C7B0: FF End queue CC/C7B1: 23 Begin action queue for character $23 (NPC $23), 5 bytes long (Wait until complete) CC/C7B3: D5 Set vehicle/entity's position to (19, 49) CC/C7B6: C3 Set vehicle/entity's event speed to fast CC/C7B7: FF End queue CC/C7B8: 24 Begin action queue for character $24 (NPC $24), 5 bytes long (Wait until complete) CC/C7BA: D5 Set vehicle/entity's position to (19, 50) CC/C7BD: C3 Set vehicle/entity's event speed to fast CC/C7BE: FF End queue CC/C7BF: 41 Show object $19 CC/C7C1: 41 Show object $1A CC/C7C3: 41 Show object $1B CC/C7C5: 41 Show object $1C CC/C7C7: 41 Show object $1D CC/C7C9: 41 Show object $1E CC/C7CB: 41 Show object $1F CC/C7CD: 41 Show object $20 CC/C7CF: 41 Show object $21 CC/C7D1: 41 Show object $22 CC/C7D3: 41 Show object $23 CC/C7D5: 41 Show object $24 CC/C7D7: 45 Refresh objects CC/C7D8: 19 Begin action queue for character $19 (NPC $19), 4 bytes long CC/C7DA: 8C Move vehicle/entity up 4 tiles CC/C7DB: A3 Move vehicle/entity left/up 1x1 tiles CC/C7DC: CC Turn vehicle/entity up CC/C7DD: FF End queue CC/C7DE: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long CC/C7E0: 94 Move vehicle/entity up 6 tiles CC/C7E1: FF End queue CC/C7E2: 1B Begin action queue for character $1B (NPC $1B), 4 bytes long CC/C7E4: 94 Move vehicle/entity up 6 tiles CC/C7E5: A0 Move vehicle/entity right/up 1x1 tiles CC/C7E6: CC Turn vehicle/entity up CC/C7E7: FF End queue CC/C7E8: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long CC/C7EA: 98 Move vehicle/entity up 7 tiles CC/C7EB: 81 Move vehicle/entity right 1 tile CC/C7EC: A0 Move vehicle/entity right/up 1x1 tiles CC/C7ED: CC Turn vehicle/entity up CC/C7EE: FF End queue CC/C7EF: 1D Begin action queue for character $1D (NPC $1D), 5 bytes long CC/C7F1: 9C Move vehicle/entity up 8 tiles CC/C7F2: 85 Move vehicle/entity right 2 tiles CC/C7F3: A0 Move vehicle/entity right/up 1x1 tiles CC/C7F4: CC Turn vehicle/entity up CC/C7F5: FF End queue CC/C7F6: 1E Begin action queue for character $1E (NPC $1E), 6 bytes long CC/C7F8: 9C Move vehicle/entity up 8 tiles CC/C7F9: 80 Move vehicle/entity up 1 tile CC/C7FA: 89 Move vehicle/entity right 3 tiles CC/C7FB: A0 Move vehicle/entity right/up 1x1 tiles CC/C7FC: CC Turn vehicle/entity up CC/C7FD: FF End queue CC/C7FE: 1F Begin action queue for character $1F (NPC $1F), 5 bytes long CC/C800: 9C Move vehicle/entity up 8 tiles CC/C801: 80 Move vehicle/entity up 1 tile CC/C802: A3 Move vehicle/entity left/up 1x1 tiles CC/C803: CC Turn vehicle/entity up CC/C804: FF End queue CC/C805: 20 Begin action queue for character $20 (NPC $20), 3 bytes long CC/C807: 9C Move vehicle/entity up 8 tiles CC/C808: 88 Move vehicle/entity up 3 tiles CC/C809: FF End queue CC/C80A: 21 Begin action queue for character $21 (NPC $21), 6 bytes long CC/C80C: 9C Move vehicle/entity up 8 tiles CC/C80D: 88 Move vehicle/entity up 3 tiles CC/C80E: 85 Move vehicle/entity right 2 tiles CC/C80F: A0 Move vehicle/entity right/up 1x1 tiles CC/C810: CC Turn vehicle/entity up CC/C811: FF End queue CC/C812: 22 Begin action queue for character $22 (NPC $22), 6 bytes long CC/C814: 9C Move vehicle/entity up 8 tiles CC/C815: 8C Move vehicle/entity up 4 tiles CC/C816: 81 Move vehicle/entity right 1 tile CC/C817: A0 Move vehicle/entity right/up 1x1 tiles CC/C818: CC Turn vehicle/entity up CC/C819: FF End queue CC/C81A: 23 Begin action queue for character $23 (NPC $23), 5 bytes long CC/C81C: 9C Move vehicle/entity up 8 tiles CC/C81D: 90 Move vehicle/entity up 5 tiles CC/C81E: A0 Move vehicle/entity right/up 1x1 tiles CC/C81F: CC Turn vehicle/entity up CC/C820: FF End queue CC/C821: 24 Begin action queue for character $24 (NPC $24), 5 bytes long (Wait until complete) CC/C823: 9C Move vehicle/entity up 8 tiles CC/C824: 94 Move vehicle/entity up 6 tiles CC/C825: E0 Pause for 4 * 4 (16) frames CC/C827: FF End queue CC/C828: 94 Pause for 60 units CC/C829: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/C82B: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/C82C: FF End queue CC/C82D: 92 Pause for 30 units CC/C82E: 4B Display dialogue message $036C, wait for button press KEFKA: Go!! Get those vile insects! CC/C831: 94 Pause for 60 units CC/C832: DC Set event bit $1E80($612) [$1F42, bit 2] CC/C834: D2 Set event bit $1E80($132) [$1EA6, bit 2] CC/C836: DD Clear event bit $1E80($633) [$1F46, bit 3] CC/C838: DC Set event bit $1E80($61D) [$1F43, bit 5] CC/C83A: DC Set event bit $1E80($61E) [$1F43, bit 6] CC/C83C: DC Set event bit $1E80($61F) [$1F43, bit 7] CC/C83E: DC Set event bit $1E80($620) [$1F44, bit 0] CC/C840: DC Set event bit $1E80($621) [$1F44, bit 1] CC/C842: DC Set event bit $1E80($622) [$1F44, bit 2] CC/C844: DC Set event bit $1E80($623) [$1F44, bit 3] CC/C846: DC Set event bit $1E80($624) [$1F44, bit 4] CC/C848: DC Set event bit $1E80($625) [$1F44, bit 5] CC/C84A: DC Set event bit $1E80($626) [$1F44, bit 6] CC/C84C: DC Set event bit $1E80($627) [$1F44, bit 7] CC/C84E: DC Set event bit $1E80($61C) [$1F43, bit 4] CC/C850: 6A Load map $0016 (Narshe, hills maze (WoB)) after fade out, (upper bits $3000), place party at (20, 10), facing left CC/C856: 39 Free screen CC/C857: 46 Make party 1 the current party CC/C859: 45 Refresh objects CC/C85A: 47 Make character in slot 0 the lead character CC/C85B: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/C85D: D5 Set vehicle/entity's position to (20, 10) CC/C860: CE Turn vehicle/entity down CC/C861: C2 Set vehicle/entity's event speed to normal CC/C862: FF End queue CC/C863: 41 Show object $31 CC/C865: 47 Make character in slot 0 the lead character CC/C866: 46 Make party 2 the current party CC/C868: 45 Refresh objects CC/C869: 47 Make character in slot 0 the lead character CC/C86A: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/C86C: D5 Set vehicle/entity's position to (18, 10) CC/C86F: CE Turn vehicle/entity down CC/C870: C2 Set vehicle/entity's event speed to normal CC/C871: FF End queue CC/C872: 41 Show object $31 CC/C874: 47 Make character in slot 0 the lead character CC/C875: 46 Make party 3 the current party CC/C877: 45 Refresh objects CC/C878: 47 Make character in slot 0 the lead character CC/C879: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/C87B: D5 Set vehicle/entity's position to (22, 10) CC/C87E: CE Turn vehicle/entity down CC/C87F: C2 Set vehicle/entity's event speed to normal CC/C880: FF End queue CC/C881: 41 Show object $31 CC/C883: 47 Make character in slot 0 the lead character CC/C884: 46 Make party 1 the current party CC/C886: 45 Refresh objects CC/C887: 47 Make character in slot 0 the lead character CC/C888: 82 Store party 1 as backup party (in $055D) CC/C889: D2 Set event bit $1E80($1CE) [$1EB9, bit 6] (Enables party switching with the Y button) CC/C88B: D2 Set event bit $1E80($1CA) [$1EB9, bit 2] CC/C88D: D2 Set event bit $1E80($1C1) [$1EB8, bit 1] CC/C88F: 7C Enable activation of event for object $19 (NPC $19) if it comes into contact with any party CC/C891: 7C Enable activation of event for object $1A (NPC $1A) if it comes into contact with any party CC/C893: 7C Enable activation of event for object $1B (NPC $1B) if it comes into contact with any party CC/C895: 7C Enable activation of event for object $1C (NPC $1C) if it comes into contact with any party CC/C897: 7C Enable activation of event for object $1D (NPC $1D) if it comes into contact with any party CC/C899: 7C Enable activation of event for object $1E (NPC $1E) if it comes into contact with any party CC/C89B: 7C Enable activation of event for object $1F (NPC $1F) if it comes into contact with any party CC/C89D: 7C Enable activation of event for object $20 (NPC $20) if it comes into contact with any party CC/C89F: 7C Enable activation of event for object $21 (NPC $21) if it comes into contact with any party CC/C8A1: 7C Enable activation of event for object $22 (NPC $22) if it comes into contact with any party CC/C8A3: 7C Enable activation of event for object $23 (NPC $23) if it comes into contact with any party CC/C8A5: 7C Enable activation of event for object $24 (NPC $24) if it comes into contact with any party CC/C8A7: 96 Restore screen from fade CC/C8A8: 5C Pause execution until fade in or fade out is complete CC/C8A9: 3A Enable player to move while event commands execute CC/C8AA: FE Return CC/C8AB: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CC/C8AD: 20 Do vehicle/entity graphical action $20 CC/C8AE: FF End queue CC/C8AF: 48 Display dialogue message $036F, continue executing commands TERRA: Kefka… He stuck that crown on me? CC/C8B2: FE Return CC/C8B3: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CC/C8B5: 24 Do vehicle/entity graphical action $24 CC/C8B6: FF End queue CC/C8B7: 48 Display dialogue message $0370, continue executing commands LOCKE: Bloody Empire!! We are your worst enemy! CC/C8BA: FE Return CC/C8BB: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CC/C8BD: 18 Do vehicle/entity graphical action $18 CC/C8BE: FF End queue CC/C8BF: 48 Display dialogue message $0371, continue executing commands CELES: I'm free… The Empire can't control me! CC/C8C2: FE Return CC/C8C3: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CC/C8C5: 23 Do vehicle/entity graphical action $23 CC/C8C6: FF End queue CC/C8C7: 48 Display dialogue message $0372, continue executing commands EDGAR: Kefka…grr… What's he up to…? CC/C8CA: FE Return CC/C8CB: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CC/C8CD: 0A Do vehicle/entity graphical action $0A CC/C8CE: FF End queue CC/C8CF: 48 Display dialogue message $0373, continue executing commands SABIN: Master Duncan's techniques mustn't fail me. CC/C8D2: FE Return CC/C8D3: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CC/C8D5: 0A Do vehicle/entity graphical action $0A CC/C8D6: FF End queue CC/C8D7: 48 Display dialogue message $0374, continue executing commands CYAN: I will avenge the people of Doma!! CC/C8DA: FE Return CC/C8DB: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CC/C8DD: 0A Do vehicle/entity graphical action $0A CC/C8DE: FF End queue CC/C8DF: 48 Display dialogue message $0375, continue executing commands GAU: GAU hit hard!!! CC/C8E2: FE Return CC/C8E3: 48 Display dialogue message $0376, continue executing commands BANON: We're history if they reach me! Good luck! CC/C8E6: FE Return CC/C8E7: 8B For character $31 (Party Character 0), take HP and add 1 CC/C8EA: 8B For character $32 (Party Character 1), take HP and add 1 CC/C8ED: 8B For character $33 (Party Character 2), take HP and add 1 CC/C8F0: 8B For character $34 (Party Character 3), take HP and add 1 CC/C8F3: 88 Remove the following status ailments from character $31 (Party Character 0): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/C8F7: 88 Remove the following status ailments from character $32 (Party Character 1): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/C8FB: 88 Remove the following status ailments from character $33 (Party Character 2): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/C8FF: 88 Remove the following status ailments from character $34 (Party Character 3): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/C903: 7E Move characters to (25, 5) CC/C906: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/C908: 28 Do vehicle/entity graphical action $28 CC/C909: FF End queue CC/C90A: 7B Restore backup party (in $055D) to active status CC/C90B: FE Return CC/C90C: 4C Center screen on party and invoke battle, enemy set $16, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/C90F: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCC919 CC/C914: B2 Call subroutine $CCC8E7 CC/C918: FE Return CC/C919: C0 If ($1E80($13E) [$1EA7, bit 6] is set), branch to $CCC935 CC/C91F: 19 Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete) CC/C921: 28 Do vehicle/entity graphical action $28 CC/C922: FF End queue CC/C923: 96 Restore screen from fade CC/C924: 5C Pause execution until fade in or fade out is complete CC/C925: 92 Pause for 30 units CC/C926: 19 Begin action queue for character $19 (NPC $19), 5 bytes long (Wait until complete) CC/C928: D5 Set vehicle/entity's position to (18, 33) CC/C92B: CC Turn vehicle/entity up CC/C92C: FF End queue CC/C92D: B2 Call subroutine $CCCC3E CC/C931: D2 Set event bit $1E80($13E) [$1EA7, bit 6] CC/C933: 7B Restore backup party (in $055D) to active status CC/C934: FE Return CC/C935: 19 Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete) CC/C937: 28 Do vehicle/entity graphical action $28 CC/C938: FF End queue CC/C939: 96 Restore screen from fade CC/C93A: 5C Pause execution until fade in or fade out is complete CC/C93B: 92 Pause for 30 units CC/C93C: 42 Hide object $19 CC/C93E: 45 Refresh objects CC/C93F: DD Clear event bit $1E80($61D) [$1F43, bit 5] CC/C941: 7B Restore backup party (in $055D) to active status CC/C942: FE Return CC/C943: 4C Center screen on party and invoke battle, enemy set $16, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/C946: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCC950 CC/C94B: B2 Call subroutine $CCC8E7 CC/C94F: FE Return CC/C950: C0 If ($1E80($13F) [$1EA7, bit 7] is set), branch to $CCC96C CC/C956: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CC/C958: 28 Do vehicle/entity graphical action $28 CC/C959: FF End queue CC/C95A: 96 Restore screen from fade CC/C95B: 5C Pause execution until fade in or fade out is complete CC/C95C: 92 Pause for 30 units CC/C95D: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete) CC/C95F: D5 Set vehicle/entity's position to (19, 33) CC/C962: CC Turn vehicle/entity up CC/C963: FF End queue CC/C964: B2 Call subroutine $CCCC9D CC/C968: D2 Set event bit $1E80($13F) [$1EA7, bit 7] CC/C96A: 7B Restore backup party (in $055D) to active status CC/C96B: FE Return CC/C96C: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CC/C96E: 28 Do vehicle/entity graphical action $28 CC/C96F: FF End queue CC/C970: 96 Restore screen from fade CC/C971: 5C Pause execution until fade in or fade out is complete CC/C972: 92 Pause for 30 units CC/C973: 42 Hide object $1A CC/C975: 45 Refresh objects CC/C976: DD Clear event bit $1E80($61E) [$1F43, bit 6] CC/C978: 7B Restore backup party (in $055D) to active status CC/C979: FE Return CC/C97A: 4C Center screen on party and invoke battle, enemy set $16, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/C97D: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCC987 CC/C982: B2 Call subroutine $CCC8E7 CC/C986: FE Return CC/C987: C0 If ($1E80($140) [$1EA8, bit 0] is set), branch to $CCC9A3 CC/C98D: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete) CC/C98F: 28 Do vehicle/entity graphical action $28 CC/C990: FF End queue CC/C991: 96 Restore screen from fade CC/C992: 5C Pause execution until fade in or fade out is complete CC/C993: 92 Pause for 30 units CC/C994: 1B Begin action queue for character $1B (NPC $1B), 5 bytes long (Wait until complete) CC/C996: D5 Set vehicle/entity's position to (20, 33) CC/C999: CC Turn vehicle/entity up CC/C99A: FF End queue CC/C99B: B2 Call subroutine $CCCD07 CC/C99F: D2 Set event bit $1E80($140) [$1EA8, bit 0] CC/C9A1: 7B Restore backup party (in $055D) to active status CC/C9A2: FE Return CC/C9A3: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete) CC/C9A5: 28 Do vehicle/entity graphical action $28 CC/C9A6: FF End queue CC/C9A7: 96 Restore screen from fade CC/C9A8: 5C Pause execution until fade in or fade out is complete CC/C9A9: 92 Pause for 30 units CC/C9AA: 42 Hide object $1B CC/C9AC: 45 Refresh objects CC/C9AD: DD Clear event bit $1E80($61F) [$1F43, bit 7] CC/C9AF: 7B Restore backup party (in $055D) to active status CC/C9B0: FE Return CC/C9B1: 4C Center screen on party and invoke battle, enemy set $16, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/C9B4: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCC9BE CC/C9B9: B2 Call subroutine $CCC8E7 CC/C9BD: FE Return CC/C9BE: C0 If ($1E80($141) [$1EA8, bit 1] is set), branch to $CCC9DA CC/C9C4: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/C9C6: 28 Do vehicle/entity graphical action $28 CC/C9C7: FF End queue CC/C9C8: 96 Restore screen from fade CC/C9C9: 5C Pause execution until fade in or fade out is complete CC/C9CA: 92 Pause for 30 units CC/C9CB: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete) CC/C9CD: D5 Set vehicle/entity's position to (21, 33) CC/C9D0: CC Turn vehicle/entity up CC/C9D1: FF End queue CC/C9D2: B2 Call subroutine $CCCD72 CC/C9D6: D2 Set event bit $1E80($141) [$1EA8, bit 1] CC/C9D8: 7B Restore backup party (in $055D) to active status CC/C9D9: FE Return CC/C9DA: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/C9DC: 28 Do vehicle/entity graphical action $28 CC/C9DD: FF End queue CC/C9DE: 96 Restore screen from fade CC/C9DF: 5C Pause execution until fade in or fade out is complete CC/C9E0: 92 Pause for 30 units CC/C9E1: 42 Hide object $1C CC/C9E3: 45 Refresh objects CC/C9E4: DD Clear event bit $1E80($620) [$1F44, bit 0] CC/C9E6: 7B Restore backup party (in $055D) to active status CC/C9E7: FE Return CC/C9E8: 4C Center screen on party and invoke battle, enemy set $16, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/C9EB: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCC9F5 CC/C9F0: B2 Call subroutine $CCC8E7 CC/C9F4: FE Return CC/C9F5: C0 If ($1E80($142) [$1EA8, bit 2] is set), branch to $CCCA11 CC/C9FB: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete) CC/C9FD: 28 Do vehicle/entity graphical action $28 CC/C9FE: FF End queue CC/C9FF: 96 Restore screen from fade CC/CA00: 5C Pause execution until fade in or fade out is complete CC/CA01: 92 Pause for 30 units CC/CA02: 1D Begin action queue for character $1D (NPC $1D), 5 bytes long (Wait until complete) CC/CA04: D5 Set vehicle/entity's position to (22, 33) CC/CA07: CC Turn vehicle/entity up CC/CA08: FF End queue CC/CA09: B2 Call subroutine $CCCDE0 CC/CA0D: D2 Set event bit $1E80($142) [$1EA8, bit 2] CC/CA0F: 7B Restore backup party (in $055D) to active status CC/CA10: FE Return CC/CA11: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete) CC/CA13: 28 Do vehicle/entity graphical action $28 CC/CA14: FF End queue CC/CA15: 96 Restore screen from fade CC/CA16: 5C Pause execution until fade in or fade out is complete CC/CA17: 92 Pause for 30 units CC/CA18: 42 Hide object $1D CC/CA1A: 45 Refresh objects CC/CA1B: DD Clear event bit $1E80($621) [$1F44, bit 1] CC/CA1D: 7B Restore backup party (in $055D) to active status CC/CA1E: FE Return CC/CA1F: 4C Center screen on party and invoke battle, enemy set $16, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/CA22: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCCA2C CC/CA27: B2 Call subroutine $CCC8E7 CC/CA2B: FE Return CC/CA2C: C0 If ($1E80($143) [$1EA8, bit 3] is set), branch to $CCCA48 CC/CA32: 1E Begin action queue for character $1E (NPC $1E), 2 bytes long (Wait until complete) CC/CA34: 28 Do vehicle/entity graphical action $28 CC/CA35: FF End queue CC/CA36: 96 Restore screen from fade CC/CA37: 5C Pause execution until fade in or fade out is complete CC/CA38: 92 Pause for 30 units CC/CA39: 1E Begin action queue for character $1E (NPC $1E), 5 bytes long (Wait until complete) CC/CA3B: D5 Set vehicle/entity's position to (23, 33) CC/CA3E: CC Turn vehicle/entity up CC/CA3F: FF End queue CC/CA40: B2 Call subroutine $CCCE49 CC/CA44: D2 Set event bit $1E80($143) [$1EA8, bit 3] CC/CA46: 7B Restore backup party (in $055D) to active status CC/CA47: FE Return CC/CA48: 1E Begin action queue for character $1E (NPC $1E), 2 bytes long (Wait until complete) CC/CA4A: 28 Do vehicle/entity graphical action $28 CC/CA4B: FF End queue CC/CA4C: 96 Restore screen from fade CC/CA4D: 5C Pause execution until fade in or fade out is complete CC/CA4E: 92 Pause for 30 units CC/CA4F: 42 Hide object $1E CC/CA51: 45 Refresh objects CC/CA52: DD Clear event bit $1E80($622) [$1F44, bit 2] CC/CA54: 7B Restore backup party (in $055D) to active status CC/CA55: FE Return CC/CA56: 4C Center screen on party and invoke battle, enemy set $18, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/CA59: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCCA63 CC/CA5E: B2 Call subroutine $CCC8E7 CC/CA62: FE Return CC/CA63: 96 Restore screen from fade CC/CA64: 5C Pause execution until fade in or fade out is complete CC/CA65: 92 Pause for 30 units CC/CA66: F4 Play sound effect 45 CC/CA68: 42 Hide object $1F CC/CA6A: 45 Refresh objects CC/CA6B: DD Clear event bit $1E80($623) [$1F44, bit 3] CC/CA6D: 7B Restore backup party (in $055D) to active status CC/CA6E: FE Return CC/CA6F: 4C Center screen on party and invoke battle, enemy set $17, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/CA72: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCCA7C CC/CA77: B2 Call subroutine $CCC8E7 CC/CA7B: FE Return CC/CA7C: C0 If ($1E80($144) [$1EA8, bit 4] is set), branch to $CCCA98 CC/CA82: 20 Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete) CC/CA84: 28 Do vehicle/entity graphical action $28 CC/CA85: FF End queue CC/CA86: 96 Restore screen from fade CC/CA87: 5C Pause execution until fade in or fade out is complete CC/CA88: 92 Pause for 30 units CC/CA89: 20 Begin action queue for character $20 (NPC $20), 5 bytes long (Wait until complete) CC/CA8B: D5 Set vehicle/entity's position to (19, 34) CC/CA8E: CC Turn vehicle/entity up CC/CA8F: FF End queue CC/CA90: B2 Call subroutine $CCCED5 CC/CA94: D2 Set event bit $1E80($144) [$1EA8, bit 4] CC/CA96: 7B Restore backup party (in $055D) to active status CC/CA97: FE Return CC/CA98: 20 Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete) CC/CA9A: 28 Do vehicle/entity graphical action $28 CC/CA9B: FF End queue CC/CA9C: 96 Restore screen from fade CC/CA9D: 5C Pause execution until fade in or fade out is complete CC/CA9E: 92 Pause for 30 units CC/CA9F: 42 Hide object $20 CC/CAA1: 45 Refresh objects CC/CAA2: DD Clear event bit $1E80($624) [$1F44, bit 4] CC/CAA4: 7B Restore backup party (in $055D) to active status CC/CAA5: FE Return CC/CAA6: 4C Center screen on party and invoke battle, enemy set $17, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/CAA9: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCCAB3 CC/CAAE: B2 Call subroutine $CCC8E7 CC/CAB2: FE Return CC/CAB3: C0 If ($1E80($145) [$1EA8, bit 5] is set), branch to $CCCACF CC/CAB9: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/CABB: 28 Do vehicle/entity graphical action $28 CC/CABC: FF End queue CC/CABD: 96 Restore screen from fade CC/CABE: 5C Pause execution until fade in or fade out is complete CC/CABF: 92 Pause for 30 units CC/CAC0: 21 Begin action queue for character $21 (NPC $21), 5 bytes long (Wait until complete) CC/CAC2: D5 Set vehicle/entity's position to (20, 34) CC/CAC5: CC Turn vehicle/entity up CC/CAC6: FF End queue CC/CAC7: B2 Call subroutine $CCCF36 CC/CACB: D2 Set event bit $1E80($145) [$1EA8, bit 5] CC/CACD: 7B Restore backup party (in $055D) to active status CC/CACE: FE Return CC/CACF: 21 Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete) CC/CAD1: 28 Do vehicle/entity graphical action $28 CC/CAD2: FF End queue CC/CAD3: 96 Restore screen from fade CC/CAD4: 5C Pause execution until fade in or fade out is complete CC/CAD5: 92 Pause for 30 units CC/CAD6: 42 Hide object $21 CC/CAD8: 45 Refresh objects CC/CAD9: DD Clear event bit $1E80($625) [$1F44, bit 5] CC/CADB: 7B Restore backup party (in $055D) to active status CC/CADC: FE Return CC/CADD: 4C Center screen on party and invoke battle, enemy set $17, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/CAE0: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCCAEA CC/CAE5: B2 Call subroutine $CCC8E7 CC/CAE9: FE Return CC/CAEA: C0 If ($1E80($146) [$1EA8, bit 6] is set), branch to $CCCB06 CC/CAF0: 22 Begin action queue for character $22 (NPC $22), 2 bytes long (Wait until complete) CC/CAF2: 28 Do vehicle/entity graphical action $28 CC/CAF3: FF End queue CC/CAF4: 96 Restore screen from fade CC/CAF5: 5C Pause execution until fade in or fade out is complete CC/CAF6: 92 Pause for 30 units CC/CAF7: 22 Begin action queue for character $22 (NPC $22), 5 bytes long (Wait until complete) CC/CAF9: D5 Set vehicle/entity's position to (21, 34) CC/CAFC: CC Turn vehicle/entity up CC/CAFD: FF End queue CC/CAFE: B2 Call subroutine $CCCF94 CC/CB02: D2 Set event bit $1E80($146) [$1EA8, bit 6] CC/CB04: 7B Restore backup party (in $055D) to active status CC/CB05: FE Return CC/CB06: 22 Begin action queue for character $22 (NPC $22), 2 bytes long (Wait until complete) CC/CB08: 28 Do vehicle/entity graphical action $28 CC/CB09: FF End queue CC/CB0A: 96 Restore screen from fade CC/CB0B: 5C Pause execution until fade in or fade out is complete CC/CB0C: 92 Pause for 30 units CC/CB0D: 42 Hide object $22 CC/CB0F: 45 Refresh objects CC/CB10: DD Clear event bit $1E80($626) [$1F44, bit 6] CC/CB12: 7B Restore backup party (in $055D) to active status CC/CB13: FE Return CC/CB14: 4C Center screen on party and invoke battle, enemy set $17, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/CB17: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCCB21 CC/CB1C: B2 Call subroutine $CCC8E7 CC/CB20: FE Return CC/CB21: C0 If ($1E80($147) [$1EA8, bit 7] is set), branch to $CCCB3D CC/CB27: 23 Begin action queue for character $23 (NPC $23), 2 bytes long (Wait until complete) CC/CB29: 28 Do vehicle/entity graphical action $28 CC/CB2A: FF End queue CC/CB2B: 96 Restore screen from fade CC/CB2C: 5C Pause execution until fade in or fade out is complete CC/CB2D: 92 Pause for 30 units CC/CB2E: 23 Begin action queue for character $23 (NPC $23), 5 bytes long (Wait until complete) CC/CB30: D5 Set vehicle/entity's position to (22, 34) CC/CB33: CC Turn vehicle/entity up CC/CB34: FF End queue CC/CB35: B2 Call subroutine $CCCFFF CC/CB39: D2 Set event bit $1E80($147) [$1EA8, bit 7] CC/CB3B: 7B Restore backup party (in $055D) to active status CC/CB3C: FE Return CC/CB3D: 23 Begin action queue for character $23 (NPC $23), 2 bytes long (Wait until complete) CC/CB3F: 28 Do vehicle/entity graphical action $28 CC/CB40: FF End queue CC/CB41: 96 Restore screen from fade CC/CB42: 5C Pause execution until fade in or fade out is complete CC/CB43: 92 Pause for 30 units CC/CB44: 42 Hide object $23 CC/CB46: 45 Refresh objects CC/CB47: DD Clear event bit $1E80($627) [$1F44, bit 7] CC/CB49: 7B Restore backup party (in $055D) to active status CC/CB4A: FE Return CC/CB4B: 4C Center screen on party and invoke battle, enemy set $17, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/CB4E: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCCB58 CC/CB53: B2 Call subroutine $CCC8E7 CC/CB57: FE Return CC/CB58: C0 If ($1E80($148) [$1EA9, bit 0] is set), branch to $CCCB74 CC/CB5E: 24 Begin action queue for character $24 (NPC $24), 2 bytes long (Wait until complete) CC/CB60: 28 Do vehicle/entity graphical action $28 CC/CB61: FF End queue CC/CB62: 96 Restore screen from fade CC/CB63: 5C Pause execution until fade in or fade out is complete CC/CB64: 92 Pause for 30 units CC/CB65: 24 Begin action queue for character $24 (NPC $24), 5 bytes long (Wait until complete) CC/CB67: D5 Set vehicle/entity's position to (23, 34) CC/CB6A: CC Turn vehicle/entity up CC/CB6B: FF End queue CC/CB6C: B2 Call subroutine $CCD070 CC/CB70: D2 Set event bit $1E80($148) [$1EA9, bit 0] CC/CB72: 7B Restore backup party (in $055D) to active status CC/CB73: FE Return CC/CB74: 24 Begin action queue for character $24 (NPC $24), 2 bytes long (Wait until complete) CC/CB76: 28 Do vehicle/entity graphical action $28 CC/CB77: FF End queue CC/CB78: 96 Restore screen from fade CC/CB79: 5C Pause execution until fade in or fade out is complete CC/CB7A: 92 Pause for 30 units CC/CB7B: 42 Hide object $24 CC/CB7D: 45 Refresh objects CC/CB7E: DD Clear event bit $1E80($61C) [$1F43, bit 4] CC/CB80: 7B Restore backup party (in $055D) to active status CC/CB81: FE Return CC/CB82: F2 Fade out current song with transition time 128 CC/CB84: 92 Pause for 30 units CC/CB85: 97 Fade screen to black CC/CB86: 5C Pause execution until fade in or fade out is complete CC/CB87: 7E Move characters to (15, 12) CC/CB8A: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/CB8C: D3 Clear event bit $1E80($1CE) [$1EB9, bit 6] (Disables party switching with the Y button) CC/CB8E: D3 Clear event bit $1E80($1CA) [$1EB9, bit 2] CC/CB90: D3 Clear event bit $1E80($1C1) [$1EB8, bit 1] CC/CB92: 7B Restore backup party (in $055D) to active status CC/CB93: 92 Pause for 30 units CC/CB94: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/CB96: 09 Do vehicle/entity graphical action $09 (kneeling) CC/CB97: FF End queue CC/CB98: B5 Pause for 15 * 6 (90) units CC/CB9A: 4B Display dialogue message $06D0, wait for button press LOCKE: Couldn't hold out…?! Uh oh… CC/CB9D: 92 Pause for 30 units CC/CB9E: 5A Fade screen at speed $08 CC/CBA0: 5C Pause execution until fade in or fade out is complete CC/CBA1: B2 Call subroutine $CCCBD2 CC/CBA5: B2 Call subroutine $CCE566 CC/CBA9: FE Return CC/CBAA: F2 Fade out current song with transition time 128 CC/CBAC: 92 Pause for 30 units CC/CBAD: 97 Fade screen to black CC/CBAE: 5C Pause execution until fade in or fade out is complete CC/CBAF: 7E Move characters to (21, 7) CC/CBB2: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/CBB4: D3 Clear event bit $1E80($1CE) [$1EB9, bit 6] (Disables party switching with the Y button) CC/CBB6: D3 Clear event bit $1E80($1CA) [$1EB9, bit 2] CC/CBB8: D3 Clear event bit $1E80($1C1) [$1EB8, bit 1] CC/CBBA: 7B Restore backup party (in $055D) to active status CC/CBBB: 92 Pause for 30 units CC/CBBC: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/CBBE: 09 Do vehicle/entity graphical action $09 (kneeling) CC/CBBF: FF End queue CC/CBC0: B5 Pause for 15 * 6 (90) units CC/CBC2: 4B Display dialogue message $06D1, wait for button press BANON: Couldn't hold out!? I have a bad feeling about this… CC/CBC5: 92 Pause for 30 units CC/CBC6: 5A Fade screen at speed $08 CC/CBC8: 5C Pause execution until fade in or fade out is complete CC/CBC9: B2 Call subroutine $CCCBD2 CC/CBCD: B2 Call subroutine $CCE566 CC/CBD1: FE Return CC/CBD2: 46 Make party 1 the current party CC/CBD4: 45 Refresh objects CC/CBD5: 42 Hide object $31 CC/CBD7: 42 Hide object $32 CC/CBD9: 42 Hide object $33 CC/CBDB: 42 Hide object $34 CC/CBDD: 45 Refresh objects CC/CBDE: 46 Make party 2 the current party CC/CBE0: 45 Refresh objects CC/CBE1: 42 Hide object $31 CC/CBE3: 42 Hide object $32 CC/CBE5: 42 Hide object $33 CC/CBE7: 42 Hide object $34 CC/CBE9: 45 Refresh objects CC/CBEA: 46 Make party 3 the current party CC/CBEC: 45 Refresh objects CC/CBED: 42 Hide object $31 CC/CBEF: 42 Hide object $32 CC/CBF1: 42 Hide object $33 CC/CBF3: 42 Hide object $34 CC/CBF5: 45 Refresh objects CC/CBF6: 46 Make party 1 the current party CC/CBF8: 45 Refresh objects CC/CBF9: 47 Make character in slot 0 the lead character CC/CBFA: FE Return CC/CBFB: C0 If ($1E80($132) [$1EA6, bit 2] is clear), branch to $CA5EB3 (simply returns) CC/CC01: C0 If ($1E80($139) [$1EA7, bit 1] is set), branch to $CA5EB3 (simply returns) CC/CC07: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CC/CC0D: B2 Call subroutine $CCCC3E CC/CC11: B2 Call subroutine $CCCC9D CC/CC15: B2 Call subroutine $CCCD07 CC/CC19: B2 Call subroutine $CCCD72 CC/CC1D: B2 Call subroutine $CCCDE0 CC/CC21: B2 Call subroutine $CCCE49 CC/CC25: B2 Call subroutine $CCCEC5 CC/CC29: B2 Call subroutine $CCCED5 CC/CC2D: B2 Call subroutine $CCCF36 CC/CC31: B2 Call subroutine $CCCF94 CC/CC35: B2 Call subroutine $CCCFFF CC/CC39: B2 Call subroutine $CCD070 CC/CC3D: FE Return CC/CC3E: 19 Begin action queue for character $19 (NPC $19), 92 bytes long CC/CC40: 90 Move vehicle/entity up 5 tiles CC/CC41: E0 Pause for 4 * 8 (32) frames CC/CC43: 83 Move vehicle/entity left 1 tile CC/CC44: E0 Pause for 4 * 8 (32) frames CC/CC46: 83 Move vehicle/entity left 1 tile CC/CC47: E0 Pause for 4 * 8 (32) frames CC/CC49: 83 Move vehicle/entity left 1 tile CC/CC4A: E0 Pause for 4 * 8 (32) frames CC/CC4C: 80 Move vehicle/entity up 1 tile CC/CC4D: E0 Pause for 4 * 8 (32) frames CC/CC4F: 80 Move vehicle/entity up 1 tile CC/CC50: E0 Pause for 4 * 8 (32) frames CC/CC52: 83 Move vehicle/entity left 1 tile CC/CC53: E0 Pause for 4 * 8 (32) frames CC/CC55: 83 Move vehicle/entity left 1 tile CC/CC56: E0 Pause for 4 * 8 (32) frames CC/CC58: 80 Move vehicle/entity up 1 tile CC/CC59: E0 Pause for 4 * 8 (32) frames CC/CC5B: 80 Move vehicle/entity up 1 tile CC/CC5C: E0 Pause for 4 * 8 (32) frames CC/CC5E: 80 Move vehicle/entity up 1 tile CC/CC5F: E0 Pause for 4 * 8 (32) frames CC/CC61: 81 Move vehicle/entity right 1 tile CC/CC62: E0 Pause for 4 * 8 (32) frames CC/CC64: 80 Move vehicle/entity up 1 tile CC/CC65: E0 Pause for 4 * 8 (32) frames CC/CC67: 81 Move vehicle/entity right 1 tile CC/CC68: E0 Pause for 4 * 8 (32) frames CC/CC6A: 81 Move vehicle/entity right 1 tile CC/CC6B: E0 Pause for 4 * 8 (32) frames CC/CC6D: 80 Move vehicle/entity up 1 tile CC/CC6E: E0 Pause for 4 * 8 (32) frames CC/CC70: 80 Move vehicle/entity up 1 tile CC/CC71: E0 Pause for 4 * 8 (32) frames CC/CC73: 81 Move vehicle/entity right 1 tile CC/CC74: E0 Pause for 4 * 8 (32) frames CC/CC76: 80 Move vehicle/entity up 1 tile CC/CC77: E0 Pause for 4 * 8 (32) frames CC/CC79: 80 Move vehicle/entity up 1 tile CC/CC7A: E0 Pause for 4 * 8 (32) frames CC/CC7C: 80 Move vehicle/entity up 1 tile CC/CC7D: E0 Pause for 4 * 8 (32) frames CC/CC7F: 81 Move vehicle/entity right 1 tile CC/CC80: E0 Pause for 4 * 8 (32) frames CC/CC82: 80 Move vehicle/entity up 1 tile CC/CC83: E0 Pause for 4 * 8 (32) frames CC/CC85: 80 Move vehicle/entity up 1 tile CC/CC86: E0 Pause for 4 * 8 (32) frames CC/CC88: 80 Move vehicle/entity up 1 tile CC/CC89: E0 Pause for 4 * 8 (32) frames CC/CC8B: 80 Move vehicle/entity up 1 tile CC/CC8C: E0 Pause for 4 * 8 (32) frames CC/CC8E: 80 Move vehicle/entity up 1 tile CC/CC8F: E0 Pause for 4 * 8 (32) frames CC/CC91: 80 Move vehicle/entity up 1 tile CC/CC92: E0 Pause for 4 * 8 (32) frames CC/CC94: 80 Move vehicle/entity up 1 tile CC/CC95: 81 Move vehicle/entity right 1 tile CC/CC96: 84 Move vehicle/entity up 2 tiles CC/CC97: F9 Branch out of queue to $CCCBAA CC/CC9B: FF End queue CC/CC9C: FE Return CC/CC9D: 1A Begin action queue for character $1A (NPC $1A), 103 bytes long CC/CC9F: E0 Pause for 4 * 4 (16) frames CC/CCA1: 83 Move vehicle/entity left 1 tile CC/CCA2: E0 Pause for 4 * 8 (32) frames CC/CCA4: 84 Move vehicle/entity up 2 tiles CC/CCA5: E0 Pause for 4 * 8 (32) frames CC/CCA7: 88 Move vehicle/entity up 3 tiles CC/CCA8: E0 Pause for 4 * 8 (32) frames CC/CCAA: 81 Move vehicle/entity right 1 tile CC/CCAB: E0 Pause for 4 * 8 (32) frames CC/CCAD: 80 Move vehicle/entity up 1 tile CC/CCAE: E0 Pause for 4 * 8 (32) frames CC/CCB0: 81 Move vehicle/entity right 1 tile CC/CCB1: E0 Pause for 4 * 8 (32) frames CC/CCB3: 80 Move vehicle/entity up 1 tile CC/CCB4: E0 Pause for 4 * 8 (32) frames CC/CCB6: 80 Move vehicle/entity up 1 tile CC/CCB7: E0 Pause for 4 * 8 (32) frames CC/CCB9: 80 Move vehicle/entity up 1 tile CC/CCBA: E0 Pause for 4 * 8 (32) frames CC/CCBC: 80 Move vehicle/entity up 1 tile CC/CCBD: E0 Pause for 4 * 8 (32) frames CC/CCBF: 83 Move vehicle/entity left 1 tile CC/CCC0: E0 Pause for 4 * 8 (32) frames CC/CCC2: 83 Move vehicle/entity left 1 tile CC/CCC3: E0 Pause for 4 * 8 (32) frames CC/CCC5: 80 Move vehicle/entity up 1 tile CC/CCC6: E0 Pause for 4 * 8 (32) frames CC/CCC8: 83 Move vehicle/entity left 1 tile CC/CCC9: E0 Pause for 4 * 8 (32) frames CC/CCCB: 83 Move vehicle/entity left 1 tile CC/CCCC: E0 Pause for 4 * 8 (32) frames CC/CCCE: 80 Move vehicle/entity up 1 tile CC/CCCF: E0 Pause for 4 * 8 (32) frames CC/CCD1: 80 Move vehicle/entity up 1 tile CC/CCD2: E0 Pause for 4 * 8 (32) frames CC/CCD4: 81 Move vehicle/entity right 1 tile CC/CCD5: E0 Pause for 4 * 8 (32) frames CC/CCD7: 81 Move vehicle/entity right 1 tile CC/CCD8: E0 Pause for 4 * 8 (32) frames CC/CCDA: 81 Move vehicle/entity right 1 tile CC/CCDB: E0 Pause for 4 * 8 (32) frames CC/CCDD: 81 Move vehicle/entity right 1 tile CC/CCDE: E0 Pause for 4 * 8 (32) frames CC/CCE0: 81 Move vehicle/entity right 1 tile CC/CCE1: E0 Pause for 4 * 8 (32) frames CC/CCE3: 81 Move vehicle/entity right 1 tile CC/CCE4: E0 Pause for 4 * 8 (32) frames CC/CCE6: 90 Move vehicle/entity up 5 tiles CC/CCE7: E0 Pause for 4 * 8 (32) frames CC/CCE9: 81 Move vehicle/entity right 1 tile CC/CCEA: E0 Pause for 4 * 8 (32) frames CC/CCEC: 80 Move vehicle/entity up 1 tile CC/CCED: E0 Pause for 4 * 8 (32) frames CC/CCEF: 80 Move vehicle/entity up 1 tile CC/CCF0: E0 Pause for 4 * 8 (32) frames CC/CCF2: 80 Move vehicle/entity up 1 tile CC/CCF3: E0 Pause for 4 * 8 (32) frames CC/CCF5: 83 Move vehicle/entity left 1 tile CC/CCF6: E0 Pause for 4 * 8 (32) frames CC/CCF8: 83 Move vehicle/entity left 1 tile CC/CCF9: E0 Pause for 4 * 8 (32) frames CC/CCFB: 80 Move vehicle/entity up 1 tile CC/CCFC: E0 Pause for 4 * 8 (32) frames CC/CCFE: 83 Move vehicle/entity left 1 tile CC/CCFF: 80 Move vehicle/entity up 1 tile CC/CD00: 84 Move vehicle/entity up 2 tiles CC/CD01: F9 Branch out of queue to $CCCBAA CC/CD05: FF End queue CC/CD06: FE Return CC/CD07: 1B Begin action queue for character $1B (NPC $1B), 104 bytes long CC/CD09: E0 Pause for 4 * 12 (48) frames CC/CD0B: 89 Move vehicle/entity right 3 tiles CC/CD0C: E0 Pause for 4 * 8 (32) frames CC/CD0E: 84 Move vehicle/entity up 2 tiles CC/CD0F: E0 Pause for 4 * 8 (32) frames CC/CD11: 83 Move vehicle/entity left 1 tile CC/CD12: E0 Pause for 4 * 8 (32) frames CC/CD14: 8C Move vehicle/entity up 4 tiles CC/CD15: E0 Pause for 4 * 8 (32) frames CC/CD17: 81 Move vehicle/entity right 1 tile CC/CD18: E0 Pause for 4 * 8 (32) frames CC/CD1A: 80 Move vehicle/entity up 1 tile CC/CD1B: E0 Pause for 4 * 8 (32) frames CC/CD1D: 81 Move vehicle/entity right 1 tile CC/CD1E: E0 Pause for 4 * 8 (32) frames CC/CD20: 80 Move vehicle/entity up 1 tile CC/CD21: E0 Pause for 4 * 8 (32) frames CC/CD23: 80 Move vehicle/entity up 1 tile CC/CD24: E0 Pause for 4 * 8 (32) frames CC/CD26: 80 Move vehicle/entity up 1 tile CC/CD27: E0 Pause for 4 * 8 (32) frames CC/CD29: 81 Move vehicle/entity right 1 tile CC/CD2A: E0 Pause for 4 * 8 (32) frames CC/CD2C: 80 Move vehicle/entity up 1 tile CC/CD2D: E0 Pause for 4 * 8 (32) frames CC/CD2F: 80 Move vehicle/entity up 1 tile CC/CD30: E0 Pause for 4 * 8 (32) frames CC/CD32: 80 Move vehicle/entity up 1 tile CC/CD33: E0 Pause for 4 * 8 (32) frames CC/CD35: 83 Move vehicle/entity left 1 tile CC/CD36: E0 Pause for 4 * 8 (32) frames CC/CD38: 83 Move vehicle/entity left 1 tile CC/CD39: E0 Pause for 4 * 8 (32) frames CC/CD3B: 83 Move vehicle/entity left 1 tile CC/CD3C: E0 Pause for 4 * 8 (32) frames CC/CD3E: 80 Move vehicle/entity up 1 tile CC/CD3F: E0 Pause for 4 * 8 (32) frames CC/CD41: 80 Move vehicle/entity up 1 tile CC/CD42: E0 Pause for 4 * 8 (32) frames CC/CD44: 80 Move vehicle/entity up 1 tile CC/CD45: E0 Pause for 4 * 8 (32) frames CC/CD47: 80 Move vehicle/entity up 1 tile CC/CD48: E0 Pause for 4 * 8 (32) frames CC/CD4A: 83 Move vehicle/entity left 1 tile CC/CD4B: E0 Pause for 4 * 8 (32) frames CC/CD4D: 83 Move vehicle/entity left 1 tile CC/CD4E: E0 Pause for 4 * 8 (32) frames CC/CD50: 83 Move vehicle/entity left 1 tile CC/CD51: E0 Pause for 4 * 8 (32) frames CC/CD53: 83 Move vehicle/entity left 1 tile CC/CD54: E0 Pause for 4 * 8 (32) frames CC/CD56: 80 Move vehicle/entity up 1 tile CC/CD57: E0 Pause for 4 * 8 (32) frames CC/CD59: 80 Move vehicle/entity up 1 tile CC/CD5A: E0 Pause for 4 * 8 (32) frames CC/CD5C: 80 Move vehicle/entity up 1 tile CC/CD5D: E0 Pause for 4 * 8 (32) frames CC/CD5F: 80 Move vehicle/entity up 1 tile CC/CD60: E0 Pause for 4 * 8 (32) frames CC/CD62: 81 Move vehicle/entity right 1 tile CC/CD63: E0 Pause for 4 * 8 (32) frames CC/CD65: 81 Move vehicle/entity right 1 tile CC/CD66: E0 Pause for 4 * 8 (32) frames CC/CD68: 80 Move vehicle/entity up 1 tile CC/CD69: E0 Pause for 4 * 8 (32) frames CC/CD6B: 88 Move vehicle/entity up 3 tiles CC/CD6C: F9 Branch out of queue to $CCCBAA CC/CD70: FF End queue CC/CD71: FE Return CC/CD72: 1C Begin action queue for character $1C (NPC $1C), 107 bytes long CC/CD74: E0 Pause for 4 * 8 (32) frames CC/CD76: 85 Move vehicle/entity right 2 tiles CC/CD77: E0 Pause for 4 * 8 (32) frames CC/CD79: 84 Move vehicle/entity up 2 tiles CC/CD7A: E0 Pause for 4 * 8 (32) frames CC/CD7C: 83 Move vehicle/entity left 1 tile CC/CD7D: E0 Pause for 4 * 8 (32) frames CC/CD7F: 8C Move vehicle/entity up 4 tiles CC/CD80: E0 Pause for 4 * 8 (32) frames CC/CD82: 81 Move vehicle/entity right 1 tile CC/CD83: E0 Pause for 4 * 8 (32) frames CC/CD85: 80 Move vehicle/entity up 1 tile CC/CD86: E0 Pause for 4 * 8 (32) frames CC/CD88: 81 Move vehicle/entity right 1 tile CC/CD89: E0 Pause for 4 * 8 (32) frames CC/CD8B: 80 Move vehicle/entity up 1 tile CC/CD8C: E0 Pause for 4 * 8 (32) frames CC/CD8E: 80 Move vehicle/entity up 1 tile CC/CD8F: E0 Pause for 4 * 8 (32) frames CC/CD91: 83 Move vehicle/entity left 1 tile CC/CD92: E0 Pause for 4 * 8 (32) frames CC/CD94: 83 Move vehicle/entity left 1 tile CC/CD95: E0 Pause for 4 * 8 (32) frames CC/CD97: 83 Move vehicle/entity left 1 tile CC/CD98: E0 Pause for 4 * 8 (32) frames CC/CD9A: 83 Move vehicle/entity left 1 tile CC/CD9B: E0 Pause for 4 * 8 (32) frames CC/CD9D: 80 Move vehicle/entity up 1 tile CC/CD9E: E0 Pause for 4 * 8 (32) frames CC/CDA0: 83 Move vehicle/entity left 1 tile CC/CDA1: E0 Pause for 4 * 8 (32) frames CC/CDA3: 83 Move vehicle/entity left 1 tile CC/CDA4: E0 Pause for 4 * 8 (32) frames CC/CDA6: 80 Move vehicle/entity up 1 tile CC/CDA7: E0 Pause for 4 * 8 (32) frames CC/CDA9: 83 Move vehicle/entity left 1 tile CC/CDAA: E0 Pause for 4 * 8 (32) frames CC/CDAC: 83 Move vehicle/entity left 1 tile CC/CDAD: E0 Pause for 4 * 8 (32) frames CC/CDAF: 80 Move vehicle/entity up 1 tile CC/CDB0: E0 Pause for 4 * 8 (32) frames CC/CDB2: 80 Move vehicle/entity up 1 tile CC/CDB3: E0 Pause for 4 * 8 (32) frames CC/CDB5: 81 Move vehicle/entity right 1 tile CC/CDB6: E0 Pause for 4 * 8 (32) frames CC/CDB8: 80 Move vehicle/entity up 1 tile CC/CDB9: E0 Pause for 4 * 8 (32) frames CC/CDBB: 80 Move vehicle/entity up 1 tile CC/CDBC: E0 Pause for 4 * 8 (32) frames CC/CDBE: 80 Move vehicle/entity up 1 tile CC/CDBF: E0 Pause for 4 * 8 (32) frames CC/CDC1: 81 Move vehicle/entity right 1 tile CC/CDC2: E0 Pause for 4 * 8 (32) frames CC/CDC4: 80 Move vehicle/entity up 1 tile CC/CDC5: E0 Pause for 4 * 8 (32) frames CC/CDC7: 80 Move vehicle/entity up 1 tile CC/CDC8: E0 Pause for 4 * 8 (32) frames CC/CDCA: 80 Move vehicle/entity up 1 tile CC/CDCB: E0 Pause for 4 * 8 (32) frames CC/CDCD: 80 Move vehicle/entity up 1 tile CC/CDCE: E0 Pause for 4 * 8 (32) frames CC/CDD0: 80 Move vehicle/entity up 1 tile CC/CDD1: E0 Pause for 4 * 8 (32) frames CC/CDD3: 81 Move vehicle/entity right 1 tile CC/CDD4: E0 Pause for 4 * 8 (32) frames CC/CDD6: 80 Move vehicle/entity up 1 tile CC/CDD7: E0 Pause for 4 * 8 (32) frames CC/CDD9: 88 Move vehicle/entity up 3 tiles CC/CDDA: F9 Branch out of queue to $CCCBAA CC/CDDE: FF End queue CC/CDDF: FE Return CC/CDE0: 1D Begin action queue for character $1D (NPC $1D), 102 bytes long CC/CDE2: E0 Pause for 4 * 4 (16) frames CC/CDE4: 81 Move vehicle/entity right 1 tile CC/CDE5: E0 Pause for 4 * 8 (32) frames CC/CDE7: 84 Move vehicle/entity up 2 tiles CC/CDE8: E0 Pause for 4 * 8 (32) frames CC/CDEA: 83 Move vehicle/entity left 1 tile CC/CDEB: E0 Pause for 4 * 8 (32) frames CC/CDED: 8C Move vehicle/entity up 4 tiles CC/CDEE: E0 Pause for 4 * 8 (32) frames CC/CDF0: 81 Move vehicle/entity right 1 tile CC/CDF1: E0 Pause for 4 * 8 (32) frames CC/CDF3: 80 Move vehicle/entity up 1 tile CC/CDF4: E0 Pause for 4 * 8 (32) frames CC/CDF6: 81 Move vehicle/entity right 1 tile CC/CDF7: E0 Pause for 4 * 8 (32) frames CC/CDF9: 88 Move vehicle/entity up 3 tiles CC/CDFA: E0 Pause for 4 * 8 (32) frames CC/CDFC: 81 Move vehicle/entity right 1 tile CC/CDFD: E0 Pause for 4 * 8 (32) frames CC/CDFF: 80 Move vehicle/entity up 1 tile CC/CE00: E0 Pause for 4 * 8 (32) frames CC/CE02: 80 Move vehicle/entity up 1 tile CC/CE03: E0 Pause for 4 * 8 (32) frames CC/CE05: 80 Move vehicle/entity up 1 tile CC/CE06: E0 Pause for 4 * 8 (32) frames CC/CE08: 81 Move vehicle/entity right 1 tile CC/CE09: E0 Pause for 4 * 8 (32) frames CC/CE0B: 81 Move vehicle/entity right 1 tile CC/CE0C: E0 Pause for 4 * 8 (32) frames CC/CE0E: 81 Move vehicle/entity right 1 tile CC/CE0F: E0 Pause for 4 * 8 (32) frames CC/CE11: 80 Move vehicle/entity up 1 tile CC/CE12: E0 Pause for 4 * 8 (32) frames CC/CE14: 80 Move vehicle/entity up 1 tile CC/CE15: E0 Pause for 4 * 8 (32) frames CC/CE17: 83 Move vehicle/entity left 1 tile CC/CE18: E0 Pause for 4 * 8 (32) frames CC/CE1A: 80 Move vehicle/entity up 1 tile CC/CE1B: E0 Pause for 4 * 8 (32) frames CC/CE1D: 80 Move vehicle/entity up 1 tile CC/CE1E: E0 Pause for 4 * 8 (32) frames CC/CE20: 81 Move vehicle/entity right 1 tile CC/CE21: E0 Pause for 4 * 8 (32) frames CC/CE23: 81 Move vehicle/entity right 1 tile CC/CE24: E0 Pause for 4 * 8 (32) frames CC/CE26: 81 Move vehicle/entity right 1 tile CC/CE27: E0 Pause for 4 * 8 (32) frames CC/CE29: 80 Move vehicle/entity up 1 tile CC/CE2A: E0 Pause for 4 * 8 (32) frames CC/CE2C: 80 Move vehicle/entity up 1 tile CC/CE2D: E0 Pause for 4 * 8 (32) frames CC/CE2F: 80 Move vehicle/entity up 1 tile CC/CE30: E0 Pause for 4 * 8 (32) frames CC/CE32: 83 Move vehicle/entity left 1 tile CC/CE33: E0 Pause for 4 * 8 (32) frames CC/CE35: 80 Move vehicle/entity up 1 tile CC/CE36: E0 Pause for 4 * 8 (32) frames CC/CE38: 83 Move vehicle/entity left 1 tile CC/CE39: E0 Pause for 4 * 8 (32) frames CC/CE3B: 93 Move vehicle/entity left 5 tiles CC/CE3C: E0 Pause for 4 * 8 (32) frames CC/CE3E: 80 Move vehicle/entity up 1 tile CC/CE3F: E0 Pause for 4 * 8 (32) frames CC/CE41: 87 Move vehicle/entity left 2 tiles CC/CE42: 88 Move vehicle/entity up 3 tiles CC/CE43: F9 Branch out of queue to $CCCBAA CC/CE47: FF End queue CC/CE48: FE Return CC/CE49: 1E Begin action queue for character $1E (NPC $1E), 121 bytes long CC/CE4B: 84 Move vehicle/entity up 2 tiles CC/CE4C: E0 Pause for 4 * 8 (32) frames CC/CE4E: 83 Move vehicle/entity left 1 tile CC/CE4F: E0 Pause for 4 * 8 (32) frames CC/CE51: 8C Move vehicle/entity up 4 tiles CC/CE52: E0 Pause for 4 * 8 (32) frames CC/CE54: 81 Move vehicle/entity right 1 tile CC/CE55: E0 Pause for 4 * 8 (32) frames CC/CE57: 80 Move vehicle/entity up 1 tile CC/CE58: E0 Pause for 4 * 8 (32) frames CC/CE5A: 81 Move vehicle/entity right 1 tile CC/CE5B: E0 Pause for 4 * 8 (32) frames CC/CE5D: 88 Move vehicle/entity up 3 tiles CC/CE5E: E0 Pause for 4 * 8 (32) frames CC/CE60: 81 Move vehicle/entity right 1 tile CC/CE61: E0 Pause for 4 * 8 (32) frames CC/CE63: 88 Move vehicle/entity up 3 tiles CC/CE64: E0 Pause for 4 * 8 (32) frames CC/CE66: 89 Move vehicle/entity right 3 tiles CC/CE67: E0 Pause for 4 * 8 (32) frames CC/CE69: 84 Move vehicle/entity up 2 tiles CC/CE6A: E0 Pause for 4 * 8 (32) frames CC/CE6C: 83 Move vehicle/entity left 1 tile CC/CE6D: E0 Pause for 4 * 8 (32) frames CC/CE6F: 80 Move vehicle/entity up 1 tile CC/CE70: E0 Pause for 4 * 8 (32) frames CC/CE72: 80 Move vehicle/entity up 1 tile CC/CE73: E0 Pause for 4 * 8 (32) frames CC/CE75: 81 Move vehicle/entity right 1 tile CC/CE76: E0 Pause for 4 * 8 (32) frames CC/CE78: 81 Move vehicle/entity right 1 tile CC/CE79: E0 Pause for 4 * 8 (32) frames CC/CE7B: 81 Move vehicle/entity right 1 tile CC/CE7C: E0 Pause for 4 * 8 (32) frames CC/CE7E: 82 Move vehicle/entity down 1 tile CC/CE7F: E0 Pause for 4 * 8 (32) frames CC/CE81: 82 Move vehicle/entity down 1 tile CC/CE82: E0 Pause for 4 * 8 (32) frames CC/CE84: 83 Move vehicle/entity left 1 tile CC/CE85: E0 Pause for 4 * 8 (32) frames CC/CE87: 83 Move vehicle/entity left 1 tile CC/CE88: E0 Pause for 4 * 8 (32) frames CC/CE8A: 83 Move vehicle/entity left 1 tile CC/CE8B: E0 Pause for 4 * 8 (32) frames CC/CE8D: 80 Move vehicle/entity up 1 tile CC/CE8E: E0 Pause for 4 * 8 (32) frames CC/CE90: 80 Move vehicle/entity up 1 tile CC/CE91: E0 Pause for 4 * 8 (32) frames CC/CE93: 81 Move vehicle/entity right 1 tile CC/CE94: E0 Pause for 4 * 8 (32) frames CC/CE96: 81 Move vehicle/entity right 1 tile CC/CE97: E0 Pause for 4 * 8 (32) frames CC/CE99: 81 Move vehicle/entity right 1 tile CC/CE9A: E0 Pause for 4 * 8 (32) frames CC/CE9C: 82 Move vehicle/entity down 1 tile CC/CE9D: E0 Pause for 4 * 8 (32) frames CC/CE9F: 82 Move vehicle/entity down 1 tile CC/CEA0: E0 Pause for 4 * 8 (32) frames CC/CEA2: 8B Move vehicle/entity left 3 tiles CC/CEA3: E0 Pause for 4 * 8 (32) frames CC/CEA5: 84 Move vehicle/entity up 2 tiles CC/CEA6: E0 Pause for 4 * 8 (32) frames CC/CEA8: 89 Move vehicle/entity right 3 tiles CC/CEA9: E0 Pause for 4 * 8 (32) frames CC/CEAB: 88 Move vehicle/entity up 3 tiles CC/CEAC: E0 Pause for 4 * 8 (32) frames CC/CEAE: 83 Move vehicle/entity left 1 tile CC/CEAF: E0 Pause for 4 * 8 (32) frames CC/CEB1: 80 Move vehicle/entity up 1 tile CC/CEB2: E0 Pause for 4 * 8 (32) frames CC/CEB4: 83 Move vehicle/entity left 1 tile CC/CEB5: E0 Pause for 4 * 8 (32) frames CC/CEB7: 97 Move vehicle/entity left 6 tiles CC/CEB8: E0 Pause for 4 * 8 (32) frames CC/CEBA: 80 Move vehicle/entity up 1 tile CC/CEBB: E0 Pause for 4 * 8 (32) frames CC/CEBD: 83 Move vehicle/entity left 1 tile CC/CEBE: 88 Move vehicle/entity up 3 tiles CC/CEBF: F9 Branch out of queue to $CCCBAA CC/CEC3: FF End queue CC/CEC4: FE Return CC/CEC5: 1F Begin action queue for character $1F (NPC $1F), 13 bytes long CC/CEC7: C3 Set vehicle/entity's event speed to fast CC/CEC8: 82 Move vehicle/entity down 1 tile CC/CEC9: 8D Move vehicle/entity right 4 tiles CC/CECA: CC Turn vehicle/entity up CC/CECB: E0 Pause for 4 * 4 (16) frames CC/CECD: 8F Move vehicle/entity left 4 tiles CC/CECE: CC Turn vehicle/entity up CC/CECF: E0 Pause for 4 * 4 (16) frames CC/CED1: FC Branch 8 bytes backwards ($CCCEC9) CC/CED3: FF End queue CC/CED4: FE Return CC/CED5: 20 Begin action queue for character $20 (NPC $20), 94 bytes long CC/CED7: E0 Pause for 4 * 240 (960) frames CC/CED9: 80 Move vehicle/entity up 1 tile CC/CEDA: E0 Pause for 4 * 12 (48) frames CC/CEDC: 83 Move vehicle/entity left 1 tile CC/CEDD: E0 Pause for 4 * 12 (48) frames CC/CEDF: 90 Move vehicle/entity up 5 tiles CC/CEE0: E0 Pause for 4 * 12 (48) frames CC/CEE2: 81 Move vehicle/entity right 1 tile CC/CEE3: E0 Pause for 4 * 12 (48) frames CC/CEE5: 80 Move vehicle/entity up 1 tile CC/CEE6: E0 Pause for 4 * 12 (48) frames CC/CEE8: 81 Move vehicle/entity right 1 tile CC/CEE9: E0 Pause for 4 * 12 (48) frames CC/CEEB: 8C Move vehicle/entity up 4 tiles CC/CEEC: E0 Pause for 4 * 12 (48) frames CC/CEEE: 83 Move vehicle/entity left 1 tile CC/CEEF: E0 Pause for 4 * 12 (48) frames CC/CEF1: 83 Move vehicle/entity left 1 tile CC/CEF2: E0 Pause for 4 * 12 (48) frames CC/CEF4: 80 Move vehicle/entity up 1 tile CC/CEF5: E0 Pause for 4 * 12 (48) frames CC/CEF7: 83 Move vehicle/entity left 1 tile CC/CEF8: E0 Pause for 4 * 12 (48) frames CC/CEFA: 83 Move vehicle/entity left 1 tile CC/CEFB: E0 Pause for 4 * 12 (48) frames CC/CEFD: 80 Move vehicle/entity up 1 tile CC/CEFE: E0 Pause for 4 * 12 (48) frames CC/CF00: 80 Move vehicle/entity up 1 tile CC/CF01: E0 Pause for 4 * 12 (48) frames CC/CF03: 81 Move vehicle/entity right 1 tile CC/CF04: E0 Pause for 4 * 12 (48) frames CC/CF06: 81 Move vehicle/entity right 1 tile CC/CF07: E0 Pause for 4 * 12 (48) frames CC/CF09: 81 Move vehicle/entity right 1 tile CC/CF0A: E0 Pause for 4 * 12 (48) frames CC/CF0C: 81 Move vehicle/entity right 1 tile CC/CF0D: E0 Pause for 4 * 12 (48) frames CC/CF0F: 81 Move vehicle/entity right 1 tile CC/CF10: E0 Pause for 4 * 12 (48) frames CC/CF12: 81 Move vehicle/entity right 1 tile CC/CF13: E0 Pause for 4 * 12 (48) frames CC/CF15: 90 Move vehicle/entity up 5 tiles CC/CF16: E0 Pause for 4 * 12 (48) frames CC/CF18: 81 Move vehicle/entity right 1 tile CC/CF19: E0 Pause for 4 * 12 (48) frames CC/CF1B: 80 Move vehicle/entity up 1 tile CC/CF1C: E0 Pause for 4 * 12 (48) frames CC/CF1E: 80 Move vehicle/entity up 1 tile CC/CF1F: E0 Pause for 4 * 12 (48) frames CC/CF21: 80 Move vehicle/entity up 1 tile CC/CF22: E0 Pause for 4 * 12 (48) frames CC/CF24: 83 Move vehicle/entity left 1 tile CC/CF25: E0 Pause for 4 * 12 (48) frames CC/CF27: 83 Move vehicle/entity left 1 tile CC/CF28: E0 Pause for 4 * 12 (48) frames CC/CF2A: 80 Move vehicle/entity up 1 tile CC/CF2B: E0 Pause for 4 * 12 (48) frames CC/CF2D: 80 Move vehicle/entity up 1 tile CC/CF2E: 83 Move vehicle/entity left 1 tile CC/CF2F: 84 Move vehicle/entity up 2 tiles CC/CF30: F9 Branch out of queue to $CCCBAA CC/CF34: FF End queue CC/CF35: FE Return CC/CF36: 21 Begin action queue for character $21 (NPC $21), 91 bytes long CC/CF38: E0 Pause for 4 * 240 (960) frames CC/CF3A: 80 Move vehicle/entity up 1 tile CC/CF3B: E0 Pause for 4 * 12 (48) frames CC/CF3D: 83 Move vehicle/entity left 1 tile CC/CF3E: E0 Pause for 4 * 12 (48) frames CC/CF40: 83 Move vehicle/entity left 1 tile CC/CF41: E0 Pause for 4 * 12 (48) frames CC/CF43: 90 Move vehicle/entity up 5 tiles CC/CF44: E0 Pause for 4 * 12 (48) frames CC/CF46: 8B Move vehicle/entity left 3 tiles CC/CF47: E0 Pause for 4 * 12 (48) frames CC/CF49: 84 Move vehicle/entity up 2 tiles CC/CF4A: E0 Pause for 4 * 12 (48) frames CC/CF4C: 87 Move vehicle/entity left 2 tiles CC/CF4D: E0 Pause for 4 * 12 (48) frames CC/CF4F: 80 Move vehicle/entity up 1 tile CC/CF50: E0 Pause for 4 * 12 (48) frames CC/CF52: 80 Move vehicle/entity up 1 tile CC/CF53: E0 Pause for 4 * 12 (48) frames CC/CF55: 80 Move vehicle/entity up 1 tile CC/CF56: E0 Pause for 4 * 12 (48) frames CC/CF58: 81 Move vehicle/entity right 1 tile CC/CF59: E0 Pause for 4 * 12 (48) frames CC/CF5B: 80 Move vehicle/entity up 1 tile CC/CF5C: E0 Pause for 4 * 12 (48) frames CC/CF5E: 81 Move vehicle/entity right 1 tile CC/CF5F: E0 Pause for 4 * 12 (48) frames CC/CF61: 81 Move vehicle/entity right 1 tile CC/CF62: E0 Pause for 4 * 12 (48) frames CC/CF64: 80 Move vehicle/entity up 1 tile CC/CF65: E0 Pause for 4 * 12 (48) frames CC/CF67: 80 Move vehicle/entity up 1 tile CC/CF68: E0 Pause for 4 * 12 (48) frames CC/CF6A: 81 Move vehicle/entity right 1 tile CC/CF6B: E0 Pause for 4 * 12 (48) frames CC/CF6D: 80 Move vehicle/entity up 1 tile CC/CF6E: E0 Pause for 4 * 12 (48) frames CC/CF70: 80 Move vehicle/entity up 1 tile CC/CF71: E0 Pause for 4 * 12 (48) frames CC/CF73: 80 Move vehicle/entity up 1 tile CC/CF74: E0 Pause for 4 * 12 (48) frames CC/CF76: 81 Move vehicle/entity right 1 tile CC/CF77: E0 Pause for 4 * 12 (48) frames CC/CF79: 80 Move vehicle/entity up 1 tile CC/CF7A: E0 Pause for 4 * 12 (48) frames CC/CF7C: 80 Move vehicle/entity up 1 tile CC/CF7D: E0 Pause for 4 * 12 (48) frames CC/CF7F: 80 Move vehicle/entity up 1 tile CC/CF80: E0 Pause for 4 * 12 (48) frames CC/CF82: 80 Move vehicle/entity up 1 tile CC/CF83: E0 Pause for 4 * 12 (48) frames CC/CF85: 80 Move vehicle/entity up 1 tile CC/CF86: E0 Pause for 4 * 12 (48) frames CC/CF88: 80 Move vehicle/entity up 1 tile CC/CF89: E0 Pause for 4 * 12 (48) frames CC/CF8B: 84 Move vehicle/entity up 2 tiles CC/CF8C: 81 Move vehicle/entity right 1 tile CC/CF8D: 80 Move vehicle/entity up 1 tile CC/CF8E: F9 Branch out of queue to $CCCBAA CC/CF92: FF End queue CC/CF93: FE Return CC/CF94: 22 Begin action queue for character $22 (NPC $22), 104 bytes long CC/CF96: E0 Pause for 4 * 240 (960) frames CC/CF98: 85 Move vehicle/entity right 2 tiles CC/CF99: E0 Pause for 4 * 12 (48) frames CC/CF9B: 88 Move vehicle/entity up 3 tiles CC/CF9C: E0 Pause for 4 * 12 (48) frames CC/CF9E: 83 Move vehicle/entity left 1 tile CC/CF9F: E0 Pause for 4 * 12 (48) frames CC/CFA1: 8C Move vehicle/entity up 4 tiles CC/CFA2: E0 Pause for 4 * 12 (48) frames CC/CFA4: 81 Move vehicle/entity right 1 tile CC/CFA5: E0 Pause for 4 * 12 (48) frames CC/CFA7: 80 Move vehicle/entity up 1 tile CC/CFA8: E0 Pause for 4 * 12 (48) frames CC/CFAA: 81 Move vehicle/entity right 1 tile CC/CFAB: E0 Pause for 4 * 12 (48) frames CC/CFAD: 80 Move vehicle/entity up 1 tile CC/CFAE: E0 Pause for 4 * 12 (48) frames CC/CFB0: 80 Move vehicle/entity up 1 tile CC/CFB1: E0 Pause for 4 * 12 (48) frames CC/CFB3: 80 Move vehicle/entity up 1 tile CC/CFB4: E0 Pause for 4 * 12 (48) frames CC/CFB6: 81 Move vehicle/entity right 1 tile CC/CFB7: E0 Pause for 4 * 12 (48) frames CC/CFB9: 80 Move vehicle/entity up 1 tile CC/CFBA: E0 Pause for 4 * 12 (48) frames CC/CFBC: 80 Move vehicle/entity up 1 tile CC/CFBD: E0 Pause for 4 * 12 (48) frames CC/CFBF: 80 Move vehicle/entity up 1 tile CC/CFC0: E0 Pause for 4 * 12 (48) frames CC/CFC2: 83 Move vehicle/entity left 1 tile CC/CFC3: E0 Pause for 4 * 12 (48) frames CC/CFC5: 83 Move vehicle/entity left 1 tile CC/CFC6: E0 Pause for 4 * 12 (48) frames CC/CFC8: 83 Move vehicle/entity left 1 tile CC/CFC9: E0 Pause for 4 * 12 (48) frames CC/CFCB: 80 Move vehicle/entity up 1 tile CC/CFCC: E0 Pause for 4 * 12 (48) frames CC/CFCE: 80 Move vehicle/entity up 1 tile CC/CFCF: E0 Pause for 4 * 12 (48) frames CC/CFD1: 80 Move vehicle/entity up 1 tile CC/CFD2: E0 Pause for 4 * 12 (48) frames CC/CFD4: 80 Move vehicle/entity up 1 tile CC/CFD5: E0 Pause for 4 * 12 (48) frames CC/CFD7: 83 Move vehicle/entity left 1 tile CC/CFD8: E0 Pause for 4 * 12 (48) frames CC/CFDA: 83 Move vehicle/entity left 1 tile CC/CFDB: E0 Pause for 4 * 12 (48) frames CC/CFDD: 83 Move vehicle/entity left 1 tile CC/CFDE: E0 Pause for 4 * 12 (48) frames CC/CFE0: 83 Move vehicle/entity left 1 tile CC/CFE1: E0 Pause for 4 * 12 (48) frames CC/CFE3: 80 Move vehicle/entity up 1 tile CC/CFE4: E0 Pause for 4 * 12 (48) frames CC/CFE6: 80 Move vehicle/entity up 1 tile CC/CFE7: E0 Pause for 4 * 12 (48) frames CC/CFE9: 80 Move vehicle/entity up 1 tile CC/CFEA: E0 Pause for 4 * 12 (48) frames CC/CFEC: 80 Move vehicle/entity up 1 tile CC/CFED: E0 Pause for 4 * 12 (48) frames CC/CFEF: 81 Move vehicle/entity right 1 tile CC/CFF0: E0 Pause for 4 * 12 (48) frames CC/CFF2: 81 Move vehicle/entity right 1 tile CC/CFF3: E0 Pause for 4 * 12 (48) frames CC/CFF5: 80 Move vehicle/entity up 1 tile CC/CFF6: E0 Pause for 4 * 12 (48) frames CC/CFF8: 88 Move vehicle/entity up 3 tiles CC/CFF9: F9 Branch out of queue to $CCCBAA CC/CFFD: FF End queue CC/CFFE: FE Return CC/CFFF: 23 Begin action queue for character $23 (NPC $23), 110 bytes long CC/D001: E0 Pause for 4 * 240 (960) frames CC/D003: 80 Move vehicle/entity up 1 tile CC/D004: E0 Pause for 4 * 12 (48) frames CC/D006: 81 Move vehicle/entity right 1 tile CC/D007: E0 Pause for 4 * 12 (48) frames CC/D009: 84 Move vehicle/entity up 2 tiles CC/D00A: E0 Pause for 4 * 12 (48) frames CC/D00C: 83 Move vehicle/entity left 1 tile CC/D00D: E0 Pause for 4 * 12 (48) frames CC/D00F: 8C Move vehicle/entity up 4 tiles CC/D010: E0 Pause for 4 * 12 (48) frames CC/D012: 81 Move vehicle/entity right 1 tile CC/D013: E0 Pause for 4 * 12 (48) frames CC/D015: 80 Move vehicle/entity up 1 tile CC/D016: E0 Pause for 4 * 12 (48) frames CC/D018: 81 Move vehicle/entity right 1 tile CC/D019: E0 Pause for 4 * 12 (48) frames CC/D01B: 80 Move vehicle/entity up 1 tile CC/D01C: E0 Pause for 4 * 12 (48) frames CC/D01E: 80 Move vehicle/entity up 1 tile CC/D01F: E0 Pause for 4 * 12 (48) frames CC/D021: 83 Move vehicle/entity left 1 tile CC/D022: E0 Pause for 4 * 12 (48) frames CC/D024: 83 Move vehicle/entity left 1 tile CC/D025: E0 Pause for 4 * 12 (48) frames CC/D027: 83 Move vehicle/entity left 1 tile CC/D028: E0 Pause for 4 * 12 (48) frames CC/D02A: 83 Move vehicle/entity left 1 tile CC/D02B: E0 Pause for 4 * 12 (48) frames CC/D02D: 80 Move vehicle/entity up 1 tile CC/D02E: E0 Pause for 4 * 12 (48) frames CC/D030: 83 Move vehicle/entity left 1 tile CC/D031: E0 Pause for 4 * 12 (48) frames CC/D033: 83 Move vehicle/entity left 1 tile CC/D034: E0 Pause for 4 * 12 (48) frames CC/D036: 80 Move vehicle/entity up 1 tile CC/D037: E0 Pause for 4 * 12 (48) frames CC/D039: 83 Move vehicle/entity left 1 tile CC/D03A: E0 Pause for 4 * 12 (48) frames CC/D03C: 83 Move vehicle/entity left 1 tile CC/D03D: E0 Pause for 4 * 12 (48) frames CC/D03F: 80 Move vehicle/entity up 1 tile CC/D040: E0 Pause for 4 * 12 (48) frames CC/D042: 80 Move vehicle/entity up 1 tile CC/D043: E0 Pause for 4 * 12 (48) frames CC/D045: 81 Move vehicle/entity right 1 tile CC/D046: E0 Pause for 4 * 12 (48) frames CC/D048: 80 Move vehicle/entity up 1 tile CC/D049: E0 Pause for 4 * 12 (48) frames CC/D04B: 80 Move vehicle/entity up 1 tile CC/D04C: E0 Pause for 4 * 12 (48) frames CC/D04E: 80 Move vehicle/entity up 1 tile CC/D04F: E0 Pause for 4 * 12 (48) frames CC/D051: 81 Move vehicle/entity right 1 tile CC/D052: E0 Pause for 4 * 12 (48) frames CC/D054: 80 Move vehicle/entity up 1 tile CC/D055: E0 Pause for 4 * 12 (48) frames CC/D057: 80 Move vehicle/entity up 1 tile CC/D058: E0 Pause for 4 * 12 (48) frames CC/D05A: 80 Move vehicle/entity up 1 tile CC/D05B: E0 Pause for 4 * 12 (48) frames CC/D05D: 80 Move vehicle/entity up 1 tile CC/D05E: E0 Pause for 4 * 12 (48) frames CC/D060: 80 Move vehicle/entity up 1 tile CC/D061: E0 Pause for 4 * 12 (48) frames CC/D063: 81 Move vehicle/entity right 1 tile CC/D064: E0 Pause for 4 * 12 (48) frames CC/D066: 80 Move vehicle/entity up 1 tile CC/D067: E0 Pause for 4 * 12 (48) frames CC/D069: 88 Move vehicle/entity up 3 tiles CC/D06A: F9 Branch out of queue to $CCCBAA CC/D06E: FF End queue CC/D06F: FE Return CC/D070: 24 Begin action queue for character $24 (NPC $24), 115 bytes long CC/D072: E0 Pause for 4 * 240 (960) frames CC/D074: 80 Move vehicle/entity up 1 tile CC/D075: E0 Pause for 4 * 12 (48) frames CC/D077: 80 Move vehicle/entity up 1 tile CC/D078: E0 Pause for 4 * 12 (48) frames CC/D07A: 80 Move vehicle/entity up 1 tile CC/D07B: E0 Pause for 4 * 12 (48) frames CC/D07D: 83 Move vehicle/entity left 1 tile CC/D07E: E0 Pause for 4 * 12 (48) frames CC/D080: 8C Move vehicle/entity up 4 tiles CC/D081: E0 Pause for 4 * 12 (48) frames CC/D083: 81 Move vehicle/entity right 1 tile CC/D084: E0 Pause for 4 * 12 (48) frames CC/D086: 80 Move vehicle/entity up 1 tile CC/D087: E0 Pause for 4 * 12 (48) frames CC/D089: 81 Move vehicle/entity right 1 tile CC/D08A: E0 Pause for 4 * 12 (48) frames CC/D08C: 88 Move vehicle/entity up 3 tiles CC/D08D: E0 Pause for 4 * 12 (48) frames CC/D08F: 81 Move vehicle/entity right 1 tile CC/D090: E0 Pause for 4 * 12 (48) frames CC/D092: 88 Move vehicle/entity up 3 tiles CC/D093: E0 Pause for 4 * 12 (48) frames CC/D095: 89 Move vehicle/entity right 3 tiles CC/D096: E0 Pause for 4 * 12 (48) frames CC/D098: 80 Move vehicle/entity up 1 tile CC/D099: E0 Pause for 4 * 12 (48) frames CC/D09B: 80 Move vehicle/entity up 1 tile CC/D09C: E0 Pause for 4 * 12 (48) frames CC/D09E: 83 Move vehicle/entity left 1 tile CC/D09F: E0 Pause for 4 * 12 (48) frames CC/D0A1: 84 Move vehicle/entity up 2 tiles CC/D0A2: E0 Pause for 4 * 12 (48) frames CC/D0A4: 81 Move vehicle/entity right 1 tile CC/D0A5: E0 Pause for 4 * 12 (48) frames CC/D0A7: 81 Move vehicle/entity right 1 tile CC/D0A8: E0 Pause for 4 * 12 (48) frames CC/D0AA: 81 Move vehicle/entity right 1 tile CC/D0AB: E0 Pause for 4 * 12 (48) frames CC/D0AD: 82 Move vehicle/entity down 1 tile CC/D0AE: E0 Pause for 4 * 12 (48) frames CC/D0B0: 82 Move vehicle/entity down 1 tile CC/D0B1: E0 Pause for 4 * 12 (48) frames CC/D0B3: 83 Move vehicle/entity left 1 tile CC/D0B4: E0 Pause for 4 * 12 (48) frames CC/D0B6: 83 Move vehicle/entity left 1 tile CC/D0B7: E0 Pause for 4 * 12 (48) frames CC/D0B9: 83 Move vehicle/entity left 1 tile CC/D0BA: E0 Pause for 4 * 12 (48) frames CC/D0BC: 84 Move vehicle/entity up 2 tiles CC/D0BD: E0 Pause for 4 * 12 (48) frames CC/D0BF: 89 Move vehicle/entity right 3 tiles CC/D0C0: E0 Pause for 4 * 12 (48) frames CC/D0C2: 86 Move vehicle/entity down 2 tiles CC/D0C3: E0 Pause for 4 * 12 (48) frames CC/D0C5: 8B Move vehicle/entity left 3 tiles CC/D0C6: E0 Pause for 4 * 12 (48) frames CC/D0C8: 84 Move vehicle/entity up 2 tiles CC/D0C9: E0 Pause for 4 * 12 (48) frames CC/D0CB: 89 Move vehicle/entity right 3 tiles CC/D0CC: E0 Pause for 4 * 12 (48) frames CC/D0CE: 88 Move vehicle/entity up 3 tiles CC/D0CF: E0 Pause for 4 * 12 (48) frames CC/D0D1: 83 Move vehicle/entity left 1 tile CC/D0D2: E0 Pause for 4 * 12 (48) frames CC/D0D4: 80 Move vehicle/entity up 1 tile CC/D0D5: E0 Pause for 4 * 12 (48) frames CC/D0D7: 83 Move vehicle/entity left 1 tile CC/D0D8: 83 Move vehicle/entity left 1 tile CC/D0D9: 93 Move vehicle/entity left 5 tiles CC/D0DA: 80 Move vehicle/entity up 1 tile CC/D0DB: E0 Pause for 4 * 12 (48) frames CC/D0DD: 80 Move vehicle/entity up 1 tile CC/D0DE: 83 Move vehicle/entity left 1 tile CC/D0DF: 84 Move vehicle/entity up 2 tiles CC/D0E0: F9 Branch out of queue to $CCCBAA CC/D0E4: FF End queue CC/D0E5: FE Return CC/D0E6: FE Return CC/D0E7: C0 If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CCD109 CC/D0ED: 73 Replace current map's Layer 1 at (14, 54) with the following (3 x 3) chunk, refresh immediately CC/D0F2: $F6, $F7, $D2 CC/D0F5: $52, $00, $F8 CC/D0F8: $62, $00, $61 CC/D0FB: 73 Replace current map's Layer 1 at (14, 118) with the following (3 x 3) chunk, refresh immediately CC/D100: $DB, $DB, $01 CC/D103: $DB, $DB, $DB CC/D106: $DB, $FB, $F0 CC/D109: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CC/D10F: 10 Begin action queue for character $10 (NPC $10), 21 bytes long CC/D111: 2C Do vehicle/entity graphical action $2C CC/D112: E0 Pause for 4 * 32 (128) frames CC/D114: CE Turn vehicle/entity down CC/D115: E0 Pause for 4 * 16 (64) frames CC/D117: 89 Move vehicle/entity right 3 tiles CC/D118: 86 Move vehicle/entity down 2 tiles CC/D119: 87 Move vehicle/entity left 2 tiles CC/D11A: CC Turn vehicle/entity up CC/D11B: E0 Pause for 4 * 32 (128) frames CC/D11D: 85 Move vehicle/entity right 2 tiles CC/D11E: 84 Move vehicle/entity up 2 tiles CC/D11F: 8B Move vehicle/entity left 3 tiles CC/D120: CE Turn vehicle/entity down CC/D121: E0 Pause for 4 * 16 (64) frames CC/D123: FC Branch 18 bytes backwards ($CCD111) CC/D125: FF End queue CC/D126: 11 Begin action queue for character $11 (NPC $11), 25 bytes long CC/D128: 2C Do vehicle/entity graphical action $2C CC/D129: E0 Pause for 4 * 32 (128) frames CC/D12B: 85 Move vehicle/entity right 2 tiles CC/D12C: 8A Move vehicle/entity down 3 tiles CC/D12D: A2 Move vehicle/entity left/down 1x1 tiles CC/D12E: A2 Move vehicle/entity left/down 1x1 tiles CC/D12F: 8F Move vehicle/entity left 4 tiles CC/D130: 8C Move vehicle/entity up 4 tiles CC/D131: 8B Move vehicle/entity left 3 tiles CC/D132: E0 Pause for 4 * 32 (128) frames CC/D134: 89 Move vehicle/entity right 3 tiles CC/D135: 8E Move vehicle/entity down 4 tiles CC/D136: 8D Move vehicle/entity right 4 tiles CC/D137: A0 Move vehicle/entity right/up 1x1 tiles CC/D138: A0 Move vehicle/entity right/up 1x1 tiles CC/D139: 88 Move vehicle/entity up 3 tiles CC/D13A: 87 Move vehicle/entity left 2 tiles CC/D13B: CE Turn vehicle/entity down CC/D13C: E0 Pause for 4 * 4 (16) frames CC/D13E: FC Branch 22 bytes backwards ($CCD128) CC/D140: FF End queue CC/D141: 12 Begin action queue for character $12 (NPC $12), 27 bytes long CC/D143: E0 Pause for 4 * 48 (192) frames CC/D145: CD Turn vehicle/entity right CC/D146: E0 Pause for 4 * 48 (192) frames CC/D148: 86 Move vehicle/entity down 2 tiles CC/D149: 85 Move vehicle/entity right 2 tiles CC/D14A: E0 Pause for 4 * 16 (64) frames CC/D14C: CC Turn vehicle/entity up CC/D14D: E0 Pause for 4 * 32 (128) frames CC/D14F: CD Turn vehicle/entity right CC/D150: E0 Pause for 4 * 16 (64) frames CC/D152: CC Turn vehicle/entity up CC/D153: E0 Pause for 4 * 32 (128) frames CC/D155: CD Turn vehicle/entity right CC/D156: CC Turn vehicle/entity up CC/D157: E0 Pause for 4 * 32 (128) frames CC/D159: 87 Move vehicle/entity left 2 tiles CC/D15A: 84 Move vehicle/entity up 2 tiles CC/D15B: FC Branch 24 bytes backwards ($CCD143) CC/D15D: FF End queue CC/D15E: 13 Begin action queue for character $13 (NPC $13), 24 bytes long CC/D160: 2C Do vehicle/entity graphical action $2C CC/D161: E0 Pause for 4 * 48 (192) frames CC/D163: CE Turn vehicle/entity down CC/D164: E0 Pause for 4 * 16 (64) frames CC/D166: 82 Move vehicle/entity down 1 tile CC/D167: E0 Pause for 4 * 32 (128) frames CC/D169: 2C Do vehicle/entity graphical action $2C CC/D16A: E0 Pause for 4 * 48 (192) frames CC/D16C: CE Turn vehicle/entity down CC/D16D: E0 Pause for 4 * 16 (64) frames CC/D16F: 80 Move vehicle/entity up 1 tile CC/D170: E0 Pause for 4 * 4 (16) frames CC/D172: CE Turn vehicle/entity down CC/D173: E0 Pause for 4 * 16 (64) frames CC/D175: FC Branch 21 bytes backwards ($CCD160) CC/D177: FF End queue CC/D178: 14 Begin action queue for character $14 (NPC $14), 11 bytes long CC/D17A: 93 Move vehicle/entity left 5 tiles CC/D17B: 80 Move vehicle/entity up 1 tile CC/D17C: E0 Pause for 4 * 64 (256) frames CC/D17E: 82 Move vehicle/entity down 1 tile CC/D17F: 91 Move vehicle/entity right 5 tiles CC/D180: E0 Pause for 4 * 48 (192) frames CC/D182: FC Branch 8 bytes backwards ($CCD17A) CC/D184: FF End queue CC/D185: 15 Begin action queue for character $15 (NPC $15), 25 bytes long CC/D187: 85 Move vehicle/entity right 2 tiles CC/D188: 86 Move vehicle/entity down 2 tiles CC/D189: 81 Move vehicle/entity right 1 tile CC/D18A: 82 Move vehicle/entity down 1 tile CC/D18B: 81 Move vehicle/entity right 1 tile CC/D18C: 82 Move vehicle/entity down 1 tile CC/D18D: 85 Move vehicle/entity right 2 tiles CC/D18E: CC Turn vehicle/entity up CC/D18F: E0 Pause for 4 * 16 (64) frames CC/D191: CE Turn vehicle/entity down CC/D192: E0 Pause for 4 * 16 (64) frames CC/D194: 87 Move vehicle/entity left 2 tiles CC/D195: 80 Move vehicle/entity up 1 tile CC/D196: 83 Move vehicle/entity left 1 tile CC/D197: 80 Move vehicle/entity up 1 tile CC/D198: 83 Move vehicle/entity left 1 tile CC/D199: 84 Move vehicle/entity up 2 tiles CC/D19A: 87 Move vehicle/entity left 2 tiles CC/D19B: E0 Pause for 4 * 47 (188) frames CC/D19D: FC Branch 22 bytes backwards ($CCD187) CC/D19F: FF End queue CC/D1A0: 25 Begin action queue for character $25 (NPC $25), 31 bytes long CC/D1A2: C2 Set vehicle/entity's event speed to normal CC/D1A3: 80 Move vehicle/entity up 1 tile CC/D1A4: 95 Move vehicle/entity right 6 tiles CC/D1A5: CC Turn vehicle/entity up CC/D1A6: E0 Pause for 4 * 8 (32) frames CC/D1A8: CD Turn vehicle/entity right CC/D1A9: E0 Pause for 4 * 8 (32) frames CC/D1AB: CE Turn vehicle/entity down CC/D1AC: E0 Pause for 4 * 8 (32) frames CC/D1AE: 2C Do vehicle/entity graphical action $2C CC/D1AF: E0 Pause for 4 * 2 (8) frames CC/D1B1: CE Turn vehicle/entity down CC/D1B2: E0 Pause for 4 * 2 (8) frames CC/D1B4: 2C Do vehicle/entity graphical action $2C CC/D1B5: E0 Pause for 4 * 2 (8) frames CC/D1B7: CE Turn vehicle/entity down CC/D1B8: E0 Pause for 4 * 2 (8) frames CC/D1BA: 97 Move vehicle/entity left 6 tiles CC/D1BB: 82 Move vehicle/entity down 1 tile CC/D1BC: E0 Pause for 4 * 8 (32) frames CC/D1BE: FC Branch 27 bytes backwards ($CCD1A3) CC/D1C0: FF End queue CC/D1C1: 26 Begin action queue for character $26 (NPC $26), 15 bytes long CC/D1C3: C2 Set vehicle/entity's event speed to normal CC/D1C4: 87 Move vehicle/entity left 2 tiles CC/D1C5: 98 Move vehicle/entity up 7 tiles CC/D1C6: 83 Move vehicle/entity left 1 tile CC/D1C7: CE Turn vehicle/entity down CC/D1C8: E0 Pause for 4 * 32 (128) frames CC/D1CA: 81 Move vehicle/entity right 1 tile CC/D1CB: 9A Move vehicle/entity down 7 tiles CC/D1CC: 85 Move vehicle/entity right 2 tiles CC/D1CD: E0 Pause for 4 * 16 (64) frames CC/D1CF: FC Branch 12 bytes backwards ($CCD1C3) CC/D1D1: FF End queue CC/D1D2: 23 Begin action queue for character $23 (NPC $23), 14 bytes long CC/D1D4: C2 Set vehicle/entity's event speed to normal CC/D1D5: E0 Pause for 4 * 16 (64) frames CC/D1D7: 86 Move vehicle/entity down 2 tiles CC/D1D8: 91 Move vehicle/entity right 5 tiles CC/D1D9: 8E Move vehicle/entity down 4 tiles CC/D1DA: E0 Pause for 4 * 16 (64) frames CC/D1DC: 8C Move vehicle/entity up 4 tiles CC/D1DD: 93 Move vehicle/entity left 5 tiles CC/D1DE: 84 Move vehicle/entity up 2 tiles CC/D1DF: FC Branch 10 bytes backwards ($CCD1D5) CC/D1E1: FF End queue CC/D1E2: FE Return CC/D1E3: 4B Display dialogue message $0392, wait for button press BANON: Go find TERRA! She holds the future to our survival. CC/D1E6: FE Return CC/D1E7: 4B Display dialogue message $0393, wait for button press ARVIS: Heard TERRA turned into light and streaked away toward the west. Make your way to Figaro Castle. Maybe they can help you, there. CC/D1EA: FE Return CC/D1EB: 4B Display dialogue message $0394, wait for button press ELDER: I'm troubled… I want to avoid fighting… But… CC/D1EE: FE Return CC/D1EF: 4B Display dialogue message $03A3, wait for button press I saw some Moogles walkin' with a sasquatch. CC/D1F2: FE Return CC/D1F3: 4B Display dialogue message $03A4, wait for button press Geothermal devices keep this town warm! CC/D1F6: FE Return CC/D1F7: 4B Display dialogue message $0395, wait for button press Moogles live deep within the mines! CC/D1FA: FE Return CC/D1FB: 4B Display dialogue message $0396, wait for button press We follow our Elder's advice! CC/D1FE: FE Return CC/D1FF: 4B Display dialogue message $0397, wait for button press So…magic really DOES exist!? CC/D202: FE Return CC/D203: 4B Display dialogue message $0398, wait for button press Magic?! Pshaw! What nonsense! CC/D206: FE Return CC/D207: C0 If ($1E80($076) [$1E8E, bit 6] is set), branch to $CCD211 CC/D20D: 4B Display dialogue message $0399, wait for button press Narshe is a neutral city. We want no war here. But that #@%!* Empire won't listen… CC/D210: FE Return CC/D211: 4B Display dialogue message $039E, wait for button press Looks like war's a'comin'! CC/D214: FE Return CC/D215: C0 If ($1E80($076) [$1E8E, bit 6] is set), branch to $CCD21F CC/D21B: 4B Display dialogue message $039A, wait for button press Figaro Castle can burrow under the desert, and take you to Kohlingen! CC/D21E: FE Return CC/D21F: 4B Display dialogue message $039F, wait for button press There's a sasquatch that lives inside the mine…or so I heard. CC/D222: FE Return CC/D223: C0 If ($1E80($076) [$1E8E, bit 6] is set), branch to $CCD22D CC/D229: 4B Display dialogue message $039B, wait for button press The house to the far right contains the treasures I've collected! Take them, before the Empire does! Only one of them is locked. Now what do ya suppose is inside…?! CC/D22C: FE Return CC/D22D: 4B Display dialogue message $03A0, wait for button press Lone Wolf, the infamous thief, has been sighted here. Are my treasures safe? CC/D230: FE Return CC/D231: C0 If ($1E80($076) [$1E8E, bit 6] is set), branch to $CCD23B CC/D237: 4B Display dialogue message $039C, wait for button press A glowing form soared off toward Figaro Castle. It seemed almost…human. CC/D23A: FE Return CC/D23B: 4B Display dialogue message $03A1, wait for button press Weapon and Armor shops are selling some new stuff for the coming war. CC/D23E: FE Return CC/D23F: C0 If ($1E80($076) [$1E8E, bit 6] is set), branch to $CCD249 CC/D245: 4B Display dialogue message $039D, wait for button press Curse the day we dug up that Esper! That's what brought the Empire here! CC/D248: FE Return CC/D249: 4B Display dialogue message $03A2, wait for button press Can we harness the Esper's power? I think not…! CC/D24C: FE Return CC/D24D: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CCD25F CC/D253: C0 If ($1E80($06B) [$1E8D, bit 3] is set), branch to $CCD25C CC/D259: 9B Invoke shop $00 CC/D25B: FE Return CC/D25C: 9B Invoke shop $29 CC/D25E: FE Return CC/D25F: 9B Invoke shop $44 CC/D261: FE Return CC/D262: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CCD274 CC/D268: C0 If ($1E80($06B) [$1E8D, bit 3] is set), branch to $CCD271 CC/D26E: 9B Invoke shop $01 CC/D270: FE Return CC/D271: 9B Invoke shop $2A CC/D273: FE Return CC/D274: 9B Invoke shop $45 CC/D276: FE Return CC/D277: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CCD289 CC/D27D: C0 If ($1E80($06B) [$1E8D, bit 3] is set), branch to $CCD286 CC/D283: 9B Invoke shop $02 CC/D285: FE Return CC/D286: 9B Invoke shop $2B CC/D288: FE Return CC/D289: 9B Invoke shop $46 CC/D28B: FE Return CC/D28C: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CCD29E CC/D292: C0 If ($1E80($06B) [$1E8D, bit 3] is set), branch to $CCD29B CC/D298: 9B Invoke shop $03 CC/D29A: FE Return CC/D29B: 9B Invoke shop $2C CC/D29D: FE Return CC/D29E: 9B Invoke shop $47 CC/D2A0: FE Return CC/D2A1: 9B Invoke shop $1B CC/D2A3: FE Return CC/D2A4: 9B Invoke shop $1C CC/D2A6: FE Return CC/D2A7: 4B Display dialogue message $060D, wait for button press 200 GP per night! Need a rest? ^ Sure ^ Nope CC/D2AA: B6 Indexed branch based on prior dialogue selection [$CCD2B2, $CA5EB3] CC/D2B1: FE Return CC/D2B2: 85 Take 200 GP from party CC/D2B5: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF CC/D2BB: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/D2BD: 8F Move vehicle/entity left 4 tiles CC/D2BE: 84 Move vehicle/entity up 2 tiles CC/D2BF: FF End queue CC/D2C0: 73 Replace current map's Layer 1 at (4, 36) with the following (2 x 1) chunk, refresh immediately CC/D2C5: $04, $14 CC/D2C7: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/D2C9: 9C Move vehicle/entity up 8 tiles CC/D2CA: 8D Move vehicle/entity right 4 tiles CC/D2CB: FF End queue CC/D2CC: 92 Pause for 30 units CC/D2CD: B2 Call subroutine $CACD3C CC/D2D1: 6B Load map $001C (Narshe, inn (always)) instantly, (upper bits $2400), place party at (8, 30), facing down CC/D2D7: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/D2D9: D5 Set vehicle/entity's position to (10, 28) CC/D2DC: CE Turn vehicle/entity down CC/D2DD: FF End queue CC/D2DE: B2 Call subroutine $CACF96 CC/D2E2: 3A Enable player to move while event commands execute CC/D2E3: FE Return CC/D2E4: 4B Display dialogue message $03A5, wait for button press Wanna know how to ride a chocobo? CC/D2E7: 92 Pause for 30 units CC/D2E8: 4B Display dialogue message $03A6, wait for button press Press the A Button, or up on the Control Pad, to go forward. Steer with the Control Pad. Press the B Button to dismount. Careful! Once you get off, the bird'll return to its pen! CC/D2EB: D2 Set event bit $1E80($134) [$1EA6, bit 4] CC/D2ED: FE Return CC/D2EE: 4B Display dialogue message $03A5, wait for button press Wanna know how to ride a chocobo? CC/D2F1: 92 Pause for 30 units CC/D2F2: 4B Display dialogue message $03A6, wait for button press Press the A Button, or up on the Control Pad, to go forward. Steer with the Control Pad. Press the B Button to dismount. Careful! Once you get off, the bird'll return to its pen! CC/D2F5: FE Return CC/D2F6: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/D2F8: 6A Load map $0005 (Darkness (Mog explains 3-party battles / various narration)) after fade out, (upper bits $3000), place party at (8, 7), facing left CC/D2FE: 42 Hide object $31 CC/D300: 45 Refresh objects CC/D301: 3D Create object $10 CC/D303: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/D305: D5 Set vehicle/entity's position to (16, 7) CC/D308: FF End queue CC/D309: 41 Show object $10 CC/D30B: 45 Refresh objects CC/D30C: 96 Restore screen from fade CC/D30D: 5C Pause execution until fade in or fade out is complete CC/D30E: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/D310: C3 Set vehicle/entity's event speed to fast CC/D311: 9F Move vehicle/entity left 8 tiles CC/D312: CE Turn vehicle/entity down CC/D313: FF End queue CC/D314: 92 Pause for 30 units CC/D315: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CC/D317: 20 Do vehicle/entity graphical action $20 CC/D318: E0 Pause for 4 * 3 (12) frames CC/D31A: CE Turn vehicle/entity down CC/D31B: FF End queue CC/D31C: 92 Pause for 30 units CC/D31D: 4B Display dialogue message $06D2, wait for button press Relics give your party members a variety of abilities. For example… “Sprint Shoes” double your speed. “True Knight” lets you shield others during battle. “Dragoon Boots” add the “Jump” command to your battle list. “Gauntlet” allows you to hold a sword with both hands. Use the Main Menu to equip up to 2 relics per person. CC/D320: 92 Pause for 30 units CC/D321: 6A Load map $004C (South Figaro, inn and relic shop (always)) after fade out, (upper bits $2000), place party at (51, 12), facing down CC/D327: 47 Make character in slot 0 the lead character CC/D328: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/D32A: CE Turn vehicle/entity down CC/D32B: FF End queue CC/D32C: 96 Restore screen from fade CC/D32D: 5C Pause execution until fade in or fade out is complete CC/D32E: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/D330: FE Return CC/D331: DE Load CaseWord with the characters in the currently active party? CC/D332: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CA5EB3 (simply returns) CC/D338: C0 If ($1E80($05D) [$1E8B, bit 5] is set), branch to $CA5EB3 (simply returns) CC/D33E: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/D340: 81 Move vehicle/entity right 1 tile CC/D341: CE Turn vehicle/entity down CC/D342: FF End queue CC/D343: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CCD35C CC/D349: FE Return CC/D34A: DE Load CaseWord with the characters in the currently active party? CC/D34B: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CA5EB3 (simply returns) CC/D351: C0 If ($1E80($05D) [$1E8B, bit 5] is set), branch to $CA5EB3 (simply returns) CC/D357: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/D359: 83 Move vehicle/entity left 1 tile CC/D35A: CE Turn vehicle/entity down CC/D35B: FF End queue CC/D35C: DE Load CaseWord with the characters in the currently active party? CC/D35D: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CA5EB3 (simply returns) CC/D363: C0 If ($1E80($05D) [$1E8B, bit 5] is set), branch to $CA5EB3 (simply returns) CC/D369: 47 Make character in slot 0 the lead character CC/D36A: B2 Call subroutine $CAC6AC CC/D36E: 3C Set up the party as follows: $FF (), $03 (Actor in stot 3), $FF (), $FF () CC/D373: B2 Call subroutine $CB2E34 CC/D377: 38 Hold screen CC/D378: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long CC/D37A: C2 Set vehicle/entity's event speed to normal CC/D37B: CE Turn vehicle/entity down CC/D37C: FF End queue CC/D37D: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CC/D37F: C2 Set vehicle/entity's event speed to normal CC/D380: 81 Move vehicle/entity right 1 tile CC/D381: CE Turn vehicle/entity down CC/D382: FF End queue CC/D383: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CC/D385: C2 Set vehicle/entity's event speed to normal CC/D386: 83 Move vehicle/entity left 1 tile CC/D387: CE Turn vehicle/entity down CC/D388: FF End queue CC/D389: 03 Begin action queue for character $03 (Actor in stot 3), 4 bytes long (Wait until complete) CC/D38B: C2 Set vehicle/entity's event speed to normal CC/D38C: 82 Move vehicle/entity down 1 tile CC/D38D: CC Turn vehicle/entity up CC/D38E: FF End queue CC/D38F: 92 Pause for 30 units CC/D390: 4B Display dialogue message $06D3, wait for button press SHADOW: I've worn out my welcome… CC/D393: 03 Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete) CC/D395: 8A Move vehicle/entity down 3 tiles CC/D396: FF End queue CC/D397: 94 Pause for 60 units CC/D398: 03 Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete) CC/D39A: 63 Do vehicle/entity graphical action $23, flipped horizontally CC/D39B: FF End queue CC/D39C: 94 Pause for 60 units CC/D39D: 03 Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete) CC/D39F: 9A Move vehicle/entity down 7 tiles CC/D3A0: FF End queue CC/D3A1: 42 Hide object $03 CC/D3A3: 45 Refresh objects CC/D3A4: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CC/D3A6: 83 Move vehicle/entity left 1 tile CC/D3A7: CE Turn vehicle/entity down CC/D3A8: FF End queue CC/D3A9: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CC/D3AB: 81 Move vehicle/entity right 1 tile CC/D3AC: CE Turn vehicle/entity down CC/D3AD: FF End queue CC/D3AE: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/D3B0: CE Turn vehicle/entity down CC/D3B1: E0 Pause for 4 * 8 (32) frames CC/D3B3: FF End queue CC/D3B4: 3F Remove character $03 (Actor in stot 3) from the party CC/D3B7: 3E Delete object $03 CC/D3B9: 45 Refresh objects CC/D3BA: D5 Clear event bit $1E80($2F3) [$1EDE, bit 3] CC/D3BC: B2 Call subroutine $CACB95 CC/D3C0: B2 Call subroutine $CCE499 (heals all HP/MP/Statuses except Dog Block) CC/D3C4: 39 Free screen CC/D3C5: FE Return CC/D3C6: 4B Display dialogue message $06C6, wait for button press Only the chest in the back is locked. Can it be opened…? CC/D3C9: FE Return CC/D3CA: 4B Display dialogue message $06E4, wait for button press Locked… CC/D3CD: FE Return CC/D3CE: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA5EB3 (simply returns) CC/D3D4: C1 If ($1E80($070) [$1E8E, bit 0] is clear) or ($1E80($239) [$1EC7, bit 1] is set), branch to $CA5EB3 (simply returns) CC/D3DC: 42 Hide object $23 CC/D3DE: 42 Hide object $24 CC/D3E0: 45 Refresh objects CC/D3E1: 3D Create object $25 CC/D3E3: 41 Show object $25 CC/D3E5: 45 Refresh objects CC/D3E6: 78 Enable ability to pass through other objects for object $25 (NPC $25) CC/D3E8: 25 Begin action queue for character $25 (NPC $25), 5 bytes long (Wait until complete) CC/D3EA: DC Make vehicle/entity jump (low) CC/D3EB: CE Turn vehicle/entity down CC/D3EC: E0 Pause for 4 * 4 (16) frames CC/D3EE: FF End queue CC/D3EF: 4B Display dialogue message $06C7, wait for button press G'whoa! I've been made! CC/D3F2: 3A Enable player to move while event commands execute CC/D3F3: B5 Pause for 15 * 6 (90) units CC/D3F5: 25 Begin action queue for character $25 (NPC $25), 5 bytes long (Wait until complete) CC/D3F7: C8 Set object layering priority to 2 (low nibble 2) CC/D3F9: DC Make vehicle/entity jump (low) CC/D3FA: 83 Move vehicle/entity left 1 tile CC/D3FB: FF End queue CC/D3FC: 91 Pause for 15 units CC/D3FD: 25 Begin action queue for character $25 (NPC $25), 3 bytes long (Wait until complete) CC/D3FF: DD Make vehicle/entity jump (high) CC/D400: 86 Move vehicle/entity down 2 tiles CC/D401: FF End queue CC/D402: 95 Pause for 120 units CC/D403: 25 Begin action queue for character $25 (NPC $25), 2 bytes long (Wait until complete) CC/D405: CD Turn vehicle/entity right CC/D406: FF End queue CC/D407: 4B Display dialogue message $06C8, wait for button press I am Lone Wolf, the pickpocket! I wanted that treasure! CC/D40A: 25 Begin action queue for character $25 (NPC $25), 5 bytes long (Wait until complete) CC/D40C: CE Turn vehicle/entity down CC/D40D: E0 Pause for 4 * 1 (4) frames CC/D40F: CF Turn vehicle/entity left CC/D410: FF End queue CC/D411: 92 Pause for 30 units CC/D412: 25 Begin action queue for character $25 (NPC $25), 3 bytes long (Wait until complete) CC/D414: DD Make vehicle/entity jump (high) CC/D415: 87 Move vehicle/entity left 2 tiles CC/D416: FF End queue CC/D417: 42 Hide object $25 CC/D419: 45 Refresh objects CC/D41A: 36 Disable ability to pass through other objects for object $25 (NPC $25) CC/D41C: D4 Set event bit $1E80($239) [$1EC7, bit 1] CC/D41E: DD Clear event bit $1E80($63D) [$1F47, bit 5] CC/D420: DC Set event bit $1E80($63F) [$1F47, bit 7] CC/D422: 3A Enable player to move while event commands execute CC/D423: FE Return CC/D424: C1 If ($1E80($239) [$1EC7, bit 1] is clear) or ($1E80($23A) [$1EC7, bit 2] is set), branch to $CA5EB3 (simply returns) CC/D42C: 78 Enable ability to pass through other objects for object $29 (NPC $29) CC/D42E: 29 Begin action queue for character $29 (NPC $29), 7 bytes long (Wait until complete) CC/D430: C8 Set object layering priority to 2 (low nibble 2) CC/D432: CD Turn vehicle/entity right CC/D433: E0 Pause for 4 * 1 (4) frames CC/D435: CE Turn vehicle/entity down CC/D436: FF End queue CC/D437: 4B Display dialogue message $06C9, wait for button press (At bottom of screen) G'heh! CC/D43A: 92 Pause for 30 units CC/D43B: 29 Begin action queue for character $29 (NPC $29), 4 bytes long (Wait until complete) CC/D43D: 80 Move vehicle/entity up 1 tile CC/D43E: DD Make vehicle/entity jump (high) CC/D43F: 87 Move vehicle/entity left 2 tiles CC/D440: FF End queue CC/D441: 3A Enable player to move while event commands execute CC/D442: 94 Pause for 60 units CC/D443: 29 Begin action queue for character $29 (NPC $29), 7 bytes long (Wait until complete) CC/D445: C8 Set object layering priority to 3 (low nibble 3) CC/D447: 88 Move vehicle/entity up 3 tiles CC/D448: A3 Move vehicle/entity left/up 1x1 tiles CC/D449: 9F Move vehicle/entity left 8 tiles CC/D44A: 8F Move vehicle/entity left 4 tiles CC/D44B: FF End queue CC/D44C: 42 Hide object $29 CC/D44E: 45 Refresh objects CC/D44F: DD Clear event bit $1E80($63F) [$1F47, bit 7] CC/D451: D4 Set event bit $1E80($23A) [$1EC7, bit 2] CC/D453: 36 Disable ability to pass through other objects for object $29 (NPC $29) CC/D455: FE Return CC/D456: C1 If ($1E80($23A) [$1EC7, bit 2] is clear) or ($1E80($23B) [$1EC7, bit 3] is set), branch to $CA5EB3 (simply returns) CC/D45E: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/D460: CC Turn vehicle/entity up CC/D461: FF End queue CC/D462: 3D Create object $29 CC/D464: 78 Enable ability to pass through other objects for object $29 (NPC $29) CC/D466: 29 Begin action queue for character $29 (NPC $29), 5 bytes long (Wait until complete) CC/D468: D5 Set vehicle/entity's position to (38, 13) CC/D46B: C3 Set vehicle/entity's event speed to fast CC/D46C: FF End queue CC/D46D: 41 Show object $29 CC/D46F: 45 Refresh objects CC/D470: 29 Begin action queue for character $29 (NPC $29), 2 bytes long (Wait until complete) CC/D472: 8A Move vehicle/entity down 3 tiles CC/D473: FF End queue CC/D474: 92 Pause for 30 units CC/D475: 29 Begin action queue for character $29 (NPC $29), 5 bytes long (Wait until complete) CC/D477: DC Make vehicle/entity jump (low) CC/D478: CE Turn vehicle/entity down CC/D479: E0 Pause for 4 * 4 (16) frames CC/D47B: FF End queue CC/D47C: 29 Begin action queue for character $29 (NPC $29), 3 bytes long (Wait until complete) CC/D47E: C4 Set vehicle/entity's event speed to faster CC/D47F: 88 Move vehicle/entity up 3 tiles CC/D480: FF End queue CC/D481: 42 Hide object $29 CC/D483: 36 Disable ability to pass through other objects for object $29 (NPC $29) CC/D485: D4 Set event bit $1E80($23B) [$1EC7, bit 3] CC/D487: 45 Refresh objects CC/D488: 3A Enable player to move while event commands execute CC/D489: FE Return CC/D48A: C1 If ($1E80($23B) [$1EC7, bit 3] is clear) or ($1E80($23C) [$1EC7, bit 4] is set), branch to $CA5EB3 (simply returns) CC/D492: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/D494: CD Turn vehicle/entity right CC/D495: FF End queue CC/D496: 3D Create object $10 CC/D498: 41 Show object $10 CC/D49A: 45 Refresh objects CC/D49B: 92 Pause for 30 units CC/D49C: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CC/D49E: 87 Move vehicle/entity left 2 tiles CC/D49F: FF End queue CC/D4A0: 92 Pause for 30 units CC/D4A1: 4B Display dialogue message $06CA, wait for button press (At bottom of screen) Persistent, aren't you! CC/D4A4: D4 Set event bit $1E80($23C) [$1EC7, bit 4] CC/D4A6: 3A Enable player to move while event commands execute CC/D4A7: FE Return CC/D4A8: C1 If ($1E80($23C) [$1EC7, bit 4] is clear) or ($1E80($23D) [$1EC7, bit 5] is set), branch to $CA5EB3 (simply returns) CC/D4B0: 3D Create object $1A CC/D4B2: 41 Show object $1A CC/D4B4: 45 Refresh objects CC/D4B5: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CC/D4B7: 89 Move vehicle/entity right 3 tiles CC/D4B8: FF End queue CC/D4B9: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete) CC/D4BB: DC Make vehicle/entity jump (low) CC/D4BC: CD Turn vehicle/entity right CC/D4BD: E0 Pause for 4 * 4 (16) frames CC/D4BF: FF End queue CC/D4C0: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CC/D4C2: 8B Move vehicle/entity left 3 tiles CC/D4C3: FF End queue CC/D4C4: 42 Hide object $1A CC/D4C6: 45 Refresh objects CC/D4C7: D4 Set event bit $1E80($23D) [$1EC7, bit 5] CC/D4C9: DC Set event bit $1E80($640) [$1F48, bit 0] CC/D4CB: 3D Create object $1C CC/D4CD: 3D Create object $1B CC/D4CF: 41 Show object $1C CC/D4D1: 41 Show object $1B CC/D4D3: 45 Refresh objects CC/D4D4: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete) CC/D4D6: C7 Set vehicle/entity to stay still when moving CC/D4D7: 09 Do vehicle/entity graphical action $09 (kneeling) CC/D4D8: FF End queue CC/D4D9: DD Clear event bit $1E80($643) [$1F48, bit 3] CC/D4DB: 3A Enable player to move while event commands execute CC/D4DC: FE Return CC/D4DD: C1 If ($1E80($23D) [$1EC7, bit 5] is clear) or ($1E80($23F) [$1EC7, bit 7] is set), branch to $CA5EB3 (simply returns) CC/D4E5: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/D4E7: 81 Move vehicle/entity right 1 tile CC/D4E8: CC Turn vehicle/entity up CC/D4E9: FF End queue CC/D4EA: C0 If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CCD4FE CC/D4F0: FE Return CC/D4F1: C1 If ($1E80($23D) [$1EC7, bit 5] is clear) or ($1E80($23F) [$1EC7, bit 7] is set), branch to $CA5EB3 (simply returns) CC/D4F9: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/D4FB: 83 Move vehicle/entity left 1 tile CC/D4FC: CC Turn vehicle/entity up CC/D4FD: FF End queue CC/D4FE: C1 If ($1E80($23D) [$1EC7, bit 5] is clear) or ($1E80($23F) [$1EC7, bit 7] is set), branch to $CA5EB3 (simply returns) CC/D506: 92 Pause for 30 units CC/D507: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/D509: C2 Set vehicle/entity's event speed to normal CC/D50A: C7 Set vehicle/entity to stay still when moving CC/D50B: 82 Move vehicle/entity down 1 tile CC/D50C: C6 Set vehicle/entity to walk when moving CC/D50D: CC Turn vehicle/entity up CC/D50E: FF End queue CC/D50F: 92 Pause for 30 units CC/D510: 4B Display dialogue message $06CB, wait for button press Halt! Don't move or this one's dust…! CC/D513: 92 Pause for 30 units CC/D514: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete) CC/D516: C7 Set vehicle/entity to stay still when moving CC/D517: 09 Do vehicle/entity graphical action $09 (kneeling) CC/D518: FF End queue CC/D519: 3A Enable player to move while event commands execute CC/D51A: D4 Set event bit $1E80($23E) [$1EC7, bit 6] CC/D51C: A0 Set timer 0 to $00F0 [0m: 04s: 00j], jump to subroutine $CCD52D if it expires. Flags: (Countdown continues in menu and battle) (Countdown not shown while walking) (Unknown flag enabled 0x20 on event bank byte) (Countdown does not override the game clock display) CC/D522: FE Return CC/D523: C0 If ($1E80($23F) [$1EC7, bit 7] is set), branch to $CA5EB3 (simply returns) CC/D529: A1 Reset timer 0 CC/D52B: 3A Enable player to move while event commands execute CC/D52C: FE Return CC/D52D: C1 If ($1E80($23E) [$1EC7, bit 6] is clear) or ($1E80($23F) [$1EC7, bit 7] is set), branch to $CA5EB3 (simply returns) CC/D535: 3B Position character in a "ready-to-go" stance CC/D536: A1 Reset timer 0 CC/D538: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/D53A: CE Turn vehicle/entity down CC/D53B: FF End queue CC/D53C: 92 Pause for 30 units CC/D53D: B0 Execute the following commands until $B1 4 times CC/D53F: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/D541: 23 Do vehicle/entity graphical action $23 CC/D542: FF End queue CC/D543: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/D545: 63 Do vehicle/entity graphical action $23, flipped horizontally CC/D546: FF End queue CC/D547: B1 End block of repeating commands CC/D548: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/D54A: CE Turn vehicle/entity down CC/D54B: FF End queue CC/D54C: 4B Display dialogue message $06CC, wait for button press (At bottom of screen) Kupo!! CC/D54F: 1C Begin action queue for character $1C (NPC $1C), 15 bytes long CC/D551: 1A Do vehicle/entity graphical action $1A CC/D552: E0 Pause for 4 * 1 (4) frames CC/D554: 4D Do vehicle/entity graphical action $0D, flipped horizontally CC/D555: E0 Pause for 4 * 1 (4) frames CC/D557: 1C Do vehicle/entity graphical action $1C CC/D558: E0 Pause for 4 * 1 (4) frames CC/D55A: 0E Do vehicle/entity graphical action $0E CC/D55B: E0 Pause for 4 * 1 (4) frames CC/D55D: FC Branch 12 bytes backwards ($CCD551) CC/D55F: FF End queue CC/D560: 4B Display dialogue message $06CD, wait for button press (At bottom of screen) G'heh! Got a wild one, here…! Uwaaa! CC/D563: B5 Pause for 15 * 6 (90) units CC/D565: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CC/D567: 78 Enable ability to pass through other objects for object $1C (NPC $1C) CC/D569: 1B Begin action queue for character $1B (NPC $1B), 8 bytes long CC/D56B: C7 Set vehicle/entity to stay still when moving CC/D56C: CF Turn vehicle/entity left CC/D56D: C4 Set vehicle/entity's event speed to faster CC/D56E: DC Make vehicle/entity jump (low) CC/D56F: 89 Move vehicle/entity right 3 tiles CC/D570: CC Turn vehicle/entity up CC/D571: C7 Set vehicle/entity to stay still when moving CC/D572: FF End queue CC/D573: 1C Begin action queue for character $1C (NPC $1C), 8 bytes long (Wait until complete) CC/D575: C7 Set vehicle/entity to stay still when moving CC/D576: 1F Do vehicle/entity graphical action $1F CC/D577: C4 Set vehicle/entity's event speed to faster CC/D578: DC Make vehicle/entity jump (low) CC/D579: 8F Move vehicle/entity left 4 tiles CC/D57A: 09 Do vehicle/entity graphical action $09 (kneeling) CC/D57B: C7 Set vehicle/entity to stay still when moving CC/D57C: FF End queue CC/D57D: F4 Play sound effect 187 CC/D57F: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/D581: 94 Pause for 60 units CC/D582: 4B Display dialogue message $06E5, wait for button press (Show text only) (At bottom of screen) Grrrr… You'll never get this “Gold Hairpin”! CC/D585: DC Set event bit $1E80($641) [$1F48, bit 1] CC/D587: 3D Create object $1D CC/D589: 41 Show object $1D CC/D58B: 45 Refresh objects CC/D58C: D4 Set event bit $1E80($23F) [$1EC7, bit 7] CC/D58E: 36 Disable ability to pass through other objects for object $1B (NPC $1B) CC/D590: 36 Disable ability to pass through other objects for object $1C (NPC $1C) CC/D592: 3A Enable player to move while event commands execute CC/D593: FE Return CC/D594: C0 If ($1E80($23F) [$1EC7, bit 7] is clear), branch to $CA5EB3 (simply returns) CC/D59A: 4B Display dialogue message $06CE, wait for button press Took the treasure from Lone Wolf, the pickpocket! Got “Gold Hairpin”! CC/D59D: 92 Pause for 30 units CC/D59E: 80 Add item $CD (Gold Hairpin) to inventory CC/D5A0: 4B Display dialogue message $06CF, wait for button press (Show text only) (At bottom of screen) Kupo… CC/D5A3: 92 Pause for 30 units CC/D5A4: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/D5A6: 83 Move vehicle/entity left 1 tile CC/D5A7: FF End queue CC/D5A8: 92 Pause for 30 units CC/D5A9: F4 Play sound effect 186 CC/D5AB: 1C Begin action queue for character $1C (NPC $1C), 7 bytes long (Wait until complete) CC/D5AD: C8 Set object layering priority to 2 (low nibble 2) CC/D5AF: C4 Set vehicle/entity's event speed to faster CC/D5B0: C7 Set vehicle/entity to stay still when moving CC/D5B1: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/D5B2: 9E Move vehicle/entity down 8 tiles CC/D5B3: FF End queue CC/D5B4: 42 Hide object $1C CC/D5B6: 45 Refresh objects CC/D5B7: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/D5B9: C3 Set vehicle/entity's event speed to fast CC/D5BA: 8F Move vehicle/entity left 4 tiles CC/D5BB: C2 Set vehicle/entity's event speed to normal CC/D5BC: FF End queue CC/D5BD: 94 Pause for 60 units CC/D5BE: 4B Display dialogue message $06D9, wait for button press WOLF: Hmmm…if this is how it's gonna be then…take this! CC/D5C1: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CC/D5C3: F4 Play sound effect 186 CC/D5C5: 1B Begin action queue for character $1B (NPC $1B), 10 bytes long (Wait until complete) CC/D5C7: C8 Set object layering priority to 3 (low nibble 3) CC/D5C9: C7 Set vehicle/entity to stay still when moving CC/D5CA: C3 Set vehicle/entity's event speed to fast CC/D5CB: CD Turn vehicle/entity right CC/D5CC: DD Make vehicle/entity jump (high) CC/D5CD: 85 Move vehicle/entity right 2 tiles CC/D5CE: C4 Set vehicle/entity's event speed to faster CC/D5CF: 8E Move vehicle/entity down 4 tiles CC/D5D0: FF End queue CC/D5D1: 42 Hide object $1B CC/D5D3: 45 Refresh objects CC/D5D4: 42 Hide object $1D CC/D5D6: 45 Refresh objects CC/D5D7: DD Clear event bit $1E80($640) [$1F48, bit 0] CC/D5D9: DD Clear event bit $1E80($641) [$1F48, bit 1] CC/D5DB: 36 Disable ability to pass through other objects for object $1B (NPC $1B) CC/D5DD: 3A Enable player to move while event commands execute CC/D5DE: FE Return CC/D5DF: C0 If ($1E80($23F) [$1EC7, bit 7] is clear), branch to $CA5EB3 (simply returns) CC/D5E5: 40 Assign properties $0A to character $0A (Actor in stot 10) CC/D5E8: 3D Create object $0A CC/D5EA: 37 Assign graphics $0A to object $0A (Actor in stot 10) CC/D5ED: 43 Assign palette $05 to character $0A (Actor in stot 10) CC/D5F0: D4 Set event bit $1E80($2FA) [$1EDF, bit 2] CC/D5F2: D4 Set event bit $1E80($2EA) [$1EDD, bit 2] CC/D5F4: 45 Refresh objects CC/D5F5: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long CC/D5F7: C7 Set vehicle/entity to stay still when moving CC/D5F8: 81 Move vehicle/entity right 1 tile CC/D5F9: CF Turn vehicle/entity left CC/D5FA: C6 Set vehicle/entity to walk when moving CC/D5FB: FF End queue CC/D5FC: 1C Begin action queue for character $1C (NPC $1C), 6 bytes long (Wait until complete) CC/D5FE: C6 Set vehicle/entity to walk when moving CC/D5FF: DC Make vehicle/entity jump (low) CC/D600: 81 Move vehicle/entity right 1 tile CC/D601: E0 Pause for 4 * 6 (24) frames CC/D603: FF End queue CC/D604: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/D606: F0 Play song 49 (Mog), (high bit clear), full volume CC/D608: 4B Display dialogue message $06DE, wait for button press Thankupo! CC/D60B: 92 Pause for 30 units CC/D60C: B0 Execute the following commands until $B1 6 times CC/D60E: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/D610: 1F Do vehicle/entity graphical action $1F CC/D611: FF End queue CC/D612: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/D614: CE Turn vehicle/entity down CC/D615: FF End queue CC/D616: B1 End block of repeating commands CC/D617: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/D619: CF Turn vehicle/entity left CC/D61A: FF End queue CC/D61B: 4B Display dialogue message $06DF, wait for button press Can you talk?! CC/D61E: 92 Pause for 30 units CC/D61F: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/D621: CE Turn vehicle/entity down CC/D622: FF End queue CC/D623: 92 Pause for 30 units CC/D624: B0 Execute the following commands until $B1 12 times CC/D626: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/D628: 1D Do vehicle/entity graphical action $1D CC/D629: FF End queue CC/D62A: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/D62C: 1E Do vehicle/entity graphical action $1E CC/D62D: FF End queue CC/D62E: B1 End block of repeating commands CC/D62F: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/D631: 1D Do vehicle/entity graphical action $1D CC/D632: FF End queue CC/D633: 42 Hide object $31 CC/D635: 42 Hide object $1B CC/D637: 42 Hide object $10 CC/D639: 45 Refresh objects CC/D63A: B2 Call subroutine $CAD00F CC/D63E: 38 Hold screen CC/D63F: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/D641: C1 Set vehicle/entity's event speed to slow CC/D642: 87 Move vehicle/entity left 2 tiles CC/D643: FF End queue CC/D644: 4B Display dialogue message $06E0, wait for button press (Show text only) (At bottom of screen) Human-loving, fast-talking, street-smart, SLAM-dancing… Moogle… CC/D647: 92 Pause for 30 units CC/D648: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/D64A: CE Turn vehicle/entity down CC/D64B: FF End queue CC/D64C: 92 Pause for 30 units CC/D64D: 97 Fade screen to black CC/D64E: 5C Pause execution until fade in or fade out is complete CC/D64F: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/D651: C3 Set vehicle/entity's event speed to fast CC/D652: 85 Move vehicle/entity right 2 tiles CC/D653: FF End queue CC/D654: 39 Free screen CC/D655: 7F Change character $0A's name to $0A (MOG ) CC/D658: 98 Invoke name change screen for character $0A (Actor in stot 10) CC/D65A: 3D Create object $10 CC/D65C: 3D Create object $1B CC/D65E: 41 Show object $31 CC/D660: 41 Show object $1B CC/D662: 41 Show object $10 CC/D664: 45 Refresh objects CC/D665: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/D667: CF Turn vehicle/entity left CC/D668: FF End queue CC/D669: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete) CC/D66B: CC Turn vehicle/entity up CC/D66C: FF End queue CC/D66D: 96 Restore screen from fade CC/D66E: 5C Pause execution until fade in or fade out is complete CC/D66F: B2 Call subroutine $CAD015 CC/D673: 92 Pause for 30 units CC/D674: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/D676: CD Turn vehicle/entity right CC/D677: FF End queue CC/D678: 92 Pause for 30 units CC/D679: 4B Display dialogue message $06E1, wait for button press That old psycho, Ramuh, came to me in a dream and told me to be expectin' you! And now… I'm… gonna join your party! CC/D67C: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete) CC/D67E: DD Make vehicle/entity jump (high) CC/D67F: CD Turn vehicle/entity right CC/D680: FF End queue CC/D681: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/D683: CC Turn vehicle/entity up CC/D684: FF End queue CC/D685: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/D687: CF Turn vehicle/entity left CC/D688: FF End queue CC/D689: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/D68B: CE Turn vehicle/entity down CC/D68C: FF End queue CC/D68D: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/D68F: 19 Do vehicle/entity graphical action $19 CC/D690: FF End queue CC/D691: B5 Pause for 15 * 6 (90) units CC/D693: 4B Display dialogue message $06D9, wait for button press WOLF: Hmmm…if this is how it's gonna be then…take this! CC/D696: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CC/D698: F4 Play sound effect 186 CC/D69A: 1B Begin action queue for character $1B (NPC $1B), 10 bytes long (Wait until complete) CC/D69C: C8 Set object layering priority to 3 (low nibble 3) CC/D69E: C7 Set vehicle/entity to stay still when moving CC/D69F: C3 Set vehicle/entity's event speed to fast CC/D6A0: CD Turn vehicle/entity right CC/D6A1: DD Make vehicle/entity jump (high) CC/D6A2: 85 Move vehicle/entity right 2 tiles CC/D6A3: C4 Set vehicle/entity's event speed to faster CC/D6A4: 8E Move vehicle/entity down 4 tiles CC/D6A5: FF End queue CC/D6A6: 42 Hide object $1B CC/D6A8: 45 Refresh objects CC/D6A9: 36 Disable ability to pass through other objects for object $1B (NPC $1B) CC/D6AB: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long CC/D6AD: C2 Set vehicle/entity's event speed to normal CC/D6AE: A1 Move vehicle/entity right/down 1x1 tiles CC/D6AF: 85 Move vehicle/entity right 2 tiles CC/D6B0: FF End queue CC/D6B1: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete) CC/D6B3: C2 Set vehicle/entity's event speed to normal CC/D6B4: 8D Move vehicle/entity right 4 tiles CC/D6B5: FF End queue CC/D6B6: 95 Pause for 120 units CC/D6B7: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CC/D6B9: CC Turn vehicle/entity up CC/D6BA: FF End queue CC/D6BB: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/D6BD: CE Turn vehicle/entity down CC/D6BE: FF End queue CC/D6BF: 92 Pause for 30 units CC/D6C0: 4B Display dialogue message $06E2, wait for button press I'll wait in the airship, kupo! CC/D6C3: 92 Pause for 30 units CC/D6C4: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete) CC/D6C6: 19 Do vehicle/entity graphical action $19 CC/D6C7: FF End queue CC/D6C8: 94 Pause for 60 units CC/D6C9: 78 Enable ability to pass through other objects for object $1C (NPC $1C) CC/D6CB: 1C Begin action queue for character $1C (NPC $1C), 6 bytes long (Wait until complete) CC/D6CD: C3 Set vehicle/entity's event speed to fast CC/D6CE: 83 Move vehicle/entity left 1 tile CC/D6CF: 8E Move vehicle/entity down 4 tiles CC/D6D0: 9D Move vehicle/entity right 8 tiles CC/D6D1: 85 Move vehicle/entity right 2 tiles CC/D6D2: FF End queue CC/D6D3: 42 Hide object $1C CC/D6D5: 45 Refresh objects CC/D6D6: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/D6D8: D4 Set event bit $1E80($29F) [$1ED3, bit 7] CC/D6DA: 42 Hide object $1D CC/D6DC: 45 Refresh objects CC/D6DD: DD Clear event bit $1E80($640) [$1F48, bit 0] CC/D6DF: DD Clear event bit $1E80($641) [$1F48, bit 1] CC/D6E1: 3A Enable player to move while event commands execute CC/D6E2: FE Return CC/D6E3: 4B Display dialogue message $06E3, wait for button press Kupo! CC/D6E6: FE Return CC/D6E7: 4B Display dialogue message $06E6, wait for button press Kupo… … po! CC/D6EA: FE Return CC/D6EB: C0 If ($1E80($27A) [$1ECF, bit 2] is set), branch to $CA5EB3 (simply returns) CC/D6F1: B2 Call subroutine $CACA8D CC/D6F5: 4B Display dialogue message $05F4, wait for button press What's with this carving? Looks like bone… Something…in that eye… … Magicite?! CC/D6F8: 92 Pause for 30 units CC/D6F9: F4 Play sound effect 103 CC/D6FB: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CC/D6FD: 94 Pause for 60 units CC/D6FE: 4B Display dialogue message $05F5, wait for button press Remove the Magicite from the eye of the carving? ^ Yes ^ No CC/D701: B6 Indexed branch based on prior dialogue selection [$CCD709, $CA5EB3] CC/D708: FE Return CC/D709: 92 Pause for 30 units CC/D70A: 3D Create object $12 CC/D70C: 41 Show object $12 CC/D70E: 45 Refresh objects CC/D70F: 78 Enable ability to pass through other objects for object $12 (NPC $12) CC/D711: F4 Play sound effect 103 CC/D713: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CC/D715: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CC/D717: C2 Set vehicle/entity's event speed to normal CC/D718: 84 Move vehicle/entity up 2 tiles CC/D719: FF End queue CC/D71A: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/D71C: 17 Do vehicle/entity graphical action $17 CC/D71D: FF End queue CC/D71E: F4 Play sound effect 103 CC/D720: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CC/D722: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CC/D724: C3 Set vehicle/entity's event speed to fast CC/D725: 86 Move vehicle/entity down 2 tiles CC/D726: FF End queue CC/D727: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/D729: 17 Do vehicle/entity graphical action $17 CC/D72A: FF End queue CC/D72B: 42 Hide object $12 CC/D72D: 45 Refresh objects CC/D72E: 92 Pause for 30 units CC/D72F: F4 Play sound effect 141 CC/D731: 4B Display dialogue message $05F6, wait for button press Received the Magicite “Terrato” CC/D734: 92 Pause for 30 units CC/D735: F4 Play sound effect 187 CC/D737: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/D739: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete) CC/D73B: C2 Set vehicle/entity's event speed to normal CC/D73C: C7 Set vehicle/entity to stay still when moving CC/D73D: 1F Do vehicle/entity graphical action $1F CC/D73E: DC Make vehicle/entity jump (low) CC/D73F: CE Turn vehicle/entity down CC/D740: E0 Pause for 4 * 4 (16) frames CC/D742: C6 Set vehicle/entity to walk when moving CC/D743: CE Turn vehicle/entity down CC/D744: FF End queue CC/D745: 94 Pause for 60 units CC/D746: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/D748: CC Turn vehicle/entity up CC/D749: FF End queue CC/D74A: 92 Pause for 30 units CC/D74B: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/D74D: A0 Move vehicle/entity right/up 1x1 tiles CC/D74E: A3 Move vehicle/entity left/up 1x1 tiles CC/D74F: 80 Move vehicle/entity up 1 tile CC/D750: FF End queue CC/D751: B0 Execute the following commands until $B1 4 times CC/D753: F4 Play sound effect 187 CC/D755: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/D757: 93 Pause for 45 units CC/D758: B1 End block of repeating commands CC/D759: B5 Pause for 15 * 6 (90) units CC/D75B: 3D Create object $11 CC/D75D: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CC/D75F: D5 Set vehicle/entity's position to (57, 7) CC/D762: FF End queue CC/D763: 41 Show object $11 CC/D765: 45 Refresh objects CC/D766: 78 Enable ability to pass through other objects for object $11 (NPC $11) CC/D768: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CC/D76A: C1 Set vehicle/entity's event speed to slow CC/D76B: 92 Move vehicle/entity down 5 tiles CC/D76C: FF End queue CC/D76D: B0 Execute the following commands until $B1 6 times CC/D76F: F4 Play sound effect 187 CC/D771: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/D773: 92 Pause for 30 units CC/D774: B1 End block of repeating commands CC/D775: 35 Pause execution until action queue for object $11 (NPC $11) is complete CC/D777: 4D Invoke battle, enemy set $75, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/D77A: B2 Call subroutine $CA5EA9 CC/D77E: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CC/D780: D5 Set vehicle/entity's position to (59, 13) CC/D783: 09 Do vehicle/entity graphical action $09 (kneeling) CC/D784: FF End queue CC/D785: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/D787: CD Turn vehicle/entity right CC/D788: FF End queue CC/D789: 96 Restore screen from fade CC/D78A: 5C Pause execution until fade in or fade out is complete CC/D78B: D4 Set event bit $1E80($27A) [$1ECF, bit 2] CC/D78D: DC Set event bit $1E80($65B) [$1F4B, bit 3] CC/D78F: 86 Give esper $3A (Terrato ) to party CC/D791: 3A Enable player to move while event commands execute CC/D792: FE Return CC/D793: DE Load CaseWord with the characters in the currently active party? CC/D794: C0 If ($1E80($1AA) [$1EB5, bit 2] is clear), branch to $CCD88E CC/D79A: 40 Assign properties $0D to character $0D (Actor in stot 13) CC/D79D: 3D Create object $0D CC/D79F: 37 Assign graphics $0D to object $0D (Actor in stot 13) CC/D7A2: 43 Assign palette $05 to character $0D (Actor in stot 13) CC/D7A5: D4 Set event bit $1E80($2ED) [$1EDD, bit 5] CC/D7A7: D4 Set event bit $1E80($2FD) [$1EDF, bit 5] CC/D7A9: 45 Refresh objects CC/D7AA: B2 Call subroutine $CACA8D CC/D7AE: B2 Call subroutine $CAC6AC CC/D7B2: 3C Set up the party as follows: $0A (Actor in stot 10), $FF (), $FF (), $FF () CC/D7B7: B2 Call subroutine $CB2E34 CC/D7BB: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CC/D7BD: C2 Set vehicle/entity's event speed to normal CC/D7BE: CC Turn vehicle/entity up CC/D7BF: FF End queue CC/D7C0: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CC/D7C2: C2 Set vehicle/entity's event speed to normal CC/D7C3: 83 Move vehicle/entity left 1 tile CC/D7C4: CC Turn vehicle/entity up CC/D7C5: FF End queue CC/D7C6: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CC/D7C8: C2 Set vehicle/entity's event speed to normal CC/D7C9: 82 Move vehicle/entity down 1 tile CC/D7CA: CC Turn vehicle/entity up CC/D7CB: FF End queue CC/D7CC: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/D7CE: C2 Set vehicle/entity's event speed to normal CC/D7CF: A3 Move vehicle/entity left/up 1x1 tiles CC/D7D0: CD Turn vehicle/entity right CC/D7D1: FF End queue CC/D7D2: 92 Pause for 30 units CC/D7D3: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/D7D5: CF Turn vehicle/entity left CC/D7D6: FF End queue CC/D7D7: 92 Pause for 30 units CC/D7D8: 4B Display dialogue message $05F8, wait for button press MOG: I'm your boss, kupo! You're gonna join us, kupo!!! CC/D7DB: 92 Pause for 30 units CC/D7DC: B0 Execute the following commands until $B1 2 times CC/D7DE: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/D7E0: 4F Do vehicle/entity graphical action $0F, flipped horizontally CC/D7E1: FF End queue CC/D7E2: 91 Pause for 15 units CC/D7E3: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/D7E5: CD Turn vehicle/entity right CC/D7E6: FF End queue CC/D7E7: 91 Pause for 15 units CC/D7E8: B1 End block of repeating commands CC/D7E9: 92 Pause for 30 units CC/D7EA: B0 Execute the following commands until $B1 4 times CC/D7EC: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CC/D7EE: 22 Do vehicle/entity graphical action $22 CC/D7EF: E0 Pause for 4 * 2 (8) frames CC/D7F1: CF Turn vehicle/entity left CC/D7F2: FF End queue CC/D7F3: 91 Pause for 15 units CC/D7F4: B1 End block of repeating commands CC/D7F5: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/D7F7: CE Turn vehicle/entity down CC/D7F8: FF End queue CC/D7F9: 92 Pause for 30 units CC/D7FA: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/D7FC: 42 Hide object $31 CC/D7FE: 42 Hide object $32 CC/D800: 42 Hide object $33 CC/D802: 42 Hide object $34 CC/D804: 42 Hide object $10 CC/D806: 45 Refresh objects CC/D807: B2 Call subroutine $CAD00F CC/D80B: 38 Hold screen CC/D80C: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/D80E: C0 Set vehicle/entity's event speed to slowest CC/D80F: 81 Move vehicle/entity right 1 tile CC/D810: FF End queue CC/D811: 4B Display dialogue message $05F9, wait for button press (Show text only) (At bottom of screen) Admirer of bone-carvings, as strong as a gigas, a sasquatch pal with muscle! CC/D814: 92 Pause for 30 units CC/D815: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/D817: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/D818: FF End queue CC/D819: 92 Pause for 30 units CC/D81A: 97 Fade screen to black CC/D81B: 5C Pause execution until fade in or fade out is complete CC/D81C: 7F Change character $0D's name to $0D (UMARO ) CC/D81F: 98 Invoke name change screen for character $0D (Actor in stot 13) CC/D821: 3D Create object $10 CC/D823: 41 Show object $10 CC/D825: 41 Show object $31 CC/D827: 41 Show object $32 CC/D829: 41 Show object $33 CC/D82B: 41 Show object $34 CC/D82D: 45 Refresh objects CC/D82E: 96 Restore screen from fade CC/D82F: 5C Pause execution until fade in or fade out is complete CC/D830: B2 Call subroutine $CAD015 CC/D834: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/D836: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/D838: CF Turn vehicle/entity left CC/D839: FF End queue CC/D83A: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/D83C: C1 Set vehicle/entity's event speed to slow CC/D83D: 83 Move vehicle/entity left 1 tile CC/D83E: FF End queue CC/D83F: 39 Free screen CC/D840: 92 Pause for 30 units CC/D841: 4B Display dialogue message $05FA, wait for button press Ooh…me UMARO… Yes, boss… Me join you! MOG: UMARO! No slouching, now! CC/D844: 92 Pause for 30 units CC/D845: B0 Execute the following commands until $B1 2 times CC/D847: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/D849: 62 Do vehicle/entity graphical action $22, flipped horizontally CC/D84A: E0 Pause for 4 * 2 (8) frames CC/D84C: CD Turn vehicle/entity right CC/D84D: FF End queue CC/D84E: 92 Pause for 30 units CC/D84F: B1 End block of repeating commands CC/D850: 94 Pause for 60 units CC/D851: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CC/D853: A3 Move vehicle/entity left/up 1x1 tiles CC/D854: CE Turn vehicle/entity down CC/D855: FF End queue CC/D856: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CC/D858: 80 Move vehicle/entity up 1 tile CC/D859: CE Turn vehicle/entity down CC/D85A: FF End queue CC/D85B: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CC/D85D: A3 Move vehicle/entity left/up 1x1 tiles CC/D85E: 80 Move vehicle/entity up 1 tile CC/D85F: CE Turn vehicle/entity down CC/D860: FF End queue CC/D861: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/D863: CE Turn vehicle/entity down CC/D864: E0 Pause for 4 * 8 (32) frames CC/D866: FF End queue CC/D867: B2 Call subroutine $CACB95 CC/D86B: 3B Position character in a "ready-to-go" stance CC/D86C: B2 Call subroutine $CB2E2B CC/D870: 11 Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete) CC/D872: C2 Set vehicle/entity's event speed to normal CC/D873: 82 Move vehicle/entity down 1 tile CC/D874: 87 Move vehicle/entity left 2 tiles CC/D875: 80 Move vehicle/entity up 1 tile CC/D876: CD Turn vehicle/entity right CC/D877: FF End queue CC/D878: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/D87A: CF Turn vehicle/entity left CC/D87B: FF End queue CC/D87C: 92 Pause for 30 units CC/D87D: 4B Display dialogue message $05FB, wait for button press Ooo…me wait for you in big airship! CC/D880: 92 Pause for 30 units CC/D881: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/D883: 94 Move vehicle/entity up 6 tiles CC/D884: FF End queue CC/D885: 42 Hide object $11 CC/D887: 45 Refresh objects CC/D888: DD Clear event bit $1E80($65B) [$1F4B, bit 3] CC/D88A: D0 Set event bit $1E80($07E) [$1E8F, bit 6] CC/D88C: 3A Enable player to move while event commands execute CC/D88D: FE Return CC/D88E: 4B Display dialogue message $05F7, wait for button press Ooh… CC/D891: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/D893: 09 Do vehicle/entity graphical action $09 (kneeling) CC/D894: FF End queue CC/D895: FE Return CC/D896: C0 If ($1E80($27A) [$1ECF, bit 2] is clear), branch to $CA5EB3 (simply returns) CC/D89C: C0 If ($1E80($07E) [$1E8F, bit 6] is set), branch to $CA5EB3 (simply returns) CC/D8A2: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CC/D8A4: 09 Do vehicle/entity graphical action $09 (kneeling) CC/D8A5: FF End queue CC/D8A6: FE Return CC/D8A7: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/D8AD: D4 Set event bit $1E80($279) [$1ECF, bit 1] CC/D8AF: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/D8B1: FE Return CC/D8B2: F4 Play sound effect 169 CC/D8B4: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/D8B6: 74 Replace current map's Layer 2 at (10, 54) with the following (2 x 1) chunk CC/D8BB: $F1, $92 CC/D8BD: 74 Replace current map's Layer 2 at (10, 118) with the following (2 x 1) chunk CC/D8C2: $11, $10 CC/D8C4: 75 Refresh map after alteration CC/D8C5: B2 Call subroutine $CCD994 CC/D8C9: 6A Load map $0119 (Umaro's Cave, first cave and bridges cave) after fade out, (upper bits $2000), place party at (48, 50), facing down CC/D8CF: B2 Call subroutine $CCD9A6 CC/D8D3: FE Return CC/D8D4: F4 Play sound effect 169 CC/D8D6: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/D8D8: 74 Replace current map's Layer 2 at (11, 53) with the following (2 x 1) chunk CC/D8DD: $F1, $92 CC/D8DF: 74 Replace current map's Layer 2 at (11, 117) with the following (2 x 1) chunk CC/D8E4: $11, $10 CC/D8E6: 75 Refresh map after alteration CC/D8E7: B2 Call subroutine $CCD994 CC/D8EB: 6A Load map $0119 (Umaro's Cave, first cave and bridges cave) after fade out, (upper bits $2000), place party at (49, 49), facing down CC/D8F1: B2 Call subroutine $CCD9A6 CC/D8F5: FE Return CC/D8F6: F4 Play sound effect 169 CC/D8F8: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/D8FA: 74 Replace current map's Layer 2 at (14, 30) with the following (2 x 1) chunk CC/D8FF: $F1, $92 CC/D901: 74 Replace current map's Layer 2 at (14, 94) with the following (2 x 1) chunk CC/D906: $11, $10 CC/D908: 75 Refresh map after alteration CC/D909: B2 Call subroutine $CCD994 CC/D90D: 6A Load map $0119 (Umaro's Cave, first cave and bridges cave) after fade out, (upper bits $2000), place party at (42, 53), facing down CC/D913: B2 Call subroutine $CCD9A6 CC/D917: FE Return CC/D918: F4 Play sound effect 169 CC/D91A: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/D91C: 74 Replace current map's Layer 2 at (33, 26) with the following (2 x 1) chunk CC/D921: $F1, $92 CC/D923: 74 Replace current map's Layer 2 at (33, 90) with the following (2 x 1) chunk CC/D928: $11, $10 CC/D92A: 75 Refresh map after alteration CC/D92B: B2 Call subroutine $CCD994 CC/D92F: 6A Load map $0119 (Umaro's Cave, first cave and bridges cave) after fade out, (upper bits $2000), place party at (60, 50), facing down CC/D935: B2 Call subroutine $CCD9A6 CC/D939: FE Return CC/D93A: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/D942: F4 Play sound effect 150 CC/D944: 92 Pause for 30 units CC/D945: F4 Play sound effect 169 CC/D947: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/D949: 74 Replace current map's Layer 2 at (31, 9) with the following (2 x 1) chunk CC/D94E: $F1, $92 CC/D950: 74 Replace current map's Layer 2 at (31, 73) with the following (2 x 1) chunk CC/D955: $11, $10 CC/D957: 75 Refresh map after alteration CC/D958: B2 Call subroutine $CCD994 CC/D95C: 6A Load map $0119 (Umaro's Cave, first cave and bridges cave) after fade out, (upper bits $2000), place party at (59, 38), facing down CC/D962: B2 Call subroutine $CCD9A6 CC/D966: FE Return CC/D967: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CC/D96F: F4 Play sound effect 150 CC/D971: 92 Pause for 30 units CC/D972: F4 Play sound effect 169 CC/D974: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/D976: 74 Replace current map's Layer 2 at (40, 12) with the following (2 x 1) chunk CC/D97B: $F1, $92 CC/D97D: 74 Replace current map's Layer 2 at (40, 76) with the following (2 x 1) chunk CC/D982: $11, $10 CC/D984: 75 Refresh map after alteration CC/D985: B2 Call subroutine $CCD994 CC/D989: 6A Load map $011B (Umaro's Cave, Umaro's lair) after fade out, (upper bits $2000), place party at (58, 21), facing down CC/D98F: B2 Call subroutine $CCD9A6 CC/D993: FE Return CC/D994: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CC/D996: C3 Set vehicle/entity's event speed to fast CC/D997: C8 Set object layering priority to 3 (low nibble 3) CC/D999: C7 Set vehicle/entity to stay still when moving CC/D99A: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/D99B: 82 Move vehicle/entity down 1 tile CC/D99C: FF End queue CC/D99D: 42 Hide object $31 CC/D99F: 45 Refresh objects CC/D9A0: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CC/D9A2: F4 Play sound effect 186 CC/D9A4: 91 Pause for 15 units CC/D9A5: FE Return CC/D9A6: 38 Hold screen CC/D9A7: 41 Show object $31 CC/D9A9: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CC/D9AB: C4 Set vehicle/entity's event speed to faster CC/D9AC: 9C Move vehicle/entity up 8 tiles CC/D9AD: FF End queue CC/D9AE: 96 Restore screen from fade CC/D9AF: 5C Pause execution until fade in or fade out is complete CC/D9B0: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CC/D9B2: C8 Set object layering priority to 2 (low nibble 2) CC/D9B4: C7 Set vehicle/entity to stay still when moving CC/D9B5: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CC/D9B6: C4 Set vehicle/entity's event speed to faster CC/D9B7: 9E Move vehicle/entity down 8 tiles CC/D9B8: 09 Do vehicle/entity graphical action $09 (kneeling) CC/D9B9: C6 Set vehicle/entity to walk when moving CC/D9BA: C8 Set object layering priority to 0 (low nibble 0) CC/D9BC: FF End queue CC/D9BD: F4 Play sound effect 181 CC/D9BF: 39 Free screen CC/D9C0: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CC/D9C2: 3A Enable player to move while event commands execute CC/D9C3: FE Return CC/D9C4: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CC/D9CA: 38 Hold screen CC/D9CB: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/D9CD: C3 Set vehicle/entity's event speed to fast CC/D9CE: 98 Move vehicle/entity up 7 tiles CC/D9CF: FF End queue CC/D9D0: 92 Pause for 30 units CC/D9D1: F4 Play sound effect 141 CC/D9D3: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CC/D9D5: D5 Set vehicle/entity's position to (111, 24) CC/D9D8: C3 Set vehicle/entity's event speed to fast CC/D9D9: FF End queue CC/D9DA: B5 Pause for 15 * 6 (90) units CC/D9DC: 10 Begin action queue for character $10 (NPC $10), 16 bytes long (Wait until complete) CC/D9DE: 83 Move vehicle/entity left 1 tile CC/D9DF: 80 Move vehicle/entity up 1 tile CC/D9E0: 8F Move vehicle/entity left 4 tiles CC/D9E1: 88 Move vehicle/entity up 3 tiles CC/D9E2: 89 Move vehicle/entity right 3 tiles CC/D9E3: 88 Move vehicle/entity up 3 tiles CC/D9E4: 89 Move vehicle/entity right 3 tiles CC/D9E5: 8A Move vehicle/entity down 3 tiles CC/D9E6: 81 Move vehicle/entity right 1 tile CC/D9E7: 8A Move vehicle/entity down 3 tiles CC/D9E8: 89 Move vehicle/entity right 3 tiles CC/D9E9: 98 Move vehicle/entity up 7 tiles CC/D9EA: 8F Move vehicle/entity left 4 tiles CC/D9EB: 88 Move vehicle/entity up 3 tiles CC/D9EC: 83 Move vehicle/entity left 1 tile CC/D9ED: FF End queue CC/D9EE: B5 Pause for 15 * 6 (90) units CC/D9F0: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CC/D9F2: D5 Set vehicle/entity's position to (0, 0) CC/D9F5: FF End queue CC/D9F6: F4 Play sound effect 141 CC/D9F8: 92 Pause for 30 units CC/D9F9: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CC/D9FB: C3 Set vehicle/entity's event speed to fast CC/D9FC: 9A Move vehicle/entity down 7 tiles CC/D9FD: FF End queue CC/D9FE: 39 Free screen CC/D9FF: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CC/DA01: E8 Set word $1FC2($00) [$1FC2] to $0000 CC/DA05: E8 Set word $1FC2($01) [$1FC4] to $0000 CC/DA09: C0 If ($1E80($2D8) [$1EDB, bit 0] is set), branch to $CA5EB3 (simply returns) CC/DA0F: B2 Call subroutine $CAC6AC CC/DA13: B2 Call subroutine $CB2E34 CC/DA17: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CC/DA19: C2 Set vehicle/entity's event speed to normal CC/DA1A: A3 Move vehicle/entity left/up 1x1 tiles CC/DA1B: CE Turn vehicle/entity down CC/DA1C: FF End queue CC/DA1D: 33 Begin action queue for character $33 (Party Character 2), 3 bytes long CC/DA1F: C2 Set vehicle/entity's event speed to normal CC/DA20: CC Turn vehicle/entity up CC/DA21: FF End queue CC/DA22: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CC/DA24: C2 Set vehicle/entity's event speed to normal CC/DA25: 80 Move vehicle/entity up 1 tile CC/DA26: CE Turn vehicle/entity down CC/DA27: E0 Pause for 4 * 4 (16) frames CC/DA29: FF End queue CC/DA2A: 92 Pause for 30 units CC/DA2B: 4B Display dialogue message $01AC, wait for button press EDGAR: Goodness… TERRA: What's that…? EDGAR: I think this's a security check point. If we follow the light exactly, we'll probably be okay. If we make a mistake, the light'll surround us. To proceed safely we must “tag” the glimmering light. CC/DA2E: 92 Pause for 30 units CC/DA2F: 32 Begin action queue for character $32 (Party Character 1), 3 bytes long CC/DA31: A1 Move vehicle/entity right/down 1x1 tiles CC/DA32: CC Turn vehicle/entity up CC/DA33: FF End queue CC/DA34: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CC/DA36: CC Turn vehicle/entity up CC/DA37: FF End queue CC/DA38: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CC/DA3A: 82 Move vehicle/entity down 1 tile CC/DA3B: CC Turn vehicle/entity up CC/DA3C: E0 Pause for 4 * 4 (16) frames CC/DA3E: FF End queue CC/DA3F: B2 Call subroutine $CB2E2B CC/DA43: B2 Call subroutine $CACB95 CC/DA47: D4 Set event bit $1E80($2D8) [$1EDB, bit 0] CC/DA49: FE Return CC/DA4A: EB Compare word $1FC2($00) [$1FC2] to $0000, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CC/DA4E: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CCDACD CC/DA54: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/DA5A: B2 Call subroutine $CCE405 CC/DA5E: F4 Play sound effect 223 CC/DA60: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CC/DA62: D5 Set vehicle/entity's position to (109, 22) CC/DA65: C3 Set vehicle/entity's event speed to fast CC/DA66: 85 Move vehicle/entity right 2 tiles CC/DA67: 86 Move vehicle/entity down 2 tiles CC/DA68: 87 Move vehicle/entity left 2 tiles CC/DA69: 84 Move vehicle/entity up 2 tiles CC/DA6A: FC Branch 4 bytes backwards ($CCDA66) CC/DA6C: FF End queue CC/DA6D: 11 Begin action queue for character $11 (NPC $11), 12 bytes long CC/DA6F: D5 Set vehicle/entity's position to (110, 22) CC/DA72: C3 Set vehicle/entity's event speed to fast CC/DA73: 81 Move vehicle/entity right 1 tile CC/DA74: 86 Move vehicle/entity down 2 tiles CC/DA75: 87 Move vehicle/entity left 2 tiles CC/DA76: 84 Move vehicle/entity up 2 tiles CC/DA77: 81 Move vehicle/entity right 1 tile CC/DA78: FC Branch 5 bytes backwards ($CCDA73) CC/DA7A: FF End queue CC/DA7B: 12 Begin action queue for character $12 (NPC $12), 11 bytes long CC/DA7D: D5 Set vehicle/entity's position to (111, 22) CC/DA80: C3 Set vehicle/entity's event speed to fast CC/DA81: 86 Move vehicle/entity down 2 tiles CC/DA82: 87 Move vehicle/entity left 2 tiles CC/DA83: 84 Move vehicle/entity up 2 tiles CC/DA84: 85 Move vehicle/entity right 2 tiles CC/DA85: FC Branch 4 bytes backwards ($CCDA81) CC/DA87: FF End queue CC/DA88: 13 Begin action queue for character $13 (NPC $13), 12 bytes long CC/DA8A: D5 Set vehicle/entity's position to (111, 23) CC/DA8D: C3 Set vehicle/entity's event speed to fast CC/DA8E: 82 Move vehicle/entity down 1 tile CC/DA8F: 87 Move vehicle/entity left 2 tiles CC/DA90: 84 Move vehicle/entity up 2 tiles CC/DA91: 85 Move vehicle/entity right 2 tiles CC/DA92: 82 Move vehicle/entity down 1 tile CC/DA93: FC Branch 5 bytes backwards ($CCDA8E) CC/DA95: FF End queue CC/DA96: 14 Begin action queue for character $14 (NPC $14), 11 bytes long CC/DA98: D5 Set vehicle/entity's position to (111, 24) CC/DA9B: C3 Set vehicle/entity's event speed to fast CC/DA9C: 87 Move vehicle/entity left 2 tiles CC/DA9D: 84 Move vehicle/entity up 2 tiles CC/DA9E: 85 Move vehicle/entity right 2 tiles CC/DA9F: 86 Move vehicle/entity down 2 tiles CC/DAA0: FC Branch 4 bytes backwards ($CCDA9C) CC/DAA2: FF End queue CC/DAA3: 15 Begin action queue for character $15 (NPC $15), 12 bytes long CC/DAA5: D5 Set vehicle/entity's position to (110, 24) CC/DAA8: C3 Set vehicle/entity's event speed to fast CC/DAA9: 83 Move vehicle/entity left 1 tile CC/DAAA: 84 Move vehicle/entity up 2 tiles CC/DAAB: 85 Move vehicle/entity right 2 tiles CC/DAAC: 86 Move vehicle/entity down 2 tiles CC/DAAD: 83 Move vehicle/entity left 1 tile CC/DAAE: FC Branch 5 bytes backwards ($CCDAA9) CC/DAB0: FF End queue CC/DAB1: 16 Begin action queue for character $16 (NPC $16), 11 bytes long CC/DAB3: D5 Set vehicle/entity's position to (109, 24) CC/DAB6: C3 Set vehicle/entity's event speed to fast CC/DAB7: 84 Move vehicle/entity up 2 tiles CC/DAB8: 85 Move vehicle/entity right 2 tiles CC/DAB9: 86 Move vehicle/entity down 2 tiles CC/DABA: 87 Move vehicle/entity left 2 tiles CC/DABB: FC Branch 4 bytes backwards ($CCDAB7) CC/DABD: FF End queue CC/DABE: 17 Begin action queue for character $17 (NPC $17), 12 bytes long CC/DAC0: D5 Set vehicle/entity's position to (109, 23) CC/DAC3: C3 Set vehicle/entity's event speed to fast CC/DAC4: 80 Move vehicle/entity up 1 tile CC/DAC5: 85 Move vehicle/entity right 2 tiles CC/DAC6: 86 Move vehicle/entity down 2 tiles CC/DAC7: 87 Move vehicle/entity left 2 tiles CC/DAC8: 80 Move vehicle/entity up 1 tile CC/DAC9: FC Branch 5 bytes backwards ($CCDAC4) CC/DACB: FF End queue CC/DACC: 92 Pause for 30 units CC/DACD: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/DACF: E8 Set word $1FC2($00) [$1FC2] to $0001 CC/DAD3: 3A Enable player to move while event commands execute CC/DAD4: FE Return CC/DAD5: EB Compare word $1FC2($00) [$1FC2] to $0007, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CC/DAD9: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CCDB58 CC/DADF: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/DAE5: B2 Call subroutine $CCE405 CC/DAE9: F4 Play sound effect 223 CC/DAEB: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CC/DAED: D5 Set vehicle/entity's position to (112, 22) CC/DAF0: C3 Set vehicle/entity's event speed to fast CC/DAF1: 85 Move vehicle/entity right 2 tiles CC/DAF2: 86 Move vehicle/entity down 2 tiles CC/DAF3: 87 Move vehicle/entity left 2 tiles CC/DAF4: 84 Move vehicle/entity up 2 tiles CC/DAF5: FC Branch 4 bytes backwards ($CCDAF1) CC/DAF7: FF End queue CC/DAF8: 11 Begin action queue for character $11 (NPC $11), 12 bytes long CC/DAFA: D5 Set vehicle/entity's position to (113, 22) CC/DAFD: C3 Set vehicle/entity's event speed to fast CC/DAFE: 81 Move vehicle/entity right 1 tile CC/DAFF: 86 Move vehicle/entity down 2 tiles CC/DB00: 87 Move vehicle/entity left 2 tiles CC/DB01: 84 Move vehicle/entity up 2 tiles CC/DB02: 81 Move vehicle/entity right 1 tile CC/DB03: FC Branch 5 bytes backwards ($CCDAFE) CC/DB05: FF End queue CC/DB06: 12 Begin action queue for character $12 (NPC $12), 11 bytes long CC/DB08: D5 Set vehicle/entity's position to (114, 22) CC/DB0B: C3 Set vehicle/entity's event speed to fast CC/DB0C: 86 Move vehicle/entity down 2 tiles CC/DB0D: 87 Move vehicle/entity left 2 tiles CC/DB0E: 84 Move vehicle/entity up 2 tiles CC/DB0F: 85 Move vehicle/entity right 2 tiles CC/DB10: FC Branch 4 bytes backwards ($CCDB0C) CC/DB12: FF End queue CC/DB13: 13 Begin action queue for character $13 (NPC $13), 12 bytes long CC/DB15: D5 Set vehicle/entity's position to (114, 23) CC/DB18: C3 Set vehicle/entity's event speed to fast CC/DB19: 82 Move vehicle/entity down 1 tile CC/DB1A: 87 Move vehicle/entity left 2 tiles CC/DB1B: 84 Move vehicle/entity up 2 tiles CC/DB1C: 85 Move vehicle/entity right 2 tiles CC/DB1D: 82 Move vehicle/entity down 1 tile CC/DB1E: FC Branch 5 bytes backwards ($CCDB19) CC/DB20: FF End queue CC/DB21: 14 Begin action queue for character $14 (NPC $14), 11 bytes long CC/DB23: D5 Set vehicle/entity's position to (114, 24) CC/DB26: C3 Set vehicle/entity's event speed to fast CC/DB27: 87 Move vehicle/entity left 2 tiles CC/DB28: 84 Move vehicle/entity up 2 tiles CC/DB29: 85 Move vehicle/entity right 2 tiles CC/DB2A: 86 Move vehicle/entity down 2 tiles CC/DB2B: FC Branch 4 bytes backwards ($CCDB27) CC/DB2D: FF End queue CC/DB2E: 15 Begin action queue for character $15 (NPC $15), 12 bytes long CC/DB30: D5 Set vehicle/entity's position to (113, 24) CC/DB33: C3 Set vehicle/entity's event speed to fast CC/DB34: 83 Move vehicle/entity left 1 tile CC/DB35: 84 Move vehicle/entity up 2 tiles CC/DB36: 85 Move vehicle/entity right 2 tiles CC/DB37: 86 Move vehicle/entity down 2 tiles CC/DB38: 83 Move vehicle/entity left 1 tile CC/DB39: FC Branch 5 bytes backwards ($CCDB34) CC/DB3B: FF End queue CC/DB3C: 16 Begin action queue for character $16 (NPC $16), 11 bytes long CC/DB3E: D5 Set vehicle/entity's position to (112, 24) CC/DB41: C3 Set vehicle/entity's event speed to fast CC/DB42: 84 Move vehicle/entity up 2 tiles CC/DB43: 85 Move vehicle/entity right 2 tiles CC/DB44: 86 Move vehicle/entity down 2 tiles CC/DB45: 87 Move vehicle/entity left 2 tiles CC/DB46: FC Branch 4 bytes backwards ($CCDB42) CC/DB48: FF End queue CC/DB49: 17 Begin action queue for character $17 (NPC $17), 12 bytes long CC/DB4B: D5 Set vehicle/entity's position to (112, 23) CC/DB4E: C3 Set vehicle/entity's event speed to fast CC/DB4F: 80 Move vehicle/entity up 1 tile CC/DB50: 85 Move vehicle/entity right 2 tiles CC/DB51: 86 Move vehicle/entity down 2 tiles CC/DB52: 87 Move vehicle/entity left 2 tiles CC/DB53: 80 Move vehicle/entity up 1 tile CC/DB54: FC Branch 5 bytes backwards ($CCDB4F) CC/DB56: FF End queue CC/DB57: 92 Pause for 30 units CC/DB58: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/DB5A: E8 Set word $1FC2($00) [$1FC2] to $0002 CC/DB5E: 3A Enable player to move while event commands execute CC/DB5F: FE Return CC/DB60: EB Compare word $1FC2($00) [$1FC2] to $0001, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CC/DB64: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CCDBE3 CC/DB6A: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/DB70: B2 Call subroutine $CCE405 CC/DB74: F4 Play sound effect 223 CC/DB76: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CC/DB78: D5 Set vehicle/entity's position to (105, 19) CC/DB7B: C3 Set vehicle/entity's event speed to fast CC/DB7C: 85 Move vehicle/entity right 2 tiles CC/DB7D: 86 Move vehicle/entity down 2 tiles CC/DB7E: 87 Move vehicle/entity left 2 tiles CC/DB7F: 84 Move vehicle/entity up 2 tiles CC/DB80: FC Branch 4 bytes backwards ($CCDB7C) CC/DB82: FF End queue CC/DB83: 11 Begin action queue for character $11 (NPC $11), 12 bytes long CC/DB85: D5 Set vehicle/entity's position to (106, 19) CC/DB88: C3 Set vehicle/entity's event speed to fast CC/DB89: 81 Move vehicle/entity right 1 tile CC/DB8A: 86 Move vehicle/entity down 2 tiles CC/DB8B: 87 Move vehicle/entity left 2 tiles CC/DB8C: 84 Move vehicle/entity up 2 tiles CC/DB8D: 81 Move vehicle/entity right 1 tile CC/DB8E: FC Branch 5 bytes backwards ($CCDB89) CC/DB90: FF End queue CC/DB91: 12 Begin action queue for character $12 (NPC $12), 11 bytes long CC/DB93: D5 Set vehicle/entity's position to (107, 19) CC/DB96: C3 Set vehicle/entity's event speed to fast CC/DB97: 86 Move vehicle/entity down 2 tiles CC/DB98: 87 Move vehicle/entity left 2 tiles CC/DB99: 84 Move vehicle/entity up 2 tiles CC/DB9A: 85 Move vehicle/entity right 2 tiles CC/DB9B: FC Branch 4 bytes backwards ($CCDB97) CC/DB9D: FF End queue CC/DB9E: 13 Begin action queue for character $13 (NPC $13), 12 bytes long CC/DBA0: D5 Set vehicle/entity's position to (107, 20) CC/DBA3: C3 Set vehicle/entity's event speed to fast CC/DBA4: 82 Move vehicle/entity down 1 tile CC/DBA5: 87 Move vehicle/entity left 2 tiles CC/DBA6: 84 Move vehicle/entity up 2 tiles CC/DBA7: 85 Move vehicle/entity right 2 tiles CC/DBA8: 82 Move vehicle/entity down 1 tile CC/DBA9: FC Branch 5 bytes backwards ($CCDBA4) CC/DBAB: FF End queue CC/DBAC: 14 Begin action queue for character $14 (NPC $14), 11 bytes long CC/DBAE: D5 Set vehicle/entity's position to (107, 21) CC/DBB1: C3 Set vehicle/entity's event speed to fast CC/DBB2: 87 Move vehicle/entity left 2 tiles CC/DBB3: 84 Move vehicle/entity up 2 tiles CC/DBB4: 85 Move vehicle/entity right 2 tiles CC/DBB5: 86 Move vehicle/entity down 2 tiles CC/DBB6: FC Branch 4 bytes backwards ($CCDBB2) CC/DBB8: FF End queue CC/DBB9: 15 Begin action queue for character $15 (NPC $15), 12 bytes long CC/DBBB: D5 Set vehicle/entity's position to (106, 21) CC/DBBE: C3 Set vehicle/entity's event speed to fast CC/DBBF: 83 Move vehicle/entity left 1 tile CC/DBC0: 84 Move vehicle/entity up 2 tiles CC/DBC1: 85 Move vehicle/entity right 2 tiles CC/DBC2: 86 Move vehicle/entity down 2 tiles CC/DBC3: 83 Move vehicle/entity left 1 tile CC/DBC4: FC Branch 5 bytes backwards ($CCDBBF) CC/DBC6: FF End queue CC/DBC7: 16 Begin action queue for character $16 (NPC $16), 11 bytes long CC/DBC9: D5 Set vehicle/entity's position to (105, 21) CC/DBCC: C3 Set vehicle/entity's event speed to fast CC/DBCD: 84 Move vehicle/entity up 2 tiles CC/DBCE: 85 Move vehicle/entity right 2 tiles CC/DBCF: 86 Move vehicle/entity down 2 tiles CC/DBD0: 87 Move vehicle/entity left 2 tiles CC/DBD1: FC Branch 4 bytes backwards ($CCDBCD) CC/DBD3: FF End queue CC/DBD4: 17 Begin action queue for character $17 (NPC $17), 12 bytes long CC/DBD6: D5 Set vehicle/entity's position to (105, 20) CC/DBD9: C3 Set vehicle/entity's event speed to fast CC/DBDA: 80 Move vehicle/entity up 1 tile CC/DBDB: 85 Move vehicle/entity right 2 tiles CC/DBDC: 86 Move vehicle/entity down 2 tiles CC/DBDD: 87 Move vehicle/entity left 2 tiles CC/DBDE: 80 Move vehicle/entity up 1 tile CC/DBDF: FC Branch 5 bytes backwards ($CCDBDA) CC/DBE1: FF End queue CC/DBE2: 92 Pause for 30 units CC/DBE3: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/DBE5: E8 Set word $1FC2($00) [$1FC2] to $0003 CC/DBE9: 3A Enable player to move while event commands execute CC/DBEA: FE Return CC/DBEB: EB Compare word $1FC2($00) [$1FC2] to $0003, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CC/DBEF: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CCDC6E CC/DBF5: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/DBFB: B2 Call subroutine $CCE405 CC/DBFF: F4 Play sound effect 223 CC/DC01: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CC/DC03: D5 Set vehicle/entity's position to (108, 19) CC/DC06: C3 Set vehicle/entity's event speed to fast CC/DC07: 85 Move vehicle/entity right 2 tiles CC/DC08: 86 Move vehicle/entity down 2 tiles CC/DC09: 87 Move vehicle/entity left 2 tiles CC/DC0A: 84 Move vehicle/entity up 2 tiles CC/DC0B: FC Branch 4 bytes backwards ($CCDC07) CC/DC0D: FF End queue CC/DC0E: 11 Begin action queue for character $11 (NPC $11), 12 bytes long CC/DC10: D5 Set vehicle/entity's position to (109, 19) CC/DC13: C3 Set vehicle/entity's event speed to fast CC/DC14: 81 Move vehicle/entity right 1 tile CC/DC15: 86 Move vehicle/entity down 2 tiles CC/DC16: 87 Move vehicle/entity left 2 tiles CC/DC17: 84 Move vehicle/entity up 2 tiles CC/DC18: 81 Move vehicle/entity right 1 tile CC/DC19: FC Branch 5 bytes backwards ($CCDC14) CC/DC1B: FF End queue CC/DC1C: 12 Begin action queue for character $12 (NPC $12), 11 bytes long CC/DC1E: D5 Set vehicle/entity's position to (110, 19) CC/DC21: C3 Set vehicle/entity's event speed to fast CC/DC22: 86 Move vehicle/entity down 2 tiles CC/DC23: 87 Move vehicle/entity left 2 tiles CC/DC24: 84 Move vehicle/entity up 2 tiles CC/DC25: 85 Move vehicle/entity right 2 tiles CC/DC26: FC Branch 4 bytes backwards ($CCDC22) CC/DC28: FF End queue CC/DC29: 13 Begin action queue for character $13 (NPC $13), 12 bytes long CC/DC2B: D5 Set vehicle/entity's position to (110, 20) CC/DC2E: C3 Set vehicle/entity's event speed to fast CC/DC2F: 82 Move vehicle/entity down 1 tile CC/DC30: 87 Move vehicle/entity left 2 tiles CC/DC31: 84 Move vehicle/entity up 2 tiles CC/DC32: 85 Move vehicle/entity right 2 tiles CC/DC33: 82 Move vehicle/entity down 1 tile CC/DC34: FC Branch 5 bytes backwards ($CCDC2F) CC/DC36: FF End queue CC/DC37: 14 Begin action queue for character $14 (NPC $14), 11 bytes long CC/DC39: D5 Set vehicle/entity's position to (110, 21) CC/DC3C: C3 Set vehicle/entity's event speed to fast CC/DC3D: 87 Move vehicle/entity left 2 tiles CC/DC3E: 84 Move vehicle/entity up 2 tiles CC/DC3F: 85 Move vehicle/entity right 2 tiles CC/DC40: 86 Move vehicle/entity down 2 tiles CC/DC41: FC Branch 4 bytes backwards ($CCDC3D) CC/DC43: FF End queue CC/DC44: 15 Begin action queue for character $15 (NPC $15), 12 bytes long CC/DC46: D5 Set vehicle/entity's position to (109, 21) CC/DC49: C3 Set vehicle/entity's event speed to fast CC/DC4A: 83 Move vehicle/entity left 1 tile CC/DC4B: 84 Move vehicle/entity up 2 tiles CC/DC4C: 85 Move vehicle/entity right 2 tiles CC/DC4D: 86 Move vehicle/entity down 2 tiles CC/DC4E: 83 Move vehicle/entity left 1 tile CC/DC4F: FC Branch 5 bytes backwards ($CCDC4A) CC/DC51: FF End queue CC/DC52: 16 Begin action queue for character $16 (NPC $16), 11 bytes long CC/DC54: D5 Set vehicle/entity's position to (108, 21) CC/DC57: C3 Set vehicle/entity's event speed to fast CC/DC58: 84 Move vehicle/entity up 2 tiles CC/DC59: 85 Move vehicle/entity right 2 tiles CC/DC5A: 86 Move vehicle/entity down 2 tiles CC/DC5B: 87 Move vehicle/entity left 2 tiles CC/DC5C: FC Branch 4 bytes backwards ($CCDC58) CC/DC5E: FF End queue CC/DC5F: 17 Begin action queue for character $17 (NPC $17), 12 bytes long CC/DC61: D5 Set vehicle/entity's position to (108, 20) CC/DC64: C3 Set vehicle/entity's event speed to fast CC/DC65: 80 Move vehicle/entity up 1 tile CC/DC66: 85 Move vehicle/entity right 2 tiles CC/DC67: 86 Move vehicle/entity down 2 tiles CC/DC68: 87 Move vehicle/entity left 2 tiles CC/DC69: 80 Move vehicle/entity up 1 tile CC/DC6A: FC Branch 5 bytes backwards ($CCDC65) CC/DC6C: FF End queue CC/DC6D: 92 Pause for 30 units CC/DC6E: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/DC70: E8 Set word $1FC2($00) [$1FC2] to $0004 CC/DC74: 3A Enable player to move while event commands execute CC/DC75: FE Return CC/DC76: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/DC7C: B2 Call subroutine $CCE405 CC/DC80: F4 Play sound effect 223 CC/DC82: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CC/DC84: D5 Set vehicle/entity's position to (109, 19) CC/DC87: C3 Set vehicle/entity's event speed to fast CC/DC88: 85 Move vehicle/entity right 2 tiles CC/DC89: 86 Move vehicle/entity down 2 tiles CC/DC8A: 87 Move vehicle/entity left 2 tiles CC/DC8B: 84 Move vehicle/entity up 2 tiles CC/DC8C: FC Branch 4 bytes backwards ($CCDC88) CC/DC8E: FF End queue CC/DC8F: 11 Begin action queue for character $11 (NPC $11), 12 bytes long CC/DC91: D5 Set vehicle/entity's position to (110, 19) CC/DC94: C3 Set vehicle/entity's event speed to fast CC/DC95: 81 Move vehicle/entity right 1 tile CC/DC96: 86 Move vehicle/entity down 2 tiles CC/DC97: 87 Move vehicle/entity left 2 tiles CC/DC98: 84 Move vehicle/entity up 2 tiles CC/DC99: 81 Move vehicle/entity right 1 tile CC/DC9A: FC Branch 5 bytes backwards ($CCDC95) CC/DC9C: FF End queue CC/DC9D: 12 Begin action queue for character $12 (NPC $12), 11 bytes long CC/DC9F: D5 Set vehicle/entity's position to (111, 19) CC/DCA2: C3 Set vehicle/entity's event speed to fast CC/DCA3: 86 Move vehicle/entity down 2 tiles CC/DCA4: 87 Move vehicle/entity left 2 tiles CC/DCA5: 84 Move vehicle/entity up 2 tiles CC/DCA6: 85 Move vehicle/entity right 2 tiles CC/DCA7: FC Branch 4 bytes backwards ($CCDCA3) CC/DCA9: FF End queue CC/DCAA: 13 Begin action queue for character $13 (NPC $13), 12 bytes long CC/DCAC: D5 Set vehicle/entity's position to (111, 20) CC/DCAF: C3 Set vehicle/entity's event speed to fast CC/DCB0: 82 Move vehicle/entity down 1 tile CC/DCB1: 87 Move vehicle/entity left 2 tiles CC/DCB2: 84 Move vehicle/entity up 2 tiles CC/DCB3: 85 Move vehicle/entity right 2 tiles CC/DCB4: 82 Move vehicle/entity down 1 tile CC/DCB5: FC Branch 5 bytes backwards ($CCDCB0) CC/DCB7: FF End queue CC/DCB8: 14 Begin action queue for character $14 (NPC $14), 11 bytes long CC/DCBA: D5 Set vehicle/entity's position to (111, 21) CC/DCBD: C3 Set vehicle/entity's event speed to fast CC/DCBE: 87 Move vehicle/entity left 2 tiles CC/DCBF: 84 Move vehicle/entity up 2 tiles CC/DCC0: 85 Move vehicle/entity right 2 tiles CC/DCC1: 86 Move vehicle/entity down 2 tiles CC/DCC2: FC Branch 4 bytes backwards ($CCDCBE) CC/DCC4: FF End queue CC/DCC5: 15 Begin action queue for character $15 (NPC $15), 12 bytes long CC/DCC7: D5 Set vehicle/entity's position to (110, 21) CC/DCCA: C3 Set vehicle/entity's event speed to fast CC/DCCB: 83 Move vehicle/entity left 1 tile CC/DCCC: 84 Move vehicle/entity up 2 tiles CC/DCCD: 85 Move vehicle/entity right 2 tiles CC/DCCE: 86 Move vehicle/entity down 2 tiles CC/DCCF: 83 Move vehicle/entity left 1 tile CC/DCD0: FC Branch 5 bytes backwards ($CCDCCB) CC/DCD2: FF End queue CC/DCD3: 16 Begin action queue for character $16 (NPC $16), 11 bytes long CC/DCD5: D5 Set vehicle/entity's position to (109, 21) CC/DCD8: C3 Set vehicle/entity's event speed to fast CC/DCD9: 84 Move vehicle/entity up 2 tiles CC/DCDA: 85 Move vehicle/entity right 2 tiles CC/DCDB: 86 Move vehicle/entity down 2 tiles CC/DCDC: 87 Move vehicle/entity left 2 tiles CC/DCDD: FC Branch 4 bytes backwards ($CCDCD9) CC/DCDF: FF End queue CC/DCE0: 17 Begin action queue for character $17 (NPC $17), 12 bytes long CC/DCE2: D5 Set vehicle/entity's position to (109, 20) CC/DCE5: C3 Set vehicle/entity's event speed to fast CC/DCE6: 80 Move vehicle/entity up 1 tile CC/DCE7: 85 Move vehicle/entity right 2 tiles CC/DCE8: 86 Move vehicle/entity down 2 tiles CC/DCE9: 87 Move vehicle/entity left 2 tiles CC/DCEA: 80 Move vehicle/entity up 1 tile CC/DCEB: FC Branch 5 bytes backwards ($CCDCE6) CC/DCED: FF End queue CC/DCEE: 92 Pause for 30 units CC/DCEF: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/DCF1: E8 Set word $1FC2($00) [$1FC2] to $0005 CC/DCF5: 3A Enable player to move while event commands execute CC/DCF6: FE Return CC/DCF7: EB Compare word $1FC2($00) [$1FC2] to $0010, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CC/DCFB: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CCDD7A CC/DD01: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/DD07: B2 Call subroutine $CCE405 CC/DD0B: F4 Play sound effect 223 CC/DD0D: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CC/DD0F: D5 Set vehicle/entity's position to (111, 19) CC/DD12: C3 Set vehicle/entity's event speed to fast CC/DD13: 85 Move vehicle/entity right 2 tiles CC/DD14: 86 Move vehicle/entity down 2 tiles CC/DD15: 87 Move vehicle/entity left 2 tiles CC/DD16: 84 Move vehicle/entity up 2 tiles CC/DD17: FC Branch 4 bytes backwards ($CCDD13) CC/DD19: FF End queue CC/DD1A: 11 Begin action queue for character $11 (NPC $11), 12 bytes long CC/DD1C: D5 Set vehicle/entity's position to (112, 19) CC/DD1F: C3 Set vehicle/entity's event speed to fast CC/DD20: 81 Move vehicle/entity right 1 tile CC/DD21: 86 Move vehicle/entity down 2 tiles CC/DD22: 87 Move vehicle/entity left 2 tiles CC/DD23: 84 Move vehicle/entity up 2 tiles CC/DD24: 81 Move vehicle/entity right 1 tile CC/DD25: FC Branch 5 bytes backwards ($CCDD20) CC/DD27: FF End queue CC/DD28: 12 Begin action queue for character $12 (NPC $12), 11 bytes long CC/DD2A: D5 Set vehicle/entity's position to (113, 19) CC/DD2D: C3 Set vehicle/entity's event speed to fast CC/DD2E: 86 Move vehicle/entity down 2 tiles CC/DD2F: 87 Move vehicle/entity left 2 tiles CC/DD30: 84 Move vehicle/entity up 2 tiles CC/DD31: 85 Move vehicle/entity right 2 tiles CC/DD32: FC Branch 4 bytes backwards ($CCDD2E) CC/DD34: FF End queue CC/DD35: 13 Begin action queue for character $13 (NPC $13), 12 bytes long CC/DD37: D5 Set vehicle/entity's position to (113, 20) CC/DD3A: C3 Set vehicle/entity's event speed to fast CC/DD3B: 82 Move vehicle/entity down 1 tile CC/DD3C: 87 Move vehicle/entity left 2 tiles CC/DD3D: 84 Move vehicle/entity up 2 tiles CC/DD3E: 85 Move vehicle/entity right 2 tiles CC/DD3F: 82 Move vehicle/entity down 1 tile CC/DD40: FC Branch 5 bytes backwards ($CCDD3B) CC/DD42: FF End queue CC/DD43: 14 Begin action queue for character $14 (NPC $14), 11 bytes long CC/DD45: D5 Set vehicle/entity's position to (113, 21) CC/DD48: C3 Set vehicle/entity's event speed to fast CC/DD49: 87 Move vehicle/entity left 2 tiles CC/DD4A: 84 Move vehicle/entity up 2 tiles CC/DD4B: 85 Move vehicle/entity right 2 tiles CC/DD4C: 86 Move vehicle/entity down 2 tiles CC/DD4D: FC Branch 4 bytes backwards ($CCDD49) CC/DD4F: FF End queue CC/DD50: 15 Begin action queue for character $15 (NPC $15), 12 bytes long CC/DD52: D5 Set vehicle/entity's position to (112, 21) CC/DD55: C3 Set vehicle/entity's event speed to fast CC/DD56: 83 Move vehicle/entity left 1 tile CC/DD57: 84 Move vehicle/entity up 2 tiles CC/DD58: 85 Move vehicle/entity right 2 tiles CC/DD59: 86 Move vehicle/entity down 2 tiles CC/DD5A: 83 Move vehicle/entity left 1 tile CC/DD5B: FC Branch 5 bytes backwards ($CCDD56) CC/DD5D: FF End queue CC/DD5E: 16 Begin action queue for character $16 (NPC $16), 11 bytes long CC/DD60: D5 Set vehicle/entity's position to (111, 21) CC/DD63: C3 Set vehicle/entity's event speed to fast CC/DD64: 84 Move vehicle/entity up 2 tiles CC/DD65: 85 Move vehicle/entity right 2 tiles CC/DD66: 86 Move vehicle/entity down 2 tiles CC/DD67: 87 Move vehicle/entity left 2 tiles CC/DD68: FC Branch 4 bytes backwards ($CCDD64) CC/DD6A: FF End queue CC/DD6B: 17 Begin action queue for character $17 (NPC $17), 12 bytes long CC/DD6D: D5 Set vehicle/entity's position to (111, 20) CC/DD70: C3 Set vehicle/entity's event speed to fast CC/DD71: 80 Move vehicle/entity up 1 tile CC/DD72: 85 Move vehicle/entity right 2 tiles CC/DD73: 86 Move vehicle/entity down 2 tiles CC/DD74: 87 Move vehicle/entity left 2 tiles CC/DD75: 80 Move vehicle/entity up 1 tile CC/DD76: FC Branch 5 bytes backwards ($CCDD71) CC/DD78: FF End queue CC/DD79: 92 Pause for 30 units CC/DD7A: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/DD7C: E8 Set word $1FC2($00) [$1FC2] to $0006 CC/DD80: 3A Enable player to move while event commands execute CC/DD81: FE Return CC/DD82: EB Compare word $1FC2($00) [$1FC2] to $0006, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CC/DD86: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CCDE05 CC/DD8C: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/DD92: B2 Call subroutine $CCE405 CC/DD96: F4 Play sound effect 223 CC/DD98: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CC/DD9A: D5 Set vehicle/entity's position to (112, 19) CC/DD9D: C3 Set vehicle/entity's event speed to fast CC/DD9E: 85 Move vehicle/entity right 2 tiles CC/DD9F: 86 Move vehicle/entity down 2 tiles CC/DDA0: 87 Move vehicle/entity left 2 tiles CC/DDA1: 84 Move vehicle/entity up 2 tiles CC/DDA2: FC Branch 4 bytes backwards ($CCDD9E) CC/DDA4: FF End queue CC/DDA5: 11 Begin action queue for character $11 (NPC $11), 12 bytes long CC/DDA7: D5 Set vehicle/entity's position to (113, 19) CC/DDAA: C3 Set vehicle/entity's event speed to fast CC/DDAB: 81 Move vehicle/entity right 1 tile CC/DDAC: 86 Move vehicle/entity down 2 tiles CC/DDAD: 87 Move vehicle/entity left 2 tiles CC/DDAE: 84 Move vehicle/entity up 2 tiles CC/DDAF: 81 Move vehicle/entity right 1 tile CC/DDB0: FC Branch 5 bytes backwards ($CCDDAB) CC/DDB2: FF End queue CC/DDB3: 12 Begin action queue for character $12 (NPC $12), 11 bytes long CC/DDB5: D5 Set vehicle/entity's position to (114, 19) CC/DDB8: C3 Set vehicle/entity's event speed to fast CC/DDB9: 86 Move vehicle/entity down 2 tiles CC/DDBA: 87 Move vehicle/entity left 2 tiles CC/DDBB: 84 Move vehicle/entity up 2 tiles CC/DDBC: 85 Move vehicle/entity right 2 tiles CC/DDBD: FC Branch 4 bytes backwards ($CCDDB9) CC/DDBF: FF End queue CC/DDC0: 13 Begin action queue for character $13 (NPC $13), 12 bytes long CC/DDC2: D5 Set vehicle/entity's position to (114, 20) CC/DDC5: C3 Set vehicle/entity's event speed to fast CC/DDC6: 82 Move vehicle/entity down 1 tile CC/DDC7: 87 Move vehicle/entity left 2 tiles CC/DDC8: 84 Move vehicle/entity up 2 tiles CC/DDC9: 85 Move vehicle/entity right 2 tiles CC/DDCA: 82 Move vehicle/entity down 1 tile CC/DDCB: FC Branch 5 bytes backwards ($CCDDC6) CC/DDCD: FF End queue CC/DDCE: 14 Begin action queue for character $14 (NPC $14), 11 bytes long CC/DDD0: D5 Set vehicle/entity's position to (114, 21) CC/DDD3: C3 Set vehicle/entity's event speed to fast CC/DDD4: 87 Move vehicle/entity left 2 tiles CC/DDD5: 84 Move vehicle/entity up 2 tiles CC/DDD6: 85 Move vehicle/entity right 2 tiles CC/DDD7: 86 Move vehicle/entity down 2 tiles CC/DDD8: FC Branch 4 bytes backwards ($CCDDD4) CC/DDDA: FF End queue CC/DDDB: 15 Begin action queue for character $15 (NPC $15), 12 bytes long CC/DDDD: D5 Set vehicle/entity's position to (113, 21) CC/DDE0: C3 Set vehicle/entity's event speed to fast CC/DDE1: 83 Move vehicle/entity left 1 tile CC/DDE2: 84 Move vehicle/entity up 2 tiles CC/DDE3: 85 Move vehicle/entity right 2 tiles CC/DDE4: 86 Move vehicle/entity down 2 tiles CC/DDE5: 83 Move vehicle/entity left 1 tile CC/DDE6: FC Branch 5 bytes backwards ($CCDDE1) CC/DDE8: FF End queue CC/DDE9: 16 Begin action queue for character $16 (NPC $16), 11 bytes long CC/DDEB: D5 Set vehicle/entity's position to (112, 21) CC/DDEE: C3 Set vehicle/entity's event speed to fast CC/DDEF: 84 Move vehicle/entity up 2 tiles CC/DDF0: 85 Move vehicle/entity right 2 tiles CC/DDF1: 86 Move vehicle/entity down 2 tiles CC/DDF2: 87 Move vehicle/entity left 2 tiles CC/DDF3: FC Branch 4 bytes backwards ($CCDDEF) CC/DDF5: FF End queue CC/DDF6: 17 Begin action queue for character $17 (NPC $17), 12 bytes long CC/DDF8: D5 Set vehicle/entity's position to (112, 20) CC/DDFB: C3 Set vehicle/entity's event speed to fast CC/DDFC: 80 Move vehicle/entity up 1 tile CC/DDFD: 85 Move vehicle/entity right 2 tiles CC/DDFE: 86 Move vehicle/entity down 2 tiles CC/DDFF: 87 Move vehicle/entity left 2 tiles CC/DE00: 80 Move vehicle/entity up 1 tile CC/DE01: FC Branch 5 bytes backwards ($CCDDFC) CC/DE03: FF End queue CC/DE04: 92 Pause for 30 units CC/DE05: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/DE07: E8 Set word $1FC2($00) [$1FC2] to $0007 CC/DE0B: E8 Set word $1FC2($01) [$1FC4] to $0007 CC/DE0F: 3A Enable player to move while event commands execute CC/DE10: FE Return CC/DE11: EB Compare word $1FC2($01) [$1FC4] to $0007, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CC/DE15: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CCDE25 CC/DE1B: EB Compare word $1FC2($00) [$1FC2] to $0015, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CC/DE1F: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CCDE9E CC/DE25: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/DE2B: B2 Call subroutine $CCE405 CC/DE2F: F4 Play sound effect 223 CC/DE31: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CC/DE33: D5 Set vehicle/entity's position to (115, 19) CC/DE36: C3 Set vehicle/entity's event speed to fast CC/DE37: 85 Move vehicle/entity right 2 tiles CC/DE38: 86 Move vehicle/entity down 2 tiles CC/DE39: 87 Move vehicle/entity left 2 tiles CC/DE3A: 84 Move vehicle/entity up 2 tiles CC/DE3B: FC Branch 4 bytes backwards ($CCDE37) CC/DE3D: FF End queue CC/DE3E: 11 Begin action queue for character $11 (NPC $11), 12 bytes long CC/DE40: D5 Set vehicle/entity's position to (116, 19) CC/DE43: C3 Set vehicle/entity's event speed to fast CC/DE44: 81 Move vehicle/entity right 1 tile CC/DE45: 86 Move vehicle/entity down 2 tiles CC/DE46: 87 Move vehicle/entity left 2 tiles CC/DE47: 84 Move vehicle/entity up 2 tiles CC/DE48: 81 Move vehicle/entity right 1 tile CC/DE49: FC Branch 5 bytes backwards ($CCDE44) CC/DE4B: FF End queue CC/DE4C: 12 Begin action queue for character $12 (NPC $12), 11 bytes long CC/DE4E: D5 Set vehicle/entity's position to (117, 19) CC/DE51: C3 Set vehicle/entity's event speed to fast CC/DE52: 86 Move vehicle/entity down 2 tiles CC/DE53: 87 Move vehicle/entity left 2 tiles CC/DE54: 84 Move vehicle/entity up 2 tiles CC/DE55: 85 Move vehicle/entity right 2 tiles CC/DE56: FC Branch 4 bytes backwards ($CCDE52) CC/DE58: FF End queue CC/DE59: 13 Begin action queue for character $13 (NPC $13), 12 bytes long CC/DE5B: D5 Set vehicle/entity's position to (117, 20) CC/DE5E: C3 Set vehicle/entity's event speed to fast CC/DE5F: 82 Move vehicle/entity down 1 tile CC/DE60: 87 Move vehicle/entity left 2 tiles CC/DE61: 84 Move vehicle/entity up 2 tiles CC/DE62: 85 Move vehicle/entity right 2 tiles CC/DE63: 82 Move vehicle/entity down 1 tile CC/DE64: FC Branch 5 bytes backwards ($CCDE5F) CC/DE66: FF End queue CC/DE67: 14 Begin action queue for character $14 (NPC $14), 11 bytes long CC/DE69: D5 Set vehicle/entity's position to (117, 21) CC/DE6C: C3 Set vehicle/entity's event speed to fast CC/DE6D: 87 Move vehicle/entity left 2 tiles CC/DE6E: 84 Move vehicle/entity up 2 tiles CC/DE6F: 85 Move vehicle/entity right 2 tiles CC/DE70: 86 Move vehicle/entity down 2 tiles CC/DE71: FC Branch 4 bytes backwards ($CCDE6D) CC/DE73: FF End queue CC/DE74: 15 Begin action queue for character $15 (NPC $15), 12 bytes long CC/DE76: D5 Set vehicle/entity's position to (116, 21) CC/DE79: C3 Set vehicle/entity's event speed to fast CC/DE7A: 83 Move vehicle/entity left 1 tile CC/DE7B: 84 Move vehicle/entity up 2 tiles CC/DE7C: 85 Move vehicle/entity right 2 tiles CC/DE7D: 86 Move vehicle/entity down 2 tiles CC/DE7E: 83 Move vehicle/entity left 1 tile CC/DE7F: FC Branch 5 bytes backwards ($CCDE7A) CC/DE81: FF End queue CC/DE82: 16 Begin action queue for character $16 (NPC $16), 11 bytes long CC/DE84: D5 Set vehicle/entity's position to (115, 21) CC/DE87: C3 Set vehicle/entity's event speed to fast CC/DE88: 84 Move vehicle/entity up 2 tiles CC/DE89: 85 Move vehicle/entity right 2 tiles CC/DE8A: 86 Move vehicle/entity down 2 tiles CC/DE8B: 87 Move vehicle/entity left 2 tiles CC/DE8C: FC Branch 4 bytes backwards ($CCDE88) CC/DE8E: FF End queue CC/DE8F: 17 Begin action queue for character $17 (NPC $17), 12 bytes long CC/DE91: D5 Set vehicle/entity's position to (115, 20) CC/DE94: C3 Set vehicle/entity's event speed to fast CC/DE95: 80 Move vehicle/entity up 1 tile CC/DE96: 85 Move vehicle/entity right 2 tiles CC/DE97: 86 Move vehicle/entity down 2 tiles CC/DE98: 87 Move vehicle/entity left 2 tiles CC/DE99: 80 Move vehicle/entity up 1 tile CC/DE9A: FC Branch 5 bytes backwards ($CCDE95) CC/DE9C: FF End queue CC/DE9D: 92 Pause for 30 units CC/DE9E: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/DEA0: E8 Set word $1FC2($00) [$1FC2] to $0008 CC/DEA4: 3A Enable player to move while event commands execute CC/DEA5: FE Return CC/DEA6: EB Compare word $1FC2($00) [$1FC2] to $0004, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CC/DEAA: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CCDF29 CC/DEB0: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/DEB6: B2 Call subroutine $CCE405 CC/DEBA: F4 Play sound effect 223 CC/DEBC: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CC/DEBE: D5 Set vehicle/entity's position to (108, 16) CC/DEC1: C3 Set vehicle/entity's event speed to fast CC/DEC2: 85 Move vehicle/entity right 2 tiles CC/DEC3: 86 Move vehicle/entity down 2 tiles CC/DEC4: 87 Move vehicle/entity left 2 tiles CC/DEC5: 84 Move vehicle/entity up 2 tiles CC/DEC6: FC Branch 4 bytes backwards ($CCDEC2) CC/DEC8: FF End queue CC/DEC9: 11 Begin action queue for character $11 (NPC $11), 12 bytes long CC/DECB: D5 Set vehicle/entity's position to (109, 16) CC/DECE: C3 Set vehicle/entity's event speed to fast CC/DECF: 81 Move vehicle/entity right 1 tile CC/DED0: 86 Move vehicle/entity down 2 tiles CC/DED1: 87 Move vehicle/entity left 2 tiles CC/DED2: 84 Move vehicle/entity up 2 tiles CC/DED3: 81 Move vehicle/entity right 1 tile CC/DED4: FC Branch 5 bytes backwards ($CCDECF) CC/DED6: FF End queue CC/DED7: 12 Begin action queue for character $12 (NPC $12), 11 bytes long CC/DED9: D5 Set vehicle/entity's position to (110, 16) CC/DEDC: C3 Set vehicle/entity's event speed to fast CC/DEDD: 86 Move vehicle/entity down 2 tiles CC/DEDE: 87 Move vehicle/entity left 2 tiles CC/DEDF: 84 Move vehicle/entity up 2 tiles CC/DEE0: 85 Move vehicle/entity right 2 tiles CC/DEE1: FC Branch 4 bytes backwards ($CCDEDD) CC/DEE3: FF End queue CC/DEE4: 13 Begin action queue for character $13 (NPC $13), 12 bytes long CC/DEE6: D5 Set vehicle/entity's position to (110, 17) CC/DEE9: C3 Set vehicle/entity's event speed to fast CC/DEEA: 82 Move vehicle/entity down 1 tile CC/DEEB: 87 Move vehicle/entity left 2 tiles CC/DEEC: 84 Move vehicle/entity up 2 tiles CC/DEED: 85 Move vehicle/entity right 2 tiles CC/DEEE: 82 Move vehicle/entity down 1 tile CC/DEEF: FC Branch 5 bytes backwards ($CCDEEA) CC/DEF1: FF End queue CC/DEF2: 14 Begin action queue for character $14 (NPC $14), 11 bytes long CC/DEF4: D5 Set vehicle/entity's position to (110, 18) CC/DEF7: C3 Set vehicle/entity's event speed to fast CC/DEF8: 87 Move vehicle/entity left 2 tiles CC/DEF9: 84 Move vehicle/entity up 2 tiles CC/DEFA: 85 Move vehicle/entity right 2 tiles CC/DEFB: 86 Move vehicle/entity down 2 tiles CC/DEFC: FC Branch 4 bytes backwards ($CCDEF8) CC/DEFE: FF End queue CC/DEFF: 15 Begin action queue for character $15 (NPC $15), 12 bytes long CC/DF01: D5 Set vehicle/entity's position to (109, 18) CC/DF04: C3 Set vehicle/entity's event speed to fast CC/DF05: 83 Move vehicle/entity left 1 tile CC/DF06: 84 Move vehicle/entity up 2 tiles CC/DF07: 85 Move vehicle/entity right 2 tiles CC/DF08: 86 Move vehicle/entity down 2 tiles CC/DF09: 83 Move vehicle/entity left 1 tile CC/DF0A: FC Branch 5 bytes backwards ($CCDF05) CC/DF0C: FF End queue CC/DF0D: 16 Begin action queue for character $16 (NPC $16), 11 bytes long CC/DF0F: D5 Set vehicle/entity's position to (108, 18) CC/DF12: C3 Set vehicle/entity's event speed to fast CC/DF13: 84 Move vehicle/entity up 2 tiles CC/DF14: 85 Move vehicle/entity right 2 tiles CC/DF15: 86 Move vehicle/entity down 2 tiles CC/DF16: 87 Move vehicle/entity left 2 tiles CC/DF17: FC Branch 4 bytes backwards ($CCDF13) CC/DF19: FF End queue CC/DF1A: 17 Begin action queue for character $17 (NPC $17), 12 bytes long CC/DF1C: D5 Set vehicle/entity's position to (108, 17) CC/DF1F: C3 Set vehicle/entity's event speed to fast CC/DF20: 80 Move vehicle/entity up 1 tile CC/DF21: 85 Move vehicle/entity right 2 tiles CC/DF22: 86 Move vehicle/entity down 2 tiles CC/DF23: 87 Move vehicle/entity left 2 tiles CC/DF24: 80 Move vehicle/entity up 1 tile CC/DF25: FC Branch 5 bytes backwards ($CCDF20) CC/DF27: FF End queue CC/DF28: 92 Pause for 30 units CC/DF29: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/DF2B: E8 Set word $1FC2($00) [$1FC2] to $0009 CC/DF2F: 3A Enable player to move while event commands execute CC/DF30: FE Return CC/DF31: EB Compare word $1FC2($00) [$1FC2] to $0009, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CC/DF35: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CCDFB4 CC/DF3B: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/DF41: B2 Call subroutine $CCE405 CC/DF45: F4 Play sound effect 223 CC/DF47: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CC/DF49: D5 Set vehicle/entity's position to (111, 16) CC/DF4C: C3 Set vehicle/entity's event speed to fast CC/DF4D: 85 Move vehicle/entity right 2 tiles CC/DF4E: 86 Move vehicle/entity down 2 tiles CC/DF4F: 87 Move vehicle/entity left 2 tiles CC/DF50: 84 Move vehicle/entity up 2 tiles CC/DF51: FC Branch 4 bytes backwards ($CCDF4D) CC/DF53: FF End queue CC/DF54: 11 Begin action queue for character $11 (NPC $11), 12 bytes long CC/DF56: D5 Set vehicle/entity's position to (112, 16) CC/DF59: C3 Set vehicle/entity's event speed to fast CC/DF5A: 81 Move vehicle/entity right 1 tile CC/DF5B: 86 Move vehicle/entity down 2 tiles CC/DF5C: 87 Move vehicle/entity left 2 tiles CC/DF5D: 84 Move vehicle/entity up 2 tiles CC/DF5E: 81 Move vehicle/entity right 1 tile CC/DF5F: FC Branch 5 bytes backwards ($CCDF5A) CC/DF61: FF End queue CC/DF62: 12 Begin action queue for character $12 (NPC $12), 11 bytes long CC/DF64: D5 Set vehicle/entity's position to (113, 16) CC/DF67: C3 Set vehicle/entity's event speed to fast CC/DF68: 86 Move vehicle/entity down 2 tiles CC/DF69: 87 Move vehicle/entity left 2 tiles CC/DF6A: 84 Move vehicle/entity up 2 tiles CC/DF6B: 85 Move vehicle/entity right 2 tiles CC/DF6C: FC Branch 4 bytes backwards ($CCDF68) CC/DF6E: FF End queue CC/DF6F: 13 Begin action queue for character $13 (NPC $13), 12 bytes long CC/DF71: D5 Set vehicle/entity's position to (113, 17) CC/DF74: C3 Set vehicle/entity's event speed to fast CC/DF75: 82 Move vehicle/entity down 1 tile CC/DF76: 87 Move vehicle/entity left 2 tiles CC/DF77: 84 Move vehicle/entity up 2 tiles CC/DF78: 85 Move vehicle/entity right 2 tiles CC/DF79: 82 Move vehicle/entity down 1 tile CC/DF7A: FC Branch 5 bytes backwards ($CCDF75) CC/DF7C: FF End queue CC/DF7D: 14 Begin action queue for character $14 (NPC $14), 11 bytes long CC/DF7F: D5 Set vehicle/entity's position to (113, 18) CC/DF82: C3 Set vehicle/entity's event speed to fast CC/DF83: 87 Move vehicle/entity left 2 tiles CC/DF84: 84 Move vehicle/entity up 2 tiles CC/DF85: 85 Move vehicle/entity right 2 tiles CC/DF86: 86 Move vehicle/entity down 2 tiles CC/DF87: FC Branch 4 bytes backwards ($CCDF83) CC/DF89: FF End queue CC/DF8A: 15 Begin action queue for character $15 (NPC $15), 12 bytes long CC/DF8C: D5 Set vehicle/entity's position to (112, 18) CC/DF8F: C3 Set vehicle/entity's event speed to fast CC/DF90: 83 Move vehicle/entity left 1 tile CC/DF91: 84 Move vehicle/entity up 2 tiles CC/DF92: 85 Move vehicle/entity right 2 tiles CC/DF93: 86 Move vehicle/entity down 2 tiles CC/DF94: 83 Move vehicle/entity left 1 tile CC/DF95: FC Branch 5 bytes backwards ($CCDF90) CC/DF97: FF End queue CC/DF98: 16 Begin action queue for character $16 (NPC $16), 11 bytes long CC/DF9A: D5 Set vehicle/entity's position to (111, 18) CC/DF9D: C3 Set vehicle/entity's event speed to fast CC/DF9E: 84 Move vehicle/entity up 2 tiles CC/DF9F: 85 Move vehicle/entity right 2 tiles CC/DFA0: 86 Move vehicle/entity down 2 tiles CC/DFA1: 87 Move vehicle/entity left 2 tiles CC/DFA2: FC Branch 4 bytes backwards ($CCDF9E) CC/DFA4: FF End queue CC/DFA5: 17 Begin action queue for character $17 (NPC $17), 12 bytes long CC/DFA7: D5 Set vehicle/entity's position to (111, 17) CC/DFAA: C3 Set vehicle/entity's event speed to fast CC/DFAB: 80 Move vehicle/entity up 1 tile CC/DFAC: 85 Move vehicle/entity right 2 tiles CC/DFAD: 86 Move vehicle/entity down 2 tiles CC/DFAE: 87 Move vehicle/entity left 2 tiles CC/DFAF: 80 Move vehicle/entity up 1 tile CC/DFB0: FC Branch 5 bytes backwards ($CCDFAB) CC/DFB2: FF End queue CC/DFB3: 92 Pause for 30 units CC/DFB4: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/DFB6: E8 Set word $1FC2($00) [$1FC2] to $0010 CC/DFBA: 3A Enable player to move while event commands execute CC/DFBB: FE Return CC/DFBC: EB Compare word $1FC2($00) [$1FC2] to $0012, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CC/DFC0: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CCE03F CC/DFC6: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/DFCC: B2 Call subroutine $CCE405 CC/DFD0: F4 Play sound effect 223 CC/DFD2: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CC/DFD4: D5 Set vehicle/entity's position to (111, 15) CC/DFD7: C3 Set vehicle/entity's event speed to fast CC/DFD8: 85 Move vehicle/entity right 2 tiles CC/DFD9: 86 Move vehicle/entity down 2 tiles CC/DFDA: 87 Move vehicle/entity left 2 tiles CC/DFDB: 84 Move vehicle/entity up 2 tiles CC/DFDC: FC Branch 4 bytes backwards ($CCDFD8) CC/DFDE: FF End queue CC/DFDF: 11 Begin action queue for character $11 (NPC $11), 12 bytes long CC/DFE1: D5 Set vehicle/entity's position to (112, 15) CC/DFE4: C3 Set vehicle/entity's event speed to fast CC/DFE5: 81 Move vehicle/entity right 1 tile CC/DFE6: 86 Move vehicle/entity down 2 tiles CC/DFE7: 87 Move vehicle/entity left 2 tiles CC/DFE8: 84 Move vehicle/entity up 2 tiles CC/DFE9: 81 Move vehicle/entity right 1 tile CC/DFEA: FC Branch 5 bytes backwards ($CCDFE5) CC/DFEC: FF End queue CC/DFED: 12 Begin action queue for character $12 (NPC $12), 11 bytes long CC/DFEF: D5 Set vehicle/entity's position to (113, 15) CC/DFF2: C3 Set vehicle/entity's event speed to fast CC/DFF3: 86 Move vehicle/entity down 2 tiles CC/DFF4: 87 Move vehicle/entity left 2 tiles CC/DFF5: 84 Move vehicle/entity up 2 tiles CC/DFF6: 85 Move vehicle/entity right 2 tiles CC/DFF7: FC Branch 4 bytes backwards ($CCDFF3) CC/DFF9: FF End queue CC/DFFA: 13 Begin action queue for character $13 (NPC $13), 12 bytes long CC/DFFC: D5 Set vehicle/entity's position to (113, 16) CC/DFFF: C3 Set vehicle/entity's event speed to fast CC/E000: 82 Move vehicle/entity down 1 tile CC/E001: 87 Move vehicle/entity left 2 tiles CC/E002: 84 Move vehicle/entity up 2 tiles CC/E003: 85 Move vehicle/entity right 2 tiles CC/E004: 82 Move vehicle/entity down 1 tile CC/E005: FC Branch 5 bytes backwards ($CCE000) CC/E007: FF End queue CC/E008: 14 Begin action queue for character $14 (NPC $14), 11 bytes long CC/E00A: D5 Set vehicle/entity's position to (113, 17) CC/E00D: C3 Set vehicle/entity's event speed to fast CC/E00E: 87 Move vehicle/entity left 2 tiles CC/E00F: 84 Move vehicle/entity up 2 tiles CC/E010: 85 Move vehicle/entity right 2 tiles CC/E011: 86 Move vehicle/entity down 2 tiles CC/E012: FC Branch 4 bytes backwards ($CCE00E) CC/E014: FF End queue CC/E015: 15 Begin action queue for character $15 (NPC $15), 12 bytes long CC/E017: D5 Set vehicle/entity's position to (112, 17) CC/E01A: C3 Set vehicle/entity's event speed to fast CC/E01B: 83 Move vehicle/entity left 1 tile CC/E01C: 84 Move vehicle/entity up 2 tiles CC/E01D: 85 Move vehicle/entity right 2 tiles CC/E01E: 86 Move vehicle/entity down 2 tiles CC/E01F: 83 Move vehicle/entity left 1 tile CC/E020: FC Branch 5 bytes backwards ($CCE01B) CC/E022: FF End queue CC/E023: 16 Begin action queue for character $16 (NPC $16), 11 bytes long CC/E025: D5 Set vehicle/entity's position to (111, 17) CC/E028: C3 Set vehicle/entity's event speed to fast CC/E029: 84 Move vehicle/entity up 2 tiles CC/E02A: 85 Move vehicle/entity right 2 tiles CC/E02B: 86 Move vehicle/entity down 2 tiles CC/E02C: 87 Move vehicle/entity left 2 tiles CC/E02D: FC Branch 4 bytes backwards ($CCE029) CC/E02F: FF End queue CC/E030: 17 Begin action queue for character $17 (NPC $17), 12 bytes long CC/E032: D5 Set vehicle/entity's position to (111, 16) CC/E035: C3 Set vehicle/entity's event speed to fast CC/E036: 80 Move vehicle/entity up 1 tile CC/E037: 85 Move vehicle/entity right 2 tiles CC/E038: 86 Move vehicle/entity down 2 tiles CC/E039: 87 Move vehicle/entity left 2 tiles CC/E03A: 80 Move vehicle/entity up 1 tile CC/E03B: FC Branch 5 bytes backwards ($CCE036) CC/E03D: FF End queue CC/E03E: 92 Pause for 30 units CC/E03F: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/E041: E8 Set word $1FC2($00) [$1FC2] to $0011 CC/E045: 3A Enable player to move while event commands execute CC/E046: FE Return CC/E047: EB Compare word $1FC2($01) [$1FC4] to $0007, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CC/E04B: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CCE05B CC/E051: EB Compare word $1FC2($00) [$1FC2] to $0008, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CC/E055: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CCE0D4 CC/E05B: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/E061: B2 Call subroutine $CCE405 CC/E065: F4 Play sound effect 223 CC/E067: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CC/E069: D5 Set vehicle/entity's position to (115, 15) CC/E06C: C3 Set vehicle/entity's event speed to fast CC/E06D: 85 Move vehicle/entity right 2 tiles CC/E06E: 86 Move vehicle/entity down 2 tiles CC/E06F: 87 Move vehicle/entity left 2 tiles CC/E070: 84 Move vehicle/entity up 2 tiles CC/E071: FC Branch 4 bytes backwards ($CCE06D) CC/E073: FF End queue CC/E074: 11 Begin action queue for character $11 (NPC $11), 12 bytes long CC/E076: D5 Set vehicle/entity's position to (116, 15) CC/E079: C3 Set vehicle/entity's event speed to fast CC/E07A: 81 Move vehicle/entity right 1 tile CC/E07B: 86 Move vehicle/entity down 2 tiles CC/E07C: 87 Move vehicle/entity left 2 tiles CC/E07D: 84 Move vehicle/entity up 2 tiles CC/E07E: 81 Move vehicle/entity right 1 tile CC/E07F: FC Branch 5 bytes backwards ($CCE07A) CC/E081: FF End queue CC/E082: 12 Begin action queue for character $12 (NPC $12), 11 bytes long CC/E084: D5 Set vehicle/entity's position to (117, 15) CC/E087: C3 Set vehicle/entity's event speed to fast CC/E088: 86 Move vehicle/entity down 2 tiles CC/E089: 87 Move vehicle/entity left 2 tiles CC/E08A: 84 Move vehicle/entity up 2 tiles CC/E08B: 85 Move vehicle/entity right 2 tiles CC/E08C: FC Branch 4 bytes backwards ($CCE088) CC/E08E: FF End queue CC/E08F: 13 Begin action queue for character $13 (NPC $13), 12 bytes long CC/E091: D5 Set vehicle/entity's position to (117, 16) CC/E094: C3 Set vehicle/entity's event speed to fast CC/E095: 82 Move vehicle/entity down 1 tile CC/E096: 87 Move vehicle/entity left 2 tiles CC/E097: 84 Move vehicle/entity up 2 tiles CC/E098: 85 Move vehicle/entity right 2 tiles CC/E099: 82 Move vehicle/entity down 1 tile CC/E09A: FC Branch 5 bytes backwards ($CCE095) CC/E09C: FF End queue CC/E09D: 14 Begin action queue for character $14 (NPC $14), 11 bytes long CC/E09F: D5 Set vehicle/entity's position to (117, 17) CC/E0A2: C3 Set vehicle/entity's event speed to fast CC/E0A3: 87 Move vehicle/entity left 2 tiles CC/E0A4: 84 Move vehicle/entity up 2 tiles CC/E0A5: 85 Move vehicle/entity right 2 tiles CC/E0A6: 86 Move vehicle/entity down 2 tiles CC/E0A7: FC Branch 4 bytes backwards ($CCE0A3) CC/E0A9: FF End queue CC/E0AA: 15 Begin action queue for character $15 (NPC $15), 12 bytes long CC/E0AC: D5 Set vehicle/entity's position to (116, 17) CC/E0AF: C3 Set vehicle/entity's event speed to fast CC/E0B0: 83 Move vehicle/entity left 1 tile CC/E0B1: 84 Move vehicle/entity up 2 tiles CC/E0B2: 85 Move vehicle/entity right 2 tiles CC/E0B3: 86 Move vehicle/entity down 2 tiles CC/E0B4: 83 Move vehicle/entity left 1 tile CC/E0B5: FC Branch 5 bytes backwards ($CCE0B0) CC/E0B7: FF End queue CC/E0B8: 16 Begin action queue for character $16 (NPC $16), 11 bytes long CC/E0BA: D5 Set vehicle/entity's position to (115, 17) CC/E0BD: C3 Set vehicle/entity's event speed to fast CC/E0BE: 84 Move vehicle/entity up 2 tiles CC/E0BF: 85 Move vehicle/entity right 2 tiles CC/E0C0: 86 Move vehicle/entity down 2 tiles CC/E0C1: 87 Move vehicle/entity left 2 tiles CC/E0C2: FC Branch 4 bytes backwards ($CCE0BE) CC/E0C4: FF End queue CC/E0C5: 17 Begin action queue for character $17 (NPC $17), 12 bytes long CC/E0C7: D5 Set vehicle/entity's position to (115, 16) CC/E0CA: C3 Set vehicle/entity's event speed to fast CC/E0CB: 80 Move vehicle/entity up 1 tile CC/E0CC: 85 Move vehicle/entity right 2 tiles CC/E0CD: 86 Move vehicle/entity down 2 tiles CC/E0CE: 87 Move vehicle/entity left 2 tiles CC/E0CF: 80 Move vehicle/entity up 1 tile CC/E0D0: FC Branch 5 bytes backwards ($CCE0CB) CC/E0D2: FF End queue CC/E0D3: 92 Pause for 30 units CC/E0D4: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/E0D6: E8 Set word $1FC2($00) [$1FC2] to $0012 CC/E0DA: 3A Enable player to move while event commands execute CC/E0DB: FE Return CC/E0DC: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/E0E2: B2 Call subroutine $CCE405 CC/E0E6: F4 Play sound effect 223 CC/E0E8: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CC/E0EA: D5 Set vehicle/entity's position to (108, 14) CC/E0ED: C3 Set vehicle/entity's event speed to fast CC/E0EE: 85 Move vehicle/entity right 2 tiles CC/E0EF: 86 Move vehicle/entity down 2 tiles CC/E0F0: 87 Move vehicle/entity left 2 tiles CC/E0F1: 84 Move vehicle/entity up 2 tiles CC/E0F2: FC Branch 4 bytes backwards ($CCE0EE) CC/E0F4: FF End queue CC/E0F5: 11 Begin action queue for character $11 (NPC $11), 12 bytes long CC/E0F7: D5 Set vehicle/entity's position to (109, 14) CC/E0FA: C3 Set vehicle/entity's event speed to fast CC/E0FB: 81 Move vehicle/entity right 1 tile CC/E0FC: 86 Move vehicle/entity down 2 tiles CC/E0FD: 87 Move vehicle/entity left 2 tiles CC/E0FE: 84 Move vehicle/entity up 2 tiles CC/E0FF: 81 Move vehicle/entity right 1 tile CC/E100: FC Branch 5 bytes backwards ($CCE0FB) CC/E102: FF End queue CC/E103: 12 Begin action queue for character $12 (NPC $12), 11 bytes long CC/E105: D5 Set vehicle/entity's position to (110, 14) CC/E108: C3 Set vehicle/entity's event speed to fast CC/E109: 86 Move vehicle/entity down 2 tiles CC/E10A: 87 Move vehicle/entity left 2 tiles CC/E10B: 84 Move vehicle/entity up 2 tiles CC/E10C: 85 Move vehicle/entity right 2 tiles CC/E10D: FC Branch 4 bytes backwards ($CCE109) CC/E10F: FF End queue CC/E110: 13 Begin action queue for character $13 (NPC $13), 12 bytes long CC/E112: D5 Set vehicle/entity's position to (110, 15) CC/E115: C3 Set vehicle/entity's event speed to fast CC/E116: 82 Move vehicle/entity down 1 tile CC/E117: 87 Move vehicle/entity left 2 tiles CC/E118: 84 Move vehicle/entity up 2 tiles CC/E119: 85 Move vehicle/entity right 2 tiles CC/E11A: 82 Move vehicle/entity down 1 tile CC/E11B: FC Branch 5 bytes backwards ($CCE116) CC/E11D: FF End queue CC/E11E: 14 Begin action queue for character $14 (NPC $14), 11 bytes long CC/E120: D5 Set vehicle/entity's position to (110, 16) CC/E123: C3 Set vehicle/entity's event speed to fast CC/E124: 87 Move vehicle/entity left 2 tiles CC/E125: 84 Move vehicle/entity up 2 tiles CC/E126: 85 Move vehicle/entity right 2 tiles CC/E127: 86 Move vehicle/entity down 2 tiles CC/E128: FC Branch 4 bytes backwards ($CCE124) CC/E12A: FF End queue CC/E12B: 15 Begin action queue for character $15 (NPC $15), 12 bytes long CC/E12D: D5 Set vehicle/entity's position to (109, 16) CC/E130: C3 Set vehicle/entity's event speed to fast CC/E131: 83 Move vehicle/entity left 1 tile CC/E132: 84 Move vehicle/entity up 2 tiles CC/E133: 85 Move vehicle/entity right 2 tiles CC/E134: 86 Move vehicle/entity down 2 tiles CC/E135: 83 Move vehicle/entity left 1 tile CC/E136: FC Branch 5 bytes backwards ($CCE131) CC/E138: FF End queue CC/E139: 16 Begin action queue for character $16 (NPC $16), 11 bytes long CC/E13B: D5 Set vehicle/entity's position to (108, 16) CC/E13E: C3 Set vehicle/entity's event speed to fast CC/E13F: 84 Move vehicle/entity up 2 tiles CC/E140: 85 Move vehicle/entity right 2 tiles CC/E141: 86 Move vehicle/entity down 2 tiles CC/E142: 87 Move vehicle/entity left 2 tiles CC/E143: FC Branch 4 bytes backwards ($CCE13F) CC/E145: FF End queue CC/E146: 17 Begin action queue for character $17 (NPC $17), 12 bytes long CC/E148: D5 Set vehicle/entity's position to (108, 15) CC/E14B: C3 Set vehicle/entity's event speed to fast CC/E14C: 80 Move vehicle/entity up 1 tile CC/E14D: 85 Move vehicle/entity right 2 tiles CC/E14E: 86 Move vehicle/entity down 2 tiles CC/E14F: 87 Move vehicle/entity left 2 tiles CC/E150: 80 Move vehicle/entity up 1 tile CC/E151: FC Branch 5 bytes backwards ($CCE14C) CC/E153: FF End queue CC/E154: 92 Pause for 30 units CC/E155: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/E157: E8 Set word $1FC2($00) [$1FC2] to $0013 CC/E15B: 3A Enable player to move while event commands execute CC/E15C: FE Return CC/E15D: EB Compare word $1FC2($00) [$1FC2] to $0011, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CC/E161: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CCE1E0 CC/E167: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/E16D: B2 Call subroutine $CCE405 CC/E171: F4 Play sound effect 223 CC/E173: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CC/E175: D5 Set vehicle/entity's position to (111, 12) CC/E178: C3 Set vehicle/entity's event speed to fast CC/E179: 85 Move vehicle/entity right 2 tiles CC/E17A: 86 Move vehicle/entity down 2 tiles CC/E17B: 87 Move vehicle/entity left 2 tiles CC/E17C: 84 Move vehicle/entity up 2 tiles CC/E17D: FC Branch 4 bytes backwards ($CCE179) CC/E17F: FF End queue CC/E180: 11 Begin action queue for character $11 (NPC $11), 12 bytes long CC/E182: D5 Set vehicle/entity's position to (112, 12) CC/E185: C3 Set vehicle/entity's event speed to fast CC/E186: 81 Move vehicle/entity right 1 tile CC/E187: 86 Move vehicle/entity down 2 tiles CC/E188: 87 Move vehicle/entity left 2 tiles CC/E189: 84 Move vehicle/entity up 2 tiles CC/E18A: 81 Move vehicle/entity right 1 tile CC/E18B: FC Branch 5 bytes backwards ($CCE186) CC/E18D: FF End queue CC/E18E: 12 Begin action queue for character $12 (NPC $12), 11 bytes long CC/E190: D5 Set vehicle/entity's position to (113, 12) CC/E193: C3 Set vehicle/entity's event speed to fast CC/E194: 86 Move vehicle/entity down 2 tiles CC/E195: 87 Move vehicle/entity left 2 tiles CC/E196: 84 Move vehicle/entity up 2 tiles CC/E197: 85 Move vehicle/entity right 2 tiles CC/E198: FC Branch 4 bytes backwards ($CCE194) CC/E19A: FF End queue CC/E19B: 13 Begin action queue for character $13 (NPC $13), 12 bytes long CC/E19D: D5 Set vehicle/entity's position to (113, 13) CC/E1A0: C3 Set vehicle/entity's event speed to fast CC/E1A1: 82 Move vehicle/entity down 1 tile CC/E1A2: 87 Move vehicle/entity left 2 tiles CC/E1A3: 84 Move vehicle/entity up 2 tiles CC/E1A4: 85 Move vehicle/entity right 2 tiles CC/E1A5: 82 Move vehicle/entity down 1 tile CC/E1A6: FC Branch 5 bytes backwards ($CCE1A1) CC/E1A8: FF End queue CC/E1A9: 14 Begin action queue for character $14 (NPC $14), 11 bytes long CC/E1AB: D5 Set vehicle/entity's position to (113, 14) CC/E1AE: C3 Set vehicle/entity's event speed to fast CC/E1AF: 87 Move vehicle/entity left 2 tiles CC/E1B0: 84 Move vehicle/entity up 2 tiles CC/E1B1: 85 Move vehicle/entity right 2 tiles CC/E1B2: 86 Move vehicle/entity down 2 tiles CC/E1B3: FC Branch 4 bytes backwards ($CCE1AF) CC/E1B5: FF End queue CC/E1B6: 15 Begin action queue for character $15 (NPC $15), 12 bytes long CC/E1B8: D5 Set vehicle/entity's position to (112, 14) CC/E1BB: C3 Set vehicle/entity's event speed to fast CC/E1BC: 83 Move vehicle/entity left 1 tile CC/E1BD: 84 Move vehicle/entity up 2 tiles CC/E1BE: 85 Move vehicle/entity right 2 tiles CC/E1BF: 86 Move vehicle/entity down 2 tiles CC/E1C0: 83 Move vehicle/entity left 1 tile CC/E1C1: FC Branch 5 bytes backwards ($CCE1BC) CC/E1C3: FF End queue CC/E1C4: 16 Begin action queue for character $16 (NPC $16), 11 bytes long CC/E1C6: D5 Set vehicle/entity's position to (111, 14) CC/E1C9: C3 Set vehicle/entity's event speed to fast CC/E1CA: 84 Move vehicle/entity up 2 tiles CC/E1CB: 85 Move vehicle/entity right 2 tiles CC/E1CC: 86 Move vehicle/entity down 2 tiles CC/E1CD: 87 Move vehicle/entity left 2 tiles CC/E1CE: FC Branch 4 bytes backwards ($CCE1CA) CC/E1D0: FF End queue CC/E1D1: 17 Begin action queue for character $17 (NPC $17), 12 bytes long CC/E1D3: D5 Set vehicle/entity's position to (111, 13) CC/E1D6: C3 Set vehicle/entity's event speed to fast CC/E1D7: 80 Move vehicle/entity up 1 tile CC/E1D8: 85 Move vehicle/entity right 2 tiles CC/E1D9: 86 Move vehicle/entity down 2 tiles CC/E1DA: 87 Move vehicle/entity left 2 tiles CC/E1DB: 80 Move vehicle/entity up 1 tile CC/E1DC: FC Branch 5 bytes backwards ($CCE1D7) CC/E1DE: FF End queue CC/E1DF: 92 Pause for 30 units CC/E1E0: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/E1E2: E8 Set word $1FC2($00) [$1FC2] to $0014 CC/E1E6: 3A Enable player to move while event commands execute CC/E1E7: FE Return CC/E1E8: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/E1EE: B2 Call subroutine $CCE405 CC/E1F2: F4 Play sound effect 223 CC/E1F4: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CC/E1F6: D5 Set vehicle/entity's position to (108, 12) CC/E1F9: C3 Set vehicle/entity's event speed to fast CC/E1FA: 85 Move vehicle/entity right 2 tiles CC/E1FB: 86 Move vehicle/entity down 2 tiles CC/E1FC: 87 Move vehicle/entity left 2 tiles CC/E1FD: 84 Move vehicle/entity up 2 tiles CC/E1FE: FC Branch 4 bytes backwards ($CCE1FA) CC/E200: FF End queue CC/E201: 11 Begin action queue for character $11 (NPC $11), 12 bytes long CC/E203: D5 Set vehicle/entity's position to (109, 12) CC/E206: C3 Set vehicle/entity's event speed to fast CC/E207: 81 Move vehicle/entity right 1 tile CC/E208: 86 Move vehicle/entity down 2 tiles CC/E209: 87 Move vehicle/entity left 2 tiles CC/E20A: 84 Move vehicle/entity up 2 tiles CC/E20B: 81 Move vehicle/entity right 1 tile CC/E20C: FC Branch 5 bytes backwards ($CCE207) CC/E20E: FF End queue CC/E20F: 12 Begin action queue for character $12 (NPC $12), 11 bytes long CC/E211: D5 Set vehicle/entity's position to (110, 12) CC/E214: C3 Set vehicle/entity's event speed to fast CC/E215: 86 Move vehicle/entity down 2 tiles CC/E216: 87 Move vehicle/entity left 2 tiles CC/E217: 84 Move vehicle/entity up 2 tiles CC/E218: 85 Move vehicle/entity right 2 tiles CC/E219: FC Branch 4 bytes backwards ($CCE215) CC/E21B: FF End queue CC/E21C: 13 Begin action queue for character $13 (NPC $13), 12 bytes long CC/E21E: D5 Set vehicle/entity's position to (110, 13) CC/E221: C3 Set vehicle/entity's event speed to fast CC/E222: 82 Move vehicle/entity down 1 tile CC/E223: 87 Move vehicle/entity left 2 tiles CC/E224: 84 Move vehicle/entity up 2 tiles CC/E225: 85 Move vehicle/entity right 2 tiles CC/E226: 82 Move vehicle/entity down 1 tile CC/E227: FC Branch 5 bytes backwards ($CCE222) CC/E229: FF End queue CC/E22A: 14 Begin action queue for character $14 (NPC $14), 11 bytes long CC/E22C: D5 Set vehicle/entity's position to (110, 14) CC/E22F: C3 Set vehicle/entity's event speed to fast CC/E230: 87 Move vehicle/entity left 2 tiles CC/E231: 84 Move vehicle/entity up 2 tiles CC/E232: 85 Move vehicle/entity right 2 tiles CC/E233: 86 Move vehicle/entity down 2 tiles CC/E234: FC Branch 4 bytes backwards ($CCE230) CC/E236: FF End queue CC/E237: 15 Begin action queue for character $15 (NPC $15), 12 bytes long CC/E239: D5 Set vehicle/entity's position to (109, 14) CC/E23C: C3 Set vehicle/entity's event speed to fast CC/E23D: 83 Move vehicle/entity left 1 tile CC/E23E: 84 Move vehicle/entity up 2 tiles CC/E23F: 85 Move vehicle/entity right 2 tiles CC/E240: 86 Move vehicle/entity down 2 tiles CC/E241: 83 Move vehicle/entity left 1 tile CC/E242: FC Branch 5 bytes backwards ($CCE23D) CC/E244: FF End queue CC/E245: 16 Begin action queue for character $16 (NPC $16), 11 bytes long CC/E247: D5 Set vehicle/entity's position to (108, 14) CC/E24A: C3 Set vehicle/entity's event speed to fast CC/E24B: 84 Move vehicle/entity up 2 tiles CC/E24C: 85 Move vehicle/entity right 2 tiles CC/E24D: 86 Move vehicle/entity down 2 tiles CC/E24E: 87 Move vehicle/entity left 2 tiles CC/E24F: FC Branch 4 bytes backwards ($CCE24B) CC/E251: FF End queue CC/E252: 17 Begin action queue for character $17 (NPC $17), 12 bytes long CC/E254: D5 Set vehicle/entity's position to (108, 13) CC/E257: C3 Set vehicle/entity's event speed to fast CC/E258: 80 Move vehicle/entity up 1 tile CC/E259: 85 Move vehicle/entity right 2 tiles CC/E25A: 86 Move vehicle/entity down 2 tiles CC/E25B: 87 Move vehicle/entity left 2 tiles CC/E25C: 80 Move vehicle/entity up 1 tile CC/E25D: FC Branch 5 bytes backwards ($CCE258) CC/E25F: FF End queue CC/E260: 92 Pause for 30 units CC/E261: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/E263: 3A Enable player to move while event commands execute CC/E264: FE Return CC/E265: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/E26B: B2 Call subroutine $CCE405 CC/E26F: F4 Play sound effect 223 CC/E271: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CC/E273: D5 Set vehicle/entity's position to (115, 12) CC/E276: C3 Set vehicle/entity's event speed to fast CC/E277: 85 Move vehicle/entity right 2 tiles CC/E278: 86 Move vehicle/entity down 2 tiles CC/E279: 87 Move vehicle/entity left 2 tiles CC/E27A: 84 Move vehicle/entity up 2 tiles CC/E27B: FC Branch 4 bytes backwards ($CCE277) CC/E27D: FF End queue CC/E27E: 11 Begin action queue for character $11 (NPC $11), 12 bytes long CC/E280: D5 Set vehicle/entity's position to (116, 12) CC/E283: C3 Set vehicle/entity's event speed to fast CC/E284: 81 Move vehicle/entity right 1 tile CC/E285: 86 Move vehicle/entity down 2 tiles CC/E286: 87 Move vehicle/entity left 2 tiles CC/E287: 84 Move vehicle/entity up 2 tiles CC/E288: 81 Move vehicle/entity right 1 tile CC/E289: FC Branch 5 bytes backwards ($CCE284) CC/E28B: FF End queue CC/E28C: 12 Begin action queue for character $12 (NPC $12), 11 bytes long CC/E28E: D5 Set vehicle/entity's position to (117, 12) CC/E291: C3 Set vehicle/entity's event speed to fast CC/E292: 86 Move vehicle/entity down 2 tiles CC/E293: 87 Move vehicle/entity left 2 tiles CC/E294: 84 Move vehicle/entity up 2 tiles CC/E295: 85 Move vehicle/entity right 2 tiles CC/E296: FC Branch 4 bytes backwards ($CCE292) CC/E298: FF End queue CC/E299: 13 Begin action queue for character $13 (NPC $13), 12 bytes long CC/E29B: D5 Set vehicle/entity's position to (117, 13) CC/E29E: C3 Set vehicle/entity's event speed to fast CC/E29F: 82 Move vehicle/entity down 1 tile CC/E2A0: 87 Move vehicle/entity left 2 tiles CC/E2A1: 84 Move vehicle/entity up 2 tiles CC/E2A2: 85 Move vehicle/entity right 2 tiles CC/E2A3: 82 Move vehicle/entity down 1 tile CC/E2A4: FC Branch 5 bytes backwards ($CCE29F) CC/E2A6: FF End queue CC/E2A7: 14 Begin action queue for character $14 (NPC $14), 11 bytes long CC/E2A9: D5 Set vehicle/entity's position to (117, 14) CC/E2AC: C3 Set vehicle/entity's event speed to fast CC/E2AD: 87 Move vehicle/entity left 2 tiles CC/E2AE: 84 Move vehicle/entity up 2 tiles CC/E2AF: 85 Move vehicle/entity right 2 tiles CC/E2B0: 86 Move vehicle/entity down 2 tiles CC/E2B1: FC Branch 4 bytes backwards ($CCE2AD) CC/E2B3: FF End queue CC/E2B4: 15 Begin action queue for character $15 (NPC $15), 12 bytes long CC/E2B6: D5 Set vehicle/entity's position to (116, 14) CC/E2B9: C3 Set vehicle/entity's event speed to fast CC/E2BA: 83 Move vehicle/entity left 1 tile CC/E2BB: 84 Move vehicle/entity up 2 tiles CC/E2BC: 85 Move vehicle/entity right 2 tiles CC/E2BD: 86 Move vehicle/entity down 2 tiles CC/E2BE: 83 Move vehicle/entity left 1 tile CC/E2BF: FC Branch 5 bytes backwards ($CCE2BA) CC/E2C1: FF End queue CC/E2C2: 16 Begin action queue for character $16 (NPC $16), 11 bytes long CC/E2C4: D5 Set vehicle/entity's position to (115, 14) CC/E2C7: C3 Set vehicle/entity's event speed to fast CC/E2C8: 84 Move vehicle/entity up 2 tiles CC/E2C9: 85 Move vehicle/entity right 2 tiles CC/E2CA: 86 Move vehicle/entity down 2 tiles CC/E2CB: 87 Move vehicle/entity left 2 tiles CC/E2CC: FC Branch 4 bytes backwards ($CCE2C8) CC/E2CE: FF End queue CC/E2CF: 17 Begin action queue for character $17 (NPC $17), 12 bytes long CC/E2D1: D5 Set vehicle/entity's position to (115, 13) CC/E2D4: C3 Set vehicle/entity's event speed to fast CC/E2D5: 80 Move vehicle/entity up 1 tile CC/E2D6: 85 Move vehicle/entity right 2 tiles CC/E2D7: 86 Move vehicle/entity down 2 tiles CC/E2D8: 87 Move vehicle/entity left 2 tiles CC/E2D9: 80 Move vehicle/entity up 1 tile CC/E2DA: FC Branch 5 bytes backwards ($CCE2D5) CC/E2DC: FF End queue CC/E2DD: 92 Pause for 30 units CC/E2DE: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/E2E0: 3A Enable player to move while event commands execute CC/E2E1: FE Return CC/E2E2: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/E2E8: B2 Call subroutine $CCE405 CC/E2EC: F4 Play sound effect 223 CC/E2EE: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CC/E2F0: D5 Set vehicle/entity's position to (105, 14) CC/E2F3: C3 Set vehicle/entity's event speed to fast CC/E2F4: 85 Move vehicle/entity right 2 tiles CC/E2F5: 86 Move vehicle/entity down 2 tiles CC/E2F6: 87 Move vehicle/entity left 2 tiles CC/E2F7: 84 Move vehicle/entity up 2 tiles CC/E2F8: FC Branch 4 bytes backwards ($CCE2F4) CC/E2FA: FF End queue CC/E2FB: 11 Begin action queue for character $11 (NPC $11), 12 bytes long CC/E2FD: D5 Set vehicle/entity's position to (106, 14) CC/E300: C3 Set vehicle/entity's event speed to fast CC/E301: 81 Move vehicle/entity right 1 tile CC/E302: 86 Move vehicle/entity down 2 tiles CC/E303: 87 Move vehicle/entity left 2 tiles CC/E304: 84 Move vehicle/entity up 2 tiles CC/E305: 81 Move vehicle/entity right 1 tile CC/E306: FC Branch 5 bytes backwards ($CCE301) CC/E308: FF End queue CC/E309: 12 Begin action queue for character $12 (NPC $12), 11 bytes long CC/E30B: D5 Set vehicle/entity's position to (107, 14) CC/E30E: C3 Set vehicle/entity's event speed to fast CC/E30F: 86 Move vehicle/entity down 2 tiles CC/E310: 87 Move vehicle/entity left 2 tiles CC/E311: 84 Move vehicle/entity up 2 tiles CC/E312: 85 Move vehicle/entity right 2 tiles CC/E313: FC Branch 4 bytes backwards ($CCE30F) CC/E315: FF End queue CC/E316: 13 Begin action queue for character $13 (NPC $13), 12 bytes long CC/E318: D5 Set vehicle/entity's position to (107, 15) CC/E31B: C3 Set vehicle/entity's event speed to fast CC/E31C: 82 Move vehicle/entity down 1 tile CC/E31D: 87 Move vehicle/entity left 2 tiles CC/E31E: 84 Move vehicle/entity up 2 tiles CC/E31F: 85 Move vehicle/entity right 2 tiles CC/E320: 82 Move vehicle/entity down 1 tile CC/E321: FC Branch 5 bytes backwards ($CCE31C) CC/E323: FF End queue CC/E324: 14 Begin action queue for character $14 (NPC $14), 11 bytes long CC/E326: D5 Set vehicle/entity's position to (107, 16) CC/E329: C3 Set vehicle/entity's event speed to fast CC/E32A: 87 Move vehicle/entity left 2 tiles CC/E32B: 84 Move vehicle/entity up 2 tiles CC/E32C: 85 Move vehicle/entity right 2 tiles CC/E32D: 86 Move vehicle/entity down 2 tiles CC/E32E: FC Branch 4 bytes backwards ($CCE32A) CC/E330: FF End queue CC/E331: 15 Begin action queue for character $15 (NPC $15), 12 bytes long CC/E333: D5 Set vehicle/entity's position to (106, 16) CC/E336: C3 Set vehicle/entity's event speed to fast CC/E337: 83 Move vehicle/entity left 1 tile CC/E338: 84 Move vehicle/entity up 2 tiles CC/E339: 85 Move vehicle/entity right 2 tiles CC/E33A: 86 Move vehicle/entity down 2 tiles CC/E33B: 83 Move vehicle/entity left 1 tile CC/E33C: FC Branch 5 bytes backwards ($CCE337) CC/E33E: FF End queue CC/E33F: 16 Begin action queue for character $16 (NPC $16), 11 bytes long CC/E341: D5 Set vehicle/entity's position to (105, 16) CC/E344: C3 Set vehicle/entity's event speed to fast CC/E345: 84 Move vehicle/entity up 2 tiles CC/E346: 85 Move vehicle/entity right 2 tiles CC/E347: 86 Move vehicle/entity down 2 tiles CC/E348: 87 Move vehicle/entity left 2 tiles CC/E349: FC Branch 4 bytes backwards ($CCE345) CC/E34B: FF End queue CC/E34C: 17 Begin action queue for character $17 (NPC $17), 12 bytes long CC/E34E: D5 Set vehicle/entity's position to (105, 15) CC/E351: C3 Set vehicle/entity's event speed to fast CC/E352: 80 Move vehicle/entity up 1 tile CC/E353: 85 Move vehicle/entity right 2 tiles CC/E354: 86 Move vehicle/entity down 2 tiles CC/E355: 87 Move vehicle/entity left 2 tiles CC/E356: 80 Move vehicle/entity up 1 tile CC/E357: FC Branch 5 bytes backwards ($CCE352) CC/E359: FF End queue CC/E35A: 92 Pause for 30 units CC/E35B: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/E35D: 3A Enable player to move while event commands execute CC/E35E: FE Return CC/E35F: EB Compare word $1FC2($01) [$1FC4] to $0007, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CC/E363: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CCE373 CC/E369: EB Compare word $1FC2($00) [$1FC2] to $0002, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CC/E36D: C0 If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CCE3EC CC/E373: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/E379: B2 Call subroutine $CCE405 CC/E37D: F4 Play sound effect 223 CC/E37F: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CC/E381: D5 Set vehicle/entity's position to (115, 22) CC/E384: C3 Set vehicle/entity's event speed to fast CC/E385: 85 Move vehicle/entity right 2 tiles CC/E386: 86 Move vehicle/entity down 2 tiles CC/E387: 87 Move vehicle/entity left 2 tiles CC/E388: 84 Move vehicle/entity up 2 tiles CC/E389: FC Branch 4 bytes backwards ($CCE385) CC/E38B: FF End queue CC/E38C: 11 Begin action queue for character $11 (NPC $11), 12 bytes long CC/E38E: D5 Set vehicle/entity's position to (116, 22) CC/E391: C3 Set vehicle/entity's event speed to fast CC/E392: 81 Move vehicle/entity right 1 tile CC/E393: 86 Move vehicle/entity down 2 tiles CC/E394: 87 Move vehicle/entity left 2 tiles CC/E395: 84 Move vehicle/entity up 2 tiles CC/E396: 81 Move vehicle/entity right 1 tile CC/E397: FC Branch 5 bytes backwards ($CCE392) CC/E399: FF End queue CC/E39A: 12 Begin action queue for character $12 (NPC $12), 11 bytes long CC/E39C: D5 Set vehicle/entity's position to (117, 22) CC/E39F: C3 Set vehicle/entity's event speed to fast CC/E3A0: 86 Move vehicle/entity down 2 tiles CC/E3A1: 87 Move vehicle/entity left 2 tiles CC/E3A2: 84 Move vehicle/entity up 2 tiles CC/E3A3: 85 Move vehicle/entity right 2 tiles CC/E3A4: FC Branch 4 bytes backwards ($CCE3A0) CC/E3A6: FF End queue CC/E3A7: 13 Begin action queue for character $13 (NPC $13), 12 bytes long CC/E3A9: D5 Set vehicle/entity's position to (117, 23) CC/E3AC: C3 Set vehicle/entity's event speed to fast CC/E3AD: 82 Move vehicle/entity down 1 tile CC/E3AE: 87 Move vehicle/entity left 2 tiles CC/E3AF: 84 Move vehicle/entity up 2 tiles CC/E3B0: 85 Move vehicle/entity right 2 tiles CC/E3B1: 82 Move vehicle/entity down 1 tile CC/E3B2: FC Branch 5 bytes backwards ($CCE3AD) CC/E3B4: FF End queue CC/E3B5: 14 Begin action queue for character $14 (NPC $14), 11 bytes long CC/E3B7: D5 Set vehicle/entity's position to (117, 24) CC/E3BA: C3 Set vehicle/entity's event speed to fast CC/E3BB: 87 Move vehicle/entity left 2 tiles CC/E3BC: 84 Move vehicle/entity up 2 tiles CC/E3BD: 85 Move vehicle/entity right 2 tiles CC/E3BE: 86 Move vehicle/entity down 2 tiles CC/E3BF: FC Branch 4 bytes backwards ($CCE3BB) CC/E3C1: FF End queue CC/E3C2: 15 Begin action queue for character $15 (NPC $15), 12 bytes long CC/E3C4: D5 Set vehicle/entity's position to (116, 24) CC/E3C7: C3 Set vehicle/entity's event speed to fast CC/E3C8: 83 Move vehicle/entity left 1 tile CC/E3C9: 84 Move vehicle/entity up 2 tiles CC/E3CA: 85 Move vehicle/entity right 2 tiles CC/E3CB: 86 Move vehicle/entity down 2 tiles CC/E3CC: 83 Move vehicle/entity left 1 tile CC/E3CD: FC Branch 5 bytes backwards ($CCE3C8) CC/E3CF: FF End queue CC/E3D0: 16 Begin action queue for character $16 (NPC $16), 11 bytes long CC/E3D2: D5 Set vehicle/entity's position to (115, 24) CC/E3D5: C3 Set vehicle/entity's event speed to fast CC/E3D6: 84 Move vehicle/entity up 2 tiles CC/E3D7: 85 Move vehicle/entity right 2 tiles CC/E3D8: 86 Move vehicle/entity down 2 tiles CC/E3D9: 87 Move vehicle/entity left 2 tiles CC/E3DA: FC Branch 4 bytes backwards ($CCE3D6) CC/E3DC: FF End queue CC/E3DD: 17 Begin action queue for character $17 (NPC $17), 12 bytes long CC/E3DF: D5 Set vehicle/entity's position to (115, 23) CC/E3E2: C3 Set vehicle/entity's event speed to fast CC/E3E3: 80 Move vehicle/entity up 1 tile CC/E3E4: 85 Move vehicle/entity right 2 tiles CC/E3E5: 86 Move vehicle/entity down 2 tiles CC/E3E6: 87 Move vehicle/entity left 2 tiles CC/E3E7: 80 Move vehicle/entity up 1 tile CC/E3E8: FC Branch 5 bytes backwards ($CCE3E3) CC/E3EA: FF End queue CC/E3EB: 92 Pause for 30 units CC/E3EC: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/E3EE: E8 Set word $1FC2($00) [$1FC2] to $0015 CC/E3F2: 3A Enable player to move while event commands execute CC/E3F3: FE Return CC/E3F4: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CC/E3FA: E8 Set word $1FC2($00) [$1FC2] to $0000 CC/E3FE: E8 Set word $1FC2($01) [$1FC4] to $0000 CC/E402: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CC/E404: FE Return CC/E405: 78 Enable ability to pass through other objects for object $10 (NPC $10) CC/E407: 78 Enable ability to pass through other objects for object $11 (NPC $11) CC/E409: 78 Enable ability to pass through other objects for object $12 (NPC $12) CC/E40B: 78 Enable ability to pass through other objects for object $13 (NPC $13) CC/E40D: 78 Enable ability to pass through other objects for object $14 (NPC $14) CC/E40F: 78 Enable ability to pass through other objects for object $15 (NPC $15) CC/E411: 78 Enable ability to pass through other objects for object $16 (NPC $16) CC/E413: 78 Enable ability to pass through other objects for object $17 (NPC $17) CC/E415: FE Return CC/E416: F4 Play sound effect 204 CC/E418: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CC/E41A: 82 Move vehicle/entity down 1 tile CC/E41B: C3 Set vehicle/entity's event speed to fast CC/E41C: A1 Move vehicle/entity right/down 1x1 tiles CC/E41D: A1 Move vehicle/entity right/down 1x1 tiles CC/E41E: C2 Set vehicle/entity's event speed to normal CC/E41F: A1 Move vehicle/entity right/down 1x1 tiles CC/E420: A1 Move vehicle/entity right/down 1x1 tiles CC/E421: D5 Set vehicle/entity's position to (0, 0) CC/E424: FF End queue CC/E425: 11 Begin action queue for character $11 (NPC $11), 11 bytes long CC/E427: 83 Move vehicle/entity left 1 tile CC/E428: C3 Set vehicle/entity's event speed to fast CC/E429: 82 Move vehicle/entity down 1 tile CC/E42A: 82 Move vehicle/entity down 1 tile CC/E42B: C2 Set vehicle/entity's event speed to normal CC/E42C: 82 Move vehicle/entity down 1 tile CC/E42D: 82 Move vehicle/entity down 1 tile CC/E42E: D5 Set vehicle/entity's position to (0, 0) CC/E431: FF End queue CC/E432: 12 Begin action queue for character $12 (NPC $12), 11 bytes long CC/E434: 83 Move vehicle/entity left 1 tile CC/E435: C3 Set vehicle/entity's event speed to fast CC/E436: A2 Move vehicle/entity left/down 1x1 tiles CC/E437: A2 Move vehicle/entity left/down 1x1 tiles CC/E438: C2 Set vehicle/entity's event speed to normal CC/E439: A2 Move vehicle/entity left/down 1x1 tiles CC/E43A: A2 Move vehicle/entity left/down 1x1 tiles CC/E43B: D5 Set vehicle/entity's position to (0, 0) CC/E43E: FF End queue CC/E43F: 13 Begin action queue for character $13 (NPC $13), 11 bytes long CC/E441: 80 Move vehicle/entity up 1 tile CC/E442: C3 Set vehicle/entity's event speed to fast CC/E443: 83 Move vehicle/entity left 1 tile CC/E444: 83 Move vehicle/entity left 1 tile CC/E445: C2 Set vehicle/entity's event speed to normal CC/E446: 83 Move vehicle/entity left 1 tile CC/E447: 83 Move vehicle/entity left 1 tile CC/E448: D5 Set vehicle/entity's position to (0, 0) CC/E44B: FF End queue CC/E44C: 14 Begin action queue for character $14 (NPC $14), 11 bytes long CC/E44E: 80 Move vehicle/entity up 1 tile CC/E44F: C3 Set vehicle/entity's event speed to fast CC/E450: A3 Move vehicle/entity left/up 1x1 tiles CC/E451: A3 Move vehicle/entity left/up 1x1 tiles CC/E452: C2 Set vehicle/entity's event speed to normal CC/E453: A3 Move vehicle/entity left/up 1x1 tiles CC/E454: A3 Move vehicle/entity left/up 1x1 tiles CC/E455: D5 Set vehicle/entity's position to (0, 0) CC/E458: FF End queue CC/E459: 15 Begin action queue for character $15 (NPC $15), 11 bytes long CC/E45B: 81 Move vehicle/entity right 1 tile CC/E45C: C3 Set vehicle/entity's event speed to fast CC/E45D: 80 Move vehicle/entity up 1 tile CC/E45E: 80 Move vehicle/entity up 1 tile CC/E45F: C2 Set vehicle/entity's event speed to normal CC/E460: 80 Move vehicle/entity up 1 tile CC/E461: 80 Move vehicle/entity up 1 tile CC/E462: D5 Set vehicle/entity's position to (0, 0) CC/E465: FF End queue CC/E466: 16 Begin action queue for character $16 (NPC $16), 11 bytes long CC/E468: 81 Move vehicle/entity right 1 tile CC/E469: C3 Set vehicle/entity's event speed to fast CC/E46A: A0 Move vehicle/entity right/up 1x1 tiles CC/E46B: A0 Move vehicle/entity right/up 1x1 tiles CC/E46C: C2 Set vehicle/entity's event speed to normal CC/E46D: A0 Move vehicle/entity right/up 1x1 tiles CC/E46E: A0 Move vehicle/entity right/up 1x1 tiles CC/E46F: D5 Set vehicle/entity's position to (0, 0) CC/E472: FF End queue CC/E473: 17 Begin action queue for character $17 (NPC $17), 13 bytes long (Wait until complete) CC/E475: 82 Move vehicle/entity down 1 tile CC/E476: C3 Set vehicle/entity's event speed to fast CC/E477: 81 Move vehicle/entity right 1 tile CC/E478: 81 Move vehicle/entity right 1 tile CC/E479: C2 Set vehicle/entity's event speed to normal CC/E47A: 81 Move vehicle/entity right 1 tile CC/E47B: 81 Move vehicle/entity right 1 tile CC/E47C: D5 Set vehicle/entity's position to (0, 0) CC/E47F: E0 Pause for 4 * 1 (4) frames CC/E481: FF End queue CC/E482: F4 Play sound effect 141 CC/E484: 3A Enable player to move while event commands execute CC/E485: FE Return CC/E486: 4D Invoke battle, enemy set $26, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CC/E489: B2 Call subroutine $CA5EA9 CC/E48D: D3 Clear event bit $1E80($1B5) [$1EB6, bit 5] CC/E48F: 6B Load map $0031 (Narshe, security checkpoint cave (WoB)) instantly, (upper bits $0000), place party at (111, 27), facing up CC/E495: 96 Restore screen from fade CC/E496: 5C Pause execution until fade in or fade out is complete CC/E497: 3B Position character in a "ready-to-go" stance CC/E498: FE Return CC/E499: 8B For character $31 (Party Character 0), take HP and set to maximum CC/E49C: 8B For character $32 (Party Character 1), take HP and set to maximum CC/E49F: 8B For character $33 (Party Character 2), take HP and set to maximum CC/E4A2: 8B For character $34 (Party Character 3), take HP and set to maximum CC/E4A5: 8C For character $31 (Party Character 0), take MP and set to maximum CC/E4A8: 8C For character $32 (Party Character 1), take MP and set to maximum CC/E4AB: 8C For character $33 (Party Character 2), take MP and set to maximum CC/E4AE: 8C For character $34 (Party Character 3), take MP and set to maximum CC/E4B1: 88 Remove the following status ailments from character $31 (Party Character 0): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/E4B5: 88 Remove the following status ailments from character $32 (Party Character 1): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/E4B9: 88 Remove the following status ailments from character $33 (Party Character 2): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/E4BD: 88 Remove the following status ailments from character $34 (Party Character 3): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CC/E4C1: FE Return CC/E4C2: DD Clear event bit $1E80($636) [$1F46, bit 6] CC/E4C4: DD Clear event bit $1E80($62B) [$1F45, bit 3] CC/E4C6: DD Clear event bit $1E80($62F) [$1F45, bit 7] CC/E4C8: DD Clear event bit $1E80($630) [$1F46, bit 0] CC/E4CA: DD Clear event bit $1E80($634) [$1F46, bit 4] CC/E4CC: DD Clear event bit $1E80($652) [$1F4A, bit 2] CC/E4CE: DD Clear event bit $1E80($65F) [$1F4B, bit 7] CC/E4D0: DD Clear event bit $1E80($661) [$1F4C, bit 1] CC/E4D2: DD Clear event bit $1E80($63C) [$1F47, bit 4] CC/E4D4: DD Clear event bit $1E80($637) [$1F46, bit 7] CC/E4D6: DD Clear event bit $1E80($638) [$1F47, bit 0] CC/E4D8: FE Return CC/E4D9: E8 Set word $1FC2($06) [$1FCE] to $0008 CC/E4DD: 7A Change event address for object $00 to address $CA5EB3 CC/E4E2: 7A Change event address for object $01 to address $CA5EB3 CC/E4E7: 7A Change event address for object $06 to address $CA5EB3 CC/E4EC: 7A Change event address for object $04 to address $CA5EB3 CC/E4F1: 7A Change event address for object $05 to address $CA5EB3 CC/E4F6: 7A Change event address for object $02 to address $CA5EB3 CC/E4FB: 7A Change event address for object $0B to address $CA5EB3 CC/E500: 7A Change event address for object $09 to address $CA5EB3 CC/E505: 7A Change event address for object $07 to address $CA5EB3 CC/E50A: 7A Change event address for object $08 to address $CA5EB3 CC/E50F: 7A Change event address for object $03 to address $CA5EB3 CC/E514: 7A Change event address for object $0D to address $CA5EB3 CC/E519: 7A Change event address for object $0C to address $CA5EB3 CC/E51E: 7A Change event address for object $0A to address $CA5EB3 CC/E523: DC Set event bit $1E80($69A) [$1F53, bit 2] CC/E525: DD Clear event bit $1E80($636) [$1F46, bit 6] CC/E527: DD Clear event bit $1E80($637) [$1F46, bit 7] CC/E529: DD Clear event bit $1E80($638) [$1F47, bit 0] CC/E52B: DD Clear event bit $1E80($652) [$1F4A, bit 2] CC/E52D: DD Clear event bit $1E80($661) [$1F4C, bit 1] CC/E52F: DD Clear event bit $1E80($667) [$1F4C, bit 7] CC/E531: DD Clear event bit $1E80($653) [$1F4A, bit 3] CC/E533: DD Clear event bit $1E80($654) [$1F4A, bit 4] CC/E535: DD Clear event bit $1E80($67A) [$1F4F, bit 2] CC/E537: DC Set event bit $1E80($67B) [$1F4F, bit 3] CC/E539: DC Set event bit $1E80($67C) [$1F4F, bit 4] CC/E53B: DD Clear event bit $1E80($651) [$1F4A, bit 1] CC/E53D: DC Set event bit $1E80($67F) [$1F4F, bit 7] CC/E53F: DC Set event bit $1E80($67E) [$1F4F, bit 6] CC/E541: DD Clear event bit $1E80($600) [$1F40, bit 0] CC/E543: DD Clear event bit $1E80($606) [$1F40, bit 6] CC/E545: DD Clear event bit $1E80($688) [$1F51, bit 0] CC/E547: DD Clear event bit $1E80($602) [$1F40, bit 2] CC/E549: DD Clear event bit $1E80($603) [$1F40, bit 3] CC/E54B: DD Clear event bit $1E80($607) [$1F40, bit 7] CC/E54D: DD Clear event bit $1E80($615) [$1F42, bit 5] CC/E54F: DD Clear event bit $1E80($616) [$1F42, bit 6] CC/E551: DD Clear event bit $1E80($61A) [$1F43, bit 2] CC/E553: DD Clear event bit $1E80($617) [$1F42, bit 7] CC/E555: DD Clear event bit $1E80($618) [$1F43, bit 0] CC/E557: DD Clear event bit $1E80($619) [$1F43, bit 1] CC/E559: DD Clear event bit $1E80($63D) [$1F47, bit 5] CC/E55B: DD Clear event bit $1E80($63E) [$1F47, bit 6] CC/E55D: DD Clear event bit $1E80($64E) [$1F49, bit 6] CC/E55F: DC Set event bit $1E80($68B) [$1F51, bit 3] CC/E561: DC Set event bit $1E80($6AD) [$1F55, bit 5] CC/E563: DD Clear event bit $1E80($654) [$1F4A, bit 4] CC/E565: FE Return CC/E566: 6B Load map $0005 (Darkness (Mog explains 3-party battles / various narration)) instantly, (upper bits $3000), place party at (8, 7), facing left CC/E56C: F2 Fade out current song with transition time 160 CC/E56E: 44 Place character $31 (Party Character 0) on vehicle $00 (No vehicle) (Character is not shown) CC/E571: 44 Place character $32 (Party Character 1) on vehicle $00 (No vehicle) (Character is not shown) CC/E574: 44 Place character $33 (Party Character 2) on vehicle $00 (No vehicle) (Character is not shown) CC/E577: 44 Place character $34 (Party Character 3) on vehicle $00 (No vehicle) (Character is not shown) CC/E57A: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CC/E57C: C6 Set vehicle/entity to walk when moving CC/E57D: C8 Set object layering priority to 0 (low nibble 0) CC/E57F: FF End queue CC/E580: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long (Wait until complete) CC/E582: C6 Set vehicle/entity to walk when moving CC/E583: C8 Set object layering priority to 0 (low nibble 0) CC/E585: FF End queue CC/E586: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long (Wait until complete) CC/E588: C6 Set vehicle/entity to walk when moving CC/E589: C8 Set object layering priority to 0 (low nibble 0) CC/E58B: FF End queue CC/E58C: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long (Wait until complete) CC/E58E: C6 Set vehicle/entity to walk when moving CC/E58F: C8 Set object layering priority to 0 (low nibble 0) CC/E591: FF End queue CC/E592: 41 Show object $31 CC/E594: 42 Hide object $32 CC/E596: 42 Hide object $33 CC/E598: 42 Hide object $34 CC/E59A: 47 Make character in slot 0 the lead character CC/E59B: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/E59D: CF Turn vehicle/entity left CC/E59E: FF End queue CC/E59F: A2 Command $A2 CC/E5A0: 58 Shake screen ($F4): (Intensity: 0)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CC/E5A2: C0 If ($1E80($2AB) [$1ED5, bit 3] is set), branch to $CCE5C2 CC/E5A8: C0 If ($1E80($2AC) [$1ED5, bit 4] is set), branch to $CCE5C2 CC/E5AE: C0 If ($1E80($2AD) [$1ED5, bit 5] is set), branch to $CCE5C2 CC/E5B4: C0 If ($1E80($2AE) [$1ED5, bit 6] is set), branch to $CCE5C2 CC/E5BA: A1 Reset timer 0 CC/E5BC: A1 Reset timer 1 CC/E5BE: A1 Reset timer 2 CC/E5C0: A1 Reset timer 3 CC/E5C2: 59 Unfade screen at speed $04 CC/E5C4: 5C Pause execution until fade in or fade out is complete CC/E5C5: 94 Pause for 60 units CC/E5C6: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/E5C8: 15 Do vehicle/entity graphical action $15 CC/E5C9: FF End queue CC/E5CA: 92 Pause for 30 units CC/E5CB: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/E5CD: 22 Do vehicle/entity graphical action $22 CC/E5CE: FF End queue CC/E5CF: 91 Pause for 15 units CC/E5D0: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CC/E5D2: 09 Do vehicle/entity graphical action $09 (kneeling) CC/E5D3: FF End queue CC/E5D4: 94 Pause for 60 units CC/E5D5: F0 Play song 62 (Rest in Peace), (high bit clear), full volume CC/E5D7: 94 Pause for 60 units CC/E5D8: 4B Display dialogue message $06D5, wait for button press (Show text only) (At bottom of screen) CC/E5DB: F2 Fade out current song with transition time 128 CC/E5DD: 5A Fade screen at speed $04 CC/E5DF: 5C Pause execution until fade in or fade out is complete CC/E5E0: B5 Pause for 15 * 6 (90) units CC/E5E2: 42 Hide object $31 CC/E5E4: 42 Hide object $32 CC/E5E6: 42 Hide object $33 CC/E5E8: 42 Hide object $34 CC/E5EA: 45 Refresh objects CC/E5EB: 39 Free screen CC/E5EC: 4F Exit the current location CC/E5ED: FE Return CC/E5EE: FF